I've been wrong all this time. It turns out specialist mages have always had a -15% penalty when scribing scrolls from other schools of magic and a +15% bonus when scribing scrolls from their own school in BG1, BG2, BGEE and BG2EE.
The same goes with enemies getting -2 to their saving throws against a specialist mage's spells.
Just thinking through the implications. It makes Illusionist weaker (Blindness is the only illusion that is cast at an opponent). Diviner was already weak and doesn't change. But Enchanters, Invokers, Necromancers et al become even stronger (imagine a Chaos cast by an Enchanter; -6 to save even without Greater Malison! A Finger of Death from a Necromancer is -4 to save or suffer death. Blimey).
Yes! @semiticgod I was thinking about that! If I recall correctly my Blackguard had a save vs spell of -2 and failed a saving throw against web (-2 penalty) which seemed impossible but if the mage was an Invoker it was indeed possible.
@bengoshi: Do the specialist mages' save penalties only apply to spells of their school? If so, this makes the spell schools a lot more balanced. And do we know if priest spells have the same penalties?
I compiled a list of mage spells that offer saving throws. Some of the schools are different with Spell Revisions installed, so for some of the non-SR spells, I put a question mark indicating I don't know if the school is right. Enchanters and Invokers seem to gain the most from failed saves.
Conjuration:
grease SR stinking cloud SR web glitterdust flame arrow cone of cold symbol fear/symbol of weakness symbol stun symbol death SR comet comet?
Evocation:
chromatic orb stinking cloud web SR deafness/sound burst fireball lightning bolt resilient sphere? cloudkill sunfire chain lightning delayed blast fireball prismatic spray? incendiary cloud SR bigby's clenched fist bigby's clenched fist? SR meteor swarm SR bigby's crushing hand bigby's crushing hand? SR dragon's breath dragon's breath?
Enchantment:
charm person SR sleep SR power word: sleep hold person dire charm confusion emotion domination hold monster chaos feeblemind SR sphere of chaos SR power word: kill
Illusion:
spook
Necromancy:
horror ray of enfeeblement skull trap hold undead contagion finger of death control undead horrid wilting wail of the banshee
Transmutation:
SR color spray SR chromatic orb deafness? slow SR resilient sphere polymorph other flesh to stone disintegrate sphere of chaos SR prismatic spray
@bengoshi: Do the specialist mages' save penalties only apply to spells of their school? If so, this makes the spell schools a lot more balanced. And do we know if priest spells have the same penalties?
It's @Dee who can answer these two questions, or @elminster
I don't know for certain, but I would assume that the bonuses/penalties apply to all spells that are cast at/by the specialist, as long as they're of the appropriate school.
Here is something to test: Do priest spells that share the same schools get the bonuses as well?
For example Silence 15' (Alteration), Holy Smite (Necromancy), Hold Person (Enchantment) could all be more powerful if a human cleric takes 2 levels of specialized mage before dualing.
Dynaheir gets bonuses to Web, Stinking Cloud, Cloudkill, and Fireball. I wonder if that will affect the general opinion of her.
Huh? Xan gets bonuses to emotion, chaos and feeblemind. Chaos with -6 penaly, and with Greater Malison the penalty is -10. Scary, scary Xan. The enemies are doomed.
Did you know that the "no one-shot at lvl 1" rule doesn't work in IWDEE:
[spoiler=my lvl 1 char with 17 HP gets killed in one hit]
[/spoiler]
Also, I've found that if enemies in IWDEE are asleep, you can change armor on your characters, even while they're standing right next to sleeping enemies.
Did you know that in the town of Kennebunkport, Maine, there is a road called Arundel Road? My mom sold something to someone living there, and she thought that Arundel "sounds like the name of a fantasy character."
Another thing I should mention about Bayard is that he is almost a complete copy of Drelik, the "butler" of the guy who drops the Helm of Glory. They have the same stats, they both have 15 THAC0 and 4 base AC, they are both half-elven conjurer/thieves, they wear the same colors, they have the exact same set of spells memorized, they both have the same mage script, they both wield a short sword +1, neither of them have any proficiency in that weapon, both of them have 100% magic resistance for no apparent reason, and they have the same saving throws. Drelik has 984 experience. Bayard has 10984.
Did you know that in IWDEE throwing daggers weight nothing, while in BG1&2EE their weight is 1 lbs/10 units?
This way, you can safely buy 200 throwing daggers for your mages and druids (and other characters) who have low STR in IWDEE without a fear to be stuck because of a big weight? And daggers have 2 APR, while slings give only 1 APR. So, in IWDEE throwing daggers are wonderful for you mages and druids.
actually in the BG EE series throwing daggers weight 1 pound per throwing dagger, making them quite frustrating for low STR mages in bg1, that's why they really REALLY need to add a +1 returning throwing dagger in bgee somewhere, because the 1 lb per dagger thing is balls awful
I have never used throwing daggers for that very reason. At the very least, they should be recoverable after combat. It's like they turn into dust after being thrown...The weight would be justifiable if you didn't have to keep a hundred of them on you to keep supplied between shopping trips.
At the very least, they should be recoverable after combat. It's like they turn into dust after being thrown...The weight would be justifiable if you didn't have to keep a hundred of them on you to keep supplied between shopping trips.
Something like this can be added to throwing weapons very easily by mods.
Comments
The same goes with enemies getting -2 to their saving throws against a specialist mage's spells.
https://forums.beamdog.com/discussion/comment/709012/#Comment_709012
The SoD-related patches will add appropriate descriptions into the games.
This is one of the best examples of "been playing this game for 15 years and still find out something new".
If I recall correctly my Blackguard had a save vs spell of -2 and failed a saving throw against web (-2 penalty) which seemed impossible but if the mage was an Invoker it was indeed possible.
Abjurers also do not have many spells that allow a saving throw.
So Illusionist, Diviner, Abjurer become weaker.
Enchanter, Necromancer, Invoker, Transmuter and Conjurer become stronger.
Out of all I reckon Enchanters benefit the most since they have so many save or else spells.
Conjuration:
grease
SR stinking cloud
SR web
glitterdust
flame arrow
cone of cold
symbol fear/symbol of weakness
symbol stun
symbol death
SR comet
comet?
Evocation:
chromatic orb
stinking cloud
web
SR deafness/sound burst
fireball
lightning bolt
resilient sphere?
cloudkill
sunfire
chain lightning
delayed blast fireball
prismatic spray?
incendiary cloud
SR bigby's clenched fist
bigby's clenched fist?
SR meteor swarm
SR bigby's crushing hand
bigby's crushing hand?
SR dragon's breath
dragon's breath?
Enchantment:
charm person
SR sleep
SR power word: sleep
hold person
dire charm
confusion
emotion
domination
hold monster
chaos
feeblemind
SR sphere of chaos
SR power word: kill
Illusion:
spook
Necromancy:
horror
ray of enfeeblement
skull trap
hold undead
contagion
finger of death
control undead
horrid wilting
wail of the banshee
Transmutation:
SR color spray
SR chromatic orb
deafness?
slow
SR resilient sphere
polymorph other
flesh to stone
disintegrate
sphere of chaos
SR prismatic spray
It was quite the moment for me since I've never seen him ever before (and in EE no less).
Or maybe the island was actually infected with biffantropy the entire time.
For example Silence 15' (Alteration), Holy Smite (Necromancy), Hold Person (Enchantment) could all be more powerful if a human cleric takes 2 levels of specialized mage before dualing.
http://tvtropes.org/pmwiki/pmwiki.php/Trivia/BaldursGate
Abjuration:
SR glyph of warding
SR repulsion
Conjuration:
cloak of fear
symbol fear/symbol of weakness
symbol stun
symbol death
Evocation:
glyph of warding?
blade barrier?
flame strike
false dawn
SR firestorm
sunray
globe of blades
Enchantment:
command
hold person
miscast magic
rigid thinking
mental domination
greater command
cloak of fear?
confusion/chaos
Necromancy:
SR contagion
holy smite
unholy blight
poison
finger of death
Transmutation:
SR doom
SR silence 15' radius
silence 15' radius
implosion
[spoiler=my lvl 1 char with 17 HP gets killed in one hit]
[/spoiler]
Also, I've found that if enemies in IWDEE are asleep, you can change armor on your characters, even while they're standing right next to sleeping enemies.
https://www.youtube.com/watch?v=8Kmmggc6jH8