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Spell Immunity: Abjuration

I'm wondering, when you have cast Spell Immunity: Abjuration.
Is there any way to remove it?
It seems all removal and dispel magics are also Abjuration.

There are spells that say they will remove the spells, but if you are immune can it actually be removed?
Just curious as to what trumph what here?

And sorry if this has been posted before, I didn't find any such post though.
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Comments

  • CrevsDaakCrevsDaak Member Posts: 7,155
    Lol, no, it's undispellable :P or hit yourself with the Staff of the Magi/Carsomyr, that may work. You can press CRTL+R to remove ALL the effects in that character and you'll have full health too, or you can use CRTL+T to make it wear off or you can travel somewhere and travel back to make it be gone.
  • karnor00karnor00 Member Posts: 680
    It can't be dispelled with dispel magic, but spell strike will get rid of it.

    There is also a line of spell removals which are alteration rather than abjuration which can remove it. I think its called spell thrust or something similar.
  • KilliKilli Member Posts: 14
    Hmm, yea spell strike seems like the only candidate as it is both Abjuration and Alteration. Another site states the various removal spells ignore this protection. Guess I need test this :)
  • lansounetlansounet Member Posts: 1,182
    Ruby Ray of Reversal is not abjuration so it works. Also I'm pretty sure Secret Word can remove it.
  • ryuken87ryuken87 Member Posts: 563
    Any spell removal spell will get rid of it - Secret Word, Pierce Magic, Ruby Ray, etc.

    While it may seem counter-intuitive given the name of the spell, people should really test things for themselves.
  • vangoatvangoat Member Posts: 212
    if you have spell shield + spell trap + SI:A, would they have to get rid of the first 2 before they could do anything about the spell immunity?
  • ryuken87ryuken87 Member Posts: 563
    @vangoat Yes that would work. It's playing theory a bit since I really don't know what enemy mages have in terms of spell protection removal. The generally accepted tactic is to go SI:Abj + SI:Div + Improved Invisibility. That way you can't be dispelled and you can't be targetted.
  • bbearbbear Member Posts: 1,180
    I believe wands can target improved invisible characters. I recall using wand pierce magic and ruby ray of reversal on improved invisible enemies.
  • SpaceInvaderSpaceInvader Member Posts: 2,125
    There's always a way...
  • KilliKilli Member Posts: 14
    Did test it once I got home and yes all removal spells gets rid of it.
    Some things just bugs ones mind when at work :D
  • AlonsoAlonso Member Posts: 806
    Doing a bit of necromancy here because this looks like a bug. The spell description is very clear. Spells of the selected school will not be able to harm the caster.
  • kjeronkjeron Member Posts: 2,368
    edited March 2019
    Alonso wrote: »
    Doing a bit of necromancy here because this looks like a bug. The spell description is very clear. Spells of the selected school will not be able to harm the caster.
    A technicality - spell removal effectively targets the spell defenses they are removing, not the creature those spells are protecting.
    All spells set to secondary type 4 (Magic Attack) bypass such defenses (deflection, reflection, or trapping of spells, unfiltered or filtered by school) specifically for this reason.
  • AlonsoAlonso Member Posts: 806
    Sorry, I'm not following. I understand that a mage protected by Spell Immunity: Abjuration should be immune to abjuration spells. However, that's not the case, abjuration spells do affect him. I can't see how that is not a bug. Can you elaborate?
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Alonso: SI: Abjuration will block Abjuration spells that aren't coded as "Magic Attack" spells. Abjuration spells that are coded as Magic Attack spells will go right through it. In SCS, SI: Abjuration can block Breach and Dispel/Remove Magic, but Spell Thrust, Secret Word, Pierce Magic, Ruby Ray (not Abjuration anyway, but whatever), Warding Whip, Pierce Shield, and Spellstrike will ignore it. And also remove it, if another spell protection doesn't get removed instead (so, if you have SI: Abj and Spell Turning, a Pierce Shield spell will remove Spell Turning but not SI: Abj).

    I don't know if Breach and Dispel/Remove Magic are classified as Magic Attacks without SCS. If they are, they'll go through SI: Abjuration. If they aren't, SI: Abjuration will block them. Otherwise, SI: Abjuration will only block other Abjuration spells--which basically just means defensive spells like Protection from Fire and Resist Fear and so forth.

    All Magic Attack spells besides Ruby Ray are Abjuration spells, but not all Abjuration spells are Magic Attack spells.
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    It’s not a bug because you have two seemingly contradictory effects clashing, but the effect that trumps the other is working as intended.

    You are looking at it from a “I have SI Abjuration, therefore all Abjuration spells should not affect me” perspective.

    The caster of (for example) Spell Thrust is looking at it from the perspective “I am casting a spell that removes all spell defences of level 5 or below. SI Abjuration is a spell defence of level 5. Therefore it should be removed”.

    Both perspectives are seemingly right but only one can be true. And the true in-game perspective is the latter, i.e. spell removal spells trump SI Abjuration. And when you think about it, from a game balance perspective this is absolutely the right thing. Spell removals are incredibly niche spells. If they were rendered useless by a single level 5 spell, they would be beyond weak. Whereas Spell Immunity is still an incredibly strong spell even with this behaviour. You can choose your spell school to defend against when you cast it and SI Abjuration is still vitally important to defend against Dispel/Remove Magic and Imprisonment.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    In Improved Anvil, Ruby Ray of Reversal is actually the only way to remove SI: Abjuration. But then, IA is all about X being the only way to deal with Y.
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  • lunarlunar Member Posts: 3,460
    semiticgod wrote: »
    In Improved Anvil, Ruby Ray of Reversal is actually the only way to remove SI: Abjuration. But then, IA is all about X being the only way to deal with Y.

    Yeah I have a IA/SCS hybrid game and that sucks because you can not touch mages with si:abjuration until you can cast multiple ruby rays. I house-ruled it, changed spell thrust to evocation and secret word to enchantment school. I also house-ruled that minor globe of inv. blocks spell thrust but not secret word, however globe of inv. blocks secret word too, so you need pierce magic (level 6 equivelant) to dispel globe. If si:abjuration is also in place only ruby rays are the way to go.

    IIRC spell revisions mod also change secret word to enchantment which I don't have installed.

    In unmodded game everything is simple, si:abjuration only protects against dispel/remove magic. And imprisonment, which is important too.

    Breach and other spell removals work. And how the spell thrust/secret word affected globes of invulnerability was a bit wonky for different versions of the game.
  • AlonsoAlonso Member Posts: 806
    edited March 2019
    @Jaheiras_Witness: What you're saying is that the description of Spell Immunity is wrong ("All spells of this school will not be able to harm..."). I think there is a Beamdog policy that says that a mistake in the in-game documentation (as opposed to a mistake in the manuals) is a bug, but I'm not sure. I think I read that somewhere in the forum, but I might be mistaken.
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    Arguably even the description is fine. Abjuration spells cannot harm you while your SI is active...right up until the point that the SI is removed by a debuffing spell (which happens to be Abjuration, because of the sequencing of what trumps what). And there's also the point that a debuffing spell does not actually harm you, it just removes some of your defences.

    Semantics aside, the important point for me is that the spells are working as they should be.
  • bob_vengbob_veng Member Posts: 2,308
    Arguably even the description is fine. Abjuration spells cannot harm you while your SI is active...right up until the point that the SI is removed by a debuffing spell (which happens to be Abjuration, because of the sequencing of what trumps what).

    going by the description, no spell abjuration spell should work

    the rule of "what trumps what" poses an exception to the rule of how the spell works

    since this exception isn't noted in the description, it can be said that the description isn't fully adequate
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    The descriptions are a bit fuzzy. Spell Immunity says it'll block an abjuration spell, which includes Pierce Magic, but Pierce Magic says it will remove spell protections and explicitly names Spell Immunity as an example of something it will remove. Piece Magic doesn't specify that it only works on Spell Immunity: Alteration/Evocation/Necromancy/Illusion/Divination/Conjuration/Enchantment, but not Abjuration. Pierce Magic just says it removes "Spell Immunity." It's not known whether SI: Abjuration is an exception to the Spell Immunity description, or an exception to the Pierce Magic description.

    It's the same thing as Spell Shield and Spellstrike. Spell Shield says it'll block Spellstrike and protect other defenses; Spellstrike says it will take down Spell Shield as well as everything else. In both cases, the description leaves room for interpretation.

    Since the description doesn't specify, I think the current system makes sense from a balance perspective. If SI: Abjuration blocked all magic attacks, it would be an unbreakable Spell Shield that made wizard defenses even stronger than they already are.
  • AmmarAmmar Member Posts: 1,297
    semiticgod wrote: »
    Since the description doesn't specify, I think the current system makes sense from a balance perspective. If SI: Abjuration blocked all magic attacks, it would be an unbreakable Spell Shield that made wizard defenses even stronger than they already are.

    Ruby Ray would still work and there are some mods that force you to use it against SI:Abj. Arguably Spellstrike should also work depending on what you would consider the correct implementation of dual-school spells to be in relation to Spell Immunity.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Ammar: True, though SI: Alteration could block that as well, if SI applied to magic attacks.
  • ElysianEchoesElysianEchoes Member Posts: 475
    Abjuration spells cannot harm you . . . but they can still harm a spell you have on you. Kinda like a magical flak jacket. It (spell thrust or w/e) takes off your jacket (SI), but you aren't harmed by losing the jacket. You're harmed by whatever comes next that you no longer have a jacket against. So, you're not the target, the jacket is. At least, that's how I think of it.
  • AlonsoAlonso Member Posts: 806
    To make sure we're all on the same page, I'll try to describe what the spell does. Please correct me if I got it wrong:

    Spell Immunity: Abjuration protects the caster from the spells Remove magic and Dispel magic. It doesn't protect from any other abjuration spells.
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    That's incorrect. It protects also from Imprisonment and Breach, and possibly some others. It only does not protect you from spell-removal Abjuration spells.
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    Quick look at list of offensive abjuration spells...it would also protect you from Glyph of Warding and Lower Resistance.
  • kjeronkjeron Member Posts: 2,368
    edited March 2019
    Alonso wrote: »
    To make sure we're all on the same page, I'll try to describe what the spell does. Please correct me if I got it wrong:

    Spell Immunity: Abjuration protects the caster from the spells Remove magic and Dispel magic. It doesn't protect from any other abjuration spells.
    It will also protect from any of the following cast by someone else:
    Protection from Evil (+10' version), Remove Fear, Spirit Ward, Glyph of Warding, Protection from Fire, Remove Curse, Remove Paralysis, Cure Disease, Spiritual Clarity, Free Action, Protection from Lightning, Negative Plane Protection, Protection from Normal Weapons, Protection from Petrification, Resist Fear, Non-Detection, Protection from Cold, Protection from Acid, Protection from Magic Energy, Protection from the Elements, Protection from Energy, Imprisonment, and Freedom (provided it is still active when freedom is cast).

    @Jaheiras_Witness
    It does not protect against Breach or Lower Resistance.
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