Spell Immunity Question
chickenhed
Member Posts: 208
Two quick questions.
Firstly can you be immune to more than one type of magic at one time with Spell Immunity? So could I cast it, choose Abjuration, then cast it again and choose Alteration?
Secondly if the above IS possible, how on earth would you remove the spell protections from an enemy mage if they have themselves immune from Abjuration and Alteration?
Firstly can you be immune to more than one type of magic at one time with Spell Immunity? So could I cast it, choose Abjuration, then cast it again and choose Alteration?
Secondly if the above IS possible, how on earth would you remove the spell protections from an enemy mage if they have themselves immune from Abjuration and Alteration?
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2) Spell Immunity: Abjuration doesn't protect you against: Khelben's Warding Whip, Pierce Magic, Pierce Shield, Ruby Ray of Reversal, Secret Word, Spell Thrust and Spell Strike. Which can all potentially remove it.
Since there are no updates I'll go back to my dimension, lurking in the void...
Spell Immunity protects you against OTHERS' (opponents and allies) spells but not YOUR own spells. For example, Spell Immunity Necromancy still does not protect you against your own Skull Trap.
So Khelben's can take down Spell Immunity Abjuration even though Khelben's is an abjuration spell?
Also, SI:Alteration does not protect against Time Stop.
"Spell Immunity
Most enemy spellcasters use spells from too many different schools for this spell to be any good as a conventional spell protection, but it is incredibly powerful in specific instances. Especially solo mages can put its immunities to great use.
The spell offers the following choices:
Abjuration: Will protect you against Dispel Magic, Remove Magic and Imprisonment (including the demilich variant Trap the Soul). Will not protect you against Breach, Lower Resistance or any conventional spell protection removal (use Improved Invisibility for that).
Conjuration: Will protect against Melf's Acid Arrow, Flame Arrow, the Power Words, Maze, the Symbols and all of the nasty insect spells. Will not protect against summons in any way.
Divination: Protects your illusions from all illusion removal spells. Will prevent Projected Images from being killed by True Sight if they cast it themselves.
Enchantment: Will protect against some nasty level 1-5 spells, such as Dire Charm, Hold Person, and Feeblemind.
Illusion: The only illusion that affects others is Blindness...
Evocation: Protects against every Evocation spell in the game (though only partially against Melf's Minute Meteors). While that may seem impressive, don't forget Mirror Image will probably protect you even better. This is the best protection against stationary area damage, though.
Necromancy: Protects against Skull Trap, Abi-Dalzim's Horrid Wilting and a few spells too sad to mention. Since enemies cast these spells only very rarely, you're probably better off using Mirror Image, (Minor) Spell Turning and/or Improved Invisibility instead.
Alteration: Protects against a small number of save-or-else spells. Again, try (Minor) Spell Turning or Improved Invisibility instead.
In solo play, where enemy True Sight or Remove Magic triggers can wipe out all of your precious protections in one go, immunity to both Abjuration and Divination is essential.
Won't protect you from your own spells (only those of others)."
That's why Spell Shield is important, because it will eat up the first spell removal thrown at you no matter what.
Ok. The enemy mage his improved invisibility (you can't directly target him) but has Spell immunity to Divination and Abjuration (immune to true sight and dispel/remove magic). What are my options here?
Try to use aoe spells like Skull Traps, Cloudkill and such to interrupt and damage him.
edit: that sounded demanding. I didn't mean it that way! Since I would like to play with SCS, I would love to know how it would be done then.
You can dispell its protection with a Wand of Spell Striking, since it's an item ability and isn't affected by the improved invisibility effect.
Are you supped to be able to target invis opponents with wands and scrolls? I've just recently discovered this behavior.
Concerning your question if you're running SCS, the spell removal spells have a small aoe and will hit the closest enemy. So you can use Spell Thrust on the floor to remove the Spell Immunity : Divination of your foe and then use True Sight. It is per the "Antimagic attacks penetrate Improved Invisibiity" component @FinaLfront just quoted.
Use a Thief's Detect Illusion skill. Its basically a passive True Sight ability that bypasses any sort of protection from divination.
But so it is.
@SpaceInvader Realizing that Wand of Spell Striking can hit through both SI: Abjuration and Improved Invisibility was the only thing that prevented me from throwing my computer out of the window in frustration. It might be a loophole in the engine, but after fighting Shangalar and co, I just cannot feel bad for exploiting it. High level spellcasters in SCS are just stupidly overpowered, especially if you have the prebuffing component installed. I don't find it particularly fun having to read through 25 lines of spell protections only to find out that the mage is pretty much invulnerable and my only chance at winning is to stall using Polymorph: Jelly or potions of magic protection.
"Charname spellcasters in unmodded BG2 are just stupidly overpowered, especially if they metagame and prebuff before combat. I don't find it particularly fun not having at least the chance to read through 25 lines of spell protections just to be sure that the mage is pretty much invulnerable and my only chance at winning is to stall using Polymorph: Jelly or potions of magic protection"
Unless, of course, you have to face an enemy that casts spells over spells with scripts and/or is immune to a thousand effects.
But that's more like cheating. Something that SCS tries to avoid.
@Pibaro; Good one. However, I find that enemy mages do have a slight edge over player mages for two reasons. First, an enemy mage will only ever fight one battle and thus does not need to ration his or her spells. Unless you employ your metagame knowledge and pre-select the optimal spells for an upcoming encounter, there is a good chance that at least some of your spells will be useless or wasted. Second, some of the most powerful casters (eg. liches) seem to possess abilities that are not available to the player, such as immunity to spells of 5th level or lower, multiple contingencies and so on.
I know a lot of you are fond of spellcasters and I don't wish to put them down, not at all. I am aware that a well-player player mage can be just as powerful, if not even more so, as his best AI-operated equivalent. What I find a tad strange/off-putting is that I can dispatch a beholder, high-level fighter and a vampire in a matter of seconds whereas a lich and a mage take minutes and multiple tries to take down. But such is the way of this game, and I've come to accept it.
@SpaceInvader, I eventually beat the whole encounter the legitimate way (didn't even use the wand.) I suppose my hard time was due to not having the Antimagic penetrates Improved Invisibility -component installed, meaning that SI: Divination pretty much made the mages untouchable bar a very high level dispel/remove magic.
Or as other poster said, detect illusions thief skill always worked well, too! Then ofcourse Improved anvil mod made thief skill blockable via si:divination. The author really hated thieves as a class, methinks.
I was just joking.
But remember, when you install scs you can choose from different level of prebuff for enemy spellcaster.
Will the "absorb" spell protections (spell deflection line, spell turning line, and spell trap) absorb spell removal spells as well?
Example. Mage has globe of invulnerability which absorbs 10 levels of spells. I throw a Ruby ray at the mage (lvl 7 spell), will ruby ray be absorbed? Or will it remove the globe?
Much appreciated, everyone, for the answers and discussion.
Globe of Invulnerability doesn't absorb spells, it just makes you immune to 4th level or lower spells.
Anyway, no, they are not affected by Spell Deflection/absorbing spells. Ruby Ray will remove it.
What you're looking for is Spell Shield, that's the only thing that can protect you against protection removing spells.
If you give me a few mins I can check for a table that shows you how it works.
EDIT: found it -> http://www.sorcerers.net/Games/BG2/SpellsReference/SpellProtections.htm