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The list of new arcane spells in IWDEE if compared to BGEE/BG2EE and some changes to other spells

JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
This is an attempt to analyze those arcane spells that we don't have in BGEE/BG2EE but that are in IWDEE.

Water Elementals? Seven Eyes? Shades?

I hope that together we can create the ultimate list of all changes that were made in IWDEE (in terms of arcane spells) by the Devs when they combined spells from both BG and IWD.

First of all, if compared to BGEE, IWDEE has a little bit different approach to defining the opposite schools of magic:

Abjurer -Opposed School: Alteration, Illusion.
Conjurer - Opposed School: Invocation.
Diviner - Opposed School: Conjuration/Summoning.
Enchanter - Opposed School: Invocation/Evocation.
Illusionist - Opposed School: Necromancy, Abjuration.
Invoker - Opposed School: Divination, Conjuration/Summoning.
Necromancer - Opposed School: Illusion, Enchantment/Charm.
Transmuter - Opposed School: Abjuration, Necromancy

Certain spells' effects differ from how they act in BG2EE:

Chromatic Orb cannot turn to stone or instantly kill a target in IWDEE: starting at the caster's 7th level and up it can only paralyze the victim for 13 rounds. Also, Chromatic Orb doesn't have the +6 save anymore and doesn't give an acid damage. Moreover, a successful save vs spell negates all its effects including its damage.

Abi Dalizims Horrid Wilting and Chain Lightning are no longer are party friendly.

Find Familiar: A familiar you summon has HPs and abilities from BGEE, no from BG2EE. For e.g., a fairy dragon doesn't have an Invisibility spell

And here're the spells that are new if compared to BGEE/BG2EE:

1. Expeditious Retreat (Alteration) Level: 1 Range: 0 Duration: 3 rounds Casting Time: 1 Area of Effect: The caster Saving Throw: None
This spell doubles the caster ’ s normal speed for a short period of time... usually long enough to escape. Other movementaltering effects, such as Haste and Slow, cannot affect the caster while this spell is in effect. While Expeditious Retreat is active, the caster cannot attack, cas t spells, or use any items or special abilities... she can only run.

2. Cat’s Grace (Alteration) Level: 2 Range: Touch Duration: 1 hour/level Casting Time: 2 Area of Effect: 1 creature Saving Throw: None
This spell magically increases a target’s Dexterity. The amount depends on the target’s class: Rogues gain 1d8 points, warriors and wizards gain 1d6 points, and priests gain 1d4 points. If a character has more than one class, the larger die is used. Cat’s Grace cannot raise a target’s Dexterity past 20.

3. Decastave (Evocation) Level: 2 Range: 0 Duration: 3 rounds + 1 round/level Casting Time: 2 Area of Effect: The caster Saving Throw: None
This spell creates a staff of force in the caster ’ s hand. It is treated as a magical weapon, doing 1d6 Hit Points of damage per hit, and it can hit creatures that require +1 weapons to hit. It is a staff, however, so if the caster does not have a proficiency in staff weapons, then the Decastave is used at a penalty. The staff also has the power to drain a target of 1d2 Hit Points on every strike. These Hit Points are added to the caster ’ s, but they can only heal damage the caster has taken; they will not raise Points beyond his normal maximum. his H

4. Snilloc’s Snowball Swarm (Evocation) Level: 2 Range: Visual range of the caster Duration: Instant Casting Time: 2 Area of Effect: 30-ft. radius Saving Throw: 1/2
This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1d3 Hit Points/level, up to a maximum of 8d3 Hit Points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1d6 Hit Points/level.

5. Icelance (Evocation) Level: 3 Range: Visual range of the caster Duration: Instant Casting Time: 3 Area of Effect: 1 creature Saving Thro w: Special
This spell fires a magical lance of ice at a target of the caster ’ s choosing. It automatically hits, inflicting 5d6 points of cold damage and forcing the target to make a Save vs. Spell or be stunned for 3 rounds.

6. Lance of Disruption (Invocation) Level: 3 Range: 100 ft. Duration: Instant Casting Time: 3 Area of Effect: Special Saving Throw: 1/2
This spell shoots a lance of force, which travels from the caster to a specified point 100 ft. in the distance. Any creatures in the lance s path take 5d4 points of crushing damage plus 2 points of damage per level of the caster (maximum of +30). Victims can save vs. Spell for half damage.

7. Beltyn (Necromancy) s Burning Blood Level: 4 Range: Visual range of the caster Durat ion: 1 round/2 levels Casting Time: 4 Area of Effect: 1 creature Saving Throw: Neg.
This spell turns a target ’ s blood to flame, doing 3d4 Hit Points of damage every round and driving the victim berserk with pain. The target gets to save vs. Spell every ro und; if successful, the damage and berserk state are negated. This spell does not work against undead or extraplanar creatures that do not have blood (such as elementals). If the creature is resistant to fire, this resistance will lower or nullify the damage from this spell.

8. Emotion: Courage (Enchantment/Charm) Level: 4 Range: Visual range of the caster Duration: 1 hour Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None
This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.

9. Emotion: Fear (Enchantment/Charm) Level: 4 Range: Visual range of the caster Duration: 5 rounds Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: Neg.
This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds.

10. Emotion: Hope (Enchantment/Charm) Level: 4 Range: Visual range of the caster Duration: 1 hour Casting Time: 4 Area of Effect: 15-ft. radius Saving Throw: None
This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls.

11. Mordenkainen’s Force Missiles (Invocation) Level: 4 Range: Visual range of the caster Duration: Instant Casting Time: 4 Area of Effect: 5-ft. radius Saving Throw: Special
This spell creates a brilliant globe of magical energy that streaks forth from the caster s hand to unerringly str ike its target, much like a Magic Missile spell. The wizard creates one missile at 7th level and an additional missile at every third level after 7th — in other words, two missiles at 10th level, three at 13th, four at 16th, and so on, to a maximum of seven missiles at 25th level. Each missile inflicts 2d4 points of damage to the target and then bursts in a 5ft. radius concussive blast that inflicts 1 point of damage per level of the caster — for example, a 12th two force missiles, elevel wizard could conjure ach of which strikes for 2d4+12 points of magic damage. Creatures taking damage can attempt a Save vs. Spell to negate the concussion damage, but the impact of the missile itself allows no Saving Throw. The 1stlevel wizard spell Shield will absorb the for missiles harmlessly, including the concussion damage.

12. Shadow Monsters (Illusion/Phantasm) Level: 4 Range: Visual range of the caster Duration: 1 round/level Casting Time: 4 Area of Effect: Special Saving Throw: None This spell shapes material from the Demiplane of Shadow into illusionary monsters. Up to six shadowy creatures can be summoned at once, but their total Hit Dice will normally not exceed the spellcaster’s level.

13. Shout (Invocation) Level: 4 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: 35-ft. cone with 15-deg. arc Saving Throw: Special
Shout grants the wizard tremendous vocal powers, allowing him to emit an earsplitting roar from his mouth in a cone-shaped area of effect. Any creature within this area is deafened for 9 rounds and suffers 4d6 points of magic damage. A successful Save vs. Spell negates the deafness and reduces the damage by half.

14. Vitriolic Sphere (Conjuration) Level: 4 Range: Visual range of the caster Duration: Special Casting Time: 4 Area of Effect: 9ft. radius Saving Throw: Special
This spell conjures a sphere of glowing emerald acid that the caster can direct to strike any target within range. When it reaches its target, the sphere explodes and drenches the victim in potent acid. The victim suffers 1d4 poi nts of acid damage per caster level, to a maximum of 12d4 points of damage. After the initial damage, the victim must make a Saving Throw to avoid more damage. If unsuccessful, the victim continues to suffer acid damage in the following rounds, sustaining two less dice of damage each round. For example, an 8thlevel wizard inflicts 8d4 damage with this spell on the first round, 6d4 on the second round, 4d4 on the third round, 2d4 on the fourth round, and the spell ends on the fifth round. Each round after t he first, the victim is entitled to a Save vs. Spell to avoid further damage. The vitriolic sphere also splashes acid in a 9ft. radius around the primary target. Any creatures within the splash radius must save vs. Petrification/Polymorph or suffer a spl ash hit that inflicts 1d4 points of damage per every five levels of the caster. Splash hits do not cause continuing damage.

15. Conjure Water Elemental (Conjuration/Summoning) Level: 5 Range: Visual range of the caster Duration: 1 turn/level Casting Time: 9 Area of Effect: Special Saving Throw: None
This spell allows the caster to summon an 8-HD elemental from the Elemental Plane of Water and bind it to her will. This elemental will fight on behalf of the caster until the spell duration expires or the elemental is destroyed.

16. Contact Other Plane (Divination) Level: 5 Range: 0 Duration: Instant Casting Time: 9 Area of Effect: The caster Saving Throw: None
This spell allows the wizard to contact powers from other planes of existence in order to receive advice and information. The nature of the divination is oriented around knowledge of powerful foes, magic items, and spells.

17. Demi-Shadow Monsters (Illusion/Phantasm) Level: 5 Range: Visual range of the caster Duration: 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None
This spell is similar to the 4th-level wizard spell Shadow Monsters, except the summoned creatures are much more powerful.

18. Shroud of Flame (Invocation) Level: 5 Range: Visual range of the caster Duration: 1 round/2 levels (special) Casting Time: 5 Area of Effect: 12ft. radius Saving Throw: Neg. This spell causes a creature to burst into flames if it fails a Save vs. Spell. The cre ature will burn for 2d6 points of damage every round, and gouts of flame erupt from the burning target, causing any creatures within 12 ft. of the target to take 1d4 points of damage from the flames. Anyone hit by the victim ’ s flames must also make a Save vs. Spell to avoid contracting the shroud themselves. The shroud of flame dissipates if the caster and target are no longer in the same area. This spell is particularly useful in dispersing packs of trolls and frost salamanders.

19. Summon Shadow (Conjuration/Summoning, Necromancy) Level: 5 Range: Visual range of the caster Duration: 1 round + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None
This spell summons three 4-HD shadows. The shadows will obey the orders of the caster, attacking her enemies or performing tasks until the spell expires or the shadows are slain.

20. Antimagic Shell (Abjuration) Level: 6 Range: 0 Duration: 1 turn/level Casting Time: 1 Area of Effect: The caster Saving Throw: None
This spell surrounds the caster with a him him n invisible barrier that moves with . This barrier makes the wizard immune to any magical attacks, but it prevents from casting spells. Antimagic Shell also dispels deafness and feeblemindedness in the caster.

21. Darts of Bone (Necromancy) Level: 6 Range: 0 Duration: 5 rounds Casting Time: 5 Area of Effect: The caster Saving Throw: None
This spell creates nine darts that can be used by the caster and cannot be unequipped so long as the spell is in effect. The darts are +3, do 1d4+3 missile damage, and a creature struck by a dart must save vs. Death or take 2d6 magic damage and have its Strength reduced by 3 for 5 rounds. Strength reduction is noncumulative, and failing a save while the reduction is in effect will not extend its duration. The caster’s weapon proficiency with darts (or lack thereof) has no effect on the darts’ chances to hit a target.

22. Lich Touch (Necromancy) Level: 6 Range: Touch Duration: 1 round/level Casting Time: 6 Area of Effect: The caster Saving Throw: Special
This spell confers the powers of a lich ’ s touch and a lich ’ es upon the caster. The wizard gains immunity to paralysis and fear while the spell is in effect, and s immuniti his hands glow with an unearthly green radiance that does 1d10 cold damage to a target and paralyzes them unless a Save vs. Paralysis is made. This spell has no effect on undead.

23. Monster Summoning IV (Conjuration/Summoning) Level: 6 Range: 20 ft. Duration: 5 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None
With the casting of this spell the wizard summons 1d3 4th-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.

24. Otiluke’s Freezing Sphere (Alteration, Evocation) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: Neg.
This spell fires an orb of cold at a creature that inflicts 1d4+2 points of cold damage per level of the caster. If the target makes its Save vs. Spell, however, they have dodged the orb and avoided all damage.

25. Shades (Illusion/Phantasm) Level: 6 Range: Visual range of the caster Duration: 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None
Shades is similar to Shadow Monsters and Demi-Shadow Monsters—it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demi-Shadow Monsters, and they will obey the caster until the spell expires or they are slain.

26. Soul Eater (Necromancy) Level: 6 Range: Visual range of the caster Duration: Instant Casting Time: 5 Area of Effect: 14-ft. radius Saving Throw: None
This spell deals 3d8 magic damage to all living creatures within a 14-ft. radius. Any creatures that die as a result of this damage are obliterated, and their essence is transformed into a 3-Hit-Dice skeleton under control of the caster. Also, for each creature that dies in this manner, the caster receives a +1 bonus to Strength, Dexterity, and Constitution for 1 turn. Soul Eater has no effect on undead, constructs, and elemental creatures.

27. Trollish Fortitude (Necromancy) Level: 6 Range: 0 Duration: 2 turns Casting Time: 6 Area of Effect: The caster Saving Throw: None
This spell imbues the caster with the resilience of a troll, allowing the caster to regenerate 5 Hit Points per round up to his maximum Hit Points.

28. Acid Storm (Evocation) Level: 7 Range: Visual range of the caster Duration: 1 round/level Casting Time: 7 Area of Effect: 24ft. radius Saving Throw: 1/2 This spell unleashes an acidic downpour on the area of effect, doing 1d4 Hit Points of damage each round for the first three rounds, 1d6 Hit Points for the next three rounds, and 1d8 Hit Points for each round thereafter. Moving out of the area of effect does not stop the damage acid adheres to the skin, and any creatures in the area of effect — the when Acid Storm is cast continue to suffer damage as long as the spell duration lasts. Creatures make a Save vs. Spell every round after they have been hit by the cloud — if successful, they only take half damage (for that round only).

29. Malavon’s Rage (Evocation) Level: 7 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: 15 ft. radius ½ Saving Throw: 1/2
Malavon ’ s Rage was created by the dark elf sorcerer Malavon. It shoots darts of pure energy out from the caster ’ s body in all directions, harming friend and foe alike. The small wedges of magic do 20d4 points of piercing damage (save vs. Spell for ha lf) to everything caught in their path. This spell is especially useful when a wizard is surrounded by enemies.

30. Monster Summoning V (Conjuration/Summoning) Lev el: 7 Range: 20 ft. Duration: 6 rounds + 1 round/level Casting Time: 6 Area of Effect: Special Saving Throw: None
With the casting of this spell the wizard summons 1d3 5th level monsters. These appear within spell range and can be commanded to attack the caster ’s opponents until the spell duration expires or the monsters are slain.

31. Seven Eyes (Abjuration) Level: 7 Range: 0 Duration: 2 turns Casting Time: 7 Area of Effect: The caster Saving Throw: None
This spell conjures forth seven magical orbs that float in a ring above the caster s head. Each eye has a defensive and o ffensive ability, though once either one is used, the eye will lose its power. The powers of each eye are described below. Eye of the Mind: This orb protects the caster against mental attacks such as charm, emotion, and fear. The eye can be expended as th level wizard spell Charm Person, bringing a humanoid creature under the caster e 1st’ s control for 1 turn (Save vs. Spell negates). Eye of the Sword: This eye deflects the first physical damaging attack that strikes the caster. The eye may be expended as the 1stlevel wizard spell Magic Missile, creating up to 5 missiles (one for every two levels of experience besides the first) that each strike a target for 1d4+1 magic damage. Eye of the Mage: This eye absorbs one manifestation of fire, electrical, cold, or acid damage. The eye can also be expended as the 3rd level wizard spell Lightning Bolt, dealing 1d6 electrical damage per level (capped at 10d6) to all creatures in its path.Eye of Venom: This eye halts any one attack or effect that could poison the caster. The eye can also be expended as the 4thlevel priest spell Poison, dealing 20 points of damage to one creature over a period of 20 seconds (Save vs. Poison negates). Eye of the Spirit: This eye blocks one instant Spell; Fdeath magic attack (Death inger of Death; Power Word, Kill; Slay Living; Destruction). The wizard may instead choose to expend the eye ’ s power as the 2nd wizard spell Ray of Enfeeblement, dropping a target ’level s Strength to 5 (Save vs. Spell negates). Eye of Fortitude: This eye blocks one stunning, deafness, blindness, or silence effect. It may alternatively be expended as the 4th-- level wizard spell Shout, dealing 4d6 magic damage and deafening creatures within a 35 ft. cone (Save vs. Spell halves damage and negates deafness). E ye of Stone: This eye shields the caster from a single petrification attack. It can also be used as the 3rdhumanoids of manlevel wizard spell Hold Person, rendering size or smaller immobile for 1 round/level (Save vs. Spell negates).

32. Suffocate (Alteration) Level: 7 Range: Visual range of the caster Duration: 4 rounds Casting Time: 7 Area of Effect: 14-ft. radius Saving Throw: Special
This spell draws the breath out of all creatures within the area of effect. Creatures that do not breathe are unaffected. Suffocating creatures suffer -4 to Armor Class, -4 to hit, -6 to Dexterity, one less attack per round, half movement rate, and take 4d8 points of magic damage per round. A successful Save vs. Spell negates all effects but 2d8 points of damage for one round. The effects begin to fade when the creature moves out of the area of effect, although it can take a round for a character to catch their second wind.

33. Great Shout (Invocation) Level: 8 Range: 0 Duration: Instant Casting Time: 1 Area of Effect: 35ft. cone with 15 Saving Throw: 1/2
Upon uttering the Great S his mouth in a 35 he-- deg. arc hout, the caster releases a stunning force from ft. cone. The Great Shout is extremely taxing and dangerous to the user. The shout drains 2d4 Hit Points from the caster, and must make a Save vs. Spell or fall unconscious for a turn. Cr eatures 5 Hit Dice and under caught within the Great Shout instantly die. All other creatures within the area of effect must save vs. Spell. Those who fail the save are stunned for 2 rounds, deafened for 4 rounds, and suffer 4d12 points of magic damage. Th ose who make the save are stunned for 1 round, deafened for 2 rounds, and suffer 2d12 points of magic damage.

34. Iron Body (Alteration) Level: 8 Range: 0 Duration: 2 turns Casting Time: 8 Area of Effect: The caster Saving Throw: None
This spell transforms the caster’s body into living iron, granting him several powerful resistances and abilities. While the spell is in effect, the caster is 100% resistant to electricity and poison, 50% resistant to fire, and 25% resistant to crushing damage. Spells that affect respiration or the physiology of the caster are ignored. In addition, the caster’s Strength is raised to 25, and the caster can attack twice per round with iron fists for 2d4 points of damage plus appropriate Strength bonuses. Unfortunately, the caster’s movement becomes slow and awkward, setting his movement rate to 25% of his normal, and he cannot cast spells while Iron Body is in effect.

35. Mind Blank (Abjuration) Level: 8 Range: 0 Duration: 24 hours Casting Time: 1 Area of Effect: The caster Saving Throw: None
In the interests of one’s self-control and privacy, Mind Blank shields a creature’s mind from almost any mental effect—Charm, Command, Domination, Fear, Feeblemind, Maze, and any scrying by crystal balls or other divination methods.

36. Monster Summoning VI (Conjuration/Summoning) Level: 8 Range: 20 ft. Duration: 7 rounds + 1 round/level Casting Time: 8 Area of Effect: Special Saving Throw: None
With the casting of this spell the wizard summons 1d3 6th241 level monsters. These appear within spell range and can be commanded to attack the caster ’ s opponents until the spell duration expires or the monsters are slain.

37. Monster Summoning VII (Conjuration/Summoning) Level: 9 Range: 20 ft. Duration: 7 rounds + 1 round/level Casting Time: 9 Area of Effect: Special Saving Throw: None With the casting of this spell, the wizard summons 1d2 7th- or 8th-level monsters. These appear within spell range and can be commanded to attack the caster’s opponents until the spell duration expires or the monsters are slain.
Post edited by JuliusBorisov on

Comments

  • Ancalagon44Ancalagon44 Member Posts: 252
    edited October 2014
    Do the effects of Emotion: Courage and Emotion: Hope stack? If so, you can get +5 damage from those two. That is a massive amount. Plus they last an hour. Easily the best two buff spells in the game.

    EDIT: Woohoo! Timestop is in the game!

    EDIT 2: Are the Symbol spells party friendly?
  • elminsterelminster Member, Developer Posts: 16,315
    edited October 2014
    Chromatic orb also no longer does acid damage. So no troll killing for it. Also a successful save vs spell negates all its effects, include its damage.
  • elminsterelminster Member, Developer Posts: 16,315
    edited October 2014
    One thing about all spells (divine and arcane) that increase with level is that in IWD they cap at 30, not 20. So potentially Horrid Wilting can do 50% more damage than it can at max level in BG2. It also can outright kill water dwelling creatures (Water Elementals for instance). Though as has been discussed that comes at the cost of it not being party friendly.
  • jackjackjackjack Member Posts: 3,251
    elminster said:

    Chromatic orb also no longer does acid damage. So no troll killing for it. Also a successful save vs spell negates all its effects, include its damage.

    That's disappointing. One of my favorite spells, but it looks like I won't bother learning it.
  • elminsterelminster Member, Developer Posts: 16,315
    jackjack said:

    elminster said:

    Chromatic orb also no longer does acid damage. So no troll killing for it. Also a successful save vs spell negates all its effects, include its damage.

    That's disappointing. One of my favorite spells, but it looks like I won't bother learning it.
    That is how its always worked in IWD. :)
  • Ancalagon44Ancalagon44 Member Posts: 252
    I used chromatic orb a lot in IWD2 because as mentioned, the paralysis means the enemy is as good as dead. Plus it is useful from a relatively low level. I used it to disrupt the spells of enemy spellcasters and allow me to concentrate fire on the melee monsters before finishing off the stunned spellcasters.
  • PibaroPibaro Member, Translator (NDA) Posts: 2,989
    1. Expeditious Retreat

    I'll never use this. Will anyone?
    __________________________________________
    8. Emotion: Courage
    10. Emotion: Hope

    Come on!!! Best buff in the game :D
    __________________________________________
    16. Contact Other Plane

    I love this one!
    __________________________________________
    31. Seven Eyes

    Someone should explain this to me. I was never able to use it properly!
    __________________________________________

  • JarrakulJarrakul Member Posts: 2,029
    No +6 to saves? Looks like my sorcerer's learning Chromatic Orb.
  • DreadKhanDreadKhan Member Posts: 3,857
    Someone needs to make a mod that gives Khalid unlimited uses per day of Expeditious Retreat. :p
  • meaglothmeagloth Member Posts: 3,806
    Jarrakul said:

    No +6 to saves? Looks like my sorcerer's learning Chromatic Orb.

    Definitely. Especially early game, if you have two people cast it at once you get something parylized almost 100% of the time. It's incredibly useful.

    Warning: web is gimped. It's a 18ft radius and doesn't work on large creatures like ettins or that other giant thing with the spear and shield.
  • elminsterelminster Member, Developer Posts: 16,315
    DreadKhan said:

    Someone needs to make a mod that gives Khalid unlimited uses per day of Expeditious Retreat. :p

    or casts Expeditious Retreat on Morale Failure.
  • KoyoteKoyote Member Posts: 89
    elminster said:

    DreadKhan said:

    Someone needs to make a mod that gives Khalid unlimited uses per day of Expeditious Retreat. :p

    or casts Expeditious Retreat on Morale Failure.
    Oh god no. I have big enough problems with him aimlessly fleeing into packs of hobgoblins right now. I don't need him to do it twice as fast.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    10 changes (not mentioned in the OP) I've found quite important:

    1. The duration of Stoneskin in IWDEE is 8, not 12, hours. So no pre-rest casting in order to be protected by it after the rest.

    BTW, the duration of Ironskins is the same as in BGEE i.e.12 hours.

    2. Web doesn't have -2 penalty to enemies' saving throws and thus stick less often.

    In IWDEE Web has no effect on large creatures i.e. those whose circles are bigger than characters' ones.

    3. Protection from Evil now grants immunity to charmbased spells or effects (e.g. Charm Person, Charm Person or Mammal, Domination, and so on). This spell, taking into account it's from the first spell level, becomes even better.

    4. Shocking Grasp always hits, thus making this spell all more useful in IWDEE.

    5. Blindness is now a level 2 spell. While blinded, the creatures are now immune to gaze attacks.

    Protection from Petrification is now a level 2 spell as well.

    6. Animate Dead now summons not one skeleton that improves with levels, but 1d6 skeletons or zombie.

    Also, I would like to mention that the overall summoning limit in IWDEE is 6, not 5, creatures simultaneously.

    7. Strength works differently: instead of always setting STR to 18 and adding a 18/ bonus to even non-warriors, it gives 1d8 points of STR to warriors, 1d6 points of STR to rogues and priests, 1d4 points of STR to wizards and can't give a 18/ bonus to non-warriors.

    8. Haste now gives proper fatigue penalties after its effect (the fatigue penalties are overall implemented correctly now) thus making this spell much less frequent in using. The penalties hit hard.

    9. There's no Wraithform in IWDEE. If there was,it would break the balance too seriously. An immunity to non-enchanted weapons would protect from 90% of enemies in IWDEE.

    10. Emotion: Hopelessness is a different spell now. It lasts only 1 turn and this duration is set (in BGEE it lasts 2 rounds + 1 round/level). The enemies, effected by the spell, don't lie down, they just stand doing nothing.

    Also, the spell doesn't give the caster an immunity to fear nor it takes away the panic effect.

    I will explore spells further to find other changes.
  • ShikaoShikao Member Posts: 376
    #7 has its school in middle of spell name

    An update request: could spell new to IwDEE in comparison to IwD be marked somehow? Even something simple like a star will be sufficient.
    I begun to read the list, just to realize I know most of the spells any way, because I played IwD quite a lot.

    Great post! =D
  • lunarlunar Member Posts: 3,460
    edited November 2014
    Ghoul touch spell is a one cast-touch range spell, like shocking grasp in iwd. In bg, ghoul touch gives you a ghoul hand which you can attack others for the duration of the spell, so if you are very lucky you can paralyse multiple opponents with a single casting.

    Finger of death (mage version) permanently kills in iwd, but luckily does not have -2 penalty to save vs spells. I say luckily because there are a few enemies who cast this spell at you.

    IIRC, Mordenkainens sword is a totally different spell in iwd, it creates a magical sword in caster's hand that he can use to attack with good effect. Wholesome different than BG version which is basically an unkillable summon.

    Ice storm does 3-30 points of cold damage in iwd, while bg version does 2-16 damage for 4 rounds. Interestingly, bg version seems a lot stronger and here I think ice spells would be more powerful in iwd.

    Clerical negative energy spells work very differently in iwd. They are still touch spells but do not require a hit roll, you just need to complete the spell while being closest to target. Slay living and harm spells are like this, and I think this actually makes them harder to pull off because enemies will swarm and attack to disrupt the cleric while he is busy chanting 'vita, mortis...' Also harm is very, very badly nerfed, a saving throw vs spells totally negates the damage, making it far inferior to slay living. Slay living kills on a failed save!

    Overall I don't like iwd's touch spell implementation, only chill touch works as a proper 'touch weapon spell' and chill touch is, again, weaker in iwd than bg. Bg version does 1-8 points while iwd a measly 1-4 points of ice damage. But other spells are actually closer to pnp lore than bg versions.
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