Skip to content

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

JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,724
This is an attempt to analyze those divine spells that we don't have in BGEE/BG2EE but that are in IWDEE.

I have to say I've absolutely blown away by the number, diversity and the quality of new divine spells. Some of them just rule all! Now I'm sure I'll have a cleric and a druid in my party to try these new spells :)

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

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

Mass Cure is now called “Mass Cure Light Wounds”.

Entangle has no longer +3 to save penalty.

Sunray works differently: it lasts for 4 rounds, it is only usable by druids, and it doesn't have a chance of outright destroying undead

Goodberry heals 5 health/use but you only get 1 item when it is cast.

There're now spells that can be casted only by evil/good-aligned characters.

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

1. Curse (Conjuration/Summoning) Level: 1 Sphere: All Range: Visual range of the caster Duration: 6 rounds Casting Time: 9 Area of Effect: 30-ft. radius Saving Throw: None
When uttering the Curse spell, the caster lowers the morale of enemy creatures and any Saving Throws and attack rolls they make by 1. At the instant the spell is completed, it affects all creatures in a 30-ft. radius centered on the point selected by the caster. Affected creatures leaving the area are still subject to the spell’s effect; those entering the area after the casting is completed are not.

2. 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 movement-altering 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, cast spells, or use any items or special abilities... she can only run.

3. Sunscorch (Invocation) Level: 1 Sphere: Sun Range: Visual range of the caster Duration: Instant Casting Time: 4 Area of Effect: 1 creature Saving Throw: Special
When this spell is cast, a brilliant ray of scorching heat slants down from the sky and strikes one target of the caster’s choice. Any creature struck by the ray takes 1d6 points of damage, plus 1 point per level of the caster; however, if the target is an undead creature or a monster vulnerable to bright light, the damage is 1d6, plus 2 points per level of the caster. In addition to sustaining damage, victims are also blinded for 3 rounds. The victim is allowed a Save vs. Spell for half damage and to avoid the blindness.

4. Alicorn Lance (Invocation) Level: 2 Sphere: Combat Range: Visual range of the caster Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: Special
This spell creates a silver-hued, partially ethereal lance shaped in the form of an alicorn (a unicorn horn). The caster chooses a target, and the alicorn lance instantaneously fires at it, inflicting 3d6 points of piercing damage with a Save vs. Spell for half. Although the alicorn lance dissipates after it strikes, it always leaves a silvery radiance around the target that makes it easier to see and hit, giving it a -2 penalty to its Armor Class for 3 rounds

5. Beast Claw (Alteration) Level: 2 Sphere: Combat Range: 0 Duration: 1 turn Casting Time: 5 Area of Effect: The caster Saving Throw: None
This spell transforms the caster’s arms into the claws of a mighty beast, giving the caster 18/72 Strength and the ability to rake an opponent for 2d4 (plus Strength bonus) points of slashing damage. The caster can attack twice per round with the beast claws, with a +2 bonus to hit.

6. Cause Moderate Wounds (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: 1/2
By casting this spell and touching a creature, the priest deals 11 points of damage (save vs. Spell for half) to the creature’s body. This spell has no effect on undead, constructs, or extraplanar creatures. It cannot be cast by good-aligned characters.

7. Cure Moderate Wounds (Necromancy) Level: 2 Sphere: Healing Range: Touch Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: None
A stronger version of the 1st-level priest spell Cure Light Wounds, Cure Moderate Wounds heals 11 Hit Points and cures intoxication. This spell has no effect on undead, constructs, or extraplanar creatures.
8. Circle of Bones (Necromancy) Level: 3 Sphere: Guardian, Creation Range: 0 Duration: 3 rounds Casting Time: 3 Area of Effect: 3-ft. radius Saving Throw: None
This spell conjures forth a barrier of floating bones that spin rapidly around the caster, who cannot move for the duration of the spell. Anyone entering the path of the bones takes 1d6 crushing damage and 1d6 slashing damage per round

9. Cloudburst (Invocation) Level: 3 Sphere: Elemental Water Range: Visual range of the caster Duration: 2 rounds Casting Time: 6 Area of Effect: 35-ft. radius Saving Throw: None
This spell brings forth a magical rain that saturates the area of effect. All cold- and fire-dwelling creatures take 2d3 points of magic damage per round. In addition, all creatures in the area have a 50% chance per round of being struck by bolts of lightning that deal 2d6 electrical damage, with a Save vs. Spell for half. Flame Blade, Shroud of Flame, and salamander auras are extinguished by Cloudburst.

10. Exaltation (Abjuration) Level: 3 Sphere: Healing Range: Touch Duration: 1 turn
Casting Time: 9 Area of Effect: 1 creature Saving Throw: None
This spell enables a priest to aid and protect any one being other than the priest. By touch, the caster removes the effects of fear, sleep, feeblemindedness, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for the duration of the spell.
11. Favor of Ilmater (Necromancy) Level: 3 Sphere: Necromantic, Protection Range: 30 ft. Duration: Instant Casting Time: 6 Area of Effect: 1 creature Saving Throw: None
By invoking this spell, the caster switches his own life force with that of the recipient, exchanging all physical injuries. The spell will only function if the caster has more Hit Points than the target before the switch is attempted. This switch is permanent until the caster uses normal methods to heal the damage. The exchange can be done from a distance so long as the spell range is not exceeded. Only the Hit Points are exchanged; the caster cannot take on other conditions from the target such as disease, poison, intoxication, and similar afflictions.

12. Mold Touch (Alteration) Level: 3 Sphere: Plant Range: Touch Duration: Special Casting Time: 6 Area of Effect: 10-ft. radius Saving Throw: Special
This spell infects the creature the caster touches with a rapidly spreading brown mold. If the infected creature fails a Save vs. Spell, the infection is severe and the creature takes magic damage as follows:
1st round: 4d6 damage
2nd round: 3d6 damage
3rd round: 2d6 damage
4th round: 1d6 damage
If the Saving Throw is successful, the damage is reduced as follows:
1st round: 2d6 damage
2nd round: 1d6 damage
3rd round: 1d6 damage
Each round after the first, the nearest creature within 10 ft. of the victim must make a Save vs. Spell or be infected by the mold at full strength. This process continues until the mold fails to infect a suitable host in time. Creatures already under the effects of the mold cannot contract it again. The brown mold quickly dies once the spell expires.
13. Moonblade (Invocation) Level: 3 Sphere: Combat, Sun Range: 0 Duration: 2 turns
Casting Time: 6 Area of Effect: The caster Saving Throw: None
This spell summons forth a silent, weightless sword-like construct made of moonlight that extends four feet from the caster’s hand. The moonblade is considered a +4 weapon for determining what creatures it can hit, though the bonus does not apply to attack rolls made with it. In addition, due to the insubstantial nature of the moonblade, melee bonuses from Strength do not apply.
The strike of a moonblade drains a target’s vitality, inflicting 1d12+4 points of magic damage, plus an additional 1d12 points to undead, who are particularly susceptible. A successful strike also temporarily scrambles magic, causing any spells the target casts in the next round to fail.

14. Prayer (Conjuration/Summoning) Level: 3 Sphere: Combat Range: 0 Duration: 1 round/level Casting Time: 6 Area of Effect: 60-ft. radius Saving Throw: None
Prayer bestows favor on the priest and his allies, and curses their enemies. All attacks, damage, and Saving Throws by friendly characters gain a +1 bonus, while enemy attacks, damage rolls, and saves get a -1 penalty. Any creatures within the area of effect when the spell is cast will continue to be affected by the spell when they leave the area, so if the warriors want to chase down that fleeing goblin, the effects of the Prayer will follow them

15. Spike Growth (Alteration) Level: 3 Sphere: Elemental Earth Range: Visual range of the caster Duration: 1 turn Casting Time: 6 Area of Effect: 30-ft. radius Saving Throw: None
This spell transforms the surrounding terrain into spiky plants. Any creature entering the area takes 1d4 points of piercing damage and 1d4 points of slashing damage every round until the spell expires.

16. Storm Shell (Abjuration) Level: 3 Sphere: Protection, Weather Range: 0 Duration: 1 turn Casting Time: 6 Area of Effect: The caster Saving Throw: None
This spell surrounds the caster with a bright sphere of disruptive energy that moves with him. The storm shell increases the caster’s resistance to fire, cold, and electrical damage by 50%.

17. Blood Rage (Alteration) Level: 4 Sphere: Combat Range: Visual range of the caster Duration: 2 turns Casting Time: 7 Area of Effect: 1 creature Saving Throw: None
This spell works only on player characters or allied creatures. When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving on to the next target. While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects. In addition, the target gains +2 to hit, +3 to damage, +2 to Strength, +10 to maximum
Hit Points, and +2 to her movement rate. The spell has several disadvantages, however: The Hit Points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals Hit Points. At the end of the spell’s duration, the target becomes fatigued and her Strength drops to 3 for 2 turns. Blood Rage cannot affect—and cannot be cast by—creatures of lawful alignment.

18. Blood Rage (Alteration) Level: 4 Sphere: Combat Range: Visual range of the caster Duration: 2 turns Casting Time: 7 Area of Effect: 1 creature Saving Throw: None
This spell works only on player characters or allied creatures. When cast, the target of this spell goes berserk, attacking the nearest creature until that creature is dead, then moving on to the next target. While under Blood Rage, the target is immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and related effects. In addition, the target gains +2 to hit, +3 to damage, +2 to Strength, +10 to maximum Hit Points, and +2 to her movement rate. The spell has several disadvantages, however: The Hit Points of the target are masked for the duration of the spell, and the target cannot benefit from any effect that heals Hit Points. At the end of the spell’s duration, the target becomes fatigued and her Strength drops to 3 for 2 turns. Blood Rage cannot affect—and cannot be cast by—creatures of lawful alignment.

19. Giant Insect (Alteration) Level: 4 Sphere: Animal Range: Visual range of the caster
Duration: 8 hours Casting Time: 7 Area of Effect: Special Saving Throw: None
This spell summons 2-3 boring beetles or bombardier beetles to the caster’s side. The beetles will obey the caster until the spell expires or they are slain.

20. Produce Fire (Alteration) Level: 4 Sphere: Elemental Fire Range: Visual range of the caster Duration: 1 round Casting Time: 7 Area of Effect: 8-ft. radius Saving Throw: None
When cast, flames erupt from the target point, dealing 1d4 points of fire damage plus 1 point per level of the caster to all creatures within the spell’s radius. Creatures will take damage once per round regardless of when they enter the area of effect.

21. Recitation (Abjuration, Invocation/Evocation) Level: 4 Sphere: Combat Range: 0 Duration: 1 round/level Casting Time: 7 Area of Effect: 60-ft. radius Saving Throw: None
By reciting a sacred passage or declaration, the priest invokes her deity’s blessing upon herself and her allies while sowing confusion and weakness among her enemies. The priest’s allies gain a +2 bonus to their attack rolls and Saving Throws, and the priest’s enemies receive a -2 penalty to the same. Recitation does not nullify a Prayer spell—the two can be cast in tandem, and the effects are cumulative.

22. Smashing Wave (Invocation) Level: 4 Sphere: Elemental Water Range: 100 ft. Duration: Instant Casting Time: 9 Area of Effect: Special Saving Throw: Special
This spell summons a 5-ft. wide wave of water that moves in the direction willed by the caster, striking all in its path with massive force. The wave deals 4d10 points of crushing damage; in addition, struck creatures may be either stunned (25% chance) or knocked unconscious (5% chance) for 2 rounds. If the creature struck makes a successful Save vs. Breath Weapon, the damage is reduced by half and the creature avoids being stunned or knocked unconscious.

23. Star Metal Cudgel (Conjuration) Level: 4 Sphere: Combat Range: 0 Duration: 3 turns
Casting Time: 7 Area of Effect: The caster Saving Throw: None
This spell creates a meteoric iron magical club that deals 1d6+2 points of damage, confers a +2 bonus to attack rolls, and is treated as a +4 weapon for purposes of what it can hit. Strength, proficiency, and specialization bonuses and penalties apply normally. The club deals an additional 2d6 points of crushing damage against unnatural creatures (undead, elementals, golems, outer-planar creatures, etc.).
24. Static Charge (Alteration) Level: 4 Sphere: Weather Range: 0 Duration: 1 turn/level
Casting Time: 9 Area of Effect: Visual range of the caster Saving Throw: 1/2
Static Charge is similar to Call Lightning, except it can be used indoors. This spell allows the caster to generate a static charge around any creature within the area of effect, dealing 2d8 points of electrical damage plus an additional 1d8 points per level of the caster (save vs. Spell for half). The charge keeps going off once every turn for the duration of the spell.

25. Thorn Spray (Alteration) Level: 4 Sphere: Plant Range: 30 ft. Duration: Instant
Casting Time: 3 Area of Effect: 35-ft. cone with 90-deg. arc Saving Throw: 1/2
By means of this spell, the caster can cause a spray of barbs, spikes, thorns, and spines to spring forth from her hand. The thorn spray covers a 35-ft.-long cone, inflicting 2d10 points of piercing damage to all creatures within the area of effect, or 1d10 points of damage if a Save vs. Death is successful.

26. Unfailing Endurance (Necromancy) Level: 4 Sphere: Necromantic Range: Touch
Duration: Instant Casting Time: 9 Area of Effect: 1 creature Saving Throw: None
This spell restores the stamina of the creature touched, eliminating any fatigue.

27. Wall of Moonlight (Invocation) Level: 4 Sphere: Protection, Sun Range: Visual range of the caster Duration: 1 turn Casting Time: 7 Area of Effect: 20 ft. long, 5 ft. wide wall Saving Throw: None
This spell invokes a shimmering tapestry of blue-white force. This wall is intangible, requiring no physical anchor, and can easily be passed through. Evil creatures passing through the wall take 2d10 magic damage; evil undead creatures take 5d10. A creature that has passed through the wall can only take damage from it once.
28. Animal Rage (Enchantment) Level: 5 Sphere: Combat Range: Touch Duration: 15 rounds Casting Time: 8 Area of Effect: 1 creature Saving Throw: None
This spell imbues the target creature with animal ferocity. The target creature gains a Strength score of 19, +20 Hit Points, +20% movement rate, and a +2 bonus to all Saving Throws. The target loses the ability to cast spells while Animal Rage is in effect; when enemies are within sight, he immediately attacks in melee, using whatever is in hand. There is a 5% chance per round that the target will go berserk, attacking friend and foe alike.

29. Mass Cause Light Wounds (Necromancy) Level: 5 Sphere: Healing Range: 0
Duration: Instant Casting Time: 5 Area of Effect: 30-ft. radius Saving Throw: 1/2
By casting this spell, the priest deals 1d8 + 1/level points of damage to nearby enemies. A successful Save vs. Spell halves the damage. This spell has no effect on undead, constructs, or extraplanar creatures. It can only be cast by evil-aligned characters.

30. Righteous Wrath of the Faithful (Enchantment/Charm) Level: 5 Sphere: Combat
Range: 0 Duration: 1 round/level Casting Time: 8 Area of Effect: 35-ft. radius Saving Throw: None
This spell bestows a form of divine madness upon the priest’s allies, improving their combat skills. All the priest’s allies in the area of effect gain a +1 to attack rolls and Saving Throws, plus 8 bonus Hit Points for the duration of the spell (these Hit Points can take a target beyond his Hit
Point maximum). All creatures of the same alignment, however, gain an extra attack every round (not cumulative with Haste), a +2 bonus to their attack rolls, damage rolls, and Saving Throws, and immunity to charm and hold spells. Anyone affected by Righteous Wrath of the Faithful will suffer fatigue when the spell wears off.

31. Shield of Lathander (Conjuration) Level: 5 Sphere: Guardian Range: Touch Duration: 2 rounds Casting Time: 8 Area of Effect: 1 creature Saving Throw: None
This spell grants the recipient immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Shield of Lathander. This spell can only be cast by good-aligned characters.

32. Spike Stones (Alteration, Enchantment) Level: 5 Sphere: Elemental Earth Range: Visual range of the caster Duration: 12 rounds Casting Time: 6 Area of Effect: 18-ft. radius Saving Throw: Special
This spell warps the surrounding rock, reshaping the terrain into spiked projections that blend into the background. Any creature entering the area takes 2d4 Hit Points of piercing damage per round and must make a Save vs. Spell or have its movement rate reduced by 30%.

33. Undead Ward (Necromancy) Level: 5 Sphere: Wards Range: 0 Duration: 1 turn
Casting Time: 7 Area of Effect: 20-ft. radius Saving Throw: None
This spell amplifies the influence a priest has over undead, though it is tied to the area surrounding the priest at the moment of its casting and does not move. Any undead creature entering the area of effect is affected as if turned by the priest that cast this spell. If the turning fails, the undead creature is immune to further turning attempts by the spell unless it leaves and reenters the area of effect.

34. Entropy Shield (Abjuration) Level: 6 Sphere: Protection Range: 0 Duration: 1 round/level Casting Time: 9 Area of Effect: The caster Saving Throw: None
When cast, this spell surrounds the caster with a defensive maelstrom of energy that blocks or deflects many attacks. This gives the priest a +6 bonus to Armor Class, a +2 bonus to Saving Throws, and +50% resistance to electricity, fire, cold, and acid. The priest is also immune to Flamestrike and all missile-based attacks, including missiles created by spells such as Magic Missile.

35. Spiritual Wrath (Invocation) Level: 6 Sphere: Combat Range: Visual range of the caster Duration: Instant Casting Time: 2 Area of Effect: Special Saving Throw: 1/2
Upon completion of this spell, the priest becomes a focus of spiritual energy, which then shoots out from the caster in four directions, like lightning bolts. All creatures in the bolts’ paths take 4d10 points of magic damage (save vs. Spell for half). Creatures of the same moral alignment (good, neutral, evil) as the caster are unaffected by the spell.

36. Whirlwind (Invocation) Level: 6 Sphere: Elemental Air Range: Visual range of the caster Duration: Special Casting Time: 9 Area of Effect: Special Saving Throw: Special
This spell creates a small whirlwind within the caster’s sight. The whirlwind will fly around randomly, harming friend and foe alike. The caster is immune to her own spell, and elementals and other huge creatures are also unaffected. If a creature is caught in the path of the whirlwind, it takes 2d8 crushing damage, 2d8 slashing damage, and must make a Save vs. Breath Weapon or be stunned for 2 rounds. Creatures with 2 or fewer Hit Dice are automatically killed by this spell. A maximum of 8 targets can be affected, after which the whirlwind will dissipate.

37. Destruction (Necromancy) Level: 7 Sphere: Healing Range: Touch Duration: Instant Casting Time: 9 Area of Effect: The caster Saving Throw: Special
This spell instantly destroys a target, blasting it into small chunks. The victim is allowed a Save vs. Death at a penalty of -4; if successful, the target takes 8d6 points of magic damage instead of being destroyed. Note that a character killed by a Destruction spell cannot be raised from the dead. This spell can only be cast by evil-aligned characters

38. Greater Shield of Lathander (Conjuration) Level: 7 Sphere: Guardian Range: Touch Duration: 3 rounds Casting Time: 9 Area of Effect: 1 creature Saving Throw: None
This spell grants the recipient 100% Magic Resistance and immunity to damage for the duration of the spell. Evil creatures cannot be protected by a Greater Shield of Lathander. This spell can only be cast by good-aligned characters.
39. Impervious Sanctity of Mind (Abjuration) Level: 7 Sphere: Protection Range: 0 Duration: 1 turn/level Casting Time: 9 Area of Effect: The caster Saving Throw: None
This spell steels the caster’s mind against any outside influence. Charm, confusion, fear, feeblemindedness, hold, sleep, maze, berserk, and intoxication will not affect the caster as long as this spell is in effect.

40. Mist of Eldath (Invocation) Level: 7 Sphere: Elemental Range: Visual range of the caster Duration: Instant Casting Time: 9 Area of Effect: 14-ft. radius Saving Throw: None
This spell blankets the area of effect with a silver-blue mist—any creature within the mist will be cured of disease and poison and healed 25 Hit Points

41. Stalker (Conjuration) Level: 7 Sphere: Plant Range: Visual range of the caster Duration: 8 hours Casting Time: 9 Area of Effect: Special Saving Throw: None
This spell creates two 11-HD shambling mounds. These creatures willingly aid the caster in combat or whatever other duties they are assigned and have the capability to carry out.
42. Symbol, Hopelessness (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: Visual range of the caster Duration: 2 turns Casting Time: 3 Area of Effect: 60-ft. radius Saving Throw: Neg.
Symbol, Hopelessness is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Save vs. Spell with a -2 penalty or stand in place, overwhelmed by dejection and surrender. They will make no move to defend themselves from attack.

43. Symbol, Pain (Conjuration/Summoning) Level: 7 Sphere: Guardian Range: Visual range of the caster Duration: 2d10 turns Casting Time: 3 Area of Effect: 60-ft. radius Saving Throw: Neg.
All creatures within 60 ft. of the symbol of pain at the moment it is invoked must make a Save vs. Spell. Those who fail their Saving Throws are overwhelmed by pain, suffering a -4 penalty to their attack rolls, a -2 penalty to their Dexterity scores, and a -2 penalty to their Armor Class.

44. Wither (Necromancy) Level: 7 Sphere: Healing Range: Touch Duration: 1 round/2 levels Casting Time: 7 Area of Effect: 1 creature Saving Throw: Neg.
This powerful spell causes the organs of the touched creature to cease functioning and wither away unless a Save vs. Death at a penalty of -4 is made. The creature affected will lose 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would cause the targeted creature to lose 18 Hit Points per round for 7 rounds. This spell has no effect on undead, constructs, or extraplanar creatures. It can only be cast by evil-aligned characters.
Post edited by JuliusBorisov on

Comments

  • kensaikensai Member Posts: 228
    Greater Shield of Lathander seems to be really good.
    Cleric\fighters can compete with fighter\mage on almost equal terms, and cleric\ranger imho becomes best multi class combination in this game.
  • elminsterelminster Member, Developer Posts: 16,315
    edited October 2014
    Also keep in mind some spells work differently than BG2. Entangle has no stupid +3 to save penalty, Sunray works differently (lasts for 4 rounds, is only usable by druids, and doesn't have a chance of outright destroying undead), and Goodberry heals 5 health/use but you only get 1 item when it is cast.

    Also there are more alignment specific spells when it comes to clerics. You can see which ones if you read through their descriptions.
  • Ancalagon44Ancalagon44 Member Posts: 252
    I see Thorn Spray has been nerfed compared to IWD2
  • SedSed Member Posts: 790
    edited October 2014
    And I see now that I posted these comments in the divine thread instead of arcane ;)
  • elminsterelminster Member, Developer Posts: 16,315
    edited October 2014
    Sed said:

    And I see now that I posted these comments in the divine thread instead of arcane ;)

    its all good :)
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,724
    @Sed and @elminster‌ and everyone: I've updated the information in both threads, thank you!
  • SedSed Member Posts: 790
    @elminster‌ Please edit the quote so my demented brain isn't displayed for everyone to see! (add "in" before "the divine" ;)
  • Ancalagon44Ancalagon44 Member Posts: 252
    edited October 2014
    Thorn Spray, Smashing Wave and Static Charge are all level 4 - why would anyone in their right mind ever use Thorn Spray? With 2D10 damage, it should be second level.

    EDIT: So, the Arcane spells include Beltyn's burning blood. What would happen if you were to cast Beltyn's burning blood on a target, and then, if the spell succeeds, cast Animal Rage on it? I'm thinking bad things would happen to the monsters friends. I suppose you could just charm or dominate the monster and then cast animal rage on it.

    EDIT 2: One last thing, Righteous Magic is much, much better than Champion's Strength.

    Do Beamdog ever alter spells for balance reasons?
  • elminsterelminster Member, Developer Posts: 16,315
    edited October 2014
    Thorn Spray is kind of an odd design decision (by the original developers) since Spike Growth is level 3 and its so much better.
  • bob_vengbob_veng Member Posts: 2,308
    with so many buffing spells, having two clerics (for example a single-class kitted cleric and a cleric/ranger) seems like a reasonable choice.

    with only one cleric it would take forever to buff fully and you would compromise on the spell duration because they would partially or even completely expire during the loooong casting session
  • kcwisekcwise Member Posts: 2,287
    Mold Touch, Yuck! Any creep tries to give me the mold is going to get a fireball up his nose.
  • JarrakulJarrakul Member Posts: 2,029
    How is Creeping Doom working in IWDEE? The description in the manual implies it's working as in pnp, which, if true, is honestly and truly nuts.
  • elminsterelminster Member, Developer Posts: 16,315
    edited October 2014
    Jarrakul said:

    How is Creeping Doom working in IWDEE? The description in the manual implies it's working as in pnp, which, if true, is honestly and truly nuts.

    That is how it worked in the original IWD. It was an extremely powerful spell. However, druid progression tables work differently in the game (compared to BG2 I mean) so your access to them outside of heart of winter was limited.
  • JarrakulJarrakul Member Posts: 2,029
    Jeebus. Glad I have a single-classes druid.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,724
    edited November 2014
    Here’re 20 changes (not mentioned in the OP) I've found quite important so far:

    1. (EDITED) Animal Summoning I now can bring up to 6 animals instead of 2 or 3 animals in BG1&2EE.

    Animal Summoning II now can bring up to 6 animals instead of 1, 2 or 3 animals in BG1&2EE.

    Animal Summoning III ow can bring up to 4 animals instead of 2 or 3 animals in BG1&2EE.

    2. Magic Stone deals more damage now: 3d4 points instead of 1d4 points of crushing damage. Also in IWDEE it deals 6d4 points of crushing damage to instead.

    3. (EDITED) Protection from Evil, among other effects, gives immunity to charm-based spells or effects (e.g. Charm Person, Charm Person or Mammal, Domination, and so on) while in BG1&2EE it’s not the case.

    4. The duration of Remove Fear is changed from 1 hour to 1 turn.

    5. The duration of Sanctuary is also changed: instead of 1 turn it lasts only 2 rounds + 1 round/level, i.e. very shortly in the beginning of the game.

    6. Chant in IWDEE, among other effects, reduces damage dice for all effects outside a weapon’s base damage by 1 (so that a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead). The priest’s enemies suffer from the opposite effects.

    Also, this spell now has a downside: the priest cannot cast any spells for the chant’s duration, and her movement is slowed by half.

    7. Charm Person/Mammal doesn’t have a +3 penalty to a Saving Throw now.

    8. Hold Person now has the duration of 2 rounds/level instead of 1 turn.

    9. Know Alignment (if someone is interested) now is not Instant, it lasts for 1 turn.

    10. Silence in IWDEE is less effective: the spell no longer has a -5 bonus to a Saving Throw.

    11. Slow Poison now not only cures poison but also cures intoxication.

    Also, this spell is not available to druids now (but the druids get Poison immunity at the 9th level).

    12. Call Lightning now has the duration of 1 round/level (capped at 11 rounds) instead of 1 turn/level.

    13. Cure Disease now additionally restores 5 HPs.

    14. Dispel Magic now removes magically created items. The description no longer states the spell doesn’t affect spell protections such as Spell Turning and Spell Deflection.

    Also, the description no longer states the chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled.

    15. Glyph of Warding in IWDEE is more effective because a successful Saving Throw vs. Spell doesn’t let to escape the effects of the glyph – instead, it halves the damage.

    16. Holy Smite and Unholy Blight, instead, are less effective: now they give 1d6 magic damage for every 2 levels of the caster, and not for every level, also they’re capped at a maximum of 5d6 at level 10.

    17. Protection from Fire now lasts 1 turn/level instead of 3 rounds + 1 round/level.

    18. 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.

    19. Rigid Thinking now has the duration of 1 round/level instead of 1 turn.

    20. Strength of One now lasts 7 rounds instead of 1 turn.
    Post edited by JuliusBorisov on
  • elminsterelminster Member, Developer Posts: 16,315
    edited November 2014
    bengoshi said:

    Here’re 20 changes (not mentioned in the OP) I've found quite important so far:

    1. Bless in IWDEE improves not only attack but also damage rolls.

    3. Protection from Evil, among other effects, gives immunity to charm-based spells or effects (e.g. Charm Person, Charm Person or Mammal, Domination, and so on) while in BG it’s not the case.

    1. Not changed from BGEE

    3. In the original BG1 this was also the case. BG2 (and thus BGEE and BG2EE) just had to go and change it :(
  • elminsterelminster Member, Developer Posts: 16,315
    Nature's Beauty now says it has a 30 foot radius. I haven't been able to confirm that in-game though.
Sign In or Register to comment.