Protection Spells and Breakers (Major Spoilers)
Sharguild
Member Posts: 186
Noticed a few posts that query this so thought it time to provide a list.
The list starts at earliest and progresses to level 9.
If i'm wrong on any, let me know and I'll edit.
Edit 1. - This is a very basic listing and the complexities of some of the spells does require a person to fully read and comprehend their description. The word "breaker" is not entirely apt, sometimes the spell just goes through or absorbs the protection to attack other protections but serves its' purpose here.
- Dispel Magic/Remove Magic; is a crap-shoot that starts at 50% chance and dependent on level, will increase or lower in chance percentage. Again, read full description
- changed Dispel Magic and Spell Strike from "All" to "Any", again, read spell description.
- added Remove Magic to Dispel Magic
- there are more detailed guides available and I encourage folk to seek them out and at their leisure, digest them to get a strong understanding of the variety of spells we are dealing with.
- That said, I think the list below can serve as a quick panic guide printed out and laying beside your keyboard. Pay attention to the in-game text box at the bottom of screen when fighting mages to see what you are dealing with!
Edit 2. Added word ARCANE to Title. Divine is forthcoming.
BALDUR'S GATE: ARCANE SPELL PROTECTION & BREAKER GUIDE
Spell/Combat Protection = Breaker
Reflected Image, Mirror Image = Detect Illusion, Oracle, True Sight
Armour, Ghost Armour, Spirit Armour = Breach
Shield = Spell Thrust, Secret Word, Pierce magic, Ruby Ray, Pierce Shield
Invisibility, Improved Invisibility = Detect Invisible, Detect Illusion, Oracle, True Sight
Non-detection = Detect Illusion, Oracle, True Sight
Minor Spell Deflection = Spell Thrust, Secret Word, Pierce magic, Ruby Ray, Pierce Shield
Protection from Fire, Cold, Acid, Electricity = Breach
Minor Globe of Invulnerability = Spell Thrust, Secret Word, Pierce Magic, Ruby Ray, Pierce Shield
Fireshield (Red or Blue) = Breach
Stoneskin = Breach
Otiluke's Sphere = Dispel/Remove Magic
Minor Spell Turning = Spell Thrust, Secret Word, Pierce magic, Ruby Ray, Pierce Shield
Spell Immunity = Spell Thrust Secret Word, Pierce magic, Ruby Ray, Pierce Shield
Spell Shield = Secret Word, Ruby Ray, Khelben's Whip, Pierce Shield
Shadow Door = Oracle, True Sight
Protection - Normal Weapons = Breach
Globe of Invulnerability = Pierce magic, Ruby Ray, Pierce Shield
Spell Deflection = Secret Word, Pierce Magic, Ruby Ray, Khelben's Whip
Protection - Magic Weapons = Breach
Mislead = True Sight
Protection - Magic Energy = Breach
Mantle = Breach
Spell Turning = Secret Word, Ruby Ray, Khelben's Whip, Pierce Shield
Protection - Elements = Breach
Projected Image = True Sight
Improved Mantle = Breach
Protection - Energy = Breach
Simulacrum = True Sight
Absolute Immunity = Breach
Spell Trap = Ruby Ray, Pierce Shield
Any = Spell Strike
Any = Dispel Magic/Remove Magic, (depends on level)
The list starts at earliest and progresses to level 9.
If i'm wrong on any, let me know and I'll edit.
Edit 1. - This is a very basic listing and the complexities of some of the spells does require a person to fully read and comprehend their description. The word "breaker" is not entirely apt, sometimes the spell just goes through or absorbs the protection to attack other protections but serves its' purpose here.
- Dispel Magic/Remove Magic; is a crap-shoot that starts at 50% chance and dependent on level, will increase or lower in chance percentage. Again, read full description
- changed Dispel Magic and Spell Strike from "All" to "Any", again, read spell description.
- added Remove Magic to Dispel Magic
- there are more detailed guides available and I encourage folk to seek them out and at their leisure, digest them to get a strong understanding of the variety of spells we are dealing with.
- That said, I think the list below can serve as a quick panic guide printed out and laying beside your keyboard. Pay attention to the in-game text box at the bottom of screen when fighting mages to see what you are dealing with!
Edit 2. Added word ARCANE to Title. Divine is forthcoming.
BALDUR'S GATE: ARCANE SPELL PROTECTION & BREAKER GUIDE
Spell/Combat Protection = Breaker
Reflected Image, Mirror Image = Detect Illusion, Oracle, True Sight
Armour, Ghost Armour, Spirit Armour = Breach
Shield = Spell Thrust, Secret Word, Pierce magic, Ruby Ray, Pierce Shield
Invisibility, Improved Invisibility = Detect Invisible, Detect Illusion, Oracle, True Sight
Non-detection = Detect Illusion, Oracle, True Sight
Minor Spell Deflection = Spell Thrust, Secret Word, Pierce magic, Ruby Ray, Pierce Shield
Protection from Fire, Cold, Acid, Electricity = Breach
Minor Globe of Invulnerability = Spell Thrust, Secret Word, Pierce Magic, Ruby Ray, Pierce Shield
Fireshield (Red or Blue) = Breach
Stoneskin = Breach
Otiluke's Sphere = Dispel/Remove Magic
Minor Spell Turning = Spell Thrust, Secret Word, Pierce magic, Ruby Ray, Pierce Shield
Spell Immunity = Spell Thrust Secret Word, Pierce magic, Ruby Ray, Pierce Shield
Spell Shield = Secret Word, Ruby Ray, Khelben's Whip, Pierce Shield
Shadow Door = Oracle, True Sight
Protection - Normal Weapons = Breach
Globe of Invulnerability = Pierce magic, Ruby Ray, Pierce Shield
Spell Deflection = Secret Word, Pierce Magic, Ruby Ray, Khelben's Whip
Protection - Magic Weapons = Breach
Mislead = True Sight
Protection - Magic Energy = Breach
Mantle = Breach
Spell Turning = Secret Word, Ruby Ray, Khelben's Whip, Pierce Shield
Protection - Elements = Breach
Projected Image = True Sight
Improved Mantle = Breach
Protection - Energy = Breach
Simulacrum = True Sight
Absolute Immunity = Breach
Spell Trap = Ruby Ray, Pierce Shield
Any = Spell Strike
Any = Dispel Magic/Remove Magic, (depends on level)
Post edited by Sharguild on
8
Comments
Meanwhile, I think there're some things that should be changed.
1. Every time you talk about Dispel Magic, you should also mention Remove Magic.
2. To say that "ALL" can be taken down by Dispel Magic is wrong, because Dispel Magic doesn't affect spell protection like Spell Turning or Spell Deflection.
3. To say that "ALL" can be taken down by Spell Strike is wrong as well because this spell doesn't dispel Spell Shield - it consumes Spell Shield (i.e. Spell Strike is also consumed and does not dispel any other protections).
4. Spell Shield indeed can't be broken by Spell Thrust but by casting Spell Thrust you can consume Spell Shield i.e. get rid of this spell.
Also, I can advice to check http://forum.baldursgate.com/discussion/36604/bg2-solo-scs-spell-guide#latest by amazing @Jaheiras_Witness , especially for tips like this: "Spell Thrust dispels ALL spell protections of level 5 or lower. Secret Word dispels ONE protection of up to level 8. Both are absorbed by Spell Shield and negate it. This means that Spell Thrust should be your go-to spell to debuff lower level protections, as you get rid of all in one go. Secret Word should only be used against the following 3 spells: Globe Of Invulnerability, Spell Deflection and Spell Turning".
Moreover, I can advice to put every spell that can be useful into each sentence: for e.g., Spell Trap can be removed by Ruby Ray, Pierce Shield -and- Spell Strike.
If we examine this list and keep in mind the fact that we have limited spell slots available to us at any given level, we need to consider what would be the most advantageous ones to have memorized for any given scenario.
I originally thought of outlining what spells would be best to have memorized at specific levels but then considered that since some folk approach different scenarios in the game at different levels, this may not prove optimal.
So more simplistically, I recommend the following;
1. always have the most powerful dispel illusion spell available memorized (e.g. Detect Illusion and later True Sight)
2. always have one or two of the most powerful combat protective spell breakers memorized (e.g. BREACH is hands down, the most useful)
3. always have one or two of the most powerful spell shield breakers memorized (e.g. Spell Thrust for early levels, Ruby Ray for higher levels)
4. Get to learn how "Secret Word" works, and at higher levels ALWAYS have a Pierce Shield and/or Spell Strike memorized.
5. Keep in mind, in many instances you need to use one before the other, always use a spell breaker before using a combat protection breaker.
Without these spells, no matter how strong your tank, no matter how high your warrior apr, the mage will make short work of you. It's what they do.
Keep in mind of course, this chart works in reverse. Knowing what can break YOUR protections, and making sure you have countermeasures is what puts the knowledgeable Mage ahead of the "fling shit and see what sticks" Mage.
edit - also, I have been in discussion more than once with folk that say " look, all this spell crap is too complicated, give me a kick-ass sword and shield and armour and I'll wade through them". These people die, a lot. Makes for a much longer (and tedious) game that way.
Good hunting to you.
I think the only counters are quick slot items (Wand of spell striking, Protection from magic scroll) or dispelling weapons such as Carsomyr or Staff of the magi. Or, as another poster mentioned, summon a planetar which can naturally see invis and has dispel on attack. (One more, a thief with high detect illusion skill)
First, knowing what you are confronting is key of course. Unfortunately we sometimes find out the hard way after the first spell has been cast and it's not by us.
My preferred play scenario would of course then be casting a divination spell and if successful, hone in on culprit. If I cannot focus, why not? As you mentioned, a Spell Invulnerability may be in play but if we look at our chart, a Spell Thrust or Pierce Magic/Ruby Ray kills that quick enough. THEN I hit them with the divination.
If that's all they've got, they are toast.
Usually they have a combat protection as well though so nail 'em with a breach then go to town.
As these are different level spells, you can have one or two of each memorized. And you are smart for doing so.
Keep in mind also, if ALL your Mage does is walk around with breakers, and NO offensive spells, you will still win the fight because you just opened all the doors for your party.
Sometimes I think people put far too much emphasis on what damage their Mage can do and not enough on what power he/she has on debuffing. If you are relying on your Mage for damage, why the hell did you bring warriors to the party?
EDIT: Btw.: this is the chart I have been using for the last decade. Old skool!
http://www.sorcerers.net/Games/BG2/SpellsReference/SpellProtections.htm
http://www.sorcerers.net/Games/BG2/SpellsReference/GeneralSpellInfo.htm
I love this, especially when they don't explain during the heat of battle that it's not a one sided fight.
So you figure the morons on the other side are gonna stand there like statues and let you just toss all your garbage at them?
Really?
Wake the hell up. You go against a Mage that has protection spells up you are going against a mage that can burn you down in short order.
There are as many "Masters" at this game as there are games running, Game is 15 years old. You think we are talking anything new?
I've run burns through this game not with solos, that's cheap crap, a level 1 can solo the game and proof is on you tube; but with two and three person runs doing all maps that would curl your hair.
I'll therefore mention I did not put much focus on how to develop your own spell protections, hell, ya got the right tanks and dps, sit back with popccorn.
My point, and I'll emphasize this again, is how to burn down the enemy.
You cast shit that brings them DOWN. Quickly, before they hurt you.
If you don't, be prepared to get hurt.
Been there, done that, got the ripped and bloodied t-shirt.
btw: Secret Word is the lowest level Breaker (4) that will give you a happy day.
(I'm playing BG2EE for the first time, and those mages can be a real pain in the ... )