Can the "web" spell be dispelled?
toxin
Member Posts: 57
Dispel Magic dispels the individual effect, not the entire (AoE) effect.
Zone of Sweet Air only works on cloud spells.
Am I missing something?
Same question goes for "Teleport Field".
Zone of Sweet Air only works on cloud spells.
Am I missing something?
Same question goes for "Teleport Field".
Post edited by toxin on
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Comments
Web is strong, but I'm not sure it deserves to be called overpowered. It forces a save every round, but the web effect only lasts 6 seconds, and Dispel Magic can in fact release characters. Also, it's not party-friendly, many enemies are immune, it doesn't bypass magic resistance, and it will be blocked by spell level immunities like Minor Globe of Invulnerability or a lich's or rakshasa's immunities.
While a successful dispel can set you free, it may be the case that the web area is where you *want* to be (as to not to allow the enemy to cast and/or hurl projectiles at you). I believe there may be also cases where you are slowed or even encumbered (ray of enfeeblement) in a way that doesn't allow you to escape quickly enough (perhaps depending on the topography of the battlefield).
As for Stinking cloud, its saving throw does not have a -2 penalty and it can be countered absolutely by ZoSA, as opposed to Dispel Magic which may be hopeless against a stronger caster.
I would fill all my spell book with fireballs and there derivatives.
Spell Trigger: Fireball, Fireball, Fireball.
Contingency: See Enemy = Fireball.
Spell Sequencer: Fireball, Fireball, Fireball.
I've always had a soft spot for spell interactions. Sadly the BG series never did it but there are some that have now! I love the idea of being able to throw down a grease spell then set it on fire with a fireball. Or using Fireball to remove webs and gas clouds, with different results. Something like a random damage/radius table for effect would be epic, making the results somewhat unpredictable.
Goodness, gracious, GREAT BALLS OF FIRE!
... My will is weak.
A Grease spell, for instance, could amplify fire damage by lowering the fire resistance of all creatures within the area of effect. Inherently fire-immune critters, or critters with spell-based 100% fire resistance, would be immune to that effect, or to fire spells in general, so the extra damage wouldn't apply to fire-immune targets.
Or, you could create mutually exclusive spells. Cold damage spells, for instance, might grant immunity to fire spells for 3 seconds, and vice versa. Earthquake could grant immunity to Web because the shaking breaks apart the webs. Nature's Beauty could dispel invisibility (Spell Revisions already does this, I believe).
Other spell combinations might be hard to do. Let's say you wanted to make a combination Blade Barrier+Fire Shield spell effect, in which critters close to the caster would suffer both slashing and fire damage every round as well as every time they hit the caster (as opposed to taking slashing damage when nearby, but taking fire damage only when attacking). Assuming I've got this right, you'd have to create eight separate custom spells, which, combined with an edited Blade Barrier and Fire Shield spell, would give you the desired effect if a Cleric/Mage casts both Blade Barrier and Fire Shield:
Blade Barrier: in addition to its normal effects, also casts Spell 1, Spell 2, and Spell 3.
Spell 1: grants immunity to spell 3
Spell 2: grants immunity to spell 5
Spell 3: casts spell 8
Spell 4: deals fire and slashing damage to nearby enemies and attackers (the combo itself) and grants immunity to spell 8
Fire Shield: in addition to its normal effects, also casts Spell 5, Spell 6, and Spell 7.
Spell 5: grants immunity to spell 7
Spell 6: grants immunity to spell 1
Spell 7: casts spell 4
Spell 8: deals fire and slashing damage to nearby enemies and attackers (the combo itself) and grants immunity to spell 4
And you could tweak the durations of this effect to make it so that Blade Barrier and Fire Shield would have to be cast one right after the other in order for this to work.
It's a stupidly complicated process, however, and my formula above may have a flaw in it. But it would allow you to create any number of combination spells with weird new effects.
Finally in BG2, when it becomes more of a problem, you should have a divine caster with at least 2 Free Action spells memorized so you can cast them before a fight. Really Web becomes rather trivial late BG1, and more of a nuisance come BG2.
-2 to save
no way to dispel
you have to anticipate and protect against it (might be hard with role playing restrictions)
potions may get expensive if you use them for every party member that may be affected, for each fight where they might be thrown
You need to waste multiple 4th level spells to protect against it without potions, and the duration isn't that long
both potion and spell effects can be dispelled (whereas the web cannot be!)
Again, not saying it's the ultimate spell of all time, just that I feel it's a bit powerful for lvl2.
But forget that, the thread has gotten much more interesting with all these fireballs