Harm spell
ameliaboggins
Member Posts: 287
fighting a grp of planetars is hard going, they get harm, which reduces you to 1hp.
aside from running away, its there any protection from this?
not so bad if theres a single mob with this ability, but against 6 or so this is tuff to handle.
any items that can be used to combat this or it spells, potions?
aside from running away, its there any protection from this?
not so bad if theres a single mob with this ability, but against 6 or so this is tuff to handle.
any items that can be used to combat this or it spells, potions?
0
Comments
I think the potion which grants magic damage resistance *might* work but I have never tested it.
`Harm is technically a magic weapon- but perhaps it is an exception.`
think you can still imprison things(aka lvl 9 spell) with Protection from Magical Weapons spell cast on them. Both harm and imprisonment are tough range.....
Edit: Just verified. Protection from Magical Weapon does indeed block Harm. It's safe to say Improved Mantle and Absolute Immunity would block it too.
1- it replaces the equipped weapon
2- it has to hit to work
Stoneskin does not prevent the hit, just absorbs the (normal) physical damage. The other effects, like an elemental damage, are not absorbed by the skin, the Harm's damage must be considered similar to those. Spells like PfMW prevent the hit, so no elemental damage or Harm's one.
This open also another way to avoid Harm, bringing your AC at a very low value and damaging enemy's thaco (GM, Blindness,Doom, but also weapons that lower thaco on hit).
So we have 5 ways
1- protections that make you impossible to hit (PfMW and the mantle series).
2- tactics that make impossible for the enemy to hit you before the Harm expires (running away, going invisible, put a wall of summons between you an him).
3- Dispell the enemy before he can hit you.
4- Save against his roll to hit.
5- Magic Rasistance.
Ive beat this fight twice, and first time the game crashed after the win, before saving.....you can guess the scream. Second time it took be ages to grind em down and half the party died, got some lucky RNG rolls toward end of fight, was close run thing.
didnt have clear strategy they seem to resist most of the stuff i threw at them
just realised i now have FMC in party.
would chain contingecy and Bolt of Glory work? or they not any of these:
Prime Material Plane - 6d6
Elemental - 3d4
Undead - 8d6
Demon - 10d6
had to use cheese tactics like timestop and assasination HLA, to win, makes me feel dirty tbh)
havent worked out their weak spot as yet....
not overly elegant, but hey
Edit: In the weapon's melee ability the primary type (school) is set to 'Necromancy'. That's most likely why SI:Necromancy protects. Also the damage type is magical, so perhaps Immunity to Magical Damage works too but I think it won't (because the HP are explicitly set to 1. How should the engine factor in a 50% immunity as there's no ammount of damage calculated ?).
And yeah you're right about the enchantment level. Dunno why I assumed it was a +2 but it's indeed +6 so even Absolute Immunity won't work. So silly that a level 6 spell is in practice much more useful than a level 9 spell...
And the fact in adnd 2, the monsters has enchantent natural weapon depends on HD of the monster, because the werewolfs cant hit each other
although timestop+ X, tends to be pretty deadly anyway.
ironical if harm is resisted by planetars
there is no bpits section, why am posting here. have asked for one, no response so far.....whos best person to ask?
tbh i enjoyed playing through IWD on heart fury mode with lvl 30+ chars.
was trying toi recreate this in the other games, but tis just not the same really