Odd moments/bugs with some BG1/2 (EE) clerical spells
kotophey
Member Posts: 97
1) In the description of priest's spell 'Sanctuary' sayed: '... While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action...' But at the same time, the use of the following spells cancels 'Sanctuary' spell:
- Chant, Free Action, True Seeing, Blade Barrier, Greater Restoration*.
None of the spells listed above is a 'direct offensive action'.
*But 'Lesser Restoration' isn't canceled effect of the 'Sanctuary'.
2) The visual effect of the spell 'Physical Mirror' remains on the character permanently (rest or reloading game does nothing). Although defencive effect of this spells ends as expected.
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P.S. Hopefully, this time my thought was expressed more correctly (again, with considerable help of Google translate).
Chant: By means of the Chant spell, the priest brings special favor upon <PRO_HISHER>self and <PRO_HISHER> party and causes harm to <PRO_HISHER> enemies.
True Seeing: Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled.
Those are both directly offensive actions.
Blade Barrier - I'm not sure why you would consider this spell to not be directly offensive. It's a mobile, area-effect, damaging spell, that you are immune to and have direct control over it's movement.
Physical Mirror's issue appears mostly specific to BG2EE - about five of the effects are set to "While Equipped", rather than having a proper duration. Looks like a copy/paste error. IWDEE also has one effect using "While Equipped", though it won't generate that visual graphic, it does need to be fixed as well.
How a spell is implemented matters, if all True Seeing did was allow the caster to see through illusions/invisibility, I wouldn't expect it to be offensive, and there are some mods that implement it that way, but that's not how it works in the unmodded game. It was implemented as an offensive spell, dispelling enemy defenses.
Even if you cast Sanctuary afterwards, the next time those spells "trigger" it will break Sanctuary.
The wizard True Sight does break Sanctuary just as the Cleric True Seeing does.
Invisibility is not the same as Sanctuary. Their triggers were further split in the previous patch cycle. Invisibility being broken is still based on hardcoded mechanics - cast a spell targeting anything but yourself, deal damage, attack, or by any effect just flagged "Hostile".
I didn't see Free Action, maybe I glanced over it, dunno, I didn't mention it, but I won't argue against it - it shouldn't break Sanctuary.
Thanks.
Okay, so as not to continue the useless debate: it is interesting to communicate with you, but I disagree with almost all your arguments (may be 'Chant' is questionable).
PS Sorry for, "torn" formating.