Some spells behave differently from BG to IWD?
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Member Posts: 127
While I played BG1/Siege of Dragonspear a few years ago when SoD came out, it has maybe been about 4 years since I last played BG2. I could be wrong but it seems like some spells behave differently from BG to IWD which surprises me because I thought that they made the EE editions match each other (I never played the original IWD, I only had the original BG1 when I was a teenager).
I'm trying out a few spells with my IWD sorcerer that I might not have picked or some spells that I think did not exist in BG2 (I don't really need a lot of defensive spells for my IWD sorc with my current party). He's now close to lvl 14.
I love the AOE damage spells but unfortunately, with a melee heavy party, I can't use these spells as often as I would like to. I hesitated when I had the choice to pick Chain Lightning (less damage output than my Skull Traps but still seemed nice). Searching on the internet, I read that people were saying that it did not bounce onto allies which would have made it great for my party. However, by saving/reloading to test it out, it does bounce onto my allies so I'm wondering if what I read was from BG and it's different in IWD or if they changed it from the original game into the EE.
I'm currently in the Luremaster part of the expansion and I bought the bracers that allow me to cast Abi-Dalzim's Horrid Wilting (17D8) once per day as I don't think my sorcerer will even reach this spell with the entire playthrough on Core Rules. It has been a while since I last played BG2 but I am almost certain that this was one of my most used spells late game (until the super OP final spells) because it did high AOE damage and was party friendly (no friendly fire). I even looked it up online and people were saying that it was a safe spell for your party. Whenever I use it in IWD, it does damage my own party (some of them take 95dmg from it and so on). Is this a bug with the item rather than the spell itself? Does the spell behave in a different way in IWD than it does in BG2 or am I simply confused and it damages your party in BG2 as well?
I also have lvl 3 Spell Thrust and lvl 5 Breach. Now I could be wrong on this but from what I could remember, Breach was basically a stronger Spell Thrust (dispelling most defenses up to a higher level than Spell Thrust) but this time around in IWD, it seems like there are certain spells that Spell Thrust can remove that Breach cannot (like Minor Globe of Invulnerability for instance). I could very well be wrong about this one but I was wondering if this was also the case in BG.
I'm trying out a few spells with my IWD sorcerer that I might not have picked or some spells that I think did not exist in BG2 (I don't really need a lot of defensive spells for my IWD sorc with my current party). He's now close to lvl 14.
I love the AOE damage spells but unfortunately, with a melee heavy party, I can't use these spells as often as I would like to. I hesitated when I had the choice to pick Chain Lightning (less damage output than my Skull Traps but still seemed nice). Searching on the internet, I read that people were saying that it did not bounce onto allies which would have made it great for my party. However, by saving/reloading to test it out, it does bounce onto my allies so I'm wondering if what I read was from BG and it's different in IWD or if they changed it from the original game into the EE.
I'm currently in the Luremaster part of the expansion and I bought the bracers that allow me to cast Abi-Dalzim's Horrid Wilting (17D8) once per day as I don't think my sorcerer will even reach this spell with the entire playthrough on Core Rules. It has been a while since I last played BG2 but I am almost certain that this was one of my most used spells late game (until the super OP final spells) because it did high AOE damage and was party friendly (no friendly fire). I even looked it up online and people were saying that it was a safe spell for your party. Whenever I use it in IWD, it does damage my own party (some of them take 95dmg from it and so on). Is this a bug with the item rather than the spell itself? Does the spell behave in a different way in IWD than it does in BG2 or am I simply confused and it damages your party in BG2 as well?
I also have lvl 3 Spell Thrust and lvl 5 Breach. Now I could be wrong on this but from what I could remember, Breach was basically a stronger Spell Thrust (dispelling most defenses up to a higher level than Spell Thrust) but this time around in IWD, it seems like there are certain spells that Spell Thrust can remove that Breach cannot (like Minor Globe of Invulnerability for instance). I could very well be wrong about this one but I was wondering if this was also the case in BG.
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Comments
ADHW behaves differently in IWD, yes. (I remember the first time I dropped it on Kriek of Bane's party, only to decimate half my own toons.) Use it with care.
Many of the IWD versions more accurately reflect their PnP source material, such as Chain Lightning and Abi-Dalzim's Horrid Wilting, where they are not party friendly, or even caster-friendly.
Secret Word is the more powerful version of Spell Thrust.
https://forums.beamdog.com/discussion/36159/the-list-of-new-arcane-spells-in-iwdee-if-compared-to-bgee-bg2ee-and-some-changes-to-other-spells
https://forums.beamdog.com/discussion/36162/the-list-of-new-divine-spells-in-iwdee-if-compared-to-bgee-bg2ee-and-some-changes-to-other-spells
One odd thing: Iwd touch-spells like shocking grasp, cause light/medium/critical wounds, harm, slay living, destruction etc. you need to cast these spells on a target in touch range. In bg games these spells create a magical weapon and you need to roll to hit a target. (cause light/medium wounds and destruction spells are absent in bg)
Also, clerical spells are tied to alignment in iwd, evil clerics can not raise dead or good clerics can not cast slay living, that sort of thing. A very important thing to consider when creating a cleric.
If I remember well, my sorcerer was doing most of the job in my BG2 playthrough by the end to the point where the other members were mostly there as support but he obviously was higher lvl (close to 30 I think). Still, having at least Horrid Wilting that I could cast on top of my party was major until the other OP spells used during time stop at the end.