Edwin fixed ... sort of

.....I had been complaining that Edwin wasn't getting ability buttons to trigger his 2 sequencers. It took me a while to realize what was happening, because of the ridiculous sumber of spells that he can memorize. In addition to his own personal amulet, I gave him the Ring of Acuity, the Reaching ring and the circlet of Netheril. He has waaaay too many spell slots!
.....But when I looked carefully at all his memorized spels, I saw that he had both of the sequencers and spell trigger listed among his memorized spells. So apparently he can just cast them in combat as normal. I have yet to try this out in actual combat, but I will soon.
.....But when I looked carefully at all his memorized spels, I saw that he had both of the sequencers and spell trigger listed among his memorized spells. So apparently he can just cast them in combat as normal. I have yet to try this out in actual combat, but I will soon.
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- First, you cast the "Minor Spell Sequencer" or "Spell Sequencer" or "Spell Trigger" spell. That you memorized normally.
- On casting this spell, you can choose two or three of your memorized spells to put in the sequencer. They're greyed out as if you cast them, but you didn't actually cast those spells. Nothing that affects anyone else has happened.
- As a result of the spell, you now have a special ability, under the four-pointed star button. This ability, which targets either a creature or a point depending on what you put in it, actually casts the sequencer you prepared. Several spells at once, all aimed at the same target.
- While you have this special ability, you also have an effect on you indicating what's in your sequencer; you can view this with the "Contingency" button in the spellbook. This effect can only be cleared by casting that prepared sequencer or by the death of the character. If you recast that sequencer spell with the corresponding effect active, you get an error message and nothing happens.
Now, according to your previous posts about this, Edwin has one or more sequencers prepared but lacks the abilities to actually cast them (This happened due to a bug in older versions of the game, fixed in 2.6). There's only one in-game way to "fix" him now and actually allow access to those sequencers - kill and resurrect him. That'll clear the existing effect on you denoting those sequencers, which will allow you to prepare new ones.
Yes, so I have been told. I am reluctant to do so, however, as there is no in game justification for me killing my main spellcaster. (Yeah, it's sort of an RP thing.) The best I can do is not heal him if he is injured in combat, and hope the enemy actually kills him for me. This is made even more awkward by the fact that some combats are so close to the edge that we actually need his support. (Comet is such a great spell; pulling an asteroid down on the enemy's head is ultra cool. Dinosaurs beware!). We're in the 5th level of Watcher's Keep, and close to heading down to the Seals. So, his death in combat there would be ... inconvenient. Once we are done dealing with the big D, that will be another story.