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BG2 and IE games in general had an amazingly large and varied spell list, BG2 is easily the best spellcaster game ever made, with the "mage duels" one of the most memorable and fun parts of the game. I think that a true spiritual successor game should give extra attention to the spell system with a variety of  diffirent effects, damage types and protections.

I don't believe that they will manage to rival BG2 in this area, but it would be good if they could do it. Josh worked on IWD2 and Tim made Arcanum. If anyone can make a spell system to rival D&D are those two

Edited by Malekith
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I think they could rival BG2, with some help from the community. But it's not anything to bet on perhaps.

To be able to make more spells swiftly and simplified, I wouldn't mind it if Obsidian copy+pasted some spell animations, changed the hue/texture and mechanic effects a little bit. They could easily do 5 different spells using 1 spell animation this way (practically 5-in-1).

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Yes the BG2 spell list was large and varied, but didn't most of us end up just using about 20% of the spells? Changing spells was a time-consuming process, so it was usually better to pick the most useful ones and occasionally tweak situational-specific spells (like invisibility purge/see invisibility vs. the sirens).

 

It might be interesting if the magic system had a counter-mechanic for overuse of specific spells. Say, if you cast magic missile all the time, then your magical link to that pattern grew worn and the spell became weakened.

 

Another approach would be to have fewer magical patterns (spells) but many variants. You learn one of those variants to start with, then gradually expand your repertoire and learn to adjust it situationally. For example, your magic missiles could acquire knockback capability, delayed activation, elemental aspects, morale-lowering shrieking sounds, and so forth.

Edited by rjshae

"It has just been discovered that research causes cancer in rats."

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Yes the BG2 spell list was large and varied, but didn't most of us end up just using about 20% of the spells? Changing spells was a time-consuming process, so it was usually better to pick the most useful ones and occasionally tweak situational-specific spells (like invisibility purge/see invisibility vs. the sirens).

There are just so many moments in a game with friendly fire where you'll pick Haste over Fireball, not to mention Lightning Bolt. So yeah I think they could do better than vanilla DnD.
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Yes the BG2 spell list was large and varied, but didn't most of us end up just using about 20% of the spells? Changing spells was a time-consuming process, so it was usually better to pick the most useful ones and occasionally tweak situational-specific spells (like invisibility purge/see invisibility vs. the sirens).

Yes but the most usefull one varied from person to person. You could make a purely offensive mage, pure defence, crowd control, a summoner, a mixed one. All valable choices, and the system gave you many options.

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Yes the BG2 spell list was large and varied, but didn't most of us end up just using about 20% of the spells? Changing spells was a time-consuming process, so it was usually better to pick the most useful ones and occasionally tweak situational-specific spells (like invisibility purge/see invisibility vs. the sirens).

 

Multiple Playthroughs, one game you go 20%, another you go another 20%. It also gives a ton of ways to get varied, allows the Player to experiment (there might even be some spells designed to be "worse" than another spell, just to make the Player feel "Good" about his choice). It allows the Developers to make a game where Players/Gamers can play like they want to play as well.

 

Several "Profession" thoughts and Faction thoughts goes into that bin as well, in my opinon (other threads~Campfire thread, Different Paths thread) (Only experiencing 20% on one playthrough, and another 20% on another playthrough). 

Edited by Osvir
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We should start thinking about merging some of these threads now too. :)

 

Maybe folks could submit 2 lists here. One list of spells they used most frequently, and another list of spells that were rarely or never used. And tell us why.

 

Off the top of my head, in IWD2 in the Ice Temple, I'd cast Improved Invisibility on my Sorcerer, sneak into a room full of Ice Trolls, then take them out with Sunfire. Oh, the satisfaction!

 

Spells I was least likely to use were the ones that didn't scale with level, like Minor Mirror Image, Summon Monster I, and most spells with the keyword "Minor" in them. I have other suggestions for both lists. Just need to take time and go back over them all.

Me? I'm dishonest, and a dishonest man you can always trust to be dishonest. Honestly. It's the honest ones you want to watch out for.

 

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Yes the BG2 spell list was large and varied, but didn't most of us end up just using about 20% of the spells? Changing spells was a time-consuming process, so it was usually better to pick the most useful ones and occasionally tweak situational-specific spells (like invisibility purge/see invisibility vs. the sirens).

Yes but the most usefull one varied from person to person. You could make a purely offensive mage, pure defence, crowd control, a summoner, a mixed one. All valable choices, and the system gave you many options.

 

Sure you can...if you have a second mage who has all the REQUIRED spells (dispel, breach etc.) because without them you cannot win a battle with any Mage.

Which brings me to my opinion, it would be cool if a Mage could sustain only one passive defensive spell. Like in Mage:Ascension. That way Mage defense would be a tactical option rather than a required combination of 15 spells activated by spell sequencer.  

For example: expecting a raid on goblins with a lot of archers -> protection against arrows. Mage fight -> spell ward or energy shield. It's lame when you face an enemy Mage who is protected from everything and who can recast all his protections 3 times.

I disagree with this. I would prefer layers of multiple defences

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They've already talked about certain modal abilities disallowing other modal abilities. I wonder if this was in regards to spells or something else. I've listed each spell and marked if commonly used (1), sometimes used (2), used once (3), never used (4) in spoilers below. I've added a blank template at the bottom (see last spoiler) so others can copy paste and do the same.

 

The convention is to put the number 1-4 in front of the spell. In case, this becomes interesting for someone to take all the data and put it in an excel sheet, it would be easy because it's the first character for each spell.

 

e.g. Armor -> 1Armor (often used)

Blindness -> 4Blindess (rarely used)

 

To get the template, reply to my message, then click on the top left button (looks like a switch) to switch to code mode. Then scroll all the way down, You can delete this introductory stuff and then edit the last spoiler by adding your numbers in front.

 

Arcane Spells Level 1

 

 

1Armor

4Blindness
4Burning Hands
3Charm Person
4Chill Touch
2Chromatic Orb
4Color Spray
3Find Familiar
2Friends
4Grease
4Identify
4Infravision
2Larloch's Minor Drain
1Magic Missile
4Nahal's Reckless Dweomer
2Protection from Evil
2Protection from Petrification
4Reflected Image
1Shield
4Shocking Grasp
4Sleep
4Spook

 

 

Arcane Spells Level 2

 

2Agannazar's Scorcher
1Blur
4Chaos Shield
3Deafness
2Detect Invisibility
4Ghoul Touch
4Glitterdust
4Horror
1Invisibility
4Knock
4Know Alignment
1Luck
1Melf's Acid Arrow
1Mirror Image
3Power Word, Sleep
3Ray of Enfeeblement
2Resist Fear
4Stinking Cloud
1Strength
4Vocalize
3Web

 

 

Arcane Spells Level 3

 

4Clairvoyance
4Detect Illusion
3Dire Charm
2Dispel Magic
1Fireball
1Flame Arrow
4Ghost Armor
1Haste
2Hold Person
4Hold Undead
1Invisibility 10' Radius
1Lightning Bolt
4Melf's Minute Meteors
4Minor Spell Deflection
3Monster Summoning I
4Non-Detection
2Protection from Cold
2Protection from Fire
2Protection from Normal Missiles
4Remove Magic
1Skull Trap
3Slow
2Spell Thrust
4Vampiric Touch

 

 

Arcane Spells Level 4

 

2Confusion
4Contagion
4Emotion: Hopelessness
4Enchanted Weapon
3Farsight
2Fireshield (Blue)
2Fireshield (Red)
1Greater Malison
1Ice Storm
1Improved Invisibility
4Minor Globe of Invulnerability
4Minor Sequencer
3Monster Summoning II
4Otiluke's Resillient Sphere
4Polymorph Other
4Polymorph Self
3Remove Curse
4Secret Word
2Spider Spawn
2Spirit Armor
1Stoneskin
4Teleport Field
3Wizard Eye

 

 

Arcane Spells Level 5


4Animate Dead
1Breach
2Chaos
2Cloudkill
2Cone of Cold
4Conjure Lesser Air Elemental
4Conjure Lesser Earth Elemental
4Conjure Lesser Fire Elemental
3Domination
4Feeblemind
3Hold Monster
1Lower Resistance
4Minor Spell Turning
1Monster Summoning III
4Oracle
3Phantom Blade
2Protection from Acid
2Protection from Electricity
2Protection from Normal Weapons
3Shadow Door
1Spell Immunity
3Spell Shield
4Sunfire

Arcane Spells Level 6

 

4Carrion Summons
2Chain Lightning
4Conjure Air Elemental
4Conjure Earth Elemental
4Conjure Fire Elemental
2Contingency
3Death Fog
4Death Spell
2Disintegrate - loot was too good
4Flesh to Stone - loot was too good
4Globe of Invulnerability
2Improved Haste
2Invisible Stalker
4Mislead
1Pierce Magic
4Power Word, Silence
2Protection from Magic Energy
2Protection from Magical Weapons
1Spell Deflection
2Stone to Flesh
3Summon Nishruu
3Tenser's Transformation
1True Sight
4Wyvern Call

 

 

Arcane Spells Level 7

 

3Cacofiend
4Control Undead
1Delayed Blast Fireball
1Finger of Death
3Improved Chaos Shield
3Limited Wish
1Mantle
1Mass Invisibility
1Mordenkainen's Sword
4Power Word, Stun
2Prismatic Spray
2Project Image
2Protection from Elements
1Ruby Ray of Reversal
1Spell Sequencer
1Spell Turning
1Sphere of Chaos
4Summon Djinni
4Summon Efreeti
4Summon Hakeashar
2Khelben's Warding Whip

 

 

Arcane Spells Level 8

 

1Abi-Dalzim's Horrid Wilting
4Bigby's Clenched Fist
1Improved Mantle
1Incendiary Cloud
2Maze
1Pierce Shield
4Power Word, Blind
2Protection from Energy
1Simulacrum
2Spell Trigger
4Summon Fiend
3Symbol, Death
3Symbol, Fear
3Symbol, Stun

 

 

Arcane Spells Level 9

 

1Absolute Immunity
4Bigby's Crushing Hand
4Black Blade of Disaster
2Chain Contingency
1Energy Drain
3Freedom - Quest
4Gate - Demon always attacked me even with Protection against Evil
3Imprisonment
2Meteor Swarm
4Power Word, Kill
4Shapechange
1Spellstrike
1Spell Trap
1Time Stop
3Wail of the Banshee
3Wish

 

 

Arcane Spells Level 10

 

1Comet
1Dragon's Breath
4Energy Blades
1Improved Alacrity
2Summon Dark Planetar
2Summon Planetar

 

 

 

 

 

Arcane Spells Level 1

 

 

Armor

Blindness
Burning Hands
Charm Person
Chill Touch
Chromatic Orb
Color Spray
Find Familiar
Friends
Grease
Identify
Infravision
Larloch's Minor Drain
Magic Missile
Nahal's Reckless Dweomer
Protection from Evil
Protection from Petrification
Reflected Image
Shield
Shocking Grasp
Sleep
Spook

 

 

Arcane Spells Level 2

 

Agannazar's Scorcher
Blur
Chaos Shield
Deafness
Detect Invisibility
Ghoul Touch
Glitterdust
Horror
Invisibility
Knock
Know Alignment
Luck
Melf's Acid Arrow
Mirror Image
Power Word, Sleep
Ray of Enfeeblement
Resist Fear
Stinking Cloud
Strength
Vocalize
Web

 

 

Arcane Spells Level 3

 

Clairvoyance
Detect Illusion
Dire Charm
Dispel Magic
Fireball
Flame Arrow
Ghost Armor
Haste
Hold Person
Hold Undead
Invisibility 10' Radius
Lightning Bolt
Melf's Minute Meteors
Minor Spell Deflection
Monster Summoning I
Non-Detection
Protection from Cold
Protection from Fire
Protection from Normal Missiles
Remove Magic
Skull Trap
Slow
Spell Thrust
Vampiric Touch

 

 

Arcane Spells Level 4

 

Confusion
Contagion
Emotion: Hopelessness
Enchanted Weapon
Farsight
Fireshield (Blue)
Fireshield (Red)
Greater Malison
Ice Storm
Improved Invisibility
Minor Globe of Invulnerability
Minor Sequencer
Monster Summoning II
Otiluke's Resillient Sphere
Polymorph Other
Polymorph Self
Remove Curse
Secret Word
Spider Spawn
Spirit Armor
Stoneskin
Teleport Field
Wizard Eye

 

 

Arcane Spells Level 5


Animate Dead
Breach
Chaos
Cloudkill
Cone of Cold
Conjure Lesser Air Elemental
Conjure Lesser Earth Elemental
Conjure Lesser Fire Elemental
Domination
Feeblemind
Hold Monster
Lower Resistance
Minor Spell Turning
Monster Summoning III
Oracle
Phantom Blade
Protection from Acid
Protection from Electricity
Protection from Normal Weapons
Shadow Door
Spell Immunity
Spell Shield
Sunfire

Arcane Spells Level 6

 

Carrion Summons
Chain Lightning
Conjure Air Elemental
Conjure Earth Elemental
Conjure Fire Elemental
Contingency
Death Fog
Death Spell
Disintegrate
Flesh to Stone
Globe of Invulnerability
Improved Haste
Invisible Stalker
Mislead
Pierce Magic
Power Word, Silence
Protection from Magic Energy
Protection from Magical Weapons
Spell Deflection
Stone to Flesh
Summon Nishruu
Tenser's Transformation
True Sight
Wyvern Call

 

 

Arcane Spells Level 7

 

Cacofiend
Control Undead
Delayed Blast Fireball
Finger of Death
Improved Chaos Shield
Limited Wish
Mantle
Mass Invisibility
Mordenkainen's Sword
Power Word, Stun
Prismatic Spray
Project Image
Protection from Elements
Ruby Ray of Reversal
Spell Sequencer
Spell Turning
Sphere of Chaos
Summon Djinni
Summon Efreeti
Summon Hakeashar
Khelben's Warding Whip

 

 

Arcane Spells Level 8

 

Abi-Dalzim's Horrid Wilting
Bigby's Clenched Fist
Improved Mantle
Incendiary Cloud
Maze
Pierce Shield
Power Word, Blind
Protection from Energy
Simulacrum
Spell Trigger
Summon Fiend
Symbol, Death
Symbol, Fear
Symbol, Stun

 

 

Arcane Spells Level 9

 

Absolute Immunity
Bigby's Crushing Hand
Black Blade of Disaster
Chain Contingency
Energy Drain
Freedom
Gate
Imprisonment
Meteor Swarm
Power Word, Kill
Shapechange
Spellstrike
Spell Trap
Time Stop
Wail of the Banshee
Wish

 

 

Arcane Spells Level 10

 

Comet
Dragon's Breath
Energy Blades
Improved Alacrity
Summon Dark Planetar
Summon Planetar

 

 

 

Edited by Hormalakh
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My blog is where I'm keeping a record of all of my suggestions and bug mentions.

http://hormalakh.blogspot.com/  UPDATED 9/26/2014

My DXdiag:

http://hormalakh.blogspot.com/2014/08/beta-begins-v257.html

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Arcane Spells Level 1


3Armor
4Blindness
3Burning Hands
4Charm Person
4Chill Touch
1Chromatic Orb
4Color Spray
3Find Familiar
3Friends
3Grease
2Identify
4Infravision
3Larloch's Minor Drain
1Magic Missile
4Nahal's Reckless Dweomer
2Protection from Evil
3Protection from Petrification
4Reflected Image
3Shield
4Shocking Grasp
4Sleep
2Spook


Arcane Spells Level 2


3Agannazar's Scorcher
3Blur
4Chaos Shield
4Deafness
2Detect Invisibility
3Ghoul Touch
4Glitterdust
2Horror
2Invisibility
2Knock
4Know Alignment
3Luck
1Melf's Acid Arrow
1Mirror Image
4Power Word, Sleep
3Ray of Enfeeblement
2Resist Fear
4Stinking Cloud
4Strength
3Vocalize
1Web


Arcane Spells Level 3


4Clairvoyance
3Detect Illusion
4Dire Charm
1Dispel Magic
1Fireball
1Flame Arrow
3Ghost Armor
1Haste
3Hold Person
3Hold Undead
3Invisibility 10' Radius
2Lightning Bolt
2Melf's Minute Meteors
3Minor Spell Deflection
4Monster Summoning I
3Non-Detection
3Protection from Cold
3Protection from Fire
3Protection from Normal Missiles
1Remove Magic
2Skull Trap
1Slow
4Spell Thrust
4Vampiric Touch


Arcane Spells Level 4


3Confusion
4Contagion
3Emotion: Hopelessness
4Enchanted Weapon
4Farsight
3Fireshield (Blue)
3Fireshield (Red)
1Greater Malison
1Ice Storm
3Improved Invisibility
4Minor Globe of Invulnerability
3Minor Sequencer
4Monster Summoning II
4Otiluke's Resillient Sphere
4Polymorph Other
4Polymorph Self
3Remove Curse
4Secret Word
1Spider Spawn
3Spirit Armor
1Stoneskin
3Teleport Field
2Wizard Eye


Arcane Spells Level 5


1Animate Dead
1Breach
3Chaos
1Cloudkill
1Cone of Cold
4Conjure Lesser Air Elemental
4Conjure Lesser Earth Elemental
4Conjure Lesser Fire Elemental
4Domination
4Feeblemind
3Hold Monster
2Lower Resistance
3Minor Spell Turning
4Monster Summoning III
4Oracle
4Phantom Blade
4Protection from Acid
4Protection from Electricity
3Protection from Normal Weapons
3Shadow Door
3Spell Immunity
3Spell Shield
2Sunfire


Arcane Spells Level 6


4Carrion Summons
1Chain Lightning
3Conjure Air Elemental
3Conjure Earth Elemental
3Conjure Fire Elemental
2Contingency
3Death Fog
1Death Spell
3Disintegrate
3Flesh to Stone
4Globe of Invulnerability
4Improved Haste
4Invisible Stalker
2Mislead
3Pierce Magic
2Power Word, Silence
3Protection from Magic Energy
1Protection from Magical Weapons
3Spell Deflection
3Stone to Flesh
3Summon Nishruu
4Tenser's Transformation
2True Sight
4Wyvern Call


Arcane Spells Level 7


4Cacofiend
4Control Undead
2Delayed Blast Fireball
1Finger of Death
4Improved Chaos Shield
2Limited Wish
3Mantle
3Mass Invisibility
2Mordenkainen's Sword
1Power Word, Stun
2Prismatic Spray
2Project Image
4Protection from Elements
4Ruby Ray of Reversal
2Spell Sequencer
1Spell Turning
3Sphere of Chaos
4Summon Djinni
4Summon Efreeti
3Summon Hakeashar
4Khelben's Warding Whip


Arcane Spells Level 8


1Abi-Dalzim's Horrid Wilting
4Bigby's Clenched Fist
3Improved Mantle
4Incendiary Cloud
3Maze
3Pierce Shield
4Power Word, Blind
4Protection from Energy
2Simulacrum
3Spell Trigger
4Summon Fiend
4Symbol, Death
4Symbol, Fear
4Symbol, Stun


Arcane Spells Level 9


3Absolute Immunity
3Bigby's Crushing Hand
3Black Blade of Disaster
2Chain Contingency
4Energy Drain
3Freedom
3Gate
3Imprisonment
2Meteor Swarm
2Power Word, Kill
2Shapechange
1Spellstrike
1Spell Trap
1Time Stop
3Wail of the Banshee
2Wish


Arcane Spells Level 10


1Comet
1Dragon's Breath
2Energy Blades
1Improved Alacrity
1Summon Dark Planetar
3Summon Planetar

 

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Arcane Spells Level 1


1Armor
1Blindness
4Burning Hands
3Charm Person
4Chill Touch
2Chromatic Orb
1Color Spray
4Find Familiar
4Friends
2Grease
1Identify
4Infravision
3Larloch's Minor Drain
1Magic Missile
4Nahal's Reckless Dweomer
1Protection from Evil
2Protection from Petrification
3Reflected Image
2Shield
4Shocking Grasp
1Sleep
4Spook


Arcane Spells Level 2


1Agannazar's Scorcher
1Blur
4Chaos Shield
4Deafness
2Detect Invisibility
4Ghoul Touch
3Glitterdust
1Horror
2Invisibility
3Knock
3Know Alignment
1Luck
1Melf's Acid Arrow
1Mirror Image
2Power Word, Sleep
2Ray of Enfeeblement
1Resist Fear
2Stinking Cloud
3Strength
3Vocalize
1Web


Arcane Spells Level 3


4Clairvoyance
2Detect Illusion
4Dire Charm
2Dispel Magic
1Fireball
1Flame Arrow
2Ghost Armor
1Haste
2Hold Person
4Hold Undead
3Invisibility 10' Radius
1Lightning Bolt
1Melf's Minute Meteors
2Minor Spell Deflection
3Monster Summoning I
3Non-Detection
2Protection from Cold
2Protection from Fire
3Protection from Normal Missiles
2Remove Magic
4Skull Trap
1Slow
4Spell Thrust
4Vampiric Touch


Arcane Spells Level 4


2Confusion
3Contagion
3Emotion: Hopelessness
4Enchanted Weapon
4Farsight
4Fireshield (Blue)
4Fireshield (Red)
4Greater Malison
1Ice Storm
2Improved Invisibility
2Minor Globe of Invulnerability
4Minor Sequencer
3Monster Summoning II
2Otiluke's Resillient Sphere
4Polymorph Other
4Polymorph Self
4Remove Curse
4Secret Word
4Spider Spawn
3Spirit Armor
3Stoneskin
4Teleport Field
4Wizard Eye


Arcane Spells Level 5


2Animate Dead
4Breach
2Chaos
2Cloudkill
1Cone of Cold
4Conjure Lesser Air Elemental
4Conjure Lesser Earth Elemental
4Conjure Lesser Fire Elemental
3Domination
4Feeblemind
3Hold Monster
4Lower Resistance
4Minor Spell Turning
3Monster Summoning III
4Oracle
4Phantom Blade
2Protection from Acid
2Protection from Electricity
2Protection from Normal Weapons
4Shadow Door
1Spell Immunity
2Spell Shield
1Sunfire


Arcane Spells Level 6


4Carrion Summons
1Chain Lightning
3Conjure Air Elemental
3Conjure Earth Elemental
3Conjure Fire Elemental
4Contingency
2Death Fog
2Death Spell
4Disintegrate
4Flesh to Stone
2Globe of Invulnerability
1Improved Haste
4Invisible Stalker
4Mislead
4Pierce Magic
2Power Word, Silence
2Protection from Magic Energy
2Protection from Magical Weapons
2Spell Deflection
1Stone to Flesh
4Summon Nishruu
4Tenser's Transformation
2True Sight
4Wyvern Call



Looks like I haven't gotten to Level 7 or higher in Baldur's Gate yet :p

Edited by Osvir
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The more spells the better, as long as they aren't simply stronger versions of one another.

I don't want an improved invisibility spell, just allow me to improve my spellcasting overall.

And I don't really want spells that are only slightly different, like say a camouflage spell that is more effective outdoors than an invisibility spell which works better indoors or something.

 

But different spell shields are cool, one for deflecting spells, one for melee damage, one for projectile damage.

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I wouldn't mind seeing a different approach to meta-magic than is used in D&D 3e. A spell is, in a sense an effect applied with a set of properties. Why can't I fiddle with those properties and enhance it in some manner while diminishing it in another? If I want to cast it silently, I could reduce the casting level, increase the casting time, diminish the effectiveness, make it cost an extra spell slot, or adjust some other factor.

"It has just been discovered that research causes cancer in rats."

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Sure, why not. A lot of this is from memory though.

 

Arcane Spells Level 1

 

 

2Armor

3Blindness

2Burning Hands

4Charm Person

3Chill Touch

1Chromatic Orb

3Color Spray

4Find Familiar

2Friends

2Grease

2Identify

3Infravision

3Larloch's Minor Drain

1Magic Missile

3Nahal's Reckless Dweomer

2Protection from Evil

3Protection from Petrification

3Reflected Image

1Shield

3Shocking Grasp

3Sleep

4Spook

 

 

Arcane Spells Level 2

 

 

2Agannazar's Scorcher

2Blur

3Chaos Shield

3Deafness

2Detect Invisibility

3Ghoul Touch

2Glitterdust

3Horror

1Invisibility

3Knock

4Know Alignment

1Luck

1Melf's Acid Arrow

1Mirror Image

3Power Word, Sleep

3Ray of Enfeeblement

4Resist Fear

2Stinking Cloud

4Strength

2Vocalize

3Web

 

 

Arcane Spells Level 3

 

 

3Clairvoyance

3Detect Illusion

4Dire Charm

2Dispel Magic

1Fireball

2Flame Arrow

2Ghost Armor

1Haste

4Hold Person

4Hold Undead

1Invisibility 10' Radius

1Lightning Bolt

3Melf's Minute Meteors

3Minor Spell Deflection

3Monster Summoning I

3Non-Detection

4Protection from Cold

4Protection from Fire

2Protection from Normal Missiles

3Remove Magic

2Skull Trap

3Slow

3Spell Thrust

3Vampiric Touch

 

 

Arcane Spells Level 4

 

 

3Confusion

3Contagion

3Emotion: Hopelessness

3Enchanted Weapon

3Farsight

2Fireshield (Blue)

2Fireshield (Red)

2Greater Malison

2Ice Storm

1Improved Invisibility

3Minor Globe of Invulnerability

2Minor Sequencer

3Monster Summoning II

3Otiluke's Resillient Sphere

4Polymorph Other

4Polymorph Self

3Remove Curse

3Secret Word

3Spider Spawn

2Spirit Armor

1Stoneskin

4Teleport Field

2Wizard Eye

 

 

Arcane Spells Level 5

 

 

4Animate Dead

1Breach

2Chaos

2Cloudkill

2Cone of Cold

2Conjure Lesser Air Elemental

2Conjure Lesser Earth Elemental

2Conjure Lesser Fire Elemental

3Domination

3Feeblemind

2Hold Monster

1Lower Resistance

3Minor Spell Turning

1Monster Summoning III

4Oracle

3Phantom Blade

4Protection from Acid

4Protection from Electricity

2Protection from Normal Weapons

3Shadow Door

2Spell Immunity

3Spell Shield

3Sunfire

 

 

Arcane Spells Level 6

 

 

3Carrion Summons

2Chain Lightning

3Conjure Air Elemental

3Conjure Earth Elemental

3Conjure Fire Elemental

2Contingency

3Death Fog

3Death Spell

3Disintegrate

3Flesh to Stone

2Globe of Invulnerability

2Improved Haste

2Invisible Stalker

3Mislead

1Pierce Magic

3Power Word, Silence

2Protection from Magic Energy

2Protection from Magical Weapons

1Spell Deflection

2Stone to Flesh

2Summon Nishruu

3Tenser's Transformation

1True Sight

3Wyvern Call

 

 

Arcane Spells Level 7

 

 

3Cacofiend

4Control Undead

1Delayed Blast Fireball

4Finger of Death

3Improved Chaos Shield

3Limited Wish

1Mantle

2Mass Invisibility

2Mordenkainen's Sword

2Power Word, Stun

2Prismatic Spray

2Project Image

4Protection from Elements

1Ruby Ray of Reversal

1Spell Sequencer

1Spell Turning

1Sphere of Chaos

3Summon Djinni

3Summon Efreeti

1Summon Hakeashar

2Khelben's Warding Whip

 

 

Arcane Spells Level 8

 

 

1Abi-Dalzim's Horrid Wilting

3Bigby's Clenched Fist

1Improved Mantle

1Incendiary Cloud

2Maze

1Pierce Shield

3Power Word, Blind

4Protection from Energy

1Simulacrum

2Spell Trigger

4Summon Fiend

4Symbol, Death

3Symbol, Fear

3Symbol, Stun

 

 

Arcane Spells Level 9

 

 

2Absolute Immunity

3Bigby's Crushing Hand

3Black Blade of Disaster

2Chain Contingency

4Energy Drain

3Freedom

4Gate

3Imprisonment

3Meteor Swarm

3Power Word, Kill

2Shapechange

1Spellstrike

1Spell Trap

1Time Stop

3Wail of the Banshee

3Wish

 

 

Arcane Spells Level 10

 

 

3Comet

3Dragon's Breath

3Energy Blades

1Improved Alacrity

2Summon Dark Planetar

1Summon Planetar

 

 

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BG2 and IE games in general had an amazingly large and varied spell list, BG2 is easily the best spellcaster game ever made, with the "mage duels" one of the most memorable and fun parts of the game. I think that a true spiritual successor game should give extra attention to the spell system with a variety of  diffirent effects, damage types and protections.

I don't believe that they will manage to rival BG2 in this area, but it would be good if they could do it. Josh worked on IWD2 and Tim made Arcanum. If anyone can make a spell system to rival D&D are those two

BG2 might be a great spellcaster game, but if you don't like magic or wish low-key magic, you're going to have a bad time. I didn't enjoy the overpowered nature of magic users. (especially on higher levels)

Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
---
Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.

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BG2 and IE games in general had an amazingly large and varied spell list, BG2 is easily the best spellcaster game ever made, with the "mage duels" one of the most memorable and fun parts of the game. I think that a true spiritual successor game should give extra attention to the spell system with a variety of  diffirent effects, damage types and protections.

I don't believe that they will manage to rival BG2 in this area, but it would be good if they could do it. Josh worked on IWD2 and Tim made Arcanum. If anyone can make a spell system to rival D&D are those two

BG2 might be a great spellcaster game, but if you don't like magic or wish low-key magic, you're going to have a bad time. I didn't enjoy the overpowered nature of magic users. (especially on higher levels)

P:E will be a high-key magic setting, but the first game will finish at relativelly low levels, so it will be more like BG1.

Also you could beat the game without magic users in your party

Edited by Malekith
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I actually love friendly-fire with big, giant, scary-powerful spells. But, all things in moderation.

 

It might be interesting if there were talents/spell-improvements you could pick that reduced/affected friendly fire from your AOE spells.  The key word being "might." It'd hafta be more interesting than "the more points you put into this upgrade, the less damage your allies take from your spell-splosions!"

 

Maybe just have a really good/convenient set of protection spells to choose from? So, one player might just not mind the micromanagement necessary to keep his allies out of harm's way when he strategically launches fireballs, and he'll spend 5 more points on improving his damage and offensive spells, and another player might say "Hey, I LOVE tossing fireballs and chain lightning, but I don't want my allies to die all the time," and get some "Bestows protection from fire within a 15-foot radius. 3 charges. Each instance of negated fire damage uses 1 charge" spell. *shrug*

 

Also, I think some kind of callout should be in order. Like how you can usually yell "GRENADE!" in a shooter and your allies can get away from the enemies. Targeting a fireball or lightning tempest should work with potential party AI to have them try to get out of the way when it's feasible (when they're not stunned, or surrounded, or knocked on their arse, etc.)

 

You're still going to have times when they get hit by stuff. I'm not against the option to turn off friendly fire (usually tied to easier difficulty modes), but if you have that on, it should still be pretty managable. In most games like that I've played, the player has almost no tools at their disposal for getting allies out of the blast zone whilst leaving enemies in. At the very least, you should have an option such as to cast fire resistance on a specific member of your party (to just reduce fire damage, not negate it, even), who then has the ability to keep multiple enemies in the blast radius of a spell whilst other allies get out. In other words, you hurt your own person, in a very planned way, to hurt many enemy persons substantially worse.

 

It should require effort, but the player shouldn't have to be a jedi just to pull it off. This kinda ties into the idea of useful/plentiful cross-character combos.

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Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u

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Also reminds me of someone's NWN walkthrough suggestion of having a hell hound (100% immunity to fire) as your wizard's familiar, and sending it out as a combat decoy, then fireballing it and all surrounding enemies. Rinse and repeat.

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Me? I'm dishonest, and a dishonest man you can always trust to be dishonest. Honestly. It's the honest ones you want to watch out for.

 

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