Quote:
Any feedback is welcomed.
|
Well, I've finally got round to reading this guide and have a little feedback for ya [img]smile.gif[/img]
Firstly I'd like to say that that's a great spell guide and it's obvious that a lot of hard time and effort has gone into its creation. I would like to comment of a few points however:
It seems that you've mentioned the saving throw bonus/penalty that some spells give, but not all of them. In order to make the guide consistent, I'd suggest mentioning all the saving throw modifiers for applicable spells. A quick browse found the following saves that need adding, but I've a feeling there's a few more:
web (-2)
confusion (-2)
slow (-4)
feeblemind (-2)
finger of death (divine and arcane) (-2)
The symbol spell fear and stuns (-4)
mental domination (-2)
There was a comment about the
use any item ability, to allow a thief to use Carsomyr, Human Flesh, Ring of Gaxx, Amulet of Seradine to provide 90% MR. I know these items were only given as examples, but Carsomyr grants 50% MR, not +50% MR, so you can see the MR stack only if you equip the Carsomyr first, then the other items, but the first time you actually use Carsomyr, its 50% MR will be applied and override any other bonuses (apart from innate MR), so this combination won't actually give 90% MR.
Quote:
Shops will give you about a 10% discount for being such a swell person
|
The above comment about Charisma is a little vague. This discount depends entirely on the actual CHA value. Discounts stop advancing after a CHA of 20, with 20 giving the maximum discount of 25%.
Example (prices in brackets reflect percentage discount):
Staff of Rynn +4, Base cost: 22275
16 CHA = 21060 (5%)
17 CHA = 19980 (10%)
18 CHA= 18900 (15%)
19 CHA= 17820 (20%)
20 CHA= 16605 (25%)
Quote:
Shield Spell: Protects much better than Armor but lasts only half as long (too short to cast after resting). It does provide total immunity to Magic Missiles (though not in Baldur's Gate I or Icewind Dale). Useful at low levels. Get either this or Armor, depending on your tastes.
|
The shield spell in IWD does protect from Magic Missiles (and also Force Missiles).
The following are some minor corrections to the guide:
Sword Spiders have 5 attacks per round, not 4 as was referenced by the spider spawn spell (as creatures they have 4 APR base, but have permament haste).
Here are some of my opinions regarding spells:
Quote:
Not really an improvement over lower level area damage spells.
|
Cone of Cold was referenced as above, but name another spell that deals upto 20D4+20 damage for level 5
It was suggested to take skull trap over sunfire, but sunfire is available by level 9 (so a skull trap would do 9D6 at this equivalent level) and deals 50% more damage than a fireball dealing 15D6 damage! I think sunfire is a very capable spell. There's also no danger of harming the caster like there is for a fireball or skull trap spell.
I wouldn't refer to Protection from Acid as "Worthless" since it makes one particular engagement in the game much easier and it lasts an age (upto 20 turns).
It was stated that the Divine and Arcane
Protection from Fire spells were identical. This isn't the case. The arcane version lasts 1 turn per level and grants +50% fire resistance. The divine version grants +80% and lasts 3 rounds +1/level. This also makes the 2nd level priest spell "Resist Fire/Cold" useful since the fire bonuses from this spell and from "Protection from Fire" are cumulative, therefore granting the max 127% fire resistance to allow fire to heal you.
Regarding Unholy Blight:
Quote:
Unholy Blight: The Evil version of Holy Smite. Practically worthless; Good enemies are pretty rare (unless you like having a Reputation of 0). Druids are spared this spell
|
This is a tiny nitpick, but it's not possible to have rep of less than 1.
Quote:
Cure Serious Wounds: Practically the same as Cure Medium Wounds. This is supposed to be an upgrade, but heals only three pathetic Hit Points more. Go for it only if you really need the healing. Druids are better off getting an extra Call Woodland Beings in any case.
|
I think you've got this and cure medium wounds muddled up. Cure medium wounds heals 3 HP more than cure light wounds. Cure serious wounds cures 6 hp more than cure medium wounds.
There was also a comment about the Aerial Servant being about as touch as a mountain bear. In fact, the AS is much tougher with 128 HP compared to 70 HP.
I've also never understood the fascination with Natures Beauty. They get a +3 bonus to the save or die, and the blindness only affects a tiny 5 foot radius around the caster, so I'm not sure how you disable half the battlefield with this one. It's a good spell, but there are much better 7th level divine spells IMO.
I'm sure there were other things I was going to comment on but can't remember at the moment. I'll let you know if I think of anything else. Again, nice guide!