One thing to note about Lower Resistance is that it can actually lower target's MR below 0. I am not sure about modded game or EE but in the original BG2, it can do that. What this means is that the target then takes increased magical damage. If I really wanted to obliterate Firkraag in the original CD release, I would just spell trigger this, then cast it 2 more times, and drop one Horrid Wilting on him which would do like 200 damage.
Ever since I started doing SCS no reload runs 12-15+ whatever years ago, I gave up on cloudkill because I thought the enemy was too smart to really get screwed by it... but I gave it a shot over my past couple of runs and holy smokes it is really fcking good in the early/mid game. especially vs wizards. good stuff.
1:03:20 Enhanced Edition didn't change anything here, if your Resistance to a damage type eclipses 100% that damage type heals you. That was how I would heal in Durlag's Tower with Icingdeath, Batalista's Passport, and the Gift of Peace to make any warrior character hit 110% Fire Resistance and stand in that fireball trap room until I was at full health.
The damage you take (which is healing) is actually tweaked quite a bit based on how much MORE than 100% you have. So for example if you have 101 you will heal for almost nothing compared to 125. Kind of the same way % DR works for armor of the faith etc
Chaos is better than people think it is. Affected creatures can move around and make it hard to attack them, but they mostly just stand around and do nothing. It's as good as symbol of stunning, IMO, because even though stun is a better condition, symbol of stunning isn't party-friendly and has a very long casting time.
Fun fact: the Periapt of Proof Against Poison amulet in BG2 actually also blocks poison damage in the latest BG2EE version. Therefore your tank is free to drown in stacked Cloudkills with no harm whatsoever. Given that the alternative is the much rather to achieve Ring of Gaxx...
1:05:22 hmm Breach, Chaos, Lower Break, Oracle and i like to have hold monster i need more 5th slots :D (also totally agree with your reasoning) on sunfire its bad but its the only okay damage spell in this list
Sunfire can be cast while invisible and doesn't break it, technically you cast it on yourself and I guess it doesn't count as a hostile spell because of that. I don't know how useful this would be in your setup since many things see through invisibility anyway, but it's really useful in vanilla game
Yeah it was coded really weirdly, wasn't the only one either. There's a lot of patches to keep track of I need to keep that in mind, thanks for watching friend, God bless!
i had good experiances with sunfire in solo/group play, what is really helpful since its AoE it will hit mages and priests that are protected from direct attack spells via invisibility or mirror image etc. it has a very low cast time and with the robe of vecna the cast time is set to 0 making it an instant AoE interrupt that deals good damage, furthermore it used to ignore MR i have not played BG EE in a while so i am not sure if it was changed but yeah fighting Drows for example was extremly easy with this spell.
I'm rewatching this compendium for the second time for different reasons, because it's THAT good! Cheers! P.s. I haven't seen anyone talk about the vampire that you can summon in Nashkel town graveyard in BG1.
Sunfire does15d6 and is below lvl 6 and used to ignore mr. It was a spell trigger wet dream to acompany the spell sequencer shloppy dream of 3x scull traps that used to have to cap ceiling. Those were the days...
True, but charm works just as well, and for multiclasses it's far easier to charm than dispel since dispel is based on level. Thanks for watching friend.
@@jerokterojokke3356 I know for a fact i've had to cast it more than once in the past but last few runs it's always worked right away so I think it might have been changed since.
Feeblemind actually works on dragons (it works pretty much on everything except undead), i don't think chaos works on them iirc, so that makes Feeblemind a little more useful than a C tier imho. Btw congrats, great work!
One more thing. I tested it recently on 2.5. In 2.5 beholders can cast death spell, which is instant death to summons. And it's working on highest animate dead skeletons without a saving throw and magic resistance check. I think it was buffed, because I tested it 4-5 times and it worked every time i.e. killed my skeleton. I don't know what it is 2.5 or even SCS. But at least in vanilla 2.5 core rules animate dead is not as useful as it was against beholders. At least, not the first batch of skeletons (someone will need to demine first death spells)
SCS gives them "Death ray" using their eye stalk, like the pen and paper format. I don't ever remember them casting death spell. For the most part they stick to abusing their eyeballs and "harm" spells. Was it a hive mother? Death tyrant? Or regular beholder. Thanks for watching, God bless!
Feeblemind works wonders on all the spellcasters, including liches and even dragons! Lower spell resistance and saves and hit'em with Feeblemind, and it lowers their intellect down to 3 - they can't cast anything, at all! No buffs, no debuffs, no aoe! They just stand there and take the beating!
Feeblemind in some game builds will NOT make the target hostile. On the vanilla game, you can just keep casting Feeblemind on dragons until you land the spell.
@davaeorn, Great guide! Thanks a lot for doing these. Even as an old hand at BG I still feel like I'm learning a lot. Question: Do you ever plan to review the Arcane spells from IWDification? I noticed you did the Divine ones in your Divine guide but unless I missed it you didn't do the Arcane ones. In fairness, the new Arcane spells added by that are far worse than the ones added for Divine casters, but there's still the odd decent one.
On the topic of Skeleton Warriors and other summons, I love stacking shit like Death Ward / Protection from Magical Energy. No more Death Spell sweeps, and it can protect your summons / swords from your own AoE and Abi-Dalzim's. I haven't played around with it, but I imagine Protection from Acid + Death Cloud spam may be a poor man's Incendiary Cloud. At the very least, very few enemies must be immune to Acid. I tried hard to find a good use for Protection from Normal Weapons / Wraithform, and I figured that Irenicus' Dungeon would be a great spot. I mean, that's not incorrect, but with SoD experience, Jahiera will have Fire Elemental, and Imoen (Assuming you don't mess with her levels) will be able to Animate Dead. CHARNAME may be able to do some shenanigans too.
not sure if this was mentioned in the comments but casting clerics Magic Resistance spell (lvl5 NO SAVE) using dual class (Arie) and then casting Lower resistance by a true class mage will get your target to negative MR. at least in the original bg2 SoA. Also, wonderful videos! S++ tier all the way :))
58:50 You know who else uses normal weapons? Rakshasas. Yeah, I'm not kidding. These fucking assholes that you can't nuke with mages. You can put this thing on, it has ridiculous duration, compared to PfMW, and go to town on them. With SCS they won't attack you with weapons, but will try to blind, breach and summon Mordekainen's swords that you *won't* be protected from. But once I realized they have such a weaksauce weakness, they got a lot safer to deal with.
You can indeed and if you're solo it's worth doing possibly, I don't think its worth taking for a party tho tbh. The only time I DONT want enemies attacking my mages is vs planetars :( Thanks for watching and commenting friend!
Feeblemind is actually a very useful spell for gimmiky things. Not so sure for a no re-load type of game, but I used it to kill shandolar in BG1 because his spells are all scripted. If you blind him, he will still cast all his bullshit spells and basically be immune to everything and rape everybody. Obviously it's required to Doom>Malison him first. I can even top that. In BG2 there is a guy that will REPEATEDLY come to take Drizzts gear no matter how many times you kill him. I'm sure you know the guy. I had Feeblemind in a spell trigger with Malison, and kept that little bastard nice and tucked away in the graveyeard district and he NEVER bothered me again. There ya go, now you get to use Drizzts gear :) lemme know what you think man, your vids are fucking amazing
Never bothered trying it on shandalar, we typically do 20 skull traps and have a summoned monster pop them all near shandalar to kill him (as im sure you know, the explosion radius is larger than the activation radius so you can set them near him without them popping when you aren't ready). It's the weirdest thing because I have heard of the man you speak, I have killed drizzt dozens of times in both bg1 and 2, and I have never, ever, ever seen him. Id say a mod is doing it without my knowledge but I played without mods for years. To this day I have no idea why he doesn't spawn in my games, but he doesn't. I use drizzts scimmy for clutch fire resistance swaps all time, the chain mail doesn't block thieving abilities so I use it on monty on occasion otherwise I sell the rest. Perhaps that's why? Is it because I only have pieces of his equipment and not all 3? No idea what the actual trigger is. Thanks for commenting friend!
i love your guides so much man, excellent job? i do have a dilemma though, running lvl 11 dragon disciple on scs, i took breach first, gonna take spell immunity and spell shield soon, but i was wondering if i should take animate dead, my other casters in the party are multiclass (jaheria, jan, aerie) and jan and aerie will take their sweet time reaching lvl 15, so i am between deciding to take chaos or animate dead, i know sorc get 5 spell picks in this level, but the last one is in late tob i think. sorry, wrote too much, looking forward to your next streams, bless you my dude.
Nah too many good 5 spells to take imo, suffer through their skeletons being shitty for a bit and take the good stuff! I'm sure this will come too late, so even if you didn't dont sweat it, it's not the end of the world, good luck in your playthrough!
@@Davaeornlol yeah , thanks at the end i realized that at level 15, i would already have mordekainen swords available, so the other doods can keep their skeletons lol. god bless you
Not sure if anyone has mentioned this yet, but because of some weird glitch in the game you can cast Sunfire while Invisible and it does not break invisibility. This makes Sunfire extremely valuable especially as a solo sorcerer as you can cast Invisibility and then go drop as many Sunfires as you have fifth level spellslots on a mob without allowing the enemies to see or attack you back.
@@Davaeornlol I'm playing BGEE v2.5.17.0 right now and it still works like that. I tried updating to 2.6 but it doesn't work on my computer so it may be fixed in that version but I can't test it yet.
@@Davaeornlol maybe it has been fixed in SCS and not in the regular EE?? Either way, this exploit is mainly useful in BG1 but you have to go solo to get enough XP. Once you do though, you can clear the entire board of sirines effortlessly and without any fear of them doing anything at all to you.
Sunfire used to be really good in OG BG2. Back then it ignored MR for some reason. So you could prepare 3 in a in a Spell Trigger and just DELETE drow and mindflayers. Im actually sad they fixed that; it felt like such a cool little secret to exploit.
In the original game I think the way they coded it to NOT hit the caster was done in a really weird way, so that's why it ignores MR. Who can say for sure though, thanks for watching and commenting friend!
Going back over some of these as I'm selecting spells for my Sorcerer, Invoker and F/M. "I don't understand why this spell even exists really" haha (you talking about protection from normal weapons). I think it's really just that they took a bunch of spells directly from D&D 2nd edition manuals and there are so many of them that they didn't get to design BG so that all of them could be as useful as one another. I think Protection from Normal weapons would possibly have been a great spell when playing with friends Pen and Paper D&D 2nd edition (I didn't get that high in levels when I played it way back but it's a guess).
Oh yeah it's just weird considering how MANY spells there are in D&D and those were chosen ya know what i mean? But in a sense it's good because it adds to the RP factor for those who want it and those who don't can just skip over em
I think you are slightly exaggerating the prevalence of magical weapons in BG2. Early on most humanoids use normal weapons, as well as animal enemies, yuan-ti warriors, sahuagins. Even in Throne of Bhaal there are some non-magical weapons in use -- in Saradush when fighting through barracks and jail, if I remember correctly (maybe Sendai's slaves as well?). And it is something you can often react to, even if you don't actually remember who fights with what -- just kill one and check their loot. Not that I would argue it's worth taking up a spell slot, but there's plenty of scrolls to cast it from.
Use-case for Protection From Normal Weapons? Alright; You're playing a necromancer (uh oh) and since you can't cast most of the anti-melee spells, you simply can't stop your stupid fighters that keep getting charmed from killing your damn mage. So you come up with the DEVIOUS PLAN of giving them non-magical weapons in anticipation of them getting charmed, ohh ohh ahh ahh sick value!! I'm sure this is a VERY common problem and that this is definitely the best way to solve this problem!
I think sunfire is a great spell for a solo mage run or with companions who resist fire. It goes off really fast and lets you wipe out groups of lesser enemies in one burst, weakens tougher enemy groups, just makes fights a lot quicker. If you find yourself surrounded as a mage there's not much you can do to thin out the ranks in a pinch except sunfire.
In the non-EE version, Sunfire was one of very few spells that ignored MR. So it was excellent vs undead, drow and all other annoying MR-having enemies. EE robbed it of its uniqueness :
Stealth bomber solo no reload sorcerer with improved invis and sunfire is amazingly fun. Makes you feel like an anime character with how everything around you melts away.
I have actually used Sunfire a lot. In original BG2 Sunfire ignored magic resistance which made it very good against swarms of high resistance enemies. In fact this spell was so good that I often had my Sorcerer or Mage go into some very difficult fights solo leaving the rest of the party behind so I could use this spell in combination with Mislead and Spell Immunity: Divination. Because of the bypassing of magic resistance I would rate the spell extremely highly in the level 5 slot and something I often use on solo runs and even party fights. The spell was so strong that it was nerfed by both mods and in future releases of the game. So original game I might consider this spell S tier or at the very least A tier.
MR ignoring part doesn't exactly make sense, I'm pretty sure it's an oversight rather than intentional. Blade Barrier used to be affected by MR, but now it bypasses it entirely -> This makes sense, because you're hurting enemies with telekinetic metal shrapnels (just like Mordy's Swords).
At first I thought it would be useful against magical creatures that aren't wielding weapons but for some hilarious reason most of them strike high as hell XD
If only, but no it's just experience. Every spell is divided into schools and cast time, so when you see somebody doing a long alteration cast, it's going to be timestop or improved alacrity, and if they do one or the other, you know which one is coming next. If they're casting a long evocation spell but not looking at a party member, it's a sunfire, if they are, it's cone of cold, things like that. Thanks for watching and commenting!
@@Davaeornlol Ever since I found your channel, your guides have quickly become my bible. The amount of information you're providing is in-saaane. Coming to the point you're making here, I didn't know that the direction of a mage's gaze was a tell for what they were about to cast. Could you please elaborate on that a bit more? For example, how do you know an evocation spell is coming, because they're looking up? Thank you! Much love man!
@@cellardoor70 If they're casting a spell "at" you if you move around they will follow you to stay lined up with you, so you know an offensive spell is coming at you. Each school has different sounds and animations so when you combine both (along with how long it takes to cast) you can fairly accurately know whats coming and where it's gonna be.
Minor spell turning does work against lightning bolt and it wreaks havoc on your party! Because the clones the bolt. The original bolt still goes through you + a new one spawns from you in the opposite direction. With Spell Deflection (not minor) you can have 3-4 bolts from one at the same time flying around. Deadly but not in a positive way. But doesn't minor spell turning affect all spell levels? I mean up to 4 spell levels, yes, but the first spell will always be reflected, regardless of its level.
Hmm I'll have to test it more, I don't remember it working with lightning bolt. Sorry for respondin so late, thanks for watching and commenting friend!
So everyone loves to discuss the ultimate power gamed character, there are forums a plenty about the Kensai/Mage or Berserker/Mage or Kensai/Thief or pure Sorcerer. What’s your opinion? A video on this I think would get tons of views.
I've written a long pastebin in the discord, the berserk dual to mage at 9 is objectively superior to all other classes but pretending that fighter mage multi is "shit" in comparison really isn't true, it's still S tier, it's just not as good.
24:22 hey, two questions here, trying to understand all magic dispel protections shit 1. So both Breach and Dispel Magic can remove buffs like Stoneskin and Protection from Magical Weapons ? 2. When You have Spell Immunity:Abjuration, Stoneskin, Spirit Armor and Protection from Magical Weapons currently on Your mage (but no Spell Shield) then a Breach will dispel every buff that I listed ? As always, Your content is really appreciated
Dispel magic will do nothing to someone who has SI abjuration up, cast it 100 times and it will always do nothing. Breach will break everything you listed, correct. What you wanna watch out for when you're trying to breach is spell trap, spell shield, and advanced turning (which will actually reflect breach) depending on your mods clerics get a spell at 6 that makes them immune to breach. Otherwise breach away. Liches and rakshasa are naturally immune to spells under level 6 and 8 respectively so keep that in mind (again with mods this changes)
If you pick Acid Storm (IWD spell) at level 7, would that remove the need to pick Cloudkill? Also wouls Protection from Acid be a more valid pick if you play with Acid Storm?
a question that bothers me - what's the point of taking Breach if it only removes COMBAT (physical) protections, so pretty much useless since mage/sorc doesnt really use physical attacks (just his summons do)
Regarding all of the Summoning spells except Animate Dead - what would be considered A-tier for these spells? If they summoned 3 mobs instead of 1? Or 4? Not looking for anything "game breaking".
Its tough because in the original they summoned 6, each, and there was no cap at all. I don't think summoning 6 would be overpowered tbh, especially considering 99% of mages will death spell them anwyay, and for other encounters you would win without them. At the very least they would be fun to use!
Imagine for a moment a world where they didn't implement the ice kill mechanic in the game where ice damage can petrify on over kill. Cone of cold does damage numbers comparable to magic missile but scales harder, is aoe, but can allow a save for half. Now granted it's cold damage, so some enemies are completely immune which sucks On paper it's not bad, but the pseudo hidden mechanic of "Ice damage can fuck you over" makes it so much of a liability.
yeah really a shame. To be fair though 99% of the time you don't really care what enemies are dropping and you know where to avoid using it but it is definitely frustrating.
Almost forgot...Sunfire ignores magic resistance!!!😳. Also, because of the about 1 second immunity to fire, having two mages with sunfire in triple spell trigger next to each other, if you pause the game, and trigger both at THE SAME TIME will instafry most dragons...and your mates will be unhurt, because they triggered simultaneously, and are immune to fire for that instant.😳
I disagree that Lesser Elementals are garbage. I was able to solo-clear the DeArnise Keep quite successfully since elementals are immune to non-magical weapons. They're situational but very useful.
It can be ripped out of your hand using the beholders telekinetic eyestalk (which they do almost immediately), so it's useful for a round or two but thats it, same for cloak of mirroring. It's not OP by any means but it's not completely useless either. Thanks for commenting!
You've said this a few times in your videos, but my experiences with cloudkill were different, or at least I suspected. So, I tried walking into Cloudkill with Valygar. First, using the Periapt of Proof against poison, and then the Ring of Gaxx; BG2EE/SCS on Hardcore difficulty [w/ IWD Spells]. In both cases, he was 'unaffected by effects from cloudkill'. Now, I'd like to add something to this. I can walk someone with 100+ fire resist into an Incendiary Cloud. They'll take no damage, but will get 'hurt' and interrupted. Not so with poison resist and Cloudkill, they'll be completely unaffected. And I think this is how poison works in the game. Hear me out - there is not a single item/scroll/spell that provides less than 100 percent poison resist. Note that the level 2 priest 'slow poison' spell isn't supposed to cure poison - the level 4 spell should. But it does, every time. I think poison damage can only be applied as a 'state', and you're either immune to it, or not.
Make a cavalier and walk into a cloudkill at level 5 and tell me what happens :^). Nah I hear what you're saying but at the time of this video there was true immunity to poison and there was immunity to the status effect of poison, and one would protect you from everything and one would only protect you from like, spooders.
So, biggest thing I got out of this video was that there should be an achievement for beating the game as a transmuter on normal or higher difficulty. Holy crap, transmuters suck! They're so underpowered compared to the conjurers, invokers, and necromancers.
Yeah it's pretty bad. I can't for the life of me remember exactly how it was back in the day, but specialist mages had 2 schools they couldn't cast from. I know for a fact dynaheir lost conjuration AND something else. I think transmuters lost another school too just for an extra kick in the balls but they changed it for bg2.
@@Davaeornlol According to the wiki, Necromancy was the other school so yeah, in the ole' days, Transmuters couldn't cast Animate Dead or Horrid Wilting! Goodness, I wanna know what thoughts were going through the heads of the guy who designed this class.
How come aren't you using spell revisions? As far as i understand it nerfs some really powerful spells thus making the game harder, also available in a SCS merged version.
Honestly for the longest time I was against using the IWD ones, the only reason I did it was because I wanted to add something a little different. The great thing about SCS and to a lesser extent ascension, it doesn't change the game that much. Pretty much every spell stays the same across the board with a few slight tweaks. In spell revisions it nerfs some powerful spells but buffs the SHIT out of what would have been garbage or just ok spells. Nothing wrong with spell revisions at all, it's a cool mod. My goal for stream is to add enough content to make the game more challenging than base but not too over the top. I want to be able to mindlessly play and talk to people in chat too and I dont want anyone joining the stream or watching a video and saying shit I need to look up every spell to see what the fuck is going on. Thanks for commenting friend!
@@Davaeornlol Indeed SR makes you rethink quite a bit on spell choices wich can be a pain! I use it because it brings things closer to PnP, wich i like.
I'll have to double check but I from what I remember: Phantom Blade's +10 dmg per hit on undead was going through a lot of their protections in non SCS scenarios. Like I think it was one of the few ways I found to damage the Demilich as most of my weapons wouldn't work on it. I might be confusing it with Daystar or something similar though. Anyway, I think you might be underestimating the spell for Fighter/Mages against undead a little bit. +10 damage per hit is a LOT if you've got 8-9 attacks with the mainhand. It's like extra 80-90 per round.
Phantom blade is a +3 wep so it shouldn't hit demilich. If it is going through it's probably a bug tbh. Yeah that does add up indeed, I'm still not a fan though XD.
Hard to force a mage to sac a level 5 when a cleric can sac level 3 though. Thanks for watching and commenting buddy I hope you're enjoying them beans.
@@Davaeornlol I still maintain that Animate Dead is S tier for a Sorcerer in BG2 when they can throw an army of these up and send them at the Mind Flayers or Beholders
The ultimate drinking game - take a shot of vodka every time this guy says "hot garbage" without getting wasted under the table before this video ends.
Small note: SI:Necromancy does NOT protect against own skull traps. It does against enemy skull traps though. Also you forgot to mention that Minor Globe of Invulnerability and Globe of Invulnerability protects agains both your own and enemy skull traps.
SI Doesn't work on ALL of your own spells for some reason, it's not just skull trap. If you drop a cloudkill/swarm/whatever with the SI up you'll still eat the damage. In a sense it's a blessing because you can still buff yourself even if you put up SI abj but need additional protection spells (although you are immune to other people casting them on you) but it's still weird. Thanks for commenting friend.
Мир вам! Davaeorn очевидно же, что этот канал заслуживает бОльшего количества комментариев Собствено как и я. Так что идите и посмотрите видео на этом канале, и на моем!
Hey. You keep saying that if you're an enchanter, then the spell being mentioned at that moment will make enemies make saves 4 penalty istead of 2 like here 48:10, implying that enchanters make enemies roll enchantment spells with extra 2 penalty to save, is that correct? Does that apply to necromancers regarding spells like lvl2 Horror and lvl8 horrid wilting?
S
Breach 1:39
Chaos 4:58
Cloudkill 7:35
Spell Immunity 10:32
Spell Shield 23:02
"These videos contain the world's knowledge."
Great guide. :-)
Thanks for watching my friend God bless!
Glad to see this out. I actually converted your guides and listen to them during my driving job. :)
Thanks for watching friend :)
What a great time to be awake in the middle of the night looking for something to watch. Woot! Thanks for these once again.
Thank you for watching them friend :) God bless
Breach is the key to softening up mages.
Chaos is "I win button" for mass enagegements.
Great video dude, the immunities especially are tricky to figure out how they actually work, and you put it very succinctly.
Thanks for watching!
One thing to note about Lower Resistance is that it can actually lower target's MR below 0. I am not sure about modded game or EE but in the original BG2, it can do that. What this means is that the target then takes increased magical damage. If I really wanted to obliterate Firkraag in the original CD release, I would just spell trigger this, then cast it 2 more times, and drop one Horrid Wilting on him which would do like 200 damage.
Yeah that's been fixed same with negative elemental resistances although it still shows up in the combat log that way for whatever reason.
Ever since I started doing SCS no reload runs 12-15+ whatever years ago, I gave up on cloudkill because I thought the enemy was too smart to really get screwed by it... but I gave it a shot over my past couple of runs and holy smokes it is really fcking good in the early/mid game. especially vs wizards. good stuff.
For sure, I usually use it big time in the planar prison and in sequencers to deal with mages.
1:03:20 Enhanced Edition didn't change anything here, if your Resistance to a damage type eclipses 100% that damage type heals you. That was how I would heal in Durlag's Tower with Icingdeath, Batalista's Passport, and the Gift of Peace to make any warrior character hit 110% Fire Resistance and stand in that fireball trap room until I was at full health.
The damage you take (which is healing) is actually tweaked quite a bit based on how much MORE than 100% you have. So for example if you have 101 you will heal for almost nothing compared to 125. Kind of the same way % DR works for armor of the faith etc
You are a world of knowledge bro. Cheers for the videos
Thanks for watching friend!
Chaos is better than people think it is. Affected creatures can move around and make it hard to attack them, but they mostly just stand around and do nothing. It's as good as symbol of stunning, IMO, because even though stun is a better condition, symbol of stunning isn't party-friendly and has a very long casting time.
Fun fact: the Periapt of Proof Against Poison amulet in BG2 actually also blocks poison damage in the latest BG2EE version.
Therefore your tank is free to drown in stacked Cloudkills with no harm whatsoever. Given that the alternative is the much rather to achieve Ring of Gaxx...
Nice! Thanks for commenting!
These are great, thank you so much. Can't wait for hopefully a divine spell series?
Thanks for watching friend, divine series is coming soon!
1:05:22 hmm Breach, Chaos, Lower Break, Oracle and i like to have hold monster i need more 5th slots :D
(also totally agree with your reasoning)
on sunfire its bad but its the only okay damage spell in this list
Sunfire can be cast while invisible and doesn't break it, technically you cast it on yourself and I guess it doesn't count as a hostile spell because of that. I don't know how useful this would be in your setup since many things see through invisibility anyway, but it's really useful in vanilla game
Good point my friend thanks for watching and commenting!
Sunfire used to work against magic resist enemies, before one of the EE patches, so it used to be awesome against Drow.
Yeah it was coded really weirdly, wasn't the only one either. There's a lot of patches to keep track of I need to keep that in mind, thanks for watching friend, God bless!
i had good experiances with sunfire in solo/group play, what is really helpful since its AoE it will hit mages and priests that are protected from direct attack spells via invisibility or mirror image etc. it has a very low cast time and with the robe of vecna the cast time is set to 0 making it an instant AoE interrupt that deals good damage, furthermore it used to ignore MR i have not played BG EE in a while so i am not sure if it was changed but yeah fighting Drows for example was extremly easy with this spell.
Nice! Thanks for commenting friend!
I'm rewatching this compendium for the second time for different reasons, because it's THAT good! Cheers!
P.s. I haven't seen anyone talk about the vampire that you can summon in Nashkel town graveyard in BG1.
knowledge is a real power, congrats
Thanks for watching buddy!
Sunfire does not ignore MR anymore, but it won't break invisibility when cast. This is with the Sword Coast Strategems 33.7 mod.
Ah nice. Thanks for watching and commenting friend!
Sunfire does15d6 and is below lvl 6 and used to ignore mr. It was a spell trigger wet dream to acompany the spell sequencer shloppy dream of 3x scull traps that used to have to cap ceiling. Those were the days...
You don't have to charm guy in De'arnise keep, you could just dispell him.
True, but charm works just as well, and for multiclasses it's far easier to charm than dispel since dispel is based on level. Thanks for watching friend.
@@Davaeornlol I think the dispel on the dude is purpsefully set at level 1 so you dispel him every time
@@jerokterojokke3356 I know for a fact i've had to cast it more than once in the past but last few runs it's always worked right away so I think it might have been changed since.
Sunfire is actually good when solo the Drow part. Yes fire protection is a thing, but you can dissolve it and it ignore MR.
Yeah I know it was changed at some point but im not sure which patch or mod did it, strange shit, thanks for commenting friend!
Feeblemind actually works on dragons (it works pretty much on everything except undead), i don't think chaos works on them iirc, so that makes Feeblemind a little more useful than a C tier imho. Btw congrats, great work!
Spell immunity: abjuration protects against maze and imprisonment.
Absolutely indispensable when fighting against Kangaxx.
Good point thanks for commenting friend!
The best part of the video for me is at 1:55 xD It dispels a fffffffff... a really enormous amount of protections :p
Lol, thanks for watching friend, Happy new years!
I've got a better one, this time without the auto-censorship 38:46 ;)
One more thing. I tested it recently on 2.5. In 2.5 beholders can cast death spell, which is instant death to summons. And it's working on highest animate dead skeletons without a saving throw and magic resistance check. I think it was buffed, because I tested it 4-5 times and it worked every time i.e. killed my skeleton. I don't know what it is 2.5 or even SCS. But at least in vanilla 2.5 core rules animate dead is not as useful as it was against beholders. At least, not the first batch of skeletons (someone will need to demine first death spells)
SCS gives them "Death ray" using their eye stalk, like the pen and paper format. I don't ever remember them casting death spell. For the most part they stick to abusing their eyeballs and "harm" spells. Was it a hive mother? Death tyrant? Or regular beholder. Thanks for watching, God bless!
Feeblemind works wonders on all the spellcasters, including liches and even dragons! Lower spell resistance and saves and hit'em with Feeblemind, and it lowers their intellect down to 3 - they can't cast anything, at all! No buffs, no debuffs, no aoe! They just stand there and take the beating!
I thought liches were immune to lvl 5 spells?
Feeblemind in some game builds will NOT make the target hostile. On the vanilla game, you can just keep casting Feeblemind on dragons until you land the spell.
Thanks for commenting!
@davaeorn, Great guide! Thanks a lot for doing these. Even as an old hand at BG I still feel like I'm learning a lot. Question: Do you ever plan to review the Arcane spells from IWDification? I noticed you did the Divine ones in your Divine guide but unless I missed it you didn't do the Arcane ones. In fairness, the new Arcane spells added by that are far worse than the ones added for Divine casters, but there's still the odd decent one.
Yup sometime this year we're redoing the entire arcane guide series.
Any action on this? 😊
On the topic of Skeleton Warriors and other summons, I love stacking shit like Death Ward / Protection from Magical Energy. No more Death Spell sweeps, and it can protect your summons / swords from your own AoE and Abi-Dalzim's.
I haven't played around with it, but I imagine Protection from Acid + Death Cloud spam may be a poor man's Incendiary Cloud. At the very least, very few enemies must be immune to Acid.
I tried hard to find a good use for Protection from Normal Weapons / Wraithform, and I figured that Irenicus' Dungeon would be a great spot. I mean, that's not incorrect, but with SoD experience, Jahiera will have Fire Elemental, and Imoen (Assuming you don't mess with her levels) will be able to Animate Dead. CHARNAME may be able to do some shenanigans too.
Interesting, thanks for watching friend!
not sure if this was mentioned in the comments but casting clerics Magic Resistance spell (lvl5 NO SAVE) using dual class (Arie) and then casting Lower resistance by a true class mage will get your target to negative MR. at least in the original bg2 SoA. Also, wonderful videos! S++ tier all the way :))
58:50 You know who else uses normal weapons? Rakshasas. Yeah, I'm not kidding. These fucking assholes that you can't nuke with mages. You can put this thing on, it has ridiculous duration, compared to PfMW, and go to town on them.
With SCS they won't attack you with weapons, but will try to blind, breach and summon Mordekainen's swords that you *won't* be protected from. But once I realized they have such a weaksauce weakness, they got a lot safer to deal with.
You can indeed and if you're solo it's worth doing possibly, I don't think its worth taking for a party tho tbh. The only time I DONT want enemies attacking my mages is vs planetars :( Thanks for watching and commenting friend!
Damn, now you dont have to build me a mansion ;) ... but looking forward to watch this today
Sorry buddy maybe next time :)
Feeblemind is actually a very useful spell for gimmiky things. Not so sure for a no re-load type of game, but I used it to kill shandolar in BG1 because his spells are all scripted. If you blind him, he will still cast all his bullshit spells and basically be immune to everything and rape everybody. Obviously it's required to Doom>Malison him first.
I can even top that. In BG2 there is a guy that will REPEATEDLY come to take Drizzts gear no matter how many times you kill him. I'm sure you know the guy. I had Feeblemind in a spell trigger with Malison, and kept that little bastard nice and tucked away in the graveyeard district and he NEVER bothered me again. There ya go, now you get to use Drizzts gear :) lemme know what you think man, your vids are fucking amazing
Never bothered trying it on shandalar, we typically do 20 skull traps and have a summoned monster pop them all near shandalar to kill him (as im sure you know, the explosion radius is larger than the activation radius so you can set them near him without them popping when you aren't ready). It's the weirdest thing because I have heard of the man you speak, I have killed drizzt dozens of times in both bg1 and 2, and I have never, ever, ever seen him. Id say a mod is doing it without my knowledge but I played without mods for years. To this day I have no idea why he doesn't spawn in my games, but he doesn't. I use drizzts scimmy for clutch fire resistance swaps all time, the chain mail doesn't block thieving abilities so I use it on monty on occasion otherwise I sell the rest. Perhaps that's why? Is it because I only have pieces of his equipment and not all 3? No idea what the actual trigger is. Thanks for commenting friend!
@@Davaeornlol Absolutely bro. Your vids are killer.
i love your guides so much man, excellent job?
i do have a dilemma though, running lvl 11 dragon disciple on scs, i took breach first, gonna take spell immunity and spell shield soon, but i was wondering if i should take animate dead, my other casters in the party are multiclass (jaheria, jan, aerie) and jan and aerie will take their sweet time reaching lvl 15, so i am between deciding to take chaos or animate dead, i know sorc get 5 spell picks in this level, but the last one is in late tob i think.
sorry, wrote too much, looking forward to your next streams, bless you my dude.
Nah too many good 5 spells to take imo, suffer through their skeletons being shitty for a bit and take the good stuff! I'm sure this will come too late, so even if you didn't dont sweat it, it's not the end of the world, good luck in your playthrough!
@@Davaeornlol yeah , thanks at the end i realized that at level 15, i would already have mordekainen swords available, so the other doods can keep their skeletons lol.
god bless you
Dragon Disciple sunfires works. I played the black pits with 4 of them all casting it, was quite fun.
Not sure if anyone has mentioned this yet, but because of some weird glitch in the game you can cast Sunfire while Invisible and it does not break invisibility. This makes Sunfire extremely valuable especially as a solo sorcerer as you can cast Invisibility and then go drop as many Sunfires as you have fifth level spellslots on a mob without allowing the enemies to see or attack you back.
I think that was finally fixed but I'll test it again before I remake this series. Thanks for watching and commenting friend!
@@Davaeornlol I'm playing BGEE v2.5.17.0 right now and it still works like that. I tried updating to 2.6 but it doesn't work on my computer so it may be fixed in that version but I can't test it yet.
@@Davaeornlol maybe it has been fixed in SCS and not in the regular EE?? Either way, this exploit is mainly useful in BG1 but you have to go solo to get enough XP. Once you do though, you can clear the entire board of sirines effortlessly and without any fear of them doing anything at all to you.
Prepping for bg3 great study on the spells
I cant wait myself, thanks for watching and commenting friend!
Sunfire used to be really good in OG BG2. Back then it ignored MR for some reason. So you could prepare 3 in a in a Spell Trigger and just DELETE drow and mindflayers. Im actually sad they fixed that; it felt like such a cool little secret to exploit.
In the original game I think the way they coded it to NOT hit the caster was done in a really weird way, so that's why it ignores MR. Who can say for sure though, thanks for watching and commenting friend!
Feeblemind is an ultimate dragon slayer. If you prep him first.
Thanks for watching and commenting friend!
Going back over some of these as I'm selecting spells for my Sorcerer, Invoker and F/M. "I don't understand why this spell even exists really" haha (you talking about protection from normal weapons). I think it's really just that they took a bunch of spells directly from D&D 2nd edition manuals and there are so many of them that they didn't get to design BG so that all of them could be as useful as one another. I think Protection from Normal weapons would possibly have been a great spell when playing with friends Pen and Paper D&D 2nd edition (I didn't get that high in levels when I played it way back but it's a guess).
Oh yeah it's just weird considering how MANY spells there are in D&D and those were chosen ya know what i mean? But in a sense it's good because it adds to the RP factor for those who want it and those who don't can just skip over em
Really informative this, thanks for the vid
Thanks for watching friend, God bless.
I think you are slightly exaggerating the prevalence of magical weapons in BG2. Early on most humanoids use normal weapons, as well as animal enemies, yuan-ti warriors, sahuagins. Even in Throne of Bhaal there are some non-magical weapons in use -- in Saradush when fighting through barracks and jail, if I remember correctly (maybe Sendai's slaves as well?). And it is something you can often react to, even if you don't actually remember who fights with what -- just kill one and check their loot.
Not that I would argue it's worth taking up a spell slot, but there's plenty of scrolls to cast it from.
Thanks buddy sorry I missed your comment and didn't respond, you might be right friend. Thanks for commenting!
This is so good, thank you! Learning a thing or too here :)
Thanks for watching and commenting friend!
Would you consider taking Animate Dead for Bards, since they level quicker and get the good skeletons eralier?
I'm not Dav but I definitely would! 😅
My standard Tactic on a Fighter/Mage is to wear the Poison immunity Amulet and then just cast Cloud kill (Wand!) before wading into Melee.
Use-case for Protection From Normal Weapons? Alright;
You're playing a necromancer (uh oh) and since you can't cast most of the anti-melee spells, you simply can't stop your stupid fighters that keep getting charmed from killing your damn mage.
So you come up with the DEVIOUS PLAN of giving them non-magical weapons in anticipation of them getting charmed, ohh ohh ahh ahh sick value!!
I'm sure this is a VERY common problem and that this is definitely the best way to solve this problem!
That's some 300 iq shit right there.
I think sunfire is a great spell for a solo mage run or with companions who resist fire. It goes off really fast and lets you wipe out groups of lesser enemies in one burst, weakens tougher enemy groups, just makes fights a lot quicker. If you find yourself surrounded as a mage there's not much you can do to thin out the ranks in a pinch except sunfire.
Yeah solo play is very different for sure/
In the non-EE version, Sunfire was one of very few spells that ignored MR. So it was excellent vs undead, drow and all other annoying MR-having enemies. EE robbed it of its uniqueness :
Stealth bomber solo no reload sorcerer with improved invis and sunfire is amazingly fun. Makes you feel like an anime character with how everything around you melts away.
Ruby Ray is your bread and Breach is your butter when fight mages.
I have actually used Sunfire a lot. In original BG2 Sunfire ignored magic resistance which made it very good against swarms of high resistance enemies. In fact this spell was so good that I often had my Sorcerer or Mage go into some very difficult fights solo leaving the rest of the party behind so I could use this spell in combination with Mislead and Spell Immunity: Divination. Because of the bypassing of magic resistance I would rate the spell extremely highly in the level 5 slot and something I often use on solo runs and even party fights.
The spell was so strong that it was nerfed by both mods and in future releases of the game. So original game I might consider this spell S tier or at the very least A tier.
MR ignoring part doesn't exactly make sense, I'm pretty sure it's an oversight rather than intentional.
Blade Barrier used to be affected by MR, but now it bypasses it entirely -> This makes sense, because you're hurting enemies with telekinetic metal shrapnels (just like Mordy's Swords).
It was weirdly coded to be sure, I don't remember exactly how it worked but yeah, thanks for watching!
Cloudkill, I never historically bothered taking as I just buy a wand with 50 charges. Is there a reason not to do that?
I don't do neeras quest and don't buy back wands from vendors. You can also use 3 at once with spell trigger which is really nice.
Protection from Normal Weapons definitive RP Tier. No one thought about progression for this spell maybe if it was BG1 mid game, level 5 pure RP.
At first I thought it would be useful against magical creatures that aren't wielding weapons but for some hilarious reason most of them strike high as hell XD
5th has *too many* good spells, how am I supposed to choose with a generalist mage?
How do you know what spell enemy has cast before they cast it? Is there a setting in gameplay options?
If only, but no it's just experience. Every spell is divided into schools and cast time, so when you see somebody doing a long alteration cast, it's going to be timestop or improved alacrity, and if they do one or the other, you know which one is coming next. If they're casting a long evocation spell but not looking at a party member, it's a sunfire, if they are, it's cone of cold, things like that. Thanks for watching and commenting!
@@Davaeornlol Ever since I found your channel, your guides have quickly become my bible. The amount of information you're providing is in-saaane.
Coming to the point you're making here, I didn't know that the direction of a mage's gaze was a tell for what they were about to cast. Could you please elaborate on that a bit more? For example, how do you know an evocation spell is coming, because they're looking up?
Thank you! Much love man!
@@cellardoor70 If they're casting a spell "at" you if you move around they will follow you to stay lined up with you, so you know an offensive spell is coming at you. Each school has different sounds and animations so when you combine both (along with how long it takes to cast) you can fairly accurately know whats coming and where it's gonna be.
Is there no scan-type spell to see what an enemy is carrying or buffed with?
#1 Spell Shield
Tough to say which is bis, immunity or spell shield are both mandatory as hell.
Cloudkill, good for Umber Hulks too.
Thanks for watching and commenting friend!
Daystar is good for it's ability to cast Sunray. It's fun to disintegrate undead.
Minor spell turning does work against lightning bolt and it wreaks havoc on your party! Because the clones the bolt. The original bolt still goes through you + a new one spawns from you in the opposite direction. With Spell Deflection (not minor) you can have 3-4 bolts from one at the same time flying around. Deadly but not in a positive way.
But doesn't minor spell turning affect all spell levels? I mean up to 4 spell levels, yes, but the first spell will always be reflected, regardless of its level.
Hmm I'll have to test it more, I don't remember it working with lightning bolt. Sorry for respondin so late, thanks for watching and commenting friend!
Hell ye
HELL yeah
another great vid!
Thanks for watching!
Cloudkill works very well against umberhulks, miconoids and spore colonies.
So everyone loves to discuss the ultimate power gamed character, there are forums a plenty about the Kensai/Mage or Berserker/Mage or Kensai/Thief or pure Sorcerer. What’s your opinion? A video on this I think would get tons of views.
I've written a long pastebin in the discord, the berserk dual to mage at 9 is objectively superior to all other classes but pretending that fighter mage multi is "shit" in comparison really isn't true, it's still S tier, it's just not as good.
Davaeorn, what’s the link to the Discord channel? I’d like to read your analysis.
@@sxztube discord.gg/pS9WUF
24:22 hey, two questions here, trying to understand all magic dispel protections shit
1. So both Breach and Dispel Magic can remove buffs like Stoneskin and Protection from Magical Weapons ?
2. When You have Spell Immunity:Abjuration, Stoneskin, Spirit Armor and Protection from Magical Weapons currently on Your mage (but no Spell Shield) then a Breach will dispel every buff that I listed ?
As always, Your content is really appreciated
Dispel magic will do nothing to someone who has SI abjuration up, cast it 100 times and it will always do nothing. Breach will break everything you listed, correct. What you wanna watch out for when you're trying to breach is spell trap, spell shield, and advanced turning (which will actually reflect breach) depending on your mods clerics get a spell at 6 that makes them immune to breach. Otherwise breach away. Liches and rakshasa are naturally immune to spells under level 6 and 8 respectively so keep that in mind (again with mods this changes)
If you pick Acid Storm (IWD spell) at level 7, would that remove the need to pick Cloudkill? Also wouls Protection from Acid be a more valid pick if you play with Acid Storm?
I dont remember baldurs gates version of acid storm off the top of my head so I can't say.
Still useful in 2022!
a question that bothers me - what's the point of taking Breach if it only removes COMBAT (physical) protections, so pretty much useless since mage/sorc doesnt really use physical attacks (just his summons do)
With physical protections up your fighters can't touch mages. If they are removed a mage will be chunked in a round by any fighter in your party.
Regarding all of the Summoning spells except Animate Dead - what would be considered A-tier for these spells? If they summoned 3 mobs instead of 1? Or 4? Not looking for anything "game breaking".
Its tough because in the original they summoned 6, each, and there was no cap at all. I don't think summoning 6 would be overpowered tbh, especially considering 99% of mages will death spell them anwyay, and for other encounters you would win without them. At the very least they would be fun to use!
Imagine for a moment a world where they didn't implement the ice kill mechanic in the game where ice damage can petrify on over kill.
Cone of cold does damage numbers comparable to magic missile but scales harder, is aoe, but can allow a save for half.
Now granted it's cold damage, so some enemies are completely immune which sucks
On paper it's not bad, but the pseudo hidden mechanic of "Ice damage can fuck you over" makes it so much of a liability.
yeah really a shame. To be fair though 99% of the time you don't really care what enemies are dropping and you know where to avoid using it but it is definitely frustrating.
sunfire could be cool if you are solo fighter mage to AoE when swarmed. Cast time 3 is managable.
Definitely, a lot of spells are much stronger solo since you can avoid friendly fire.
Almost forgot...Sunfire ignores magic resistance!!!😳. Also, because of the about 1 second immunity to fire, having two mages with sunfire in triple spell trigger next to each other, if you pause the game, and trigger both at THE SAME TIME will instafry most dragons...and your mates will be unhurt, because they triggered simultaneously, and are immune to fire for that instant.😳
Thanks for commenting!
I disagree that Lesser Elementals are garbage. I was able to solo-clear the DeArnise Keep quite successfully since elementals are immune to non-magical weapons. They're situational but very useful.
Thanks for commenting!
@@Davaeornlol No problem, I really like your content man, thanks for doing this guide.
"Pay attention as our prefered fighter pounds this mage into a puddle of paste!" - Baeloth, Probably
Makes sense to me
No Dimension Door?
is the shield that completely nullifies beholders not in your modded game?
It can be ripped out of your hand using the beholders telekinetic eyestalk (which they do almost immediately), so it's useful for a round or two but thats it, same for cloak of mirroring. It's not OP by any means but it's not completely useless either. Thanks for commenting!
You've said this a few times in your videos, but my experiences with cloudkill were different, or at least I suspected. So, I tried walking into Cloudkill with Valygar. First, using the Periapt of Proof against poison, and then the Ring of Gaxx; BG2EE/SCS on Hardcore difficulty [w/ IWD Spells]. In both cases, he was 'unaffected by effects from cloudkill'.
Now, I'd like to add something to this. I can walk someone with 100+ fire resist into an Incendiary Cloud. They'll take no damage, but will get 'hurt' and interrupted. Not so with poison resist and Cloudkill, they'll be completely unaffected. And I think this is how poison works in the game. Hear me out - there is not a single item/scroll/spell that provides less than 100 percent poison resist. Note that the level 2 priest 'slow poison' spell isn't supposed to cure poison - the level 4 spell should. But it does, every time. I think poison damage can only be applied as a 'state', and you're either immune to it, or not.
Make a cavalier and walk into a cloudkill at level 5 and tell me what happens :^). Nah I hear what you're saying but at the time of this video there was true immunity to poison and there was immunity to the status effect of poison, and one would protect you from everything and one would only protect you from like, spooders.
@@Davaeornlol Yeah, I've never encountered or had the spell at level five, but I'll take your word for it :D .
Sunfire is aactually pretty good in IWD solo sorcerer.
I bet it would be indeed.
So, biggest thing I got out of this video was that there should be an achievement for beating the game as a transmuter on normal or higher difficulty. Holy crap, transmuters suck! They're so underpowered compared to the conjurers, invokers, and necromancers.
Yeah it's pretty bad. I can't for the life of me remember exactly how it was back in the day, but specialist mages had 2 schools they couldn't cast from. I know for a fact dynaheir lost conjuration AND something else. I think transmuters lost another school too just for an extra kick in the balls but they changed it for bg2.
@@Davaeornlol According to the wiki, Necromancy was the other school so yeah, in the ole' days, Transmuters couldn't cast Animate Dead or Horrid Wilting! Goodness, I wanna know what thoughts were going through the heads of the guy who designed this class.
@@295Phoenix To be fair that was ripped straight from AD&D wasn't their fault.
How come aren't you using spell revisions? As far as i understand it nerfs some really powerful spells thus making the game harder, also available in a SCS merged version.
Honestly for the longest time I was against using the IWD ones, the only reason I did it was because I wanted to add something a little different. The great thing about SCS and to a lesser extent ascension, it doesn't change the game that much. Pretty much every spell stays the same across the board with a few slight tweaks. In spell revisions it nerfs some powerful spells but buffs the SHIT out of what would have been garbage or just ok spells. Nothing wrong with spell revisions at all, it's a cool mod. My goal for stream is to add enough content to make the game more challenging than base but not too over the top. I want to be able to mindlessly play and talk to people in chat too and I dont want anyone joining the stream or watching a video and saying shit I need to look up every spell to see what the fuck is going on. Thanks for commenting friend!
@@Davaeornlol Indeed SR makes you rethink quite a bit on spell choices wich can be a pain! I use it because it brings things closer to PnP, wich i like.
I'll have to double check but I from what I remember: Phantom Blade's +10 dmg per hit on undead was going through a lot of their protections in non SCS scenarios. Like I think it was one of the few ways I found to damage the Demilich as most of my weapons wouldn't work on it. I might be confusing it with Daystar or something similar though.
Anyway, I think you might be underestimating the spell for Fighter/Mages against undead a little bit. +10 damage per hit is a LOT if you've got 8-9 attacks with the mainhand. It's like extra 80-90 per round.
Phantom blade is a +3 wep so it shouldn't hit demilich. If it is going through it's probably a bug tbh. Yeah that does add up indeed, I'm still not a fan though XD.
clerics have enough buffs and heals to worry about to squeeze in an animate dead
Hard to force a mage to sac a level 5 when a cleric can sac level 3 though. Thanks for watching and commenting buddy I hope you're enjoying them beans.
Animate Dead is only A tier? in the enhanced edition its basically a cheat mode
It's a level 5 spell, the level 3 cleric version is the exact same, at level 3, so yeah if you're using it on a wizard it's not a good idea tbh :(
@@Davaeornlol I still maintain that Animate Dead is S tier for a Sorcerer in BG2 when they can throw an army of these up and send them at the Mind Flayers or Beholders
The ultimate drinking game - take a shot of vodka every time this guy says "hot garbage" without getting wasted under the table before this video ends.
Have 911 on standby buddy. Thanks for watching
Shocking with how much you tear into elemental summons that none of them rate as RP tier. 4 rounds & maybe you get 1 useless something.
Well sometimes you really need a warm body for somethin, sometimes needs must when the devil farts in your direction.
Small note:
SI:Necromancy does NOT protect against own skull traps. It does against enemy skull traps though.
Also you forgot to mention that Minor Globe of Invulnerability and Globe of Invulnerability protects agains both your own and enemy skull traps.
SI Doesn't work on ALL of your own spells for some reason, it's not just skull trap. If you drop a cloudkill/swarm/whatever with the SI up you'll still eat the damage. In a sense it's a blessing because you can still buff yourself even if you put up SI abj but need additional protection spells (although you are immune to other people casting them on you) but it's still weird. Thanks for commenting friend.
@@Davaeornlol pardon for dublicating same message, was late for me when i was typing.
@@АртемИвать no worries buddy, thanks for watching!
Sunfire was great before they removed Dimension Door.
I miss dimension door...
My spell immunity is missing.
where is it.
it kills me from the inside knowing people pay for all different types of games, consoles and services.. and
have not played this classic
That's what im saying. Thanks for watching and commenting friend!
Мир вам! Davaeorn
очевидно же, что этот канал заслуживает бОльшего количества комментариев
Собствено как и я. Так что идите и посмотрите видео на этом канале, и на моем!
Hey. You keep saying that if you're an enchanter, then the spell being mentioned at that moment will make enemies make saves 4 penalty istead of 2 like here 48:10, implying that enchanters make enemies roll enchantment spells with extra 2 penalty to save, is that correct? Does that apply to necromancers regarding spells like lvl2 Horror and lvl8 horrid wilting?
Yes, I'm not sure when they got around to actually coding it, but that's how it works.
@@Davaeornlol Hm, it is mentioned in the baldur's gate fandom webpage but I wasn't quite sure. Thanks for confirming!