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Cleric spell "Command"

Discussion in 'Baldur's Gate (Classic)' started by gunman, Apr 15, 2011.

  1. gunman Gems: 2/31
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    The description says no saving throws. Is it a bug or the description is wrong?

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  2. Sir Rechet

    Sir Rechet I speak maths and logic, not stupid Veteran

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    Command would be hugely powerful if it didn't allow for saving throw, the spell description was just never updated to reflect reality. Based on how it actually works in the game I'd guess that it doesn't allow for saving throw unless the target is a bit stronger, like 4 to 6 Hit Dice or so.
     
  3. gunman Gems: 2/31
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  4. Paracelsi

    Paracelsi Distinguished Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    So is Color Spray. It looks like his picks are based on BG2, Magic Missile is close to useless for most of BG1 unless you play with a much smaller party or solo.
     
  5. Fly2tHeSkY

    Fly2tHeSkY Southern Comfort Veteran

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    Are you serious?? Sleep is one of THE BEST spells!
     
  6. Son of Imoen Gems: 4/31
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    The Dudleyville overview definitively seems based on BG2. At lower levels, Armour is the most useful defensive spell for mages, as without out they are way too vulnerable for arrows and it stays active for 12 hours, enough time till the next rest (except for right after travelling greater distances). It's only when Bracers of AC6 or better found, that the spell gets useless, and only for the mage you choose to give the AC6 bracers too, if you have more than 1 mage in your party.
     
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