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Static Charge

Discussion in 'Icewind Dale 2' started by Khazraj, Jan 8, 2006.

  1. Khazraj Gems: 20/31
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    How does one actually make this spell work in game? Does it "follow" the cast around or something, because I've never had it work and I can't be bothered using a spell that I can't figure out.
     
  2. raptor Gems: 16/31
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    same way as call lightening. every 10 rounds it strikes random enemy with a electric charge. 1D10 per level up to 10D10 iirc (at least for call lightening).

    In all honesty i hate the sell (both), becose it never seem to work for me (probablly since most enemies never last 10 rounds), and secondlly becose orc shamans cast it, and it last for way longer than they last, and i have quite often gotten a "suprise shock" minutes after a fight while i am looting bodies, and mercy be if you havent saed.

    Loved it in Baldurs Gate 1 though.
     
  3. Khazraj Gems: 20/31
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    So I just cast and that's it or do i click the ground or target or something?
     
  4. raptor Gems: 16/31
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    cast, and thats it. it says in the description that you cant target, so read the description ;)
     
  5. kmonster Gems: 24/31
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    The static spell works exactly as described and it was one of my favorite spells, great damage, especially with scion of storms and GSF transmutaion.

    The spell is cumulative with itself, so your druid can cast it up to 10 times in a row before a hard battle.

    The charge might not be saved if you save and reload again.

    If no enemy is near enough you might get the text "static charge dissipates harmlessly", it will go off 10 rounds later again.

    This spell was also the main reason my druid gained the battle square mastery at all the higher levels without saving between the battles.
     
  6. crucis

    crucis Fighting the undead in Selune's name Veteran

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    I can see where static charge or call lightning might be overkill in a smallish battle. But in a battle against a single very, VERY powerful foe (who is not immune to lightning damage, of course) or in a battle that you expect to be extremely long (like the defense of Kuldahar), where there are so many enemies that you can't go wrong, I can see these two spells being very useful.
     
  7. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    I love the static charge spell it follows the caster around and moves with the caster to new areas as well almost no enemies are shock resistant so have to rely on their saves, and I think magic resistance has no effect as well.
     
  8. crucis

    crucis Fighting the undead in Selune's name Veteran

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    Good point Dark Strider. it's almost like an offensive buff. Cast it when entering a new area (particularly one that you happen to know is crawling with enemies) and you'll get a little bonus attack every few rounds as you move around the area.

    Interesting thought.
     
  9. DarkStrider

    DarkStrider I've seen the future and it has seen me Distinguished Member

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    Exactly so for instance before going into the last area of Lower Dorn's Deep (in Icewind Dale not II) where the Idol is my druid cast 4 statis charges about two rounds apart; it made the battles so much easier against the boneguards and undead.

    [ January 09, 2006, 21:49: Message edited by: DarkStrider ]
     
  10. ArtEChoke Gems: 17/31
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    Static charge was useful in Battle Squares, in the very long sequences (6 or 7 squares). Cast the spell at the beginning of the first battle, which is over quickly, then if you are lucky, in each successive fight, you'll get a charge off into your enemy.

    Electricity is one of the damage types that the gelugons aren't resistant to, very handy.
     
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