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Minor globe of invulnerability

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Arawn, Aug 27, 2006.

  1. Arawn Gems: 4/31
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    This spell doesn't protect from your own spells, Yet I recall some tactics using lightning bolt and the globe in conjunction. And that it didn't work with skull trap. (in my test it does.) Is this a fix in baldurdash?
     
  2. kuemper Gems: 31/31
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    Let's go to the readme! :)
     
  3. CamDawg

    CamDawg The gaze of the Wolf reaches into our soul Veteran

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  4. Arawn Gems: 4/31
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    Uhm, where is this readme?

    If I get this right the Globe are not supposed to allow you to skulltrap yourself or let you walk into your own webs and stinking clouds?
     
  5. Decados

    Decados The Chosen One

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  6. Stardust Gems: 7/31
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    Correct me if im wrong but I think that in pen 'n' papper D&D the globe just protects you from spells cast by foes.
     
  7. Felinoid

    Felinoid Who did the what now?

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    Actually, it doesn't say, and the CWH doesn't have any commentary on it. I suppose the DM could go either way (especially seeing as the 'DM'/game already has modified the spell to follow the caster when it should be stationary).
     
  8. omnigodly Gems: 17/31
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    Globes aren't stationary! It's a 10foot sphere centered on you. Where you go, it stays centered on you :) .

    I'm of course reading this out of a PHB to prove that the game hasn't changed a thing about it, except the fact that you should be able to fit 2-5 people in the sphere and make them all immune to 3rd level or lower spells.
     
  9. Felinoid

    Felinoid Who did the what now?

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    The PHB specifically states that they are immobile, meaning that they cannot move. There are even references to the caster leaving the globe and then re-entering it. If it moved with the caster that wouldn't be possible.

    As for fitting many people in it, that would be ill-advised. The 5 ft radius (10 ft diameter) is meant to give the wizard room to maneuver to avoid, say, missile weapons, when they're not engaged in casting a spell. Packing people into the sphere would negate that possibility not only for the wizard but for the others; I would imagine some sort of AC penalty would apply for having to be nearly motionless.
     
  10. Stardust Gems: 7/31
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    I have to agree with Felinoid on that one. However I checked if only hostile spells would affect the caster and it is indeed the GM's choice but the most common way to go is to just let it absorb hostile spells because otherwise you would not be able to cast "buffs" on yourself.
     
  11. omnigodly Gems: 17/31
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    must've been a change between 2 and 3 then, 'cause the oldest book I had was 3.0 :( .
     
  12. Felinoid

    Felinoid Who did the what now?

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    Actually, that's taken care of. A [Minor] Globe of Invulnerability isn't like an Anti-Magic Shell (also level 6) where magic is nullified within it. The Globe is more of a barrier, where spells are not allowed to pass into or through it, but any spells can easily exist within it or pass out through the barrier. So any spells the wizard (or any other) casts within a Globe of Invulnerability are fine, but anything attempting to penetrate it (barring those spells that are meant to dispel the Globe) are nullified.
    I had a feeling that's what it was. Seriously, I would never look at a 3e book for information on 2e; the same way you don't look at today's newspaper to find out what happened in WWII. Some things may be the same today as they were then, but I wouldn't trust it to be so.
     
  13. omnigodly Gems: 17/31
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    Eh, I would guess that some basic game mechanics wouldn't have changed, despite the fact that the 2 most obvious, THAC0 and AC did change, but meh haha... Gotta work with what you got.
     
  14. Felinoid

    Felinoid Who did the what now?

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    Or let people who know more than you do the work instead. ;)
     
  15. Stardust Gems: 7/31
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    Honestly the Minor GLobe invulnerabilty is a really lame spell in BG2 as you don't face many lowbie mages.
     
  16. Arawn Gems: 4/31
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    It's mostly useful in protecting from the partys spells send a mage into a field of webs and stinking clouds and lob couple of fireballs into the mix while the mage cast sunfires.

    It's annoying though when it doesn't protect from the wizards own spells.
     
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