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i am in a spot of bother with icewind dale

i created a motly crew of adventuring msifits including one hyronimus napalm the fourth
its mr napalm that is the problem

as you may have gathered from his name he is a pyromancer

however i can only get him to perform magic once a day
is this normal ?

cause how exactly am i supposed to turn my mage in a pyromancer if my pyro wont mance ?

he performs magic once and then its greyed out
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snowkatt: i am in a spot of bother with icewind dale

i created a motly crew of adventuring msifits including one hyronimus napalm the fourth
its mr napalm that is the problem

as you may have gathered from his name he is a pyromancer

however i can only get him to perform magic once a day
is this normal ?

cause how exactly am i supposed to turn my mage in a pyromancer if my pyro wont mance ?

he performs magic once and then its greyed out
Spells must be refreshed by resting once they are used. D&D magic is not mana based. Rest and all will be well.
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snowkatt: i am in a spot of bother with icewind dale

i created a motly crew of adventuring msifits including one hyronimus napalm the fourth
its mr napalm that is the problem

as you may have gathered from his name he is a pyromancer

however i can only get him to perform magic once a day
is this normal ?

cause how exactly am i supposed to turn my mage in a pyromancer if my pyro wont mance ?

he performs magic once and then its greyed out
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Hickory: Spells must be refreshed by resting once they are used. D&D magic is not mana based. Rest and all will be well.
we can but give it a whirl
This is most problematic at low levels where you count the number of spell slots on one hand. At higher levels a wizard will have a much larger number of spell slots and this ceases to be a concern. The D&D CRPG's tend to be very permissive in terms of when and where they let you rest, so recovering spell slots is seldom an issue.
Post edited August 25, 2014 by Darvin
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snowkatt: i am in a spot of bother with icewind dale

i created a motly crew of adventuring msifits including one hyronimus napalm the fourth
its mr napalm that is the problem

as you may have gathered from his name he is a pyromancer

however i can only get him to perform magic once a day
is this normal ?

cause how exactly am i supposed to turn my mage in a pyromancer if my pyro wont mance ?

he performs magic once and then its greyed out
I see you are familiar with this IWD2 LP

http://lparchive.org/Icewind-Dale-2/Update%202/

Definitely an entertaining read.
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snowkatt: i am in a spot of bother with icewind dale

i created a motly crew of adventuring msifits including one hyronimus napalm the fourth
its mr napalm that is the problem

as you may have gathered from his name he is a pyromancer

however i can only get him to perform magic once a day
is this normal ?

cause how exactly am i supposed to turn my mage in a pyromancer if my pyro wont mance ?

he performs magic once and then its greyed out
avatar
MattyNOAA: I see you are familiar with this IWD2 LP

http://lparchive.org/Icewind-Dale-2/Update%202/

Definitely an entertaining read.
yes

the napalms are no relation though

for him to be the fourth or the fifth they generally woudl have to share the same first names

they might be cousins

my load of misfits also have more outlandish names
I'll try to explain how magic works in AD&D, which is the rule set used in the original Icewind Dale. Icewind Dale 2 uses the 3rd edition D&D ruleset which has similar rules for magic, but not exactly the same.

There are two kinds of spells: arcane spells and priest spells. Arcane spells are cast by mages, while priest spells are cast by clerics, druids, paladins and rangers. There are two separate spell books and characters can only cast the spells for their class (a dual-class mage/cleric or course can cast both).

The manual has a number of tables in the appendix and one of those is the table of mage spells for mages per level. A level 1 mage has one level 1 spell. A level 2 mage has two level one spells. A level 3 mage has two level 1 spells and one level 2 spell. On level 4 that's three level 1 spells and two level 2 spells. The list goes on. If your mage is a specialist mage (like necromancer) you get one extra slot per spell level, but you can't cast spells from the opposite school (necromancers can't cast illusion spells). Mages with high intelligence are able to learn (learn, not cast) more spells per level. Finally, there is a bonus in spell slots for high wisdom for clerics and druids, how much exactly is in another table.

For other classes it's similar, except they have their own tables. Bonus priest spell slots are granted for high wisdom though, not for high intelligence.

When you open your spell book there will be two pages for each level. The left page has the slots and the right pages has the known spells. To prepare a spell click it on the right page and it will appear in a slot on the left page. After resting for eight hours your caster will be able to cast any spell that has been prepared in that way. To be able to cast a spell multiple times fill multiple slots with it. After a spell has been cast it will be faded out in the spell book. The spell is still prepared, but you will need to first before you can use it again. To un-prepare a spell klick its slot and the slot will be freed to fill with another spell.

How do you learn new spells? Priest spells are all all learned once you become able to cast spells on that level. So once your cleric reaches level 3 he or she learns all the level 2 spells (of course they still only have one level 2 slot). Mages must learn spells from mage scrolls. When you find a scroll open your inventory, right-click it and click "write magic". That will copy the spell into your spell book. You can even learn spells from levels you can't cast yet, but you won't be able to use them until you get at least one slot.

Finally, you can cast spells from scrolls directly, this goes for both mage and priest spells. There is no limit, it doesn't use any slots and I think you can even cast spells you don't have the level for. However, after the spell has been cast the scroll is destroyed, so each scroll has only one charge.

TL;DR Being able to cast one spell per day is normal. Create a specialist mage for an extra spell and give your mage high intelligence for bonus spells. Still, for the first few levels your mage will just be sitting in the back row after unloading his or her spells. Once mages learn Fireball (level 3 spell) they become your main force. Until then use them as supporting fighters. Debuff spells or spells like Sleep or Charm Person are good choices
Post edited August 29, 2014 by HiPhish
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HiPhish: Create a specialist mage for an extra spell and give your mage high intelligence for bonus spells.
Um, don't mages in IWD not get bonus spells per day for high Intelligence? Or are you referring to them being able to scrib more spells into their books?
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HiPhish: Finally, there is a bonus in spell slots for high intelligence, how much exactly is in another table.
...
and give your mage high intelligence for bonus spells.
This is incorrect. In 2nd Edition D&D Intelligence only effects the chance to learn a spell (from scrolls), the maximum possible spell level, and the maximum amount of spells that can be learned per spell level, it does not confer bonus spells like divine casters get from high Wisdom. For example, if a mage school has 14 possible spells in a level, and the mage has an intelligence of 16, he/she will only be able to learn 11 of those spells, and he/she will only be able to learn up to level 8 spells.
You're right. Only clerics and druids get bonus spells per day for high wisdom, I just checked my manual.
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HiPhish: You're right. Only clerics and druids get bonus spells per day for high wisdom, I just checked my manual.
Theres a lot of mistakes in the manual actually but yeah, that part was right.