Still Spell Feat - What spells are available?

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kgb
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Still Spell Feat - What spells are available?

Post by kgb »

With the Still Spell Feat it says:

"allows certain spells to be cast without gestures ...."

Is there a list of what spells can be cast using this feat for Sorcerors/Bards/Wizards or are all spells able to be cast at 1 lvl higher than normal.

Do you think this is a good feat to take for a Warrior Multiclassing with Spellcaster?

Thanks

KGB

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Epistaxis
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Post by Epistaxis »

I believe all spells with verbal combonents can be cast as stilled. A few spells only have somatic components and you can cast these normal while wearing heavy armor.

I can only remember one such spell and it is warcry :)

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Post by Sara Tonin »

I have still spell on my Bard, and can cast everything in my spellbook at 1 circle higher. There were a couple of cantrips that don't show up - but they cast fine in heavy armor without it.

Light springs to mind.

Here's what I can remember that I have stilled, will be missing some:

Mage Armor
Resistance
Ghostly Visage
Expeditious Retreat
Haste
Improved Invisibility
See Invisibility
Protection from Evil / Good
Magic Circle vs Evil / Good
Remove Curse
Clarity
Strength
Hold Monster
Dominate Person
Lesser Dispell / Dispell
Greater Magic Weapon
Warcry (I assume)
Ethereal Visage

It's a solid spell to take if you want to wear heavy armour / shields and cast Arcane spells. I'm fighter / bard and it works out okay for me - most of my spell line up is defensive / augmenting my melee abilities - tho if thats the path you wish to take, you may consider fighter / cleric or druid.

It kind of makes more sense to finesse Arcane Caster / Fighters.

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Post by Bob »

Basically, it's all spells in a slot one level higher (but the higher level doesn't effect spell saves).

It's normally used for two things - loading up extra uses of something like Flesh to Stone & with Automatic Still Spell to allow the caster to wear heavier armour than robes, but not suffer from spell failure because of it.

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Post by Epistaxis »

Sara Tonin wrote:I have still spell on my Bard, and can cast everything in my spellbook at 1 circle higher. There were a couple of cantrips that don't show up - but they cast fine in heavy armor without it.

Light springs to mind.

Here's what I can remember that I have stilled, will be missing some:

Mage Armor
Resistance
Ghostly Visage
Expeditious Retreat
Haste
Improved Invisibility
See Invisibility
Protection from Evil / Good
Magic Circle vs Evil / Good
Remove Curse
Clarity
Strength
Hold Monster
Dominate Person
Lesser Dispell / Dispell
Greater Magic Weapon
Warcry (I assume)
Ethereal Visage

It's a solid spell to take if you want to wear heavy armour / shields and cast Arcane spells. I'm fighter / bard and it works out okay for me - most of my spell line up is defensive / augmenting my melee abilities - tho if thats the path you wish to take, you may consider fighter / cleric or druid.

It kind of makes more sense to finesse Arcane Caster / Fighters.
Interesting choice of spells. Is protection vs evil and circle of protection stacking?

Is clarity any good, the duration is only 1 turn or has this been changed?
[EDIT] Nevermind, just read the spell description and it is 1 turn/level.

There is no need to still warcry unless you want to use your level 5 slots for this one and save the level4 slots for stilled haste.

I can recommend to use the spell dirge as well, it has been changed compared to the description. There is no save and str, con and dex are lowered by -5, very good if you want to slow down your opponent ;)

Icestorm is also allright as it has been changed as well, there is no save on this one either. To bad the bard do not have higher level spell slots to maximize or empower this one.
Last edited by Epistaxis on Mon Sep 06, 2004 4:05 am, edited 1 time in total.

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Post by Epistaxis »

Here is a few spells that do not need to be stilled unless the devs have changed a few things ;)

Darkness
Knock
Light
Mass Charm
Mordekainen's Disjunction
Polymorph Self
Power Word Kill
Power Word Stun
Wail of the Banshee
Word of Faith
Warcry
Flare
True Strike
Balagarns Iron Horn
Amplify
Etherealness
Displacement

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Post by satantrik »

Changing what spells can be used with what metamagics requires a hak. It only requires changing one piece of information in the spells.2da file, though. Changing around what spells can be Still'd and Silent'd would only make sense if you also changed the components for those spells, too. This is also only one piece of information per spell changed, but also requires a hak. Interestingly, M (Material) components are not used by the internal game. It may be noted on the text descriptions in-game and in the manual, but NWN doesn't even store this information internally.

Any spell that has S (Somatic) listed as a component can be still spell'd. Nearly all spells have S components, it'll be easier to list those that are V only.

Darkness
Knock
Light
Mass Charm
Mordenkainen's Disjunction
Polymorph Self
Power Word: Stun
Power Word: Kill
Wail of the Banshee
Word of Faith
War Cry
True Strike
Flare
Balagarn's Iron Horn
Amplify
Etherealness
Displacement

You may notice some discrepancies. Such as True Strike. It is listed as V, S in-game, but is actually V only. Makes all those Wiz/Sorc, Fighter, WM builds who take Still Spell and 2nd level spell slots feel silly, now, doesn't it? ;)

Might as well list S-only spells, too.

Clarity
Lesser Dispel
Ethereal Visage

Only three...but please note that Lesser Dispel doesn't require Verbal components...keep that in mind the next time you get silenced... ;)
"Cats aren't domesticated, they're just not big enough to kill you." -Phil Athans, former WotC employee

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Post by Sara Tonin »

Epistaxis wrote: Interesting choice of spells. Is protection vs evil and circle of protection stacking?

Is clarity any good, the duration is only 1 turn or has this been changed?
[EDIT] Nevermind, just read the spell description and it is 1 turn/level.

There is no need to still warcry unless you want to use your level 5 slots for this one and save the level4 slots for stilled haste.

I can recommend to use the spell dirge as well, it has been changed compared to the description. There is no save and str, con and dex are lowered by -5, very good if you want to slow down your opponent ;)

Icestorm is also allright as it has been changed as well, there is no save on this one either. To bad the bard do not have higher level spell slots to maximize or empower this one.
I havent finished doing the core of my Bardic levels, so the spells are still in flux somewhat. I'll deliberate carefully on the line up when I hit 16 bard. Pro and Circle don't stack no, but Circle is more useful grouped and Protection when solo. If I were to pick the absolute key spells they would be:

Mage Armor
Ghostly Visage
Imp Invis
Strength
Pro Vs Allignment

And of course Bardsong :)

Clarity is useful when you're not sure what allignment your up against or are fighting Neutrals. Protection vs Alignment has the same benefit, but only vs good or evil (which is why I double it up)

My Bard is very much built as a high attack high defense high save low hp fighter, the spell choice I use is primarily for augmenting defensive and offensive (melee) abilities. I wasn't planning on taking her bard levels beyond 20 or her charisma particularly high, so her offensive enchantments will never be that strong due to saves.

I'll definately put Dirge in there, I already use curse song and taunt extensively.

If anyone is interested I can do an export and put it online, she isn't full on minmaxed but at the same time is a decent build.

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Post by Sara Tonin »

Epistaxis wrote:Here is a few spells that do not need to be stilled unless the devs have changed a few things ;)

Darkness
Knock
Light
Mass Charm
Mordekainen's Disjunction
Polymorph Self
Power Word Kill
Power Word Stun
Wail of the Banshee
Word of Faith
Warcry
Flare
True Strike
Balagarns Iron Horn
Amplify
Etherealness
Displacement
Thats interesting, i'll be juggling my lineup next level. :) Especially Re: Wail

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Post by Epistaxis »

I havent finished doing the core of my Bardic levels, so the spells are still in flux somewhat. I'll deliberate carefully on the line up when I hit 16 bard. Pro and Circle don't stack no, but Circle is more useful grouped and Protection when solo. If I were to pick the absolute key spells they would be:

Mage Armor
Ghostly Visage
Imp Invis
Strength
Pro Vs Allignment

And of course Bardsong :)

Clarity is useful when you're not sure what allignment your up against or are fighting Neutrals. Protection vs Alignment has the same benefit, but only vs good or evil (which is why I double it up)

My Bard is very much built as a high attack high defense high save low hp fighter, the spell choice I use is primarily for augmenting defensive and offensive (melee) abilities. I wasn't planning on taking her bard levels beyond 20 or her charisma particularly high, so her offensive enchantments will never be that strong due to saves.
The only place I have had problems with pro vs evil/good not working is against the tree smashers, I think those giants are neutral and can hit you with their stun attack if you only use pro vs evil/good.

I would add the following spells to your list of key spells:
Eagles Splendor
(Cats Grace)
Silence
Haste
Remove Curse (I just hate being cursed.)
Warcry
Energy Buffer

Eagles splendor to improve the CHA which increases the bards DC on the spells and add a few points to the skills Perform, Taunt and UMD.
Cats Grace is used to increase the AC high enough to be able to run around without armor and shield. Good when using two weapon fighting and want to use other metamagic than still on your spells. But against the tougher guards it might be better to wear some plate armor instead, it all depends on what role you want the bard to have in the group.
Haste is a must, nothing more to say.
Warcry is one of the best spells I think. A high DC lets you disable most of your opponents when thrown in combat. It adds to your tohit and damage which is needed when fighting with two weapons.

Two other good spells which is not used often is Amplify and Clairvoyance. They stack and add +30 listen and +10 spot to your skills. Very much needed when a shadow dancer is in the neighbourhood ;)

There are just to many good second and third level spells to choose from. I would like to have Clarity, Circle of prot and darkness in my selection also, might have to change spell selections on my next level. My bard is mostly build for high defense and as a good supporter, the attack, hp and saves are mediacore which means I rely allot on curse song and taunt when fighting high AC opponents and hate high level casters :cry:

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Post by Throst54 »

kn ow this is sorta off topic but...

i heart auto still spell was disabled?

yes no? what?
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Post by Sara Tonin »

Epistaxis wrote: The only place I have had problems with pro vs evil/good not working is against the tree smashers, I think those giants are neutral and can hit you with their stun attack if you only use pro vs evil/good.

I would add the following spells to your list of key spells:
Eagles Splendor
(Cats Grace)
Silence
Haste
Remove Curse (I just hate being cursed.)
Warcry
Energy Buffer

Eagles splendor to improve the CHA which increases the bards DC on the spells and add a few points to the skills Perform, Taunt and UMD.
Cats Grace is used to increase the AC high enough to be able to run around without armor and shield. Good when using two weapon fighting and want to use other metamagic than still on your spells. But against the tougher guards it might be better to wear some plate armor instead, it all depends on what role you want the bard to have in the group.
Haste is a must, nothing more to say.
Warcry is one of the best spells I think. A high DC lets you disable most of your opponents when thrown in combat. It adds to your tohit and damage which is needed when fighting with two weapons.

Two other good spells which is not used often is Amplify and Clairvoyance. They stack and add +30 listen and +10 spot to your skills. Very much needed when a shadow dancer is in the neighbourhood ;)

There are just to many good second and third level spells to choose from. I would like to have Clarity, Circle of prot and darkness in my selection also, might have to change spell selections on my next level. My bard is mostly build for high defense and as a good supporter, the attack, hp and saves are mediacore which means I rely allot on curse song and taunt when fighting high AC opponents and hate high level casters :cry:
My base cha is relatively ok, 16 - when I get to the point in my build that I have both a free slot in the spellbook for Eagles Splendour and cast offensive spells i will probably take it. As is, I already have 20 odd unused potions in my backpack. I just dont see the point of takin perform past 25, the bonuses in Bard Song really tail off post lvl 16 - it's not worth 5 skill points / swapping gear out for an extra 2 temporary hitpoints or whatever. Taunt bonuses are nice for sure, but isn't UMD based on Int?

Cats Grace is useless. I wear platemail and have +1 dex bonus unbuffed, I use Bull Strength instead.

Silence is very good, and i'll definately use it heavily later on. I'm not sure if this trick still works - but buffing up, then casting silence on yourself is pretty handy against casters.

Haste is good for sure, the duration is too low for day to day use imo. When I have spells free i'll use it more ffectively, but at the moment it's blocking Imp Invis in my build - and thats 50% concealment.

Remve Curse, yeah I have it memorised - have only used it once or twice ever tho. I'm thinking restoration potions are a better choice.
.
Warcry. Absolutely, it's the best bard spell.

Energy Buffer is alright, bit expensive - it's about the best of the 6th level bard spells tho. Ice Storm is just a waste. Curse Song does the same damage near enough and isn't resisted.

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Post by Brennan068 »

Sara Tonin wrote:
Epistaxis wrote: but isn't UMD based on Int?
Strangely enough, no it isn't. UMD is based off of charisma.

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Post by Denort »

Brennan068 wrote:Strangely enough, no it isn't. UMD is based off of charisma.
Charisma represents a characters personal presence, leadership and imagination. I assume its the imagination part that makes UMD a charisma based skill. Much like sorcerors and bards having charisma based casting. Its their creativity and imagination that allows them to shape magic rather than intensive study or devotion.

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Post by Throst54 »

Denort wrote:
Brennan068 wrote:Strangely enough, no it isn't. UMD is based off of charisma.
Charisma represents a characters personal presence, leadership and imagination. I assume its the imagination part that makes UMD a charisma based skill. Much like sorcerors and bards having charisma based casting. Its their creativity and imagination that allows them to shape magic rather than intensive study or devotion.
IE not so much logic as sheer indowed understanding.
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