Melf's Minute Meteors BG2
Melf's Minute Meteor ApR
Casting Melf's Minute Meteors sets caster ApR to 5 (10 under Improved Haste).
Melf Minute Meteors Damage
A third circle spell that can hit and damage anything in the game? MMM is a god-tier spell.
SCS BG2 arbitrarily nerfs the meteors to +2 enchantment.
The magic damage inflicted by MMM can be reduced by wearing Belt of Inertial Barrier BG2. See also: Magic Damage Resistance BG2.
If Mage BG2 lacks THAC0 versus Armor Class Lords, simply immobilize the enemies first with Web (because immobilized enemies are auto-hit regardless of THAC0).
The properties of off-hand weapons are erroneously applied to the on-hand meteors, meaning we can thug-out meteors with on-hit Stun (Celestial Fury BG2).
Without CF off-hand, the meteors inflict max 7 dmg or 14 dmg on crits whereas with CF off-hand it's a mighty 17 dmg and 36 on crits (with a 5% chance of another 20 electrical). That is badass.
+poison of the above is due to: Assassin Mage dual-class.
Melf's Minute Meteors Item Code
The item code for Melf's Minute Meteors is SCRLA5.
Melf's Minute Meteors Rules
- Evocation, Alteration
- Level: 3
- Range: 70 yds
- Duration: Special
- Casting Time: 3
- Area of Effect: 1 target/meteor
- Saving Throw: None
Melf's Minute Meteors Location
Scrolls of Melf's Minute Meteors can be purchased from:
- Ribald at the Adventurer's Mart, Waukeen's Promenade: x4
- Lady Yuth at the Adventurer's Mart, Waukeen's Promenade: x2
- Spell Store above Den of Seven Vales, Waukeen's Promenade: x2
That means everyone in Best Party BG2 can get the spell at the beginning of the game.
Melf's Minute Meteors Description
This spell enables the wizard to cast small globes of fire (one for each experience level she has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of damage to the creature struck. It can also ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +5 bonus to the attack rolls and with no penalty for range. Each meteor inflicts +3 damage, and an additional +3 fire damage. The wizard may discharge up to five missiles per round.
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