magisensei1 wrote:Well the easy answer is that its two different game engines that you area dealing with BG2 is 2e while IWD2 is 3e. In IWD2 3e universe - spells tend to have saves even things that are helpful to you e.g. if you have spell resistance and your mage casts dispel magic there is a chance that your SR will negate dispel magic - in IWD2 dispel magic has been severely limited - you can no longer dispel charmed team mates for example they get a save to see if they can save against it and remained charmed (which they do about 99% of the time.) and enemy mages gets saves against dispel magic.
3e spells are for the most part much weaker than 2e spells - a lot less choices and a bit less powerful in general - throw in the fact that saving throws are done completely different from 2e and you have spells that although seem familiar to 2e are different when it comes to saves and even how they affect others. There is also the fact that characters progression is different in the 3e world and it was in 2e.
While mages are very powerful in BG2 the higher they get with spells like contingency/time stop etc in IWD2 3e the spells are more balanced - yes mages are still powerful but not over the top as in BG2 - no spell casting so your can cast everything in their spell book in one go.
Saves in the 3e world you get 3 types of saving throws: reflex; fortitude and will save these coincide with dexterity (to evade fireballs for example); fortitude (coincides with constitution for spells that affect your body for example e.g ray of enfeeblement) and will (coincides with wisdom - for saves against enchantments and such spells in general) - as characters go up in levels these improve depending on your class and character level.
Spell resistance (natural or magical) - the easiest way to understand it is imagine an AC against spells/magic - if the spell and caster is able to role higher than your SR than the spell affects you but if they can't role higher than the your SR then the spell has no affect on you.
Spell immunity - means that the creature has immunity to that sort of spell and it can't be overcome by that type of spell e.g. elves has sleep immunity - you can't cast sleep spell on an elf regardless of how powerful your mage is because they are immune to sleep spells.
Hope this helps some.
It's been a while since I visited these forums but I have to disagree strongly that the IWD spells are "weaker" than the BG2 ones.
IWD 2 spells are much stronger compared to BG2 when it comes to instant death effects and damage in general while having weaker "utilitiy" and "misc" spells and some defense spells are weaker too like Stoneskin.
To give an example I am sure close to no one here would ever pick Wail of the Banshee as a Sorcerer or even Wizard. Why? Because most enemies in ToB will save against it and most bosses are immune. In IWD 2 thanks to your main attribute modifier and Spell Focus feats you can basically make it nigh impossible to resist it and you can wipe out entire battlefields with it. Horrid Wilting for example deals up to 25D8 damage and again thanks to the save modifiers with proper build nigh impossible for many enemies to save against.
Delayed Blast Fireball deals 20D8 + 20% damage with Spirit of Flame plus again nigh impossible to resist for many enemies bar rogues and monks.
Thanks to these elemental feats and the save modfications through main attribute and certain feats plus several spells which can also modify saves due to reduction directly or through attribute reduction makes it much more varied what spells you can use. Enchantment is a nastily strong school in fact unlike in BG2 when every mother and their dog will save against most enchantment spells bar Chaos. In IWD 2 again through all the modifications and the right target selection you will make them stick even against many high level enemies.
Just my 5 cent.