Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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ApathicAlpaca Oct 18, 2021 @ 11:02am
How to dispel trap effects / pit spells?
Say I want to dispel Rift of Ruin. How tf are you supposed to do that? Dispel Magic (target) finds no target and Dispel Magic (area) does nothing, no matter where I aim. There's also Dispel Magic (point) which does nothing but dispel your own allies that are not even at that point at all.

Heroes constantly dying because I cannot dispel area spells like Rift or Shirocco. Need help!

Thanks.
Last edited by ApathicAlpaca; Oct 18, 2021 @ 11:11am
Originally posted by Herr Glaube:
You can't dispel enemy persistent area effects, no way to target them. All you can do is walk out and wait.
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ApathicAlpaca Oct 18, 2021 @ 11:44am 
Since there's no answer I assume it's not possible although it's magic...?
Nono Oct 18, 2021 @ 11:55am 
On Core & TbMode, I tried everything to remove Baphomet Sirocco with a Greater Dispel Magic (Area) and buffed everytime with the monocle item (+20 insight to Dispel) : let me say the results are always detrimental to my party (dispelling party buff) and it's a wasted round.
So either, it's a bug or it's me not understanding... Just saying I feel you.
The author of this thread has indicated that this post answers the original topic.
Herr Glaube Oct 18, 2021 @ 12:05pm 
You can't dispel enemy persistent area effects, no way to target them. All you can do is walk out and wait.
ApathicAlpaca Oct 18, 2021 @ 12:23pm 
Unless of course you are stuck in them, then you just have to waste your time waiting until your heroes finally die. Super bad design.
アンジェル Oct 18, 2021 @ 12:25pm 
Originally posted by Herr Glaube:
You can't dispel enemy persistent area effects, no way to target them. All you can do is walk out and wait.

What is the logic behind that by the way? I mean: when the caster is dead. Why does the enchantment or spell persists? With summons I can tell for certain: if the caster is dead the summons dissapear. But why not pits e.g.?
I am Groot Oct 18, 2021 @ 12:26pm 
Pretty sure its a bug...
Rex is back, baby! Oct 18, 2021 @ 12:30pm 
Originally posted by ApathicAlpaca:
Unless of course you are stuck in them, then you just have to waste your time waiting until your heroes finally die. Super bad design.

As someone who used pits A LOT in the previous game, and who got stuck in them myself due to silly ai charging when I turned off TBM, I do not think it is bad design at all, because I think you'd be saying the opposite if it was your enemies in the pits and not your allies, and that's not a fair judgement!

The only I would agree is the 'waiting it out' after combat has long been over and you're wasting time on precious buffs! I do wish there was a "fast forward time" option in persistent spell effects, which I THINK there is for your OWN spells after combat, but not enemies iirc the options menu.

A pit right in front of a narrow doorway, courtesy of an enemy is also very annoying, but there's -always- work arounds in this system. Freedom of Movement works wonders here!
Herr Glaube Oct 18, 2021 @ 12:56pm 
Originally posted by アンジェル:
Originally posted by Herr Glaube:
You can't dispel enemy persistent area effects, no way to target them. All you can do is walk out and wait.

What is the logic behind that by the way? I mean: when the caster is dead. Why does the enchantment or spell persists? With summons I can tell for certain: if the caster is dead the summons dissapear. But why not pits e.g.?
Technically, most of them actually should stay in accordance with Pathfinder rules. Hard to tell which outcome is the intended one here.

More annoyingly, i've discovered that the Sphinxes in Enigma can cast Rift at will, and will do so on every new enemy they discover. Particularly after you Repurposed them. Having a bunch of Sphinxes will drag things out considerably, even if your enemies aren't going to be doing a whole lot...
Ariochaotik Oct 18, 2021 @ 1:45pm 
the last hotfix addressed this issue, or at least the patch notes said it did.

the problem was that the saves for pits did not respect turned base mode. It saved every few seconds regardless of whose turn it was.

During my fight with areshkala or whatever his name is, the end of enigma they targetted my tank every single time with rift of ruin as soon as the caster sphinx thing spawned. So my tank was out of the battle for the rest of combat. I tried everything to dispell it. Tried every type of buff i could think of. Nothing worked. Finally, i beat the fight with one person down. I just summoned a crapload of pets and killed the baddies from range.
Doctorx Apr 13, 2022 @ 1:31am 
Originally posted by Herr Glaube:
Originally posted by アンジェル:

What is the logic behind that by the way? I mean: when the caster is dead. Why does the enchantment or spell persists? With summons I can tell for certain: if the caster is dead the summons dissapear. But why not pits e.g.?
Technically, most of them actually should stay in accordance with Pathfinder rules. Hard to tell which outcome is the intended one here.

More annoyingly, i've discovered that the Sphinxes in Enigma can cast Rift at will, and will do so on every new enemy they discover. Particularly after you Repurposed them. Having a bunch of Sphinxes will drag things out considerably, even if your enemies aren't going to be doing a whole lot...

I am doing Enigma just now and I am glad the rifts dissapear after battle now. The bad thing there are sometimes enemies trapped in the rift who are immune to the damage but dont pass the saves for getting out (cultist rogues). So the battle can't end because an enemy is alive but I can't kill the enemies to end the fight because they are inside the rift :(. And Timeskip is no option while in battle.

One of the most annoying mechanic I encountered so far. Just behind the nimrod Petrified my friends without stone to flesh scrolls existing in this game because reasons I think?
Last edited by Doctorx; Apr 13, 2022 @ 1:33am
Thundrakar Oct 13, 2022 @ 12:22pm 
Originally posted by Herr Glaube:
You can't dispel enemy persistent area effects, no way to target them. All you can do is walk out and wait.
you can actually dispel persistent area effects with Dispel Magic (point), you just have to keep your allies far away so the spell don't target them.
Steffan Oct 13, 2022 @ 12:31pm 
I think it is dispel area actually. It did work dispelling blades of force for me.
Last edited by Steffan; Oct 13, 2022 @ 12:32pm
hilburnashua Oct 13, 2022 @ 10:30pm 
Originally posted by アンジェル:
Originally posted by Herr Glaube:
You can't dispel enemy persistent area effects, no way to target them. All you can do is walk out and wait.

What is the logic behind that by the way? I mean: when the caster is dead. Why does the enchantment or spell persists? With summons I can tell for certain: if the caster is dead the summons dissapear. But why not pits e.g.?

In the tabletop spells that are not concentration are not dispelled when the caster goes unconscious or dies, so there is a reason why such spells wouldn't disappear in this game. I think that, in WotR, any spell that creates a "ground" effect doesn't dispel on the death of the caster. So pit spells, ice storm, web, entangle, sirocco, etc all stay around until their duration ends.

But those should be dispellable by an area dispel, but for some reason the area version is a bit buggy and won't effect them . I know that trap effects don't seem to be removable by dispel attempts either although I am not sure if that is also because they create a ground effect or if they are supposed to be coded not to be effected. Be interesting to find out that they coded that traps that way and the code ended up getting applied to the spells as well.
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Date Posted: Oct 18, 2021 @ 11:02am
Posts: 13