Baldur's Gate: Enhanced Edition

Baldur's Gate: Enhanced Edition

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scotty2hotty Dec 6, 2014 @ 10:12am
Findng an familiar
What school of magic do i need , whats the protangist , not coniuring??
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Showing 1-13 of 13 comments
voehringer_nitron Dec 6, 2014 @ 12:17pm 
The protaganist is the character you create, so NPC mages, such as Edwin, can not cast this spell. Yes, it is a Conjuration spell, so if you are an Invoker, you wont be able to cast it.
Yosh Dec 7, 2014 @ 8:25am 
Be really, really careful about using that spell. If the familiar dies, its summoner will PERMANENTLY lose 1 constitution.
Rithm Fluffderg Dec 11, 2014 @ 3:33am 
Originally posted by Xavandier:
Be really, really careful about using that spell. If the familiar dies, its summoner will PERMANENTLY lose 1 constitution.

I have seen nothing indicating that this is the case in this game.
voehringer_nitron Dec 11, 2014 @ 11:31am 
Originally posted by Witchyjoshy:
Originally posted by Xavandier:
Be really, really careful about using that spell. If the familiar dies, its summoner will PERMANENTLY lose 1 constitution.

I have seen nothing indicating that this is the case in this game.

From the spell description:

However, the caster must take care to treat <PRO_HISHER> familiar well, for if the familiar should die, the caster loses the bonus Hit Points and half the familiar's Hit Points again as damage. Also when a familiar dies, the caster loses 1 point of Constitution PERMANENTLY.

scotty2hotty Dec 11, 2014 @ 11:44am 
Thks a bunch , that answers that .
WHAAAZZUUUUP! Dec 11, 2014 @ 11:20pm 
You can talk to your familiar and ask it to go into your backpack, keeping it safe, and allowing you to only take it out when you feel you really need it's special magic or abilities, and while there's little threat to it.

It's best to also make it one of your starting spells, since it's the most difficult to find in game. Your kind of familiar you get depends on your alignment. You also get half of the familiars health added to your own, which kinda correlates to the constitution loss. So it's extremely useful even if you cast it right at the start, and throw it into your bag, because it can drastically increase your starting HP.
scotty2hotty Dec 12, 2014 @ 1:30am 
Originally posted by WHAAAZZUUUUP!:
You can talk to your familiar and ask it to go into your backpack, keeping it safe, and allowing you to only take it out when you feel you really need it's special magic or abilities, and while there's little threat to it.

It's best to also make it one of your starting spells, since it's the most difficult to find in game. Your kind of familiar you get depends on your alignment. You also get half of the familiars health added to your own, which kinda correlates to the constitution loss. So it's extremely useful even if you cast it right at the start, and throw it into your bag, because it can drastically increase your starting HP.
scotty2hotty Dec 12, 2014 @ 1:31am 
lovly , hes a true neutral . Igot a rabbit , lololol
scotty2hotty Dec 13, 2014 @ 11:47am 
Close one , almost got Buggsy killed . Damn wolfes .
Last edited by scotty2hotty; Dec 13, 2014 @ 11:48am
Infernal Machine Dec 15, 2014 @ 7:15am 
I never use the familiar. I just keep my imp in my pockets the whole game. He is only somewhat useful at the very beginning, but after that, familiars kind of suck.
Last edited by Infernal Machine; Dec 15, 2014 @ 7:15am
Gilded Malady Feb 1, 2015 @ 9:59am 
It's been a long time since I played and well, I was wondering if anyone remembered the familiar specifics when it comes to your alignment?
kaiyl_kariashi Feb 1, 2015 @ 10:45am 
Lawful/Neutral Good = Pseudo Dragon (pure Combat familar, aka, garbage) (they do have the most hp of all familars though, so you get slightly more bonus hp for having this familar)

Chaotic Good = Faerie Dragon, has several illusion spells at it's disposal, situationally useful.

LN = Ferret, can hide and pickpockets (talk to the familar to receieve any items it's acquired)

N = Rabbit, Permanantly hasted

CN = Cat, 100% stealth score, can hide. (has 3 apr, like all cats)

LE = Imp, poisons on hit, some spells (though it no longer has polymorph self which actually made it pretty useful), 2 hp per round regeneration.

NE = Dust mephit. Blinds and some other stuff.

CE = Quasit....kind of like the imp
Last edited by kaiyl_kariashi; Feb 1, 2015 @ 10:47am
voehringer_nitron Feb 1, 2015 @ 12:24pm 
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
* Hit Points: 12
* Armor Class: 0
* Magic Resistance: 35%
* Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
* Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferret
* Hit Points: 12
* Armor Class: 2
* Magic Resistance: 35%
* Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
* Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp
* Armor Class: 4
* Hit Points: 9
* Magic Resistance: 15%
* Combat: 1 attack per round at 17 THAC0 for 1d6 damage
* Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

NEUTRAL: Rabbit
* Hit Points: 12
* Armor Class: 3
* Magic Resistance: 45%
* Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
* Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

NEUTRAL EVIL: Dust Mephit
* Hit Points: 12
* Armor Class: 8
* Magic Resistance: 10%
* Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
* Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

CHAOTIC GOOD: Fairy Dragon
* Hit Points: 12
* Armor Class: 6
* Magic Resistance: 25%
* Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
* Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

CHAOTIC NEUTRAL: Cat
* Hit Points: 12
* Armor Class: 2
* Magic Resistance: 35%
* Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
* Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit
* Hit Points: 12
* Armor Class: 4
* Magic Resistance: 15%
* Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
* Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
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Date Posted: Dec 6, 2014 @ 10:12am
Posts: 13