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I'm on my second playthrough now (this time with the NC) and using a much smaller party.

Even though they have descriptions, I'm unable to figure out what some of the wizard class spell feats do.

These are: Still Spell, Silent Spell, and Heighten spell. The in-game descriptions don't make sense to me.

Also, I'm planning on using my lawful good cleric to craft holy weapons - please tell me clerics can do this and not just paladins?

Any help is greatly appreciated.
This question / problem has been solved by DarrkPhoeniximage
Still spell removes the somatic component from spells. In practical terms this results in the arcane spell failure from wearing armor not applying to spells cast as still spells. If you're not planning to have your wizard wear armor beyond robes then there's no reason to take this feat. Similarly, silent spell removes the verbal component requirement from spells. In practical terms it means that silent spells can still be cast even if your wizard gets hit with Silence. I don't recall many enemies using Silence in the game, so there's not much reason to take this feat either.

Heightened spell results in a lower-level spell being treated as a higher-level spell. On the negative side it occupies a higher level spell slot, and on the positive side it has a higher DC and also can get around defensive spells that block lower level spells (such as Lesser Glove of Invulnerability). I personally wouldn't consider Heightened spell a particularly useful feat.

Finally, clerics can craft holy weapons, but they need to have taken the Good domain in order to do so (for the Holy Smite spell that's necessary for the crafting).
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kmh12177: Also, I'm planning on using my lawful good cleric to craft holy weapons - please tell me clerics can do this and not just paladins?
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DarrkPhoenix: Finally, clerics can craft holy weapons, but they need to have taken the Good domain in order to do so (for the Holy Smite spell that's necessary for the crafting).
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kmh12177:
Also, if you also happened to take Lawful domain, you can craft Lawful Good weapons that are the most amazingly awesome weapons in the game.
Thanks for the help.

I didn't realize the domain thing and had already chosen "Protection" and "Strength" for my cleric.

Oh well, my 4-member team was only at level 4 so I just went ahead and created a "Good" "Law" cleric to make it a fivesome. Was thinking I would just dump her after her purpose of making all the +3 holy axiomatic weapons, but I will probably be too attached at that point, lol.
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kmh12177: I just went ahead and created a "Good" "Law" cleric to make it a fivesome. Was thinking I would just dump her after her purpose of making all the +3 holy axiomatic weapons, but I will probably be too attached at that point, lol.
Make sure her alignment is also lawful. You can take the law domain even if your cleric isn't of lawful alignment. Meaning you can cast the spells from the law domain, but you won't be able to craft an axiomatic weapon to save your life without being lawful yourself. You can always use the console to fix your clerics alignment instead of restarting.

Silence is more often used by c08 added encounters. The ogre shaman and a witch in the Hickory Branch area did it to me. It all comes down to initiative. If you can get the spell off first, you've just saved yourself a feat. You can always step out of the area of effect and wait it off.