Karun the Black is a Bhaalspawn mage in Saradush whom is one of Gromnir Il-Khan trusted allies. He will be encountered when the protagonist fights in Gromnir's Hideout during Baldur's Gate II Chapter 8.
Gameplay[]
Karun stands to Gromnir's right hand side at the beginning of this encounter - he has no dialogue.
When hostilities commence, the mage applies (instant uninterruptible casting) Improved Mantle and Stoneskin, followed by another set of instantly applied buffs to include Mislead, Fireshield (Red) and Globe of Invulnerability. Another battery of protective magics will be deployed later in the battle on self.
After that will cast True Sight and then attempt a Spell Turning.
If the mage is silenced, he will apply a Vocalize. Should any Summoned creatures enter his detection range, a Death Spell will be tried to banish them.
All of the disabling and offensive spells listed in the InfoBox are scripted for use, and most are done sequentially and on timed intervals to detected targets.
After a few rounds, expect a Time Stop.
The AI for this mage does not recognize the party's protections or buffs and will cast spells without regard to that. The script is rigid in that Karun has no means to dispel magic or Breach or remove spell protections. He just chucks spells and waits to see what happens.
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
With the Ascension mod some revisions are made to this mage, mostly to enhance its powers and abilities.
Combined with the Sword Coast Stratagems mod, an excellent overhaul to the AI and Ascension scripts is made. Using both mods together will improve the challenge and ensure scripts and compatibility with the EE game are realized.
Karun the Black is now a level 24 Mage, and he may have a Conjurer Kit assigned. He has 64 HP and Intelligence is raised to 19 (so can legally cast level 9 spells). Additionally the mage is equipped with some additional items including a Robe of the Neutral Archmagi, an Amulet of Power, The Guard's Ring and a quick slot Potion of Superior Healing for healing self.
As Karun is a bhaalspawn, he has an innate 4 casting speed modifier. When hostilities begin the mage will apply (previously cast) spells to include Spell Trap, Mirror Image, Shadow Door, Minor Globe of Invulnerability, Fireshield (Red) (or Mestil's Acid Sheath with SR), Protection From The Elements, Spell Immunity Abjuration (or Dispelling Screen with SR), Shield (spell), Protection From Normal Missiles, Protection From Magic Energy, Stoneskin, Mind Blank with SR, and Non-Detection.
From this point on the SCS Smarter Mage scripts will evaluate opponent protection and vulnerabilities to help determine what offensive or conjuration spells will be attempted. about two seconds into the battle Karun will release a Chain Contingency that conjures a Djinni, Efreeti and a Nishruu - right on top of the nearest party member. Expect a Fallen Planetar, Invisible Stalker, and another Efreeti to be summoned. Karun also has prepared spell triggers it can deploy almost instantly, with several Protection From Magical Weapons, Improved Mantle (or Prismatic Mantle with SR}, and another Stoneskin. With the SR mod a "Monster Summoning VII" will also be cast bringing in several Umber Hulks. The battle field is going to get crowded with this mage left unmolested.
The mage can Remove magic, cast Breach and has a Ruby Ray of Reversal and Spellstrike ready. During a Time Stop a Chaos and another creature conjuring will be attempted.
With the Spell Revisions mod all cast spells will be the SR variety and also all conjured creatures as well.
External links[]
- Karun on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.