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Advice for earliest to take my party to spellhold (Spoilers)

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galraen
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Post by galraen »

I've never even tried using MMM against them, never occurred to me that there might be a glitch that allowed them to work! Usually if I have a party I use the fighters to attack the DLs, whilst giving them all the support I can. If I'm on my own I just avoid them.

I'd probably bore the pants off people the way I play a Magic User, which is to advance slowly, using farsight, then if I spot a group, I cast Web, Greater Malison, then all tha AOE spells I have.

Slow but steady wins the race as they say, and if it were really me in that environment you'd better believe it would be belt an braces all the way! If you could entice me out of the safety of the nearest fortress that is!:laugh:
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Claudius
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Post by Claudius »

I think they work because you are not really casting a 3rd level spell at the lich. Rather you have conjured missiles which are treated as +5 weapons. It does take awhile I think you have to run away at some point and recast your spell immunities in order to take it down. And maybe you have to cast improved haste to unload them faster.
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Sir_Carnifex
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Post by Sir_Carnifex »

It's a little late, but I might as well mention this...

I'm surprised nobody mentioned Daystar (unless I missed it). The Sunray ability is very effective against liches.
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wise grimwald
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Post by wise grimwald »

I think that people haven't mentioned it because it is one of the first things they go for and have just assumed that you have it.
SPOILER











I personally use a thief to get it. He can get out again whilst the lich is casting spells. I then pop in every time the sword is recharged to weaken the lich until it is weak enough to kill by backstabbing. That way, you have the useful staff as well. This is assuming that my party isn't strong enough to use brute force and ignorance.
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Saros
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Post by Saros »

I will try to give my Pro and Con for and against the most important 4-th and 5-th level spells for a sorcerer.

First of all, do not bother with spells like Emotion, Dominate, Confusion, Chaos, Feeblemind, in fact all of the enchantment school except maybe Greater Malinson. Those spells are weak, allow a saving throw(if successful they do nothing) and the more powerful enemies are immune to disabling effects anyway.

For a party sorcerer, when the party's lacking another powerful arcane caster(like Edwin), the protective spells come to mind, like Improved Invisibility and Spirit Armor, and from the fifth level - Protection from Acid (Protection from Lightning is a divine spell which is more useful than Prot from Electricity of the wizard). Any good spellcaster should have Spell Immunity and Stoneskin. The other two 4-th level spells are optional - for instance, for a melee oriented party, Teleport Field is more like a drawback, but for an arcane or missile party, then Teleport field is a must. Spiders are weak, I usually summon Mordy Swords, Planetars or even Skeleton Warriors with my Sorcerer and don't have the time to play with spiders. A Minor Spell Sequencer is a good option, Greater Malinson is also good, Ice storm is not bad at all.

For a solo-sorcerer, the optimal four spells are Stoneskin, Improved Invisibility, Telefield, Farsight and the fifth is optional. I occasionally choose either Spirit Armor or Minor Spell Sequencer, both are good, as is Ice storm.

Farsight is way better than Wizard Eye. With multiple Farsight spells cast via Improved Alacrity a sorcerer can have an immediate view of the whole enormous battlefield. Besides, Farsight can be used for spying on Beholders, while Wizard Eye cannot be.

The good fifth level spells for a solo sorcerer are Sunfire, Spell Immunity, Spell Shield, Breach and Lower resistance. A party sorcerer can sacrifice Breach, Lower resistance, and maybe even Sunfire and replace them with other spells, provided that the party has enough overall arcane support.
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