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Why play a sorceror...?

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Crosswind
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Why play a sorceror...?

Post by Crosswind »

They get less spells...get them slower...don't get the exp from scribing the -plentiful- scrolls in the game.

I don't get it! D:

-Cross
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MegaToerist
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Post by MegaToerist »

The main advantage of sorcerors is that they are not restricted by the memorization rule. They can cast spells whenever they are needed. Have you never wished "If I just had one more [fill in spell name] memorized instead of [fill in other spell name]"?
And about the spell selection: with a little planning, you'll have enough spells to help you throughout the game, and the limitation is not a restriction. With a normal mage, you'll only have a few different spells memorized anyway.

Summarized: a sorceror might require some more thinking about which spells to pick, but is immensely more flexible than a normal mage.

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Amidala
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Post by Amidala »

There are some very good sorc guides around, so if you are really interested read them.
Some positive aspects of the sorcerer:
Can choose his spells so you get them much earlier example: Spell Imunity.
He gets more spells per day, so if you are role playing (meaning you dont rest 5 times a day because your spells are empty) you have more firepower.
The most important thing, you are ready for every situation.
Lets say you are able to cast 6 level 8 spells, one day you ran into hordes of small monsters you can fire half a dozend Abi-Dalzim's Horrid Wilting another day you encouter a strong mage cast Simulacrum, Summon Fiend, Pierce Shield or maybe maze.
A Mage at the same situation would actually die because he had not the right spells memorized. So with a mage you encounter a situation then reload, memorize the adequate spells and redoit.
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Bruce Lee
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Post by Bruce Lee »

After level 10 or eleven or something they actually have the same spell progression as a mage. You should try it, they are really so much better!!
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Kovi
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Post by Kovi »

Sorcerers have roughly the same number of spell slots than specialist(!) mages without school restriction.
The only real drawback of the sorcerer (compared to other mages) is that he can't dual.
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Coot
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Post by Coot »

Cross, I don't know if this is useful 'cause I didn't read this myself but there's a guide on sorcerors of some sort right here on Game Banshee... check under 'Downloads'...
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Musashi Miyamoto
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Post by Musashi Miyamoto »

a quick question, ive played as an solo mage all the time but i am wondering can you upper the number of spell the sorc can cast by useing those amulet and stuff that increases spells, like the metaspell amulet, or ring of wizardary? i'm thinking probably but i want to make sure :)
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Tirinal
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Post by Tirinal »

Nope, nothing doing.

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Amidala
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Post by Amidala »

Well if you wear the meta spell amulet (+1 level 2 spell) you are able to cast 7 instead of 6 level 2 spells, but chosen out of 5.

One negative point I realized just recently,
since spellpower does not increase after level 20 a pure mage/sorcerer is kind of a waste.
You could choose a cleric23/mage22 and get the full spellpower of both.
I am trying to solo one right now, it is really nice because you are forced to rely on magic and not sending in your Fighters when it gets too hard.
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Kovi
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Post by Kovi »

Correct. Spellcasters reach their peak efficiency around level 20-22.
A cleric/mage is always fun. As you play solo you have probably choosen a multi, you can go as high as 25/20. I would recommend a gnome Cleric/Illusionist.
But I think you should still rely on "sending in your fighters" (Skeleton Warriors, Mordenkainen's Sword, Deva or Planetar), when it is appropriate.

[ 12-10-2001: Message edited by: Kovi ]
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Amidala
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Post by Amidala »

I play a gnome clerik/illusionist girl (but edited her looks to that of a human).
Her saves will be awesome, I plan for cloak of protection +3, Gaax Ring +2 and what else has good saves later.
It is really nice that she can wear helmets and armor (temporary).
The start was very hard and is still tough finished the de Arnise Golems at Level 11/11 really needed some thought.
Well I will send in some fighters when I get some nice ones like Fire Elemtals, Deva etc.
I will use project Image alot so I can have 5 deva/planetar for a nice army but will not cast more than 5 summons at a time, so it stays fair.
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Musashi Miyamoto
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Post by Musashi Miyamoto »

LOL! clerc/mage muli ROCK!!!!!! i love em

you get lots of spell from the clercal side, which are mostly for support but there is the turn undead :) and the undead nukeing spells which are great, then you got the damageing spells from the mages, lots of the spells in clec/mage works together rather well i thought :) for more kicks use SK and add the druids spells to the clerc side

its an riot to see my clerc/mage run into a area, then cast instect plague, now that ... spell just kick a$$!!!! i mean some of the hardest mage battle i just rushed in and cast that spell now it was just moping up time onice that spell was cast and it cast fast with robe of vecona and amulet of power :)
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