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Spell to choose for the sorcherer

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Thehalfelf
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Spell to choose for the sorcherer

Post by Thehalfelf »

I'm new to the kit and wonder if there are any musts other than: timestop,simulacrum,project image, abidalzim,skull trap,lower resistance and breach.
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Johnny
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Post by Johnny »

magic missile, stoneskin, secret word (and eventually warding whip or ruby ray of reversal - I recommend whip). Get spell deflection and later spell trap as a basic defensive spell.
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Xyx
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Post by Xyx »

Knock!

And all of the contingency spells (contingencies, sequencers, trigger).

And Mirror Image, Mislead and Resist Fear.
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Arch_Angel
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Post by Arch_Angel »

Melf's minute meteors! I couldn't have survived my solo Sorc with out this wornderful spell.
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Thehalfelf
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Post by Thehalfelf »

Would you recommend using Aerie in a party with a sorch? I'll have to use Jan aswell and I'm afraid it's going to bee too many magicians, it's just that Aerie has so many spells, and can place implotions in contigencies.
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THE JAKER
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Post by THE JAKER »

I wouldn't say that you can't make it work with Aerie, Jan, and a sorceror. If you had three fighters you could still have a kickbutt party, you would have a lot of mage spells and not all that many clerical, but you could get by. If you got Keldorn, Mazzy or Valygar, and Anomen or Jaheira, I think the party would tank well enough.

A great party would be Keldorn, Valygar, Jaheira, Jan, Aerie and your sorc.
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Nightmare
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Post by Nightmare »

Musts:

Level 1
Magic missile
Identify
Spook

Level 2
Melf's Acid arrow
Aganenzar's Scorcher
Mirror Image

Level 3
Melf's minute meteors
Haste
Fireball or Skull Trap (I prefer fireball)
Fire arrow or Lightning bolt

Level 4
Stoneskin
Greater malison

Level 5
Breach
Lower Resistance
Animate Dead
Sunfire (if solo)
Cloudkill (if you cheese)
Monster summoning 3

Level 6
Death Spell
Invisible Stalker

Level 7
Limited Wish
Finger of Death
Mords. sword
Project Image (if you cheese)
Ruby Ray of Reversal

Level 8
Abi-Dalzim's
Spell Trigger

Level 9
Time Stop
Wish
Spell Trap (if you don't have Staff of the Magi)
Imprisonment (for easy kills)
Wail of the Banshee
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Post by durga »

so I'm at the end of SOA, but, I just got spell strike and dragon's breath for my sorc. and they totally rock. I use my sorc for mainly getting rid of protection spells on enemy mages so that my fighters can actually harm them or for big area of effect spells like fireball, ice storm, chain lightening or dragon's breath.

personally, I've never used aganazer's scorcher to good effect.
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Post by THE JAKER »

I would rather have blur or remove fear than the scorcher - you have magic missile at 1st level, melf's acid at 2, and fire arrow at 3rd.
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Post by Thehalfelf »

will the meteors hurled by Melf's minute meteor do splashdamage? And does a meteor always hit or does it depent on the Thac0 of the sorch?
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Thehalfelf
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Post by Thehalfelf »

What can dispel magic really dispel? Everything as long as the dispel effects trigger (thinking about the precentage chance)?
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Post by Curdis »

Are halfelves always so inquisitive?

Melfs Minute Meteors do no splash damage.

They do depend on THACO for a hit but will hit things that require +5 or better weapons.

Better yet you can cast it before you go to sleep and have it ready for when you wake up!

Dispel Magic will dispel any and everything except :- Spell Immunity - Abjuration and Shield of the Archeron. The percentage chance is roughly 50% if the casters are of equal level and goes up or down depending on the difference in levels - Curdis
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Post by fable »

I'd forego Identify. A bard will usually be able to identify everything you come across, and even without a bard, there's the set of magical glasses sold by the merchant above Gareth's contact.

Chromatic Orb, Shield, Magic Missile, Spook, are (IMO) the best 1st level spells for a sorc:

Magic Missile is simply one of the best spell bargains in the business.

Shield may not last long, but it actually protects against Magic Missile.

Spook has a save of -6. Damned effective little spell, as a result.

Chromatic Orb can be a secret weapon if you like lowering the resistance of enemies. I've actually stunned a demon in the planar sphere quest, once, with a CO. Shocked the hell out of me. :D
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Post by Nightmare »

Problem with CO is the +6 save. No such save in IWD. Guess it was toned down for BG2. :mad:
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Post by tahuti »

Mordenkainen Sword, Animate Dead is a must. Especially if soloing.
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Post by UserUnfriendly »

you should dump spell trap, fire ball, and always dump ag scorcher. why?

staff of magi and fireball wands. spell trap by staff of magi cannot be spell struck, and the diff in damage between high level sorc spell and wand is almost negliable. never get a spell if you can get it via wand or device, since sorc choice is every thing.

curdis, are you sure dispell magic will remove spell protections???!!! like spell trap and spell turning? and will remove magic do the same thing? I always used specific spells to breach thruy and spell strike for magical defenses, but if a sufficiently high level sorc will punch thru spell protections, this might be different and calls for experiments.

hmmm...keldy might not suck so bad...
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Curdis
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Post by Curdis »

@UserUnfriendly - I don't think I would have listed specific ommissions to what it doesn't ever remove if I wasn't sure about what it does remove given the most positive circumstances. It is less certain than say breech because it may not remove something based on a dodgey percentage roll. See, UserFriendly advice - free! Repent while there is still time :D ;) - Curdis
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Zaha
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Post by Zaha »

Originally posted by UserUnfriendly:
<STRONG>
curdis, are you sure dispell magic will remove spell protections???!!! like spell trap and spell turning? and will remove magic do the same thing? I always used specific spells to breach thruy and spell strike for magical defenses, but if a sufficiently high level sorc will punch thru spell protections, this might be different and calls for experiments.

hmmm...keldy might not suck so bad...</STRONG>
Dispel magic does dispel spell protections, if it's successful. I just recently finished ToB the first time, my standard strategy was to start a tough fight by having Keldorn cast dispel magic at enemies. I think Inquisitors cast Dispel Magic (and True Sight) as if they were mages of their paladin level. As paladins gain levels much faster than mages AND have at least 5-7 Dispel Magics a day, Keldorn definitely rules. I gave him a Girdle of Fire Giant strength, if he uses Greater Whirlwind attack, he'll whack 10 times a round with the Carsomyr +6. My own character, a Kensai, could in usual situations deal more damage than Keldy, but Keldorn was my only real tank because the kensai lacked a good AC. (The others in my party were Jaheira, Jan, Aerie and Edwin.)
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Post by tahuti »

Originally posted by UserUnfriendly:
<STRONG>you should dump spell trap, fire ball, and always dump ag scorcher. why?

staff of magi and fireball wands. spell trap by staff of magi cannot be spell struck, and the diff in damage between high level sorc spell and wand is almost negliable. never get a spell if you can get it via wand or device, since sorc choice is every thing.

curdis, are you sure dispell magic will remove spell protections???!!! like spell trap and spell turning? and will remove magic do the same thing? I always used specific spells to breach thruy and spell strike for magical defenses, but if a sufficiently high level sorc will punch thru spell protections, this might be different and calls for experiments.

hmmm...keldy might not suck so bad...</STRONG>
I prefer Skull Trap over Fireball, as its not capped at 10d6. At high level, it deals way more damage out than a Fireball (howerver it has a shorter range). Spell Trap is unnecessary, as Staff of Magi can provide it, making you a free slot for another learnable spell.
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Post by Xyx »

Dispel Magic will remove all spell protections except for Spell Immunity - Abjuration (makes sense) and... *drumroll* Shield of the Archons.
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