Sorcerer , Spells and Magic
Sorcerer , Spells and Magic
A Few Questions and Problems -
I've got a level 13 Sorcerer at the moment, with the following spell list -
Level 1.
Magic M
Chrome Orb
Friends
Shield
Spook
Level 2
Mirror Img
Knock
Web
Melf's Arrow
Blur
Level 3
Melf's Balls
Skull Trap
Spell Deflection
Remove Magic
Level 4
Stoneskin
Spiders
Impov Invisiblity
Great Malison
Level 5
Breach
Lower Resist
Spell Immune
Level 6
Mislead
Contingency
First of all, is there anything in there that is really redundant or not neded. I have yet to use Great Malison, Blur,Shield or Web.. are these spells or any of the others needed?
Secondly, with Mislead and Spell Immunituy, if I do Mislead, Spell Immunity : Div, then Immunity Abj, then i cannot be seen, correct? Im not entirely sure on the Mislead, Immunity combo.
Thirdly, Melf's Ball's to hit affected by my Dexterity?
I've also searched this forum endlessly for information, and read through xyx's spells guide. However, Prot from Magic Energy is one point where every seems to disagree. I know mirror image protects from area affects, but is it still worth it to get Prot From Magic Energy?
Finally, level 6 is a doozy pick, as i want to get about 8 spells. I've already got 2, but the others i want to get are -
Chain Lightning
Death Spell
Improved Haste
Pierce Magic
Prot from Magic Weapons
Prot from Magic Energy
Tenser's Transformation
True Sight
Out of the above list, which 3 would you pick?
Any help, comments or whatever would be appreciated.
I've got a level 13 Sorcerer at the moment, with the following spell list -
Level 1.
Magic M
Chrome Orb
Friends
Shield
Spook
Level 2
Mirror Img
Knock
Web
Melf's Arrow
Blur
Level 3
Melf's Balls
Skull Trap
Spell Deflection
Remove Magic
Level 4
Stoneskin
Spiders
Impov Invisiblity
Great Malison
Level 5
Breach
Lower Resist
Spell Immune
Level 6
Mislead
Contingency
First of all, is there anything in there that is really redundant or not neded. I have yet to use Great Malison, Blur,Shield or Web.. are these spells or any of the others needed?
Secondly, with Mislead and Spell Immunituy, if I do Mislead, Spell Immunity : Div, then Immunity Abj, then i cannot be seen, correct? Im not entirely sure on the Mislead, Immunity combo.
Thirdly, Melf's Ball's to hit affected by my Dexterity?
I've also searched this forum endlessly for information, and read through xyx's spells guide. However, Prot from Magic Energy is one point where every seems to disagree. I know mirror image protects from area affects, but is it still worth it to get Prot From Magic Energy?
Finally, level 6 is a doozy pick, as i want to get about 8 spells. I've already got 2, but the others i want to get are -
Chain Lightning
Death Spell
Improved Haste
Pierce Magic
Prot from Magic Weapons
Prot from Magic Energy
Tenser's Transformation
True Sight
Out of the above list, which 3 would you pick?
Any help, comments or whatever would be appreciated.
- fable
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Improved Haste, Tenser's Transformation, and Chain Lightning.
Of course, the choices are also subject to whether you're in a party, or soloing.
Of course, the choices are also subject to whether you're in a party, or soloing.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- God of Air
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now this is something i do know about
i love sorceres and think i have a good one.
As for your picks if you were doing a solo i would say
improved haste
true sight
and tenser
if your in a group then go for
death spell
chain lighting
and improved haste
even clerics can use true sight and note that improved haste doubles the amount ofattacks u do
protection from magic weapons just seems too short of time and a good old breach will take care of that
if your in a group why do u need tenser?
u already have fighters
oh
on your next sorc do not pass up greater malison, that is great to use right befor death spells and chromatic orbs
and it even works on magic resistant chars.
death spell is great for getting rid of those hakeshars
well i think i covered most of them
share the knowlage
i love sorceres and think i have a good one.
As for your picks if you were doing a solo i would say
improved haste
true sight
and tenser
if your in a group then go for
death spell
chain lighting
and improved haste
even clerics can use true sight and note that improved haste doubles the amount ofattacks u do
protection from magic weapons just seems too short of time and a good old breach will take care of that
if your in a group why do u need tenser?
u already have fighters
oh
on your next sorc do not pass up greater malison, that is great to use right befor death spells and chromatic orbs
and it even works on magic resistant chars.
death spell is great for getting rid of those hakeshars
well i think i covered most of them
share the knowlage
"There's earth under his old feet, and clay on his fingers; wisdom in his bones, and both his eyes are open"
-Tom Bombadil
-Tom Bombadil
- fable
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Haven't you ever seen a character wearing boots of speed outrace a spell aimed at them? You can do that with Improved Haste, and not suffer from exhaustion.Originally posted by Casius
Well, I haven't tried this, so I could be easily wrong, but can't Improved Haste be dispelled easily too? If you put it that way, then a lot of good spells are easily dispelled.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
- God of Air
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- samcu
- Posts: 281
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- Location: Melbourne, Victoria, Australia
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Hope this helps...
Solo - Tenser transformation (to fight)
True sight (to counter assasins and mislead)
Pierce magic (to use in a trigger against dragons, ie pm/pm/ch orb)
Party with fighters and clerics
-Prot from magical weapons (because they always use magical weapons)
-Chain lighting (for extra punch)
-Pierce Magic (as above)
Melf's meteor should need dex, but not sure.
Blur, GM, shield and the like are usually used in triggers for better effects, ie GM/GM/Web and you can fry them while they are stuck, or stoneskin/M Image/I Invis sequencer before you cast blur + tenser to become a super fighter.
Haven't really use double spell immuities yet...
Solo - Tenser transformation (to fight)
True sight (to counter assasins and mislead)
Pierce magic (to use in a trigger against dragons, ie pm/pm/ch orb)
Party with fighters and clerics
-Prot from magical weapons (because they always use magical weapons)
-Chain lighting (for extra punch)
-Pierce Magic (as above)
Melf's meteor should need dex, but not sure.
Blur, GM, shield and the like are usually used in triggers for better effects, ie GM/GM/Web and you can fry them while they are stuck, or stoneskin/M Image/I Invis sequencer before you cast blur + tenser to become a super fighter.
Haven't really use double spell immuities yet...
Sorcery and Shadow together as one, the arcane and the dark united. Through our knowledge and skill none can stand against us. We are as one, infallible and invincible. The Shadow Mages.
Actually, I have 3 people with Boots of Speed, and when I had my people hasted, I didn't notice a difference at all. Infact, I noted that it seems like most the time, the Hasted people outran the people with Boots of Speed.Originally posted by Casius
Well, I haven't tried this, so I could be easily wrong, but can't Improved Haste be dispelled easily too? If you put it that way, then a lot of good spells are easily dispelled.
Haven't you ever seen a character wearing boots of speed outrace a spell aimed at them? You can do that with Improved Haste, and not suffer from exhaustion.
Well, it only effects one target, Haste is almost as good as it, as well as effects a large area of people.why is improved haste useless for a group?
just out of curousity?
- samcu
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My Kensai does nine attacks with improved haste for 10 rounds, so who needs greater whirlwind anyway?
Q/If I improved hasted my Kensai and then use greater whirlwind, will I get 20 hits a round? It will be godly if it is possible!
Q/If I improved hasted my Kensai and then use greater whirlwind, will I get 20 hits a round? It will be godly if it is possible!
Sorcery and Shadow together as one, the arcane and the dark united. Through our knowledge and skill none can stand against us. We are as one, infallible and invincible. The Shadow Mages.
- samcu
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Vic can fight later in the game(righteous magic/champion strength) but you should have two frontline players for a regular fight.
Don't you think a thief will come in handy, ie scout/backstab/finding traps like Jan
Don't you think a thief will come in handy, ie scout/backstab/finding traps like Jan
Sorcery and Shadow together as one, the arcane and the dark united. Through our knowledge and skill none can stand against us. We are as one, infallible and invincible. The Shadow Mages.
Well....
Im findind i don't need any fighters. I have Yoshi too, but im thinking of kicking him out, as spell turning and knock does pretty much the same thing (and viccy has detect traps).
With my sorcerer, mislead with a wand of fire, wand of monster summoning, contingency to get meteors, and chucking skull traps, theres no real need to have a fighter. I can do everything either by summoning fighters, or just going misleading.....
Im findind i don't need any fighters. I have Yoshi too, but im thinking of kicking him out, as spell turning and knock does pretty much the same thing (and viccy has detect traps).
With my sorcerer, mislead with a wand of fire, wand of monster summoning, contingency to get meteors, and chucking skull traps, theres no real need to have a fighter. I can do everything either by summoning fighters, or just going misleading.....
- samcu
- Posts: 281
- Joined: Sun Feb 11, 2001 11:00 pm
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I guess it is in TOB that you need two fighters and there is always Sarevok whose Deathbringer move is unbelievable!
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I guess it is in TOB that you need two fighters and there is always Sarevok whose Deathbringer move is unbelievable!
Sorcery and Shadow together as one, the arcane and the dark united. Through our knowledge and skill none can stand against us. We are as one, infallible and invincible. The Shadow Mages.
Right Samcu, kensai/mages can easily reach 8 or 9 attacks/round,
no needs of whirlinds!!!
And Imp. Haste, unlike whirlwind, lasts 1 round/level!!!!!!!!
Its really one of the best spells.
10 attacks/round id the engine's limit, though.
I think so, at least.
no needs of whirlinds!!!
And Imp. Haste, unlike whirlwind, lasts 1 round/level!!!!!!!!
Its really one of the best spells.
10 attacks/round id the engine's limit, though.
I think so, at least.
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- Silvanerian
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Protection from magical weapons is a great spell. I only found myself dispelled when facing beholders in all of SoA and ToB. (and you can't do much about that...)
After casting this spell you have 3 rounds of non-interupted spellcasting - that's not too bad in my opinion, especially as most other 6th level spells aren't that great.
And, no you can't get more than 10 attacks per round.
With you're party (to mages and a cleric) regular haste is just as good as improved haste, as regular haste gives one extra attack per round, and improved haste doubles your attacks per round, but as all members only have one attack per round regularly, reg. haste is fine.
If you plan on taking Sarevok with you (whom will fit your party quite nicely!) let Edwin improved haste him - no need for you to have this spell.
Let Viconia do the true seeing, and concentrate on the other spells.
In my opinion tensers is only good if in a contingency if you face one of those irritating anti-magic rays from a beholder (no spellcasting for three round, and dispells EVERYTHING) - then the extra HP are nice to survive - but don't use your Sorceror as a fighter this way - you can get in trouble as while tensered you can't cast other spells (therefore I only think it's good for a fighter/mage).
-Sylvanerian
Post Scriptum: Do a seach on sorceror spells by the member "Userunfriendly" - he has some good - although very cheesy at times - tactics.
After casting this spell you have 3 rounds of non-interupted spellcasting - that's not too bad in my opinion, especially as most other 6th level spells aren't that great.
And, no you can't get more than 10 attacks per round.
With you're party (to mages and a cleric) regular haste is just as good as improved haste, as regular haste gives one extra attack per round, and improved haste doubles your attacks per round, but as all members only have one attack per round regularly, reg. haste is fine.
If you plan on taking Sarevok with you (whom will fit your party quite nicely!) let Edwin improved haste him - no need for you to have this spell.
Let Viconia do the true seeing, and concentrate on the other spells.
In my opinion tensers is only good if in a contingency if you face one of those irritating anti-magic rays from a beholder (no spellcasting for three round, and dispells EVERYTHING) - then the extra HP are nice to survive - but don't use your Sorceror as a fighter this way - you can get in trouble as while tensered you can't cast other spells (therefore I only think it's good for a fighter/mage).
-Sylvanerian
Post Scriptum: Do a seach on sorceror spells by the member "Userunfriendly" - he has some good - although very cheesy at times - tactics.
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