Dumb Question but what are the best spells to have memorized for priest and mage?nt
- strat_frodo
- Posts: 10
- Joined: Sat Apr 07, 2001 10:00 pm
- Location: Netherlands
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- ThorinOakensfield
- Posts: 2523
- Joined: Thu Feb 22, 2001 11:00 pm
- Location: Heaven
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I agree with ThorinOakensfield about the insect spells. These are very nice to have.
In addition to the mage spells already mentioned, a nice combo I like to use is three flame (level 3) arrows loaded into a spell sequencer (level 7). Very nice indeed as player level increases.
You can also use three fireballs or three skull traps for group situations.
In addition to the mage spells already mentioned, a nice combo I like to use is three flame (level 3) arrows loaded into a spell sequencer (level 7). Very nice indeed as player level increases.
You can also use three fireballs or three skull traps for group situations.
Cartoon Law III
Any body passing through solid matter will leave a perforation conforming to its perimeter. Also called the silhouette of passage, this phenomenon is the speciality of victims of directed-pressure explosions and of reckless cowards who are so eager to escape that they exit directly through the wall of a house, leaving a cookie-cutout-perfect hole. The threat of skunks or matrimony often catalyzes this reaction.
Any body passing through solid matter will leave a perforation conforming to its perimeter. Also called the silhouette of passage, this phenomenon is the speciality of victims of directed-pressure explosions and of reckless cowards who are so eager to escape that they exit directly through the wall of a house, leaving a cookie-cutout-perfect hole. The threat of skunks or matrimony often catalyzes this reaction.
Mage spells i like:
let X = number of spells alotted for lvl
Level 1 spells:
X - 1 magic missle
1 identify
Lvl 2:
1 glitterdust
1 knock
x - 2 Dmg (scortcher, Melf's)
lvl 3:
1 dire charm
1 haste
1 fireball
x - 3 flame arrow
lvl 4:
1 emotion
1 confusion
x - 2 Monster summoning 2
lvl 5:
1 MS 3/ Elemental
1 Cloudkill/cone of cold
1 domination
x - 3 breach
lvl 6:
1 improved haste
1 wyvern call
x - 3 death spell/fog
1 disentegrate
lvl 7
1 ruby ray
1 mantle
x - 2 summon djinni/effreti
lvl 8:
1 Abi-Dalzim's
1 simaculrim
x - 2 improved mantle
Minor sequencer: 2 Magic missles
Spell sequencer: 3 fireballs (can you say uberdeath? i knew that you could.)
these are just my opinion use them as you see fit
let X = number of spells alotted for lvl
Level 1 spells:
X - 1 magic missle
1 identify
Lvl 2:
1 glitterdust
1 knock
x - 2 Dmg (scortcher, Melf's)
lvl 3:
1 dire charm
1 haste
1 fireball
x - 3 flame arrow
lvl 4:
1 emotion
1 confusion
x - 2 Monster summoning 2
lvl 5:
1 MS 3/ Elemental
1 Cloudkill/cone of cold
1 domination
x - 3 breach
lvl 6:
1 improved haste
1 wyvern call
x - 3 death spell/fog
1 disentegrate
lvl 7
1 ruby ray
1 mantle
x - 2 summon djinni/effreti
lvl 8:
1 Abi-Dalzim's
1 simaculrim
x - 2 improved mantle
Minor sequencer: 2 Magic missles
Spell sequencer: 3 fireballs (can you say uberdeath? i knew that you could.)
these are just my opinion use them as you see fit
Cleric/Druid/Mage Spells that I use a lot:
Cleric:
Cleric:
- Armor of Faith, Cure Light Wounds, Remove Fear, Sanctuary
- Chant, Draw upon Holy Might, Silence 15' Radius, Slow Poison
- Animate Dead, Cure Medium Wounds, Glyph of Warding, Holy Smite, Remove Paralysis
- Death Ward, Free Action, Holy Power, Lesser Restoration, Protection from Evil 10' Radius
- Chaotic Commands, Greater Command, Mass Cure, Righteous Magic, True Seeing
- Aerial Servant, False Dawn, Bolt of Glory, Heal
- Gate, Symbol: Stun
[/list=a]
Druid:- Cure Light Wounds, Doom, Entangle
- Barkskin, Flame Blade, Slow Poison
- Call Lightning, Cure Medium Wounds, Zone of Sweet Air
- Call Woodland Beings, Death Ward, Farsight, Poison
- Insect Plague, Ironskins, Mass Cure, Pixie Dust
- Conjure Fire Elemental, Heal
[/list=a]
Mage:- Chromatic Orb, Magic Missile, Identify
- Melf's Acid Arrow, Mirror Image, Vocalize, Web
- Fireball, Flame Arrow, Haste, Melf's Minute Meteors
- Emotion: Hopelessness, Greater Malison, Secret Word, Spirit Armor, Stoneskin
- Breach, Cone of Cold, Minor Spell Turning, Shadow Door, Sunfire
- Chain lightning, Death Spell, Invisible Stalker, Pierce Magic
- Delayed Blast Fireball, Mordenkainen's Sword, Project Image, Ruby Ray of Reversal
- Abi-Dalzim's Horrid Wilting, Power Word Blind, Spell Trigger
[/list=a]
[ 04-12-2001: Message edited by: Sojourner ]
There's nothing a little poison couldn't cure...
What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
- strat_frodo
- Posts: 10
- Joined: Sat Apr 07, 2001 10:00 pm
- Location: Netherlands
- Contact:
I would disagree w/ mr. clark's spell choices:
lvl 1: more identifies (2 or 3 at least)
lvl 2: MAYBE knock (at least not if there are thieves in your party), blur, horror, mirror image, THEN damage. As you reach higher levels, add ray of enfeeblement if necessary.
lvl 3:after level 10, replace ALL fireballs with skull traps.
lvl 4:instead of MS 2, put in one fireshield, greater malison, wizards eye, minor sequencer, STONESKIN, spider spawn if u want.
lvl 5:both cloudkill AND cone of cold, chaos, domination, LOWER RESISTANCE (several), spell immunity, THEN breaches. no MS/elementals (thos r for druids)
lvl 6:NO wyvern call, NO disintegrate, instead chain lightning, contingency, death spell (2 @ higher levels), spells you have put, then summon nishruu, protection from magic energy, true sight
lvl 7: no mantle, spell sequencer, hakeashar, limited wish, spell turning, djinnni (spend all remaining slots on ruby ray or more summoning spells)
lvl 8: NO mantle, spell trigger, incendiary cloud, your spells, then all slots in pierce shield
lvl 9: [for those who like to hack] USE ANY 3 SPELLS WITH THE EXCEPTION OF: gate, absolute immmunity, energy drain. I recommend wail, meteor storm, shapechange.
NOTE: this is a very tentative list that doesn't reflect max spells per level. It is, however, drawn up for VERY high level characters (almost at exp. cap)
lvl 1: more identifies (2 or 3 at least)
lvl 2: MAYBE knock (at least not if there are thieves in your party), blur, horror, mirror image, THEN damage. As you reach higher levels, add ray of enfeeblement if necessary.
lvl 3:after level 10, replace ALL fireballs with skull traps.
lvl 4:instead of MS 2, put in one fireshield, greater malison, wizards eye, minor sequencer, STONESKIN, spider spawn if u want.
lvl 5:both cloudkill AND cone of cold, chaos, domination, LOWER RESISTANCE (several), spell immunity, THEN breaches. no MS/elementals (thos r for druids)
lvl 6:NO wyvern call, NO disintegrate, instead chain lightning, contingency, death spell (2 @ higher levels), spells you have put, then summon nishruu, protection from magic energy, true sight
lvl 7: no mantle, spell sequencer, hakeashar, limited wish, spell turning, djinnni (spend all remaining slots on ruby ray or more summoning spells)
lvl 8: NO mantle, spell trigger, incendiary cloud, your spells, then all slots in pierce shield
lvl 9: [for those who like to hack] USE ANY 3 SPELLS WITH THE EXCEPTION OF: gate, absolute immmunity, energy drain. I recommend wail, meteor storm, shapechange.
NOTE: this is a very tentative list that doesn't reflect max spells per level. It is, however, drawn up for VERY high level characters (almost at exp. cap)
here are mine most used spells:
cleric:
- animate death (how could i finish the game twice without casting it ones ??)
- heal
- draw uppon holy might
- chaotic commands
druid:
- insect plueage
- iron skin
mage:
- STONE SKIN
- magic missle
- breach
- pierce magic
- animate death
- death spell
- haste
- lower resistants
- greater malison
cleric:
- animate death (how could i finish the game twice without casting it ones ??)
- heal
- draw uppon holy might
- chaotic commands
druid:
- insect plueage
- iron skin
mage:
- STONE SKIN
- magic missle
- breach
- pierce magic
- animate death
- death spell
- haste
- lower resistants
- greater malison
Mage spells I use:
1: MAGIC MISSILE, Identify, Chromatic Orb
2: MELF'S ACID ARROW, Mirror Image, Web
3: FIREBALL, HASTE, Melf's Minute Meteors, Flame Arrow, maybe dispel magic
4: WIZARD'S EYE, SECRET WORD, Spell Sequencer, Greater malison
5: BREACH, LOWER RESISTANCE, Monster Summoning 3, Cloudkill
6: PIERCE MAGIC, Death Spell, True Sight, Chain Lightning, Prot. from Magic Energy
7: SPELL SEQUENCER, FINGER OF DEATH, Limited Wish, Ruby Ray of Reversal
8: Simaculrim, Spell Trigger, Abi-Dalzim
9: CHAIN CONTINGINCY, Gate, Spell Trap, Spell Strike, Time Stop
1: MAGIC MISSILE, Identify, Chromatic Orb
2: MELF'S ACID ARROW, Mirror Image, Web
3: FIREBALL, HASTE, Melf's Minute Meteors, Flame Arrow, maybe dispel magic
4: WIZARD'S EYE, SECRET WORD, Spell Sequencer, Greater malison
5: BREACH, LOWER RESISTANCE, Monster Summoning 3, Cloudkill
6: PIERCE MAGIC, Death Spell, True Sight, Chain Lightning, Prot. from Magic Energy
7: SPELL SEQUENCER, FINGER OF DEATH, Limited Wish, Ruby Ray of Reversal
8: Simaculrim, Spell Trigger, Abi-Dalzim
9: CHAIN CONTINGINCY, Gate, Spell Trap, Spell Strike, Time Stop
If nothing we do matters, then all that matters is what we do.
Cleric spells used by me :
1lev : command, bless, remove fear, sanctuary
2lev : hold person, chant, silence 15'radius, slow poison
3lev : animate dead, holy smite,rigid thinking
4lev : prot.from evil 10'radius, defensive harmony, death ward, cloak of fear, lesser restoration
5lev : mass cure, chaotic commands, flame strike, sometimes greater command
6lev : aerial servant, blade barrier, wondrous recall, false down
7lev : Shield of the Archons, Holy word, Sunray (personally I like also Gate
)
In case of druid spells (or rather Ranger/cleric - I don't play druid because of xp cap) the only change is that I use also insects (creeping doom 7thlev or Insects Plague or Summon Insects)
1lev : command, bless, remove fear, sanctuary
2lev : hold person, chant, silence 15'radius, slow poison
3lev : animate dead, holy smite,rigid thinking
4lev : prot.from evil 10'radius, defensive harmony, death ward, cloak of fear, lesser restoration
5lev : mass cure, chaotic commands, flame strike, sometimes greater command
6lev : aerial servant, blade barrier, wondrous recall, false down
7lev : Shield of the Archons, Holy word, Sunray (personally I like also Gate
In case of druid spells (or rather Ranger/cleric - I don't play druid because of xp cap) the only change is that I use also insects (creeping doom 7thlev or Insects Plague or Summon Insects)
So sayeh
Wise Manveru Telcontar,
The Mighty Wizard from Eregion
The Eregion Wizards
Elen sila Lumenn' Omentielvo
Wise Manveru Telcontar,
The Mighty Wizard from Eregion
The Eregion Wizards
Elen sila Lumenn' Omentielvo