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Which spells to choose??

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Mitch
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Which spells to choose??

Post by Mitch »

Which spells are the must haves for wizard bard and sorcerer??
And which specialist mage is the best??
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Tybaltus
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Post by Tybaltus »

Originally posted by Mitch
Which spells are the must haves for wizard bard and sorcerer??
And which specialist mage is the best??
Well in every game I play, I love conjurer spells. But I miss out in Chromatic orb, Aganazar's Scorcher, and Magic Missile...a few very good spells. But things like Animate Dead, and Monster summoning of high levels, along with spider spawn, and the shadows are great spells. But thats for the conjurer.

I have also found uses for any of the fire/acid arrow spells, skull trap, finger of death, improved haste, haste, mass invisibility, and obviously identify.

I use these spells on a regular basis and help out greatly (with the exception of skull trap which was extremely useful in only one fight, but it was a critical fight).

As far as which specialty mage? Well I guess conjurer, diviner, or illusionist are all good for me. :D
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Gruntboy
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Post by Gruntboy »

Spell selection for such characters is a tough call.

I like choosing spells my main caster won't use: like grease or horror for example.

On the other hand, these don't increase with level, so others like magic missile and chromatic orb (which improve with experience) are useful for limited selection characters.

Think defensive too - mirror image is useful for bards. You have to balance utility and the possibilties for future advancement.
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Post by fable »

My selection of spells for my sorc and bard are different. The former is my main spell caster, so he's going to get the heavy engagement spells. Also, my bard is a drow, so he advances slightly more slowly than the others in my party. If you've got a spellcaster whose advancement is hobbled, I would suggest focusing on spells that don't improve with extra levels: summons, for instance. While my sorc is throwing aggressive spells at the enemy, my bard is increasing the size of my forces.
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Tybaltus
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Post by Tybaltus »

Originally posted by Gruntboy
On the other hand, these don't increase with level, so others like magic missile and chromatic orb (which improve with experience) are useful for limited selection characters.
Animate Dead, my favorite summoning spell, also increases its ability by level. It summons stronger creatures every level.

I just love the elite boneguards.... :cool:
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Post by Jaesha »

Magic missile. Don´t leave home without it.
@Ty; Might make the foe´s balls explode...
Also, the what´s it called red lance (of distruption???) is good for taking out an entire crowd of cronies.
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Skooter327
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Post by Skooter327 »

Another tactic for spellcasters is to find a bottleneck on the map, then cast a mess of area-effect spells in it. I like to have Grease and Web with my sorcerer, and then use a druid to cast Spike Growth, Wall of Flame, etc., and finally cast the cloud spells and fireball with a mage. This makes quite a mess for your foes to wade through, and can be as effective as summons. Like anything else, the area-effect tactic requires careful spell selection. Thats why I have my sorcerer cover the hold spells, as they can cast it more times and improve the chances of holding a creature; its also useful to have Fireball, as the sorcerer can cast it more times. Also, a sorcerer shouldn't be without Magic Missile and Mirror Image. Just my 2 cents...
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Post by KidD01 »

Skoot got a point. I used almost same tactics. Yet before that I use my rogue in stealth to scout ahead and left my party armed w/ ranged weapons on te other side of the bottleneck. Then I lay skulltraps on the bottleneck.

When the rogue spot the baddies, I hide her on a safe place without loosing any sight of the baddies while casting all resistance speel on my barb. Then the rogue will rain some arrows and let the baddies chase her while she retreat where my barb ready to melee. It's a beautiful sight when those skull explodes while I rain some are effect spells :)
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Fallen Angel
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Post by Fallen Angel »

I have found lightning bolt to me more useful then lance of disruption, this time lightning bolt doesn't bounce all over the place till it nails you party repeatdly.

On a side note, glif of warding is nearly as effective as skull trap and you priest can cast it.
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Post by koz-ivan »

for a wizard it's easy - every spell you can lay your hands on.

for a bard almost as easy - some protection spells, mirror image / blur / maybe improved invis. if a certain spells can be cast on others "invisability" for example do not overlap w/ your sorc, it will be a waste of already scarce spells lists.

sorc's are the most flexable and depend on how you want them to look...

defense, spelsl like mirror image, stoneskin, improved invis, and some of the armor type spells - shield, armour, mage / spirit / ghost... (but be carefull as to not duplicate the armour class bonus type (ie deflection)

other must haves - fireball, web, grease, acid arrow, magic missle, sunfire...

also i try to take one or two summon spells, usually animate dead and one of the shadow spells...

an easy sroc list is to plan on having an elemental feat "spirit of flame" (ex) then take all the flame spells...

or to choose a few schools to master, and collect all spells that use those (ex) necromancy & transmutation -

necro - horror, skull trap, finger of death, horrid wilting ect ect

transmutation - slow, disintegrate, suffocation...

try not to duplicate effects - example disintegrate and flesh to stone both do the same thing...

also avoid spells that remove your casting ability - blink, tensers, iron body...
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