I've seen many people saying they've been having problems taking down mages with all the chain-contingencies they cast as soon as attacked. So I thought as it's nearly home time (sorry to all the Yanks going to work ) i'd post my way of "bustin em up".
Spell-Trigger...
This wonderful (8th level) spell allows you to tie three spells (of up to 6th? level) together. I use Secret Word, Pierce Magic & Breach. Casting this trigger usually leaves the target with nothing left protection-wise so your fighters can hack 'em to pieces.
It works for me anyways....
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daemon
Takin down mages...
Takin down mages...
daemon
Does this method work if the enemy mage is invinsible or misleaded? Because,if he is,you can't target him with spells (you have to dispel his invisibility first with oracle or true sight thus losing some time).Perhaps it would be useful to store oracle in the trigger as well.
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"ÃçñÜóêù áåß äéäáóêüìåíïò"
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"ÃçñÜóêù áåß äéäáóêüìåíïò"
"ÃçñÜóêù áåß äéäáóêüìåíïò"
I forgot to mention that I've got Haer'Dalis with true-seeing on a contingency (enemy sited) therefore by-passing the mislead/invisible problems.
I also have the spell-sequencer thing as well, though I tend to use Melf's Acid Arrow for its spell disrupting properties (acid = no spells for 3? rounds, by which time they are dead).
BTW: At high levels you should get more projectiles, has anyone noticed the three arrows you should get with flame-arrow at Lvl 15? Or do they just draw one but increase the damage?
I also have the spell-sequencer thing as well, though I tend to use Melf's Acid Arrow for its spell disrupting properties (acid = no spells for 3? rounds, by which time they are dead).
BTW: At high levels you should get more projectiles, has anyone noticed the three arrows you should get with flame-arrow at Lvl 15? Or do they just draw one but increase the damage?
daemon