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Need help w/ using high-level mage spells for *Warning: some plot spoilers*

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Galuf the Dwarf
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Need help w/ using high-level mage spells for *Warning: some plot spoilers*

Post by Galuf the Dwarf »

Well, as much as I've done well at beating BG2 SoA two times since I've had it, I have to admit one thing: I don't feel too skillful with using mage spells. Yeah, I know generally when's a good time for casting debuf and damaging spells, but the one area which I want to improve most on is with these spells: Time Stop, Sequencer (lesser and greater), and Spell Trigger (lesser and greater). I want to be able to cast spells that give my party a bit more of an advantage in the harder battles to come.

NOTE: I do not have the Ascension mod installed

Right now, I'm in Saradush, trying to get into Gromnir's fortress. My party consists of (may have to edit current levels) :

Lvl 19 Cavalier

Minsc (Lvl 20)

Sarevok (Lvl 21)

Anomen (Lawful Good, Lvl 24/7)

Imoen (Lvl 14/8)

Aerie (PC romance, Lvl 15/16)

Aerie and Imoen, in this case, are my arcane spellcasters. Imoen has Time Stop known, though I don't think she knows Spell Sequencer and/or Spell Trigger (will check and edit tomorrow).

Well, what's a good way to use them effectively?
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JackOfClubs
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Post by JackOfClubs »

Spell Sequencer:
I usually cast 3 Magic Missiles before I rest and just leave it until I need it. That way another sequencer will be immediately available for combat, once the current one is used. Other good spells to cast are Lower Magic Resistance, Breach or Remove Magic for fighting creatures with protections. If you need waste the current Sequencer, in order to cast a new one, try to use it on minions that aren't protected.

Time Stop:
First of all, make sure the spell cannot be interupted. 9th level spells take a long time to cast and a single hit can destroy it. So, make sure you have at least stoneskin (to protect from weapon damage) and mirror image (to protect from spells). Improved invisibility is also good.

As far as what spells to cast once the time-stop kicks in, really anything goes. A lethal combination is Time Stop and Greater Acuity. Try to cast diabling spells first, so that you can cast your actual damage spells freely when the Time Stop wears off.
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Galuf the Dwarf
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Post by Galuf the Dwarf »

Okay, sounds interesting. Mainly, I've been inspired to do this in part by all of the battles I've experienced where mages and other spellcasters use Time Stop in unison with spells like Symbol: Stun, Power Word: Kill, and Symbol: Fear to try and unravel my ranks (somewhat to their dismay, with my PC's immunity to fear and ability to cast Remove Fear multiple times per day).

I'll look into what you say, and much more. I'm just trying to make it a bit more fun. You know, give the game a little more activity to make it a bit more entertaining. ;)
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Post by nephtu »

Spells...

Galuf says:
....SNIP....Time Stop, Sequencer (lesser and greater), and Spell Trigger (lesser and greater). I want to be able to cast spells that give my party a bit more of an advantage in the harder battles to come.

NOTE: I do not have the Ascension mod installed

Right now, I'm in Saradush, trying to get into Gromnir's fortress.


Party of PC Cavalier / Minsc / Sarevok / Anomen / Imoen / Aerie -PC romance

I have similar issues, normally just beating everyone up Let me briefly speak to WHAT these spells do - a bit of thinking about the spells is essential. Check out Xyx's spell guide (BG II resource sticcky) for WAY more detailed & definitive info.

Sequencers & Contingencies
These allow you to "pre-cast" spells that can then be instantly triggered in combat. You can target anything with them - so they can be self, party member or enemy. They will fail if the targeting is wrong - if you try to cast self-only spells on other, for instance - you can't have a split of self and other in your targeting, with, say, blur and magic missile - cast that on someone else, it will fail, cast on yourself, and you'll get hit. Effective combinations are really limited only by your imagination.

Sequencers
Minor spell sequencer - L4 - two spells L1 or 2
Offensive: Magic missile / Chromatic Orb (orb mostly at lower levels - the saving throw is a drag)
Any two of web/ stinking cloud/ glitterdust/ horror.
Spook X 2 on a single target
Defensive: Mirror Image and Blur
Spell Sequencer - L7- three spells of L1-4
Offensive: Triple fireball or skull trap
Triple sunfire (on yourself, of course)
Greater Malison, Remove Magic, Slow
Spook X 3
Remove Magic X 3
Defensive: Stoneskin, Minor Globe/Spell deflection, Impr. Invis.
Mixed: Some combo of: Stoneskin, Remove Magic, Gr, Malison, Haste, Slow, Invis.10'Radius, Impr.Invis. on self
Spell Trigger - L8 - three spells L1-6
Offensive: Lower Resist X 2, Breach
3 X cloud kills or death fog
Any of the previous combinations
Defensive: Some combination of Pro Magic Weapons, Pro Magic Energy, Stoneskins, Impr. Invis, Impr. Haste and some of the previous defensive spells
Mixed: As before, with the ProMW & Pro ME options.
Aerie has extra options with clerical spells she can place in her triggers.

Contingencies are also useful - these spells are cast automatically when a certain condition is met - see enemy, half health, what have you, specified when the spell is cast. They take effect automatically, with targeting as chosen, and can be cast when paused, without consuming your normal one spell-equivalent action per round.
Contingency - L6 - One spell L1-4 - Target self only
Defensive: Stoneskin, Impr. Invis, Mirror Image
Offensive: Remove Magic, Slow
Chain Contingency - L9 - Three spells L1-8 - Target self or enemy
Offensive: Too many to list but a few:
3 X Abi-Dalzim (ADHW) or Incendiary Cloud (careful placement and/or FR needed!)
Breach, Ruby Ray, Remove Magic
Lower Resist X 2, Breach
Defensive: Any combination of Pro MW, Pro ME, Impr. Haste, Mass Invis
2 X M Sword, Impr/Mass. Invis
2 X M Sword, Haste
Mixed: About a billion combinations possible:
say Pro MW, 2 X ADHW on self

Time Stop:
As described, Time stop is best combined with Greater Alacrity or at least Melf/Energy Blades and items which shorten casting time (Robe of Vecna, Amulet of Power). When I'm going to use it, I usually try to apply debuff/disabler spells FIRST with triggers and/or contingencies - remember that those can cast even fairly slow spells instantly. Anyway, once you get it casted, either:
1) Cast Greater Alacrity and dump all your fast casting damage spells, like skull traps, fireballs, etc - cast duration spells like Incendiary Cloud or Cloudkill FIRST, as they will work during the duration of the timestop. Remember that you can use triggers and contingencies in timestops to get spells off even faster. Do be aware that some powerful creatures are immune to timestop, which can leave your spellcaster alone with a big meanie - Ouch!
OR
2) Start attacking an enemy with your ranged summoned weapons (Melf, Energy Blades) as well as casting your spells - damage will really add up while you're doing that too. This is particularly effective when you're after one nasty spellcaster-type creature, rather than, say, a bunch of enemies.
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Post by Sker »

Here's a little sample from the cheese factory:

When your spellcasters hit a high enough level and you need incredible power:

Chain Contingency: Project Image x3 on Self when Helpless
Cast Project Image

With Improved Alacrity (Greater Acuity), Time Stop, Vecna's Robe, & Amulet of Power you can drop a TON of spells in the time it takes for the time stop to wear off. Or just use the Proj Immies to totally buff up, summon monsters (PI's aren't limited to the 5 summon rule), etc. Use some of the previous tips and create your sequencers and triggers before casting PI and they should transfer to the PI's.

It's wise to make Simulacrum one of those spells if one of the enemies has cast True Seeing.

Any of these combinations can be put to devastating effects in most situations... :o :D :cool:
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Post by nephtu »

A note..

PIs and Simulacra cannot, alas, use triggers or contingencies (Drat, drat, drat) - you can have, as Sker noted, up to 4 PIs active at once, but you can only cast one simulacrum (at least with tactics).

An excellent guideline from UserUnfriendly is to use simulacra for melees and fighter/mages, as they can attack without restriction. Use PIs for mages, wild mages, and sorcerors (and priests, sometimes, through scrolls), where their normal inability to attack will be less of a problem.

Mislead is also useful, and can be applied to a PI or Simulacrum, though that often bollixes up the sound set. A PI with SI/Div, SI/Abj and Mislead can be good for LOADS of fun, especially if you can tuck the decoy away somewhere safe.

Multi-generation clones may not have items, spells, etc.
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Post by Sker »

Re: A note..
Originally posted by nephtu
PIs and Simulacra cannot, alas, use triggers or contingencies (Drat, drat, drat) - you can have, as Sker noted, up to 4 PIs active at once, but you can only cast one simulacrum (at least with tactics).

True but there is a way around this. Triggers that aren't fired are passed down to the Simmies and PIs so create the most potent triggers before creating the PIs and Simmies. This is the only way I know of getting around this.

An excellent guideline from UserUnfriendly is to use simulacra for melees and fighter/mages, as they can attack without restriction. Use PIs for mages, wild mages, and sorcerors (and priests, sometimes, through scrolls), where their normal inability to attack will be less of a problem.

Usually true. If dealing with an opponent with True Seeing, I, sometimes, prefer to go with straight Simmies.

Multi-generation clones may not have items, spells, etc.

Multi-generation clones do however carry the special abilities from the source. If the PI or your character cast a spell like ShapeChange before the other PIs or Simmies were created, you can use those effects. I imagine that Balthazar wasn't too scared seeing 4 PIs and 5 Simmies (4 of them unarmed and unarmored) of my main character (F/M) until they all transformed into Illithids and Iron Golems with GWW. :D :eek:
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Post by Sker »

Re: A note..
A PI with SI/Div, SI/Abj and Mislead can be good for LOADS of fun, especially if you can tuck the decoy away somewhere safe.

Ooops. Didn't notice this part before entering my bit about using Simmies with True Seeing opponents. I've always wondered about the SI/Div & SI/Abj factor with PIs.

Evil... Evil... Evil!!! :D :cool:
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Post by nephtu »

More stuff...

I can't take credit for it. it's shamelessly stolen from cheese-meister UU himself. It's amazing what you can do wirh stacked immunities.

Clones beyond generation two can get funky. Normally, IIRC, they inherit special abilities, but not items and spells are uncertain. Anyway, proceed with care if you plan to use them.
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Post by Galuf the Dwarf »

Ummm.... I'm getting confused. :eek: :o

No offense intended, folks, but I'm mainly looking to use triggers, contingencies, etc. for buffing, debuffing, and just making the battle a bit more interesting. I admit that some of this stuff isn't my style, but there's something within this that I'm hoping to use to a fair advantage (as in within the rules of the game). Is that okay? I'm not devaluing tactics, but there's something else I'm looking to do, something unexplained. *strokes his lengthy dwarven beard, thinking*
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Post by nephtu »

Hmm...

Triggers & contingencies are great for getting the combat protections stripped from your enemies, as detailed above (LR X2 + Breach does 90% of them & fits in a trigger).

They're also great for getting up defensive spells - an example might be for Aerie to have, say, the following spells in a chain contingency, set to See enemy target self:
Tenser's transformation
Draw upon Holy might
Protection from Magic Weapons

Stick Improved haste on before the fight, and as soon as you spot an enemy, she will instantly turn into a melee juggernaut, who is also completely invulnerable to melee weaponry for four rounds. Yikes! The downside would be that, untill Tenser runs out she couldn't cast any more spells.

Alternatively, with Spell Immunity: Abj & Div up, followed by Mass or Improved Invis she could have
Protection from Energy
Protection from Magic Energy
Pro Magic Weapons
in a chain contingency set as above.

Untill ProMW runs out, she's basically invulnerable to almost any conceivable attack. and a little jiggery pokery with resist items could remove most of the almosts.... And on a four round sustained burn with Greater Alacrity, Aerie can put a serious hurt on most enemies.
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Post by Galuf the Dwarf »

Re: Hmm...
Originally posted by nephtu
Triggers & contingencies are great for getting the combat protections stripped from your enemies, as detailed above (LR X2 + Breach does 90% of them & fits in a trigger).

They're also great for getting up defensive spells - an example might be for Aerie to have, say, the following spells in a chain contingency, set to See enemy target self:
Tenser's transformation
Draw upon Holy might
Protection from Magic Weapons

Stick Improved haste on before the fight, and as soon as you spot an enemy, she will instantly turn into a melee juggernaut, who is also completely invulnerable to melee weaponry for four rounds. Yikes! The downside would be that, untill Tenser runs out she couldn't cast any more spells.

Alternatively, with Spell Immunity: Abj & Div up, followed by Mass or Improved Invis she could have
Protection from Energy
Protection from Magic Energy
Pro Magic Weapons
in a chain contingency set as above.

Untill ProMW runs out, she's basically invulnerable to almost any conceivable attack. and a little jiggery pokery with resist items could remove most of the almosts.... And on a four round sustained burn with Greater Alacrity, Aerie can put a serious hurt on most enemies.


Sounds a bit more reasonable. Protection from Magical Weapons would make her hard to damage, especially since she's also wearing Asylferund Chain (which makes her immune to normal weapons). If both of those spells work at once along with Tensers, ProME, and more, she'll likely become a one-person army!

Thank you very much for your help. Much appreciated! ;)
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Post by Thufir Hawat »

For chain contingency, my favorite is Mislead + Tensers + Imp. Haste at hit points: 20%. You will be invisible, fully healed with double the HP and a fighter's THAC0, and imp. hasted - with something like the Staff of the Ram + 6, you will be a veritable fighting machine!

For triggers and the like, experiment with them, see if you like to have them as defensive or offensive weapons, and select from there. My personal favorites are triple sunfires - bypasses all magic resistance, and if you hit them with a couple gr. malisons beforehand, they are in for some serious damage. For defensive, you may want to use Prot. MW, Imp. Inv., and Mirror Image.
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