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Spell Thrust for my sorceror or no?

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OldMansChild7
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Spell Thrust for my sorceror or no?

Post by OldMansChild7 »

soloing a sorceror right now, should i pick spell thrust for one of my level 3s? it seems very useful, anyone got comments?
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Ieldra
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Post by Ieldra »

No, don't select it. There are too many other L3 spells to bother with a very minor protection breaker. Here's my selection for L3 spells:

Melf's Minute Meteors
Slow
Skull Trap
Haste
Remove Magic

For a spell protection remover, wait until you get L7 spells and select Ruby Ray of Reversal. You won't need anything else in that category, and everything below that has the disadvantage that it cannot remove Spell Trap, and that there are too many other important spells in the relevant levels.
If you absolutely *must* have a spell protection remover very early, go to Watcher's Keep. There's a Wand of Spell Striking somewhere on the second or third level. But as you're soloing, you should reach L15 in no time anyway.
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moltovir
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Post by moltovir »

Remove Magic, Dispel Magic, Breach, Pierce Magic and Ruby Ray of Reversal should be more than you'll ever need. Spend the rest on various offensive and defensive spells.
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Post by me0w »

"Melf's Minute Meteors
Slow
Skull Trap
Haste
Remove Magic"

- Nice, but it would be better without skull trap and fireball instead. - Also, slow isn't vital.
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Post by moltovir »

...or not. Fireball stops advancing at lvl 10, while skulltrap can reach 40d6 damage! Can you imagine what a spell trigger with 3 skull traps can do to a dragon ;) I know that you can't aim it directly like fireball, but just cast mirror image and use skull traps as sunfires.
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Klorox
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Post by Klorox »

Here are my choices:

Flame Arrow
Slow
Melf's Minute Meteors
Skull Trap
Protection From Normal Missiles (pretty useful at times in ToB).
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Patrick
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Post by Patrick »

Why does fireball stop at 10th, and is that for just Sorceror?
What is the sunfire/mirrorimage thing you spoke of.
40d6, wow
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Post by ensaro dai »

Fireball is nerfed and its for mages/sorcerers, not only sorcerers.

Mirrorimage = 5 copys of your sell, who have to be hit one by one (1 hit is ennuf) to be destroyed (lvl 2 spell, very useful)

Sunfire: From the centre of the caster, an exploding blast of fire (sunfire) is released not damaging the caster, but it might damage party members :)
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Ieldra
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Post by Ieldra »

[QUOTE=me0w]"Melf's Minute Meteors
Slow
Skull Trap
Haste
Remove Magic"

- Nice, but it would be better without skull trap and fireball instead. - Also, slow isn't vital.[/QUOTE]

There are limitless Fireballs available from wands, at maximum strength (10d6). Skull Trap is not capped, and it's a trap. I killed 3 of the 6 enemies in the Improved Twisted Rune by preset Skull Traps - no chance of doing that with Fireballs.
(And yes, I do not usually pick Cloudkill in level 5 - there are wands for that, too)

Slow *is* vital against regenerating enemies. Maybe it gets used more rarely than other spells, but you'll miss it if you don't have it.
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Post by Sojourner »

[QUOTE=ensaro dai]Fireball is nerfed and its for mages/sorcerers, not only sorcerers.

Mirrorimage = 5 copys of your sell, who have to be hit one by one (1 hit is ennuf) to be destroyed (lvl 2 spell, very useful)

Sunfire: From the centre of the caster, an exploding blast of fire (sunfire) is released not damaging the caster, but it might damage party members :) [/QUOTE]

Sunfire spell has the added advantage of bypassing magic resistance (Fireball does not). Misled mage/sorceror + high-level Sunfire = Drow devastation.
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Ieldra
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Post by Ieldra »

[QUOTE=Klorox]Here are my choices:

Flame Arrow
Slow
Melf's Minute Meteors
Skull Trap
Protection From Normal Missiles (pretty useful at times in ToB).[/QUOTE]

No Remove/Dispel? Phew, I wouldn't recommend that for a solo sorcerer. For a party sorcerer it might work.

Protection from Normal Missiles isn't very useful in TOB - about 99% of all missiles are magical.
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Post by nephtu »

Hmm...

Well, if you include the Spell-50 MOD, skull traps and fireballs BOTH go up to 50d6, so that' a wash. That being said, even with unmodified spell set, skull trap can be tricky to use in combat, because of its range limits.

I think for a solo socereror I'd advise Skull trap, Melf, haste, slow, remove magic (dispel, where needed, can be done from scrolls) since you can cast fireballs from wands.

Spell thrust isn't worth it for anyone.

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Klorox
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Post by Klorox »

[QUOTE=Ieldra]No Remove/Dispel? Phew, I wouldn't recommend that for a solo sorcerer. For a party sorcerer it might work.

Protection from Normal Missiles isn't very useful in TOB - about 99% of all missiles are magical.[/QUOTE]

Is this a thread about solo sorcerers? I have Keldorn in my party, he's all the Dispel Magic I'll ever need. Just in case he's not, I have Imoen, Jaheira and Anomen all memorize the spell one time each.

Dispel Magic is a great spell, but it's a waste in a party where 4 others can cast it, especially when Keldorn is the best dispeller in the game.
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Post by fable »

No, it's about Spell Thrust, and other spells of the same level that may (or may not) be better.
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Klorox
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Post by Klorox »

oh man..
I just reread the original post, and this thread is kinda about a solo sorcerer...
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Post by fable »

soloing a sorceror right now, should i pick spell thrust for one of my level 3s? it seems very useful, anyone got comments?

The emphasis is on spell thrust for a sorc. If you have a problem with that, PM me. :)
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Ieldra
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Post by Ieldra »

[QUOTE=Klorox]Is this a thread about solo sorcerers? I have Keldorn in my party, he's all the Dispel Magic I'll ever need. Just in case he's not, I have Imoen, Jaheira and Anomen all memorize the spell one time each.

Dispel Magic is a great spell, but it's a waste in a party where 4 others can cast it, especially when Keldorn is the best dispeller in the game.[/QUOTE]

All right, if you have Keldorn, then you don't need Dispel Magic from anyone else - except if Keldorn is indisposed. But that's only one NPC out of the 16(? 12?) available. Anyway, I'd want my Sorcerer to be believable as a character. Having Spell Trust but not Dispel or Remove Magic is just not believable. Spell Thrust, IMO, is a waste of a valuable spell slot. Even with a mage, I almost never use it.
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ensaro dai
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Post by ensaro dai »

Just have dispel/remove magic and get breach/LR at lvl 5
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OldMansChild7
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Post by OldMansChild7 »

thx for all your help, and guys, no need to turn hostile, appreciate all your opinions
anyways, ill probably pick spell thrust anyways, now my level 3 picks are MMM, Skull, Remove Magic, Haste, everything else in level 3 is no more useful than spell thrust, so...
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Patrick
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Post by Patrick »

Not to drag it on but what about lightningbolt, does this max out at 10th too??
What about flame arrow??
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