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best spells

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eledil
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best spells

Post by eledil »

what are the best spells in each of these categories:
-directly(without saving throws and stuff) damaging spells on a target
-area damaging spells
-summoning spell
-defensive spell
-non damaging spell(but still offensive)
-and finally your favorite spell or the best you know which is not in this categories

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Nighthawk
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Post by Nighthawk »

Direct - single target: Flame Arrow.
Damage scales based on your level with no ceiling. Low enough level to be put into Spell Sequencers

Area Damage: Fireball or Skull Trap.
Again, sequencable and damage scales according to level although fireball hits a 10d6 limit. I think Skull Trap is actually the best as I don't think there is a limit...it becomes dangerous if cast into an area with no targets, but otherwise acts just like a fireball. I don't like the cone shaped attacks or Sunfire much as my other characters are tough to keep out of the way.

Also, area damage can include duration area damage. Of these Incendiary cloud is generally the best but Cloud Kill works on creatures that are immune to fire and is available in wands.

Summoning: Simulacrum but I would put it in a class by itself. Mordekainen's Sword and Summon Efreeti are both excellent. Efreeti seem very similar to Djinni but the summoning lasts longer.

Defensive Spell: Stoneskin

Non-damage offensive: At lower levels I like to use Web combined with free action items and missile attacks.

Favorite: Simulacrum - see the simulacrum strategy page.
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Jurosementalistile
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Post by Jurosementalistile »

Best straight attack: Yeah, flame arrow I guess.(Straight attack isn't as much fun as enchantment, I don't use them much)
Area damage-Well I thought this one was obvious: Abi-Dalzims horrid wilting. How can fireball compete with D6, a ten die limit and the possibility of hurting friends?
Summoning: Simulacrum. I agree, it's perhaps not a summoning spell, but if it is, definitely the best.
Defensive: 'fraid I'm gonna have to stick with good 'ole stoneskin.
Non-damaging: Timestop, if it counts (Being ninth level and perhaps not offensive.) If not, maze. (Although I must confess I never used it Image)
Favourite spell: Simulacrum. It sucks being predictable, but on the other hand, it's nice someone agree's with me for a change Image
And since they weren't mentioned anywhere else, spell trigger and haste (all forms of both).
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Nagash
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Post by Nagash »

I am assuming priest spells as well

Direct : Melf's Acid Arrow!!! Great way to disrupt mages

Turn 1 : OW!!! The acid ---> no spellcasting
Turn 2 : OW AGAIN!!
ad infinitum ( if u r veri veri high lvl )

Area Damaging : Gotta agree with both replies above

Skull Trap : EVERYONE DIE DIE DIE ( my monk has high MR so who cares )

Abi Dalzim's Horrid Wilting : Can you say dehydration?


Summoning : Animal Summoning III ---> Winter wolves are cool! ( pun intended )

Insect Summoning / Creeping Doom ---> Constant damage, chance of spellcasting failure

Defensive : Stoneskin / Ironskin
( doesn't everyone? )

Honorable mentions : Spell deflection
( minor as well ), Shield of the Archons

Non damaging spells

Lower resistance, Greater Malison : Can you say feebleminded dragon who gets gibbed by my Magic Missiles?

Favourite Spells:
Spell trigger
( try three fireballs or skull traps Image )
Chain contingency, contingency
Sanctuary/Otiluke's Resilient Sphere
( you can't touch me :P )

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When hope has no champion, evil conquers all.
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tigergutt
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Post by tigergutt »

I have improved haste as a personal favourite Image
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rumagent
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Post by rumagent »

Greater malison is a damn good spell. Cast this puppy and your sorcerer casts a wicked chromatic orb...



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Akhna
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Post by Akhna »

Directly damaging the best spell would be the magic missile. everything else can take a close second to that one.

I hated area spells for offense because with the party AI and all that working I was NEVER in a situation where it wouldn't have damaged one member of my party. BUT I did use the druid spell Insect Swarm to win battles with mages and even multiple mages without even breaking a sweat or taking damage.

The best defensive spell had to be stoneskin in battle. However spell turning against a beholder was amusing.

The best summoning spell for me was Summon Nishruu or Hakeshar. Little known fact about these monsters besides being healed by magic and eating up magic users spells is that they have a small arsenal of their own spells. As long as a creature didn't cast spells my fighters could finish it no problem. Simulacrum is the BEST though.

Confusion was a good spell to lay on enemies but I could never get it to be as devasting to my enemies as it was to my party.

Aside from those I really never used many spells. At the end Nalia in the Robe of Venca (from special edition merchant) could actually do a lot more in combat-- instantaneous lightning bolts. YOW!
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Akhna
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Post by Akhna »

Another one already mentioned Sanctuary is probably should be illegal in these games. Any time my characters needed to retrieve a large amount of heavily guarded treasure (d'arnise chapel, mind flayers in the sewers etc.) this one spell enabled me to send my cleric in, search containers, grab items and walk out with no problem. The monsters didn't even follow me.
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Rail
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Post by Rail »

Maybe sanctuary should be banned. If you cast blade barrier before casting sanctuary, you can do HUGE ammounts of damage just by walking near a creature, and the monsters won't even attack!
For defensive spells, I also like death ward and chaotic commands. These can make fighting liches easy, not to mention mind flayers.
Melf's minute meteors is one of my recent favorite offensive spells. The number of mini fireballs flying accross the screen when my three mages are using this spell is staggering!
Non-damaging: Greater Malison. Makes all your other spells great.
Area effect: Cloudkill. It's not as powerful as a lot of others, but it has saved my rear too many times to count.
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Chris Boney
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Post by Chris Boney »

-directly(without saving throws and stuff)
damaging spells on a target
Chromatic Orb, because I can memorize a lot of it, and it has a chance to paralyze an enemy (did anybody ever see which wonders this spell can work in combination with a thief under improved invis? the thief just keeps attacking the immobile enemy from behind and he attacks as if he were fighting, and every hit = backstab!!!
-area damaging spells
probably incendiary cloud, because of the horrible ammounts of damage it does, and the mage can can draw enemy forces into area with stoneskin and prot.fire active.
-summoning spell
Mordekainen's Sword, because it is invulnerable to !everything! except to instant death spells like finger of death and disruption ray and the like. And it also drops a great amulet Image
-defensive spell
protection from fire, and also cold/ electricity/ acid and magic, because they all fall under the category "spells you can cast everytime shortly after resting and they will stay with you until the next camp)
Of course need a spellshield and some kind of reflection spell, too, or a simple dispel magic would suffice to dispell all these nice protection spells.
-non damaging spell(but still offensive)
pickpocket Image No, I would say lower resistence.
-and finally your favorite spell or the best you know which is not in this categories
Tensers Transformation for all the battles against multiple enemies, who are highly resistent to everything, except a good beating from my daystar-and-celestial-fury-wielding swashbuckler/mage.

Chris
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getsleepy
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Post by getsleepy »

Area effect:
Abi Dalzim's Horrid Wilting- you can cast it while your fighters are doing the smacking.
Firewall- preist spell. I think it's more powerful than the incediary cloud. Cast it and close the door, all dies within few rounds.
Direct:
Magic missles - Somehow this one bypass most creature's magic resistance. Flame arrow and acid arrow always go blank with enemies' magic resistance.
Summoning:
Animate undead: skeleton warriors kick ass when they're in packs, like 5 of them. They resist magic and you can summon tons of them.
Defensive:
Chant: basic but very useful
Non-offensive:
Emotion: Cast one and all of them lies there.
Favorite:
lower resistance, greater malison and feeble mind in a spell trigger will do away most (90%) things in BG2.
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The Nutless One
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Post by The Nutless One »

Question: How do you take down sanctuaried monsters ? The ones that come to mind is Firkraag's pet mage, and most priest NPC's you run across. I can't target my pierce shield's and lower resistances, and for some reason they'r e not taking damage from fireballs, and skull traps, and all my melee shots are missing. Dispel Magic is affected by MR, so that's not working either.
I'll try being nicer if you try being smarter
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Jurosementalistile
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Post by Jurosementalistile »

I realised I forgot to mention Tensors Transformation. One of the best spells in the game (If only I could get to a high enough level that my Simulacrums could cast it, grr.)
Magic missile's another goody I failed to mention. Although I can't say I noticed it beating the enemies magic resistance as someone else said.
Melfs acid arrow is theoretically good for disrupting mages, but it never really worked that way for me.
As for lower resistance spells, they shouldn't be in the game as far as I'm concerned. If a creature is magic resistant, you cast lower that with magic. It's stupid and unbalances the game, in my opinion.
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