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Xanidu
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Post by Xanidu »

Ok, so, heres the deal. I plan of playing SoA for like 100th time, but the only difference is, im going to solo with a sorceror for the first time. Could anyone please give me some suggestions, cuz im more of a hack and slash everything around me person. I have already looked at the stratagy guides on soloing with this character, now I would like some of your opinions. I plan on using Saravok when I get to ToB later if anyone would like to know.
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VonDondu
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Post by VonDondu »

Do a search in these forums and you'll find a lot of discussion about this very subject.

Spell selection is very important for a Sorcerer, and a lot of good suggestions have already been made. A good rule is not to choose any spells that can be duplicated with a wand, such as Fireball, Cloudkill, etc. Magic Missile, Mirror Image, Melf's Minute Meteors, Skull Trap, and Stoneskin are desirable as soon as you can get them. Greater Malison, Spell Immunity, and Breach are also important. From there, it just depends on your playing style. I like Emotion and Hold Monster, but other people prefer Teleport Field and Sunfire.

As for combat strategies, there are plenty to choose from, but choose wisely, for they are not always compatible. For example, you don't want to use area effect spells that can harm your own group if you rely upon summoned monsters and dominated creatures to fight for you. You've seen enemy Mages rely upon summoned monsters and henchmen to engage you in melee while they hit you with spells, so you can see how effective it can be. Skeleton Warriors and Planetars are particularly powerful. So are "party friendly" area effect spells like Horrid Wilting and Dragon's Breath. Project Image also works wonders--you can cast it and then have your "clone" empty his spellbook, and then do it all over again as many times as you can cast Project Image.

Equipment is pretty easy to choose. The Robe of Vecna, the Amulet of Power, Ioun Stones, Bracers of Defense, the Belt of Inertial Barrier, Boots of Speed, Rings of Wizardry and Acuity or Fire Control or the Ring of Gaxx, the Staff of the Magi, a Cloak of Protection or something interesting like the Nymph's Cloak...most choices are pretty clear-cut.
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Post by JackOfClubs »

Don't forget the 6th level Death Spell. It instakills several types of semi-tough monsters that are typically found in groups: most notably Kuo-Toa, Umber Hulks, and Sahuagin (although the latter two types can be taken out more cheaply with cloudkill.) Also it will dispel any summoned creatures without a save, which is nice for those mage-unfriendly Nishruus and Hakeashars. Even better it works on the Mindflayers that teleport in with Phaere which makes a battle that can be tricky for a solo player much easier. This is easily my favorite attack spell until I get Horrid Wilting and Chain Contingency.

Speaking of summoning spells, you will definitely want to get Mordenkainen's sword. It's immunities make it much the best summon in the game with the possible exception of the high-level planetars that VonDondu mentions. Also, the fact that it is rather difficult to find the scroll for this spell makes it more valuable to select it, even if you find you don't use it much.

You can find out lots of helpful information on spell casting at Xyx's Spell Reference.

Finally, a note of clarification: VonDondu's point about not selecting spells that you can get through items is a good one but you might have noticed that she suggested memorizing Magic Missile which is also available as a wand. The reason this is a good idea is that the wand only shoots a single missile but the spell adds an additional missile for every odd level (up to a max of 5 at 9th level). Technically this is true of fireball as well, because you do more damage with the spell than the wand at high levels, but it is not as important since the wand does a decent amount of damage and you will have better spells by the time this becomes an issue.
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lompo
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Post by lompo »

Remember thet also for Death spell there is an helm that let you cast it, so I wouldn't select it, specially because there are al lot of good spells on sixth lev. for a solo sorc. (Mislead, true sight, contingency) and by the time you can learn the 4th or 5th spell on that lev. you don't need it anymore.
That is another point you should focus, the order of choosing your spells: it's better you plan it well ahead, because can really change the difficoulty of the game.
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Post by Astafas »

[QUOTE=lompo]Remember thet also for Death spell there is an helm that let you cast it, so I wouldn't select it, specially because there are al lot of good spells on sixth lev. for a solo sorc. (Mislead, true sight, contingency) and by the time you can learn the 4th or 5th spell on that lev. you don't need it anymore.
That is another point you should focus, the order of choosing your spells: it's better you plan it well ahead, because can really change the difficoulty of the game.[/QUOTE]

I wasn't aware that Sorcerors can wear that helmet. I know for certain that Mages cannot, at least. And I would still recommend that spell.
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lompo
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Post by lompo »

[QUOTE=Astafas]I wasn't aware that Sorcerors can wear that helmet. I know for certain that Mages cannot, at least. And I would still recommend that spell.[/QUOTE]

You could be right, haven't checked if sorc. can wear that helm (same as Vahilor helm). It say in the description that mage can't wear it, so would be interesting to know why a certain mage risked so much to try to obtain it.
As for death spell I wan't deny its usefulness, but I pointed that IMO at least mislead and true sight and Pfmw are more important, so death spell should be a later choice, in the best case the 4th which happen at 21st lev., where you will be already using 9th/10th lev. spells, while the 5th choice is at lev. 31st when you will hardly need it anymore. Even if taken as 3rd choice that would mean 15th lev., one lev. away from getting Adhw, which is far superior.
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Xanidu
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Post by Xanidu »

Thanks guys, I am currently in the process of playing the game with my sorc. Right now he is level twelve, and all i have for equipment is the Robe of Vecna. It is so awesom. I can kill big groups of people with one instant fireball! The only problem is that i have trouble killing other magic users, especially liches. Maybe once I am a higher level. It is quite challenging.
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VonDondu
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Post by VonDondu »

Liches are immune to all spells lower than 6th Level. They also cast Spell Trap, Stoneskin, and Protection from Magic Weapons. Ruby Ray of Reversal, Pierce Shield, and Spellstrike will dispel the lich's Spell Trap, but Remove Magic, Dispel Magic, and Breach won't work because they're lower than 6th Level. You have to hit the lich at least six times with a +3 or better weapon to get past the Stoneskins, or you have to hurt the lich with fire damage. Melf's Minute Meteors will work after the lich's Protection from Magic Weapons wears off, but I think it takes five successful hits to get past the Stoneskins. Cold damage and electrical damage won't work, and neither will Wands of Fire. Spells such as Delayed Blast Fireball, Incendiary Cloud, and Abi-Dalzim's Horrid Wilting work very well. You can't cast them yet, but you can use scrolls. When you get Dragon's Breath, the game is over for liches (even demi-liches).

At lower levels, the easiest way to kill a lich is to use a Scroll of Protection Against Undead (so it will just stand there and not attack you), wait four rounds for the lich's Protection from Magic Weapons to wear off, and then keep hitting it with Melf's Minute Meteors until it's dead (hopefully within ten turns, the duration of the Protection Against Undead spell). I think the first five successful hits will knock down the lich's Stoneskins, and then the fire damage will hurt it.

At 14th Level, you can select Project Image. This will enable you to use scrolls over and over again. You'll also have a better selection of spells to use against liches. Have your clone cast Spell Immunity: Divination, Spell Immunity: Abjuration, and Spell Immunity: Necromancy when you use Project Image, because the lich will cast True Sight, Dispel Magic, and death magic, which will destroy your clone. Or you can have your clone use a Protection Against Undead scroll. Before you cast Project Image, put the scrolls you want to use in your quick slots, such as Abi-Dalzim's Horrid Wilting, Incendiary Cloud, or Delayed Blast Fireball, along with any scrolls you want to use against the lich's Spell Trap (Ruby Ray of Reversal, Pierce Shield, or Spellstrike). The clone can also cast any spells your Sorcerer has memorized.

Ordinary Mages are much easier to kill than liches, because you can use Breach, Secret Word, Remove Magic, and all sorts of attack spells. I like to put three Lower Resistance spells into a Spell Trigger when I fight opponents that have high magic resistance. Three flame arrows in a Spell Sequencer also inflict a lot of damage. Keep them busy with some monsters from a Wand of Monster Summoning until you can summon Mordenkainen's Sword or Skeleton Warriors while your (or your clone) casts spells. Mage battles can be very fun. :)
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Sytze
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Post by Sytze »

You should try this thread. Especially the first ten replies are of high value when picking a sorcerer.


[QUOTE=VonDondu] Have your clone cast Spell Immunity: Divination, Spell Immunity: Abjuration, and Spell Immunity: Necromancy when you use Project Image, because the lich will cast True Sight, Dispel Magic, and death magic, which will destroy your clone.[/QUOTE]
I thought you could only have one Spell Immunity active. :confused:
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VonDondu
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Post by VonDondu »

[QUOTE=Sytze]I thought you could only have one Spell Immunity active. :confused: [/QUOTE]
I never thought there was a limit. When I look at the "Affects" tab in Shadowkeeper, every instance of Spell Immunity appears to be in effect when I cast it multiple times. All types of protection also seem to work (Divination, Abjuration, Necromancy, etc.).

BTW, I just read the message thread you linked to. You might notice that Smarter Mages and Liches use multiple instances of Spell Immunity (Divination and Abjuration). However, what Xyx and UserUnfriendly said about Remove Magic and Breach might be a little misleading--they might be the only protection removal spells you need in an unmodded game, but that doesn't mean they will work on every enemy. They won't work against a lich. By the same token, even though area effect spells and wands can be used against enemies who are using Spell Turning or Spell Trap, that doesn't mean they will work against liches. I don't remember ever seeing a Wand of Fire or a Wand of Cloudkill damage a lich, and the lower level spells like Fireball don't work. High level area-effect spells like Abi-Dalzim's Horrid Wilting work quite well (and I don't think you really need Incendiary Cloud if you have Horrid Wilting and have to make tough choices).

Also, there seemed to be a question about whether Dispel Magic will cancel Spell Immunity. I know that the Inquisitor's Dispel Magic will not cancel Spell Immunity, and I don't think Remove Magic will. But there are several other spells that will, including Spell Thrust, Secret Word, and Pierce Magic, all of which incidentally were deemed useless by some of the participants in that discussion.

Also, the suggestions for a Sorceror's spell selections in that message thread don't seem appropriate for a solo character, since most people were making the assumption that the Sorcerer would be a member of a party in which other characters would do some of the work. A solo Sorcerer needs Knock and True Sight, for example, and those weren't on many of the lists. To take another example, Xyx (whose opinion I respect quite a lot) doesn't think much of Melf's Acid Arrow, but until a solo Sorcerer hits 10th or 12th Level, it's not a bad idea to have a 2nd Level attack spell in addition to the standard 1st Level and 3rd Level attack spells (Magic Missile, Burning Hands, Flame Arrow, Skull Trap, etc.). You need Mirror Image for protection, but you also need to inflict damage on your opponents.
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VonDondu
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Post by VonDondu »

Here's a spell progression chart for Sorcerers, along with my own recommendations for a solo character. As you can see, some of the spells are few and far between, so you have to make tradeoffs:


7th Level (89,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Chromatic Orb, Identify, Magic Missile, Spook
(3) Level 2 spells (6 times/day) Knock, Melf's Acid Arrow, Mirror Image
(2) Level 3 Spells (4 times/day) Melf's Minute Meteors, Skull Trap


8th Level (90,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(3) Level 2 spells (6 times/day)
(2) Level 3 Spells (5 times/day)
(1) Level 4 Spell (3 times/day) Stoneskin


9th Level (135,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(4) Level 2 spells (6 times/day) Resist Fear
(3) Level 3 Spells (6 times/day) Flame Arrow
(2) Level 4 Spells (4 times/day) Emotion


10th Level (250,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(4) Level 2 spells (6 times/day)
(3) Level 3 Spells (6 times/day)
(2) Level 4 Spells (5 times/day)
(1) Level 5 Spell (3 times/day) Breach


11th Level (375,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day) Glitterdust
(4) Level 3 Spells (6 times/day) Remove Magic
(3) Level 4 Spells (6 times/day) Greater Malison
(2) Level 5 Spells (4 times/day) Lower Resistance


12th Level (750,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(3) Level 4 Spells (6 times/day)
(2) Level 5 Spells (5 times/day)
(1) Level 6 Spell (3 times/day) True Sight


13th Level (1,125,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(4) Level 4 Spells (6 times/day) Secret Word
(3) Level 5 Spells (6 times/day) Spell Immunity
(2) Level 6 Spells (4 times/day) Death Spell


14th Level (1,500,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(4) Level 4 Spells (6 times/day)
(3) Level 5 Spells (6 times/day)
(2) Level 6 Spells (5 times/day)
(1) Level 7 Spell (3 times/day) Project Image


15th Level (1,875,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(4) Level 4 Spells (6 times/day)
(4) Level 5 Spells (6 times/day) Animate Dead
(3) Level 6 Spells (6 times/day) Improved Haste
(2) Level 7 Spells (4 times/day) Mordenkainen's Sword


16th Level (2,250,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(4) Level 4 Spells (6 times/day)
(4) Level 5 Spells (6 times/day)
(3) Level 6 Spells (6 times/day)
(2) Level 7 Spells (5 times/day)
(1) Level 8 Spell (3 times/day) Abi-Dalzim's Horrid Wilting


17th Level (2,625,000 xp)
---------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(4) Level 4 Spells (6 times/day)
(4) Level 5 Spells (6 times/day)
(3) Level 6 Spells (6 times/day)
(3) Level 7 Spells (6 times/day) Spell Sequencer
(2) Level 8 Spells (4 times/day) Spell Trigger


18th Level (3,000,000 xp)
-----------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(4) Level 4 Spells (6 times/day)
(4) Level 5 Spells (6 times/day)
(3) Level 6 Spells (6 times/day)
(3) Level 7 Spells (6 times/day)
(2) Level 8 Spells (5 times/day)
(1) Level 9 Spell (3 times/day) Timestop
Special Ability: Improved Alacrity


19th Level (3,375,000 xp)
-----------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(4) Level 4 Spells (6 times/day)
(4) Level 5 Spells (6 times/day)
(3) Level 6 Spells (6 times/day)
(3) Level 7 Spells (6 times/day)
(3) Level 8 Spells (6 times/day) Symbol: Stun
(2) Level 9 Spells (4 times/day) Shapechange
Special Ability: Summon Planetar/Dark Planetar


20th Level (3,750,000 xp)
-----------
(5) Level 1 Spells (6 times/day)
(5) Level 2 spells (6 times/day)
(4) Level 3 Spells (6 times/day)
(4) Level 4 Spells (6 times/day)
(4) Level 5 Spells (6 times/day)
(3) Level 6 Spells (6 times/day)
(3) Level 7 Spells (6 times/day)
(3) Level 8 Spells (6 times/day)
(3) Level 9 Spells (6 times/day) Spell Trap
Special Ability: Dragon's Breath


That's as far as my chart goes. If there's enough interest, I'll finish it and post it.
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Sytze
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Post by Sytze »

The main reason why I linked that thread in my post, was because of the diversity of opinions and the reasons why someone would suggest a spell. I also realise that the thread slowly moved towards the spell selection of two sorcerers, however, that was not the original intention of the thread.
Regardless, a lot of ideas were posted in that thread, of which Xanidu could draw his own conclusions whether or not he agreed with them or thought them useful. Therefore I thought it would be valuable to post it. ;)

I also noticed in the linked thread that they were talking about multiple SI's active at the same time. However, I thought it better to ask the question here, instead of reviving that old thread. I was always under the assumption that you could only have one SI active and therefore I never tried it myself. Live and learn, I guess.

Here's my spell selection for a sorcerer, although it is not as detailed as Von's.
Level 1:
- Shield
- magic Missile
- Spook
- Chromatic orb
- Protection from Evil
I wouldn't use Identify, because you will be able to get that nice item, which identifies items three times a day, very early on.

Level 2:
- Mirror Image
- Glitterdust
- Blurr
- Knock
I don't think you need many low level damaging spells, since you will level up fast enough. As a solo sorcerer, you are better off having area (damaging) spells, than spells that affect a single target, imo.

Level 3:
- Slow
- Remove Magic
- Skull Trap
- Melf's Minute Meteors (very useful!)

level 4:
- Teleport Field (one of the better level 4 spells. Affects fighters, disrupts their melee attacks. No save)
- Stoneskin
- Greater Malison
- Minor Sequencer

Level 5:
- Breach
- Spell Immunity
- Animate Death
- Lower Resistance

Level 6:
- Contingency
- Improved Haste/Protection from Magic Energy
- True Sight
- Protection from Magical Weapons

Level 7:
- Mordenkainen's Sword (get this and Animate death and you got the summons army)
- Spell Sequencer
- Project Image
- Limited Wish

Level 8:
- Abi-Dalzim's Horrid Wilting (of course :rolleyes: )
- Simulacrum (get this and Project Image and make a clone army of yourself)
- Spell Trigger

Level 9:
- Chain Contingency
- Timestop
- Wish
- Shapechange (I'm a big fan of this spell. Cast Timestop, cast all your protection spells, if possible, and then cast this spell. Imagine an Iron Golem that almost can’t be hit, or be affected by spells. Should you still get hit, change into a Greater Werewolf and heal yourself fast.)
Don't get Spelltrap, because Staff of the Magi will take care of that.

Level 10:
- Improved Alacrity (the mage spell!)
- Summon Planetar (best summon)
- Dragon’s Breath



And post ahead Von. :)
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