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Sorceror Spells

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myrophine
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Sorceror Spells

Post by myrophine »

Best Sorceror Spells:

I'm trying to figure out which spells to take for a sorceror. I did a search (keywords sorceror, spells) back to 2002 and was surprised to find only one topic and it covered both wizard and sorceror. I think you choose differently if you are a sorceror so I opened a new thread...

My Picks (based on that I like GSF evoc and necro who is a pure caster ie non-melee):

1st level: chromatic orb, Magic Missile, ? (sleep is godly at beginning but then its obsolete)

2nd level: Mirror Image, Eagles Splendor, ?

3rd level: Fireball, Ice lance, Invis Sphere, Skull Trap, ?

4th and beyond: Can see that some spells are good but unsure which ones suit a sorceror (I usually have one sorceror and 1 main + other mix-in wizards in my party) and which should be left to the mages.

myrophine
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Aldon
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Post by Aldon »

This is the list that I generally use. I have modified the list for one character. I usually use two mages and have a little more freedom.

1: magic missle, chromatic orb, mage armor and protection from evil
2: snowball, bull's strength, cats grace, mirror image
3: fireball, icelance, haste, skull trap
4: stoneskin, malison, improved invisability, shadow conjuration
5: sunfire, lower resistance, greater shadow conjuration
6: acid fog, chain lightening, tensors, improved haste
7: mord sword, FoD, delayed fireball
8: symbol of hopelessness, horrid wilting
9: WoB

This plan is for normal mode (don't play HOF). I usally quit the game before getting level seven spells so levels 6-9 have not been fully tested.
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Aerich
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Post by Aerich »

Off the top of my head, I would add Luck, Web, Melf's Acid Arrow, and Slow in the lvl 3-and-under category. Maybe Shield if you don't take one of the Globe of Invulnerability spells. Maybe Grease as well. A Fire Shield (or both) at the 4th level allows for some cheese with Mirror Image if you ever wish to go into melee (preferably also with Tensor's, at the sixth level).

Chaos is fantastic for a small party even without GSF: Enchantment. -4 to will saves and confusion effect can turn melee enemies into so much target practice.
When your back is against the wall... the other guy is in a whole lotta trouble.
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Dedigan
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Post by Dedigan »

It really depends on what you want to use the sorcerer for. The spells you choose for a buffer/debuffer are different than the spells you would choose for a bombadier.
The spells I use on every sorcerer are:
1: Chromatic orb, shield
2: blur, cats grace, MI
3: Blink, fireball, ghost armor
4: stoneskin, improved invisible, malison, emotion: despair
5: lower resistance
6: improved haste, shades, tensors
7: mordy, DBFB
8: symbol of hopelessness
9: WotB

With the exception of fireball and delayed blast fireball, those spells are usefull for every sorcerer all the way through the end of heart of fury mode. I include the two damage spells because when you first get them, they make a huge difference.
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silverdragon72
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Post by silverdragon72 »

.

it depends much on your other casters:

e.g. I won't take mass haste for a sorc - but if you don't have another arcane caster this spell is a must...

...or for cats grace if you have several PCs in your party that benefit from this spell I would give it to the sorc - if you only have one or two which could use a DEX boost I would give it to another caster...


but have a look at the powergaming guide, there you will find a detailled sorc build with a spell selection and some pro and cons on this issue!


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