Sorceror's Spell Choice (SPOILERS)
Sorceror's Spell Choice (SPOILERS)
I’ve always wanted to create a most powerful character (sorcerer) without cheating. I picked up the game again recently and did a lot of contemplation on sorcerer’s spell choices. I read xyx’s spell reference (at Baldur's Gate II - Spells Reference) a hundred times to think of my own spell choices. With hours and days of contemplation, I’ve finally fixed my sorcerer’s spell list, and would like to share it with everybody. By say “no questions”, I actually mean: check the spell guide for explanation. I did this spell reference out of fun, even though it may seem outdated. Any comments are welcomed.
Here are the choices and the whys and ifs. It’s strongly recommended that newcomers read xyx’s spell reference first (and possibly also User Unfriendly’s cheese guide: at The Hero's Guide to A Successful Adventure) before getting confused by my sorceror’s spell reference. I don’t spend time talking about the obvious useless pathetic spells such as energy drain, as they are already covered in xyx’s spell guide. Instead, I tackle the intricacies of comparing similarly useful spells.
Here it goes:
Sorceror’s Spell choices and Why
Without cheating, the sorcerer class has 5 spell choices for every level except for Level 8 and 9. The sorcerer’s greatest strength is his ability to cast any combination of spells, without the need for spell preparation before sleeping. Sorcerers often end up expending all his spells before sleeping. His spells are most effectively used, making him the most powerful spell caster in the game, and arguably the most powerful character without cheating.
Enough of all this nonsense you can read elsewhere. Like in other D&D games, in BGII, the sorcerer’s main duty is to deal spell-damage. Spell damage is needed any time, any place. In order to make most out of the sorcerer’s limited spell pool, it is recommended that a damage dealing spell is chosen at every level. That is why, no ray of enfeeblement + Contagion, no specific using spells such as polymorph other/self, maze, etc. Only the commonly used spells are chosen.
Here are the details:
Level 1: Magic Missile, Protection from Evil, Chromatic Orb, Identify, Spook
Magic Missile for damage, Chromatic Orb for instant death, Spook for Dragon hunting.
*Armor and shield are both good, but they do not outlast the Robe of Vecna.
* You cannot get the protection bonuses from the staff of magi IF you are using Melf’s Minute Meteors. Hence, I choose Protection from Evil.
*Identify – you’ll get the glasses later in BGII, but it’s too painful without the spell early on.
Level 2: Melf’s Acid Arrow, Mirror Image, Knock, Resist Fear, Glittering Dust
Melf’s Acid Arrow for damage and spell disruption, and Mirror Image for protection.
*Kock is a must have for solo’ers.
*Resist Fear is useful even if you have priests in your party (you never know when you get panicked).
*Glittering Dust is a good disabling spell: a)Immunity to blindness is rare b) it’s party friendly – hence superior to web and stinking cloud.
Level 3: Skull Trap, Haste, Melf’s Minute Meteor, Dispel Magic, Remove Magic
Skull Trap for insane damage at higher levels, Haste for summons, and MMM for ranged attack.
*Flame Arrow is a good spell, a decent upgrade from MM. But you’ll probably find yourself using level 3 slots on skull trap, which deals slightly more damage and AREA damage. Omit flame arrow.
*Dispel magic is commonly neglected. Yes it can be cast by priests and yes it will remove your own combat protections. But it also has 2 very important functions: a) it is a quick suicide for PI clones, thus freeing your character – vital at big battles. b) combined with Contingency (refer to Contingency), it can mean a matter of life and death in many situations when you are caught off guard. Important especially for solo’ers.
*Vampiric touch is almost a must have for solo’ers. Mages typically end up with only 81hp (with familiar) at level 31. With equipment, hp rises to usually no more than 90+. A single powerword stun will fake you if you get below 90. But no fear: Mislead + Spell Immunity: Divination and Abjuration will serve you just fine. So vampiric touch isn’t that important. Besides, there’s a good chance you get it as a Bhaal power. Choose remove magic instead.
Level 4: Stone Skin, Minor Spell Sequencer, Malison, Far Sight, Wizard Eye
Stone Skin – needless to say more, Malison for all those save-or-else spells, sequencers are always good.
*Emotion is a good spell, but too many higher level critters tend to be immune to it. It’s not much of an upgrade to Glittering dust (which is also party friendly), aside from the longer duration. Omit.
*Polymorph Other is a ok insta-killing spell. But a dragon morphed into a squirrel will still pump you a hundred miles away with it’s sordid breath (Not all dragons are evil…but I still love killing silver ones ). It’s not something Chromatic Orb can’t do; the save isn’t great either. Omit, unless you enjoy hearing squirrels squeaking in your pocket plane…
*Teleport field is a spell I find useless. It will not stop ranged attacks and enemy spell casting. And the area of effect isn’t that good.
*Far sight and Wizard Eye are both important. A wizard eye can be dispelled, and you cannot have multiple castings, but it’s maneuverable. Far sight is the opposite, a good supplement.
Level 5: Sunfire, Breach, Spell Immunity, Skeleton, Lower Magic Resistance
Sunfire, Breach, Spell Immunity are must haves. No questions.
*Skellies can be cast with a cheap level 3 cleric spell. But clerics don’t have the Project Image cheese. You can summon an infinitely large army (with PI’s and Infinite spells from Spell Trap, OR “rest” option from Wish). The army lasts for 8 hours, making it worthwhile for the mouse clicks.
*If you want to beat up most bosses (say dragons) with spells, Lower MR is your man.
Level 6: Death Spell, Mislead, Protection from Magical Weapons, Improved Haste, Contingency (there are some tough choices here)
Death Spell, Mislead, PMW will serve you well throughout the entire game.
*Improved Haste isn’t a must have for spell casters. But according to xyx, it will turn “folks with a high number of attacks…into absolute dervishes of destruction”…
*Some people underestimate the importance of Contingency (e.g. User…), thinking that Chained Contingency is a far better upgrade. It is, but shouldn’t you save your precious Level 9 slots for more dire circumstances, other than getting panicked, or kicked butt by a lousy ray of miscast magic? Just pause the game, contingency yourself with a dispel magic. This is only one example of the hundreds of widely known tricks for using contingencies. GET IT.
*I used to think Protection from Magical Energy was a vital spell for those who love sequencing skull traps and using multiple Wishs: Abi-Dazihm on entire map, such as myself. But mirror image really protects you just fine, and does much more. You have only about 1/9 of a chance getting hit, and even after then it still needs to get past your Magic Resistance check. Note that sequencing 3 skull traps on self destroys only one image. Omit PME.
*True sight is the ultimate invisibility purge spell. But you can get it from the book of infinite spells (use bag of holding for infinite charges), or just let clerics/inquisitors do the work.
Level 7: Delayed Blast Fireball, Mordenkainen's Sword, Spell Sequencer, Project Image, Ruby Ray of Reversal
Mordenkainen’s Sword, Spell Sequencer, PI are must haves. No questions.
*Delayed Blast Fireball might be an underestimated spell. It sets as a trap and goes blast with decent damage, and punches through Lich defenses. As a sorcerer, you need to have a damage dealing spell at nearly every level. There are no other comparatively good damage spells at Level 7.
*Powerword: stun is good for against mages in Shadow of Amn. Smarter ones later on or in the Tactics Mod will simply go mislead. Why not whack and smash your way through mages with area damaging spells? Omit PW: Stun. Besides, Powerword: Blind works even better, it disables just about anything that hasn’t a high enough MR, and with a small area too!
*Mass invisibility and limited wish: almost the only two party spells for mages. They are useful (though rarely) and expensive. Powerful enemy mages will use True sight, making the invisibility essentially useless for non party mages. Limited wish: just using the scroll will be enough.
*According to UserUnfriendly, Ruby ray is only useful when you install tactics mod, as it would break (using chain Contingency) the lich’s Mislead and Spell Immunity: Abjuration + Divination combo. In other words, if you are used to running away in combat and waiting till the enemy’s spell protections wear off, you are probably better off using Mass Invisibility or Limited Wish. But I personally feel safe knowing that at least I have something against the enemy’s spell protections.
Level 8: Abi-Dalzim's Horrid Wilting, Spell Trigger, Simulacrum, Powerword Blind
Basically no questions asked. All four are must haves. No space for Incendiary Cloud and Mr. Bigby.
to be continued...
Here are the choices and the whys and ifs. It’s strongly recommended that newcomers read xyx’s spell reference first (and possibly also User Unfriendly’s cheese guide: at The Hero's Guide to A Successful Adventure) before getting confused by my sorceror’s spell reference. I don’t spend time talking about the obvious useless pathetic spells such as energy drain, as they are already covered in xyx’s spell guide. Instead, I tackle the intricacies of comparing similarly useful spells.
Here it goes:
Sorceror’s Spell choices and Why
Without cheating, the sorcerer class has 5 spell choices for every level except for Level 8 and 9. The sorcerer’s greatest strength is his ability to cast any combination of spells, without the need for spell preparation before sleeping. Sorcerers often end up expending all his spells before sleeping. His spells are most effectively used, making him the most powerful spell caster in the game, and arguably the most powerful character without cheating.
Enough of all this nonsense you can read elsewhere. Like in other D&D games, in BGII, the sorcerer’s main duty is to deal spell-damage. Spell damage is needed any time, any place. In order to make most out of the sorcerer’s limited spell pool, it is recommended that a damage dealing spell is chosen at every level. That is why, no ray of enfeeblement + Contagion, no specific using spells such as polymorph other/self, maze, etc. Only the commonly used spells are chosen.
Here are the details:
Level 1: Magic Missile, Protection from Evil, Chromatic Orb, Identify, Spook
Magic Missile for damage, Chromatic Orb for instant death, Spook for Dragon hunting.
*Armor and shield are both good, but they do not outlast the Robe of Vecna.
* You cannot get the protection bonuses from the staff of magi IF you are using Melf’s Minute Meteors. Hence, I choose Protection from Evil.
*Identify – you’ll get the glasses later in BGII, but it’s too painful without the spell early on.
Level 2: Melf’s Acid Arrow, Mirror Image, Knock, Resist Fear, Glittering Dust
Melf’s Acid Arrow for damage and spell disruption, and Mirror Image for protection.
*Kock is a must have for solo’ers.
*Resist Fear is useful even if you have priests in your party (you never know when you get panicked).
*Glittering Dust is a good disabling spell: a)Immunity to blindness is rare b) it’s party friendly – hence superior to web and stinking cloud.
Level 3: Skull Trap, Haste, Melf’s Minute Meteor, Dispel Magic, Remove Magic
Skull Trap for insane damage at higher levels, Haste for summons, and MMM for ranged attack.
*Flame Arrow is a good spell, a decent upgrade from MM. But you’ll probably find yourself using level 3 slots on skull trap, which deals slightly more damage and AREA damage. Omit flame arrow.
*Dispel magic is commonly neglected. Yes it can be cast by priests and yes it will remove your own combat protections. But it also has 2 very important functions: a) it is a quick suicide for PI clones, thus freeing your character – vital at big battles. b) combined with Contingency (refer to Contingency), it can mean a matter of life and death in many situations when you are caught off guard. Important especially for solo’ers.
*Vampiric touch is almost a must have for solo’ers. Mages typically end up with only 81hp (with familiar) at level 31. With equipment, hp rises to usually no more than 90+. A single powerword stun will fake you if you get below 90. But no fear: Mislead + Spell Immunity: Divination and Abjuration will serve you just fine. So vampiric touch isn’t that important. Besides, there’s a good chance you get it as a Bhaal power. Choose remove magic instead.
Level 4: Stone Skin, Minor Spell Sequencer, Malison, Far Sight, Wizard Eye
Stone Skin – needless to say more, Malison for all those save-or-else spells, sequencers are always good.
*Emotion is a good spell, but too many higher level critters tend to be immune to it. It’s not much of an upgrade to Glittering dust (which is also party friendly), aside from the longer duration. Omit.
*Polymorph Other is a ok insta-killing spell. But a dragon morphed into a squirrel will still pump you a hundred miles away with it’s sordid breath (Not all dragons are evil…but I still love killing silver ones ). It’s not something Chromatic Orb can’t do; the save isn’t great either. Omit, unless you enjoy hearing squirrels squeaking in your pocket plane…
*Teleport field is a spell I find useless. It will not stop ranged attacks and enemy spell casting. And the area of effect isn’t that good.
*Far sight and Wizard Eye are both important. A wizard eye can be dispelled, and you cannot have multiple castings, but it’s maneuverable. Far sight is the opposite, a good supplement.
Level 5: Sunfire, Breach, Spell Immunity, Skeleton, Lower Magic Resistance
Sunfire, Breach, Spell Immunity are must haves. No questions.
*Skellies can be cast with a cheap level 3 cleric spell. But clerics don’t have the Project Image cheese. You can summon an infinitely large army (with PI’s and Infinite spells from Spell Trap, OR “rest” option from Wish). The army lasts for 8 hours, making it worthwhile for the mouse clicks.
*If you want to beat up most bosses (say dragons) with spells, Lower MR is your man.
Level 6: Death Spell, Mislead, Protection from Magical Weapons, Improved Haste, Contingency (there are some tough choices here)
Death Spell, Mislead, PMW will serve you well throughout the entire game.
*Improved Haste isn’t a must have for spell casters. But according to xyx, it will turn “folks with a high number of attacks…into absolute dervishes of destruction”…
*Some people underestimate the importance of Contingency (e.g. User…), thinking that Chained Contingency is a far better upgrade. It is, but shouldn’t you save your precious Level 9 slots for more dire circumstances, other than getting panicked, or kicked butt by a lousy ray of miscast magic? Just pause the game, contingency yourself with a dispel magic. This is only one example of the hundreds of widely known tricks for using contingencies. GET IT.
*I used to think Protection from Magical Energy was a vital spell for those who love sequencing skull traps and using multiple Wishs: Abi-Dazihm on entire map, such as myself. But mirror image really protects you just fine, and does much more. You have only about 1/9 of a chance getting hit, and even after then it still needs to get past your Magic Resistance check. Note that sequencing 3 skull traps on self destroys only one image. Omit PME.
*True sight is the ultimate invisibility purge spell. But you can get it from the book of infinite spells (use bag of holding for infinite charges), or just let clerics/inquisitors do the work.
Level 7: Delayed Blast Fireball, Mordenkainen's Sword, Spell Sequencer, Project Image, Ruby Ray of Reversal
Mordenkainen’s Sword, Spell Sequencer, PI are must haves. No questions.
*Delayed Blast Fireball might be an underestimated spell. It sets as a trap and goes blast with decent damage, and punches through Lich defenses. As a sorcerer, you need to have a damage dealing spell at nearly every level. There are no other comparatively good damage spells at Level 7.
*Powerword: stun is good for against mages in Shadow of Amn. Smarter ones later on or in the Tactics Mod will simply go mislead. Why not whack and smash your way through mages with area damaging spells? Omit PW: Stun. Besides, Powerword: Blind works even better, it disables just about anything that hasn’t a high enough MR, and with a small area too!
*Mass invisibility and limited wish: almost the only two party spells for mages. They are useful (though rarely) and expensive. Powerful enemy mages will use True sight, making the invisibility essentially useless for non party mages. Limited wish: just using the scroll will be enough.
*According to UserUnfriendly, Ruby ray is only useful when you install tactics mod, as it would break (using chain Contingency) the lich’s Mislead and Spell Immunity: Abjuration + Divination combo. In other words, if you are used to running away in combat and waiting till the enemy’s spell protections wear off, you are probably better off using Mass Invisibility or Limited Wish. But I personally feel safe knowing that at least I have something against the enemy’s spell protections.
Level 8: Abi-Dalzim's Horrid Wilting, Spell Trigger, Simulacrum, Powerword Blind
Basically no questions asked. All four are must haves. No space for Incendiary Cloud and Mr. Bigby.
to be continued...
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
Level 9: Chain contingency, Time Stop, Wish, Imprisonment
Chain Contingency and time stop are must haves.
*For Infinite spells, one can choose Spell Trap + Powerword: Kill (and the Level 7 Powerword: stun), or simply use a PI to cast Greater Acuity and unleash all the Wish spells. I prefer the later. Because I just can’t resist killing everything with Abi-Dalzim’s Horrid Wilting from off screen (including my party members: ).
*Shapechange or Imprisonment is a matter of personal choice, since neither is indispensable. I chose the latter because: a) Sorcerers and mages cannot afford to lose their spell cast abilities, b)the Shapechange scroll can be acquired in SOA, while for the Imprisonment scroll you’ll have to wait till TOB. I know that brain sucking is fun with the mind-flayer form – you can still get your Simmies to do the dirty work (make them cast both shapechange and timestop from scrolls, and keep the scrolls!).
Highest MR for a sorcerer (playing once through the game):
2 rings of Gaax, 20%
Robe of Veca, 10%
Amulet of Power, 5%
Hell Test, 10%
Watcher's Keep Level 4 machine, 5%
Cloak of Balduran (from BGI - weidu Trilogy), 25%
=75%!!
And of course, elves are the best race for the sorcerer.
And finally, I should assign credit for xyx and Userunfriendly, and all those who contributed to their master's works.
Chain Contingency and time stop are must haves.
*For Infinite spells, one can choose Spell Trap + Powerword: Kill (and the Level 7 Powerword: stun), or simply use a PI to cast Greater Acuity and unleash all the Wish spells. I prefer the later. Because I just can’t resist killing everything with Abi-Dalzim’s Horrid Wilting from off screen (including my party members: ).
*Shapechange or Imprisonment is a matter of personal choice, since neither is indispensable. I chose the latter because: a) Sorcerers and mages cannot afford to lose their spell cast abilities, b)the Shapechange scroll can be acquired in SOA, while for the Imprisonment scroll you’ll have to wait till TOB. I know that brain sucking is fun with the mind-flayer form – you can still get your Simmies to do the dirty work (make them cast both shapechange and timestop from scrolls, and keep the scrolls!).
Highest MR for a sorcerer (playing once through the game):
2 rings of Gaax, 20%
Robe of Veca, 10%
Amulet of Power, 5%
Hell Test, 10%
Watcher's Keep Level 4 machine, 5%
Cloak of Balduran (from BGI - weidu Trilogy), 25%
=75%!!
And of course, elves are the best race for the sorcerer.
And finally, I should assign credit for xyx and Userunfriendly, and all those who contributed to their master's works.
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
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Hope this is not too far off topic... but two rings of Gaxx?
Is that due to pickpocketing him beforehand? Or is it mod-related?
Either way, it does seem just a bit like cheating to have two of them...
Regarding the spell choices, pretty good list! I'll try to comment in more detail later on.
Is that due to pickpocketing him beforehand? Or is it mod-related?
Either way, it does seem just a bit like cheating to have two of them...
Regarding the spell choices, pretty good list! I'll try to comment in more detail later on.
Spoiler
testingtest12
Spoiler
testingtest12
Oh, boy, it's posts like these that make me feel like an utter noob.
I've only played one Sorceror (Kelcey mod) and I didn't even know you could "pick" spells, the way you can for mages. He just got multiple copies of new spells at various levels and I figured that's how things go for that class. There was no option to memorize, like clerics, or read from scrolls etc.
Seems to me that you get what you get. Where and how do you change what spells are available? On my screen, the spells appear on the left side of the 'mage' book and there is nothing on the right side, as for the other spell casters.
What am I missing?
I've only played one Sorceror (Kelcey mod) and I didn't even know you could "pick" spells, the way you can for mages. He just got multiple copies of new spells at various levels and I figured that's how things go for that class. There was no option to memorize, like clerics, or read from scrolls etc.
Seems to me that you get what you get. Where and how do you change what spells are available? On my screen, the spells appear on the left side of the 'mage' book and there is nothing on the right side, as for the other spell casters.
What am I missing?
@ mbz cool spell pick discussion
@ Brann:
A sorceror doesn't pick spells to fill slots. But they do have certain spells right? For instance you might have magic missile and armor with a low level sorceror. Say he can cast 4 1st level spells. He can cast 3 magic missiles and 1 armor or 2 MM and 2 armor but he can't cast more than 4 castings of 1st level spells.
So you can cast a certain number of each level spell AND you have a selection of 0-5 (depending on character level) spells to pick from (at each spell level).
claudius
@ Brann:
A sorceror doesn't pick spells to fill slots. But they do have certain spells right? For instance you might have magic missile and armor with a low level sorceror. Say he can cast 4 1st level spells. He can cast 3 magic missiles and 1 armor or 2 MM and 2 armor but he can't cast more than 4 castings of 1st level spells.
So you can cast a certain number of each level spell AND you have a selection of 0-5 (depending on character level) spells to pick from (at each spell level).
claudius
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
@dragon
Yea I know it appears really cheesy to have 2 ring of gaxx (I pickpocket him with my ferret beforehand). But I personally don't consider any exploits of the game engine to be cheatng
. That's all the PI image expoits are about... I always get 2 rings of gaxx, 3 rings of ram, and Charisma up to 25 (with the ring and the "uglification staff") every time I play.
@Brann
As Claudius said, you don't get to pick spells to fill your spell slots (when you open a sorc's mage book, you don't see the slots), but you do get to learn a certain number of spells to fill your mage book (5 max) as your level progresses. In BGII, your sorc choice of spells is fixed. You cannot change what you already chose -- that's why planning ahead is important. Yes, you do get to learn what you want, without the hassel of finding the scrolls. Think about getting Wish and Imprisonment in SOA...
I wasn't able to play through the Kelcey mod due to technical issues. I suppose that his spell pool is fixed. You can't choose what he learns. He's a different sorc than a sorc you make at character creation.
Yea I know it appears really cheesy to have 2 ring of gaxx (I pickpocket him with my ferret beforehand). But I personally don't consider any exploits of the game engine to be cheatng
@Brann
As Claudius said, you don't get to pick spells to fill your spell slots (when you open a sorc's mage book, you don't see the slots), but you do get to learn a certain number of spells to fill your mage book (5 max) as your level progresses. In BGII, your sorc choice of spells is fixed. You cannot change what you already chose -- that's why planning ahead is important. Yes, you do get to learn what you want, without the hassel of finding the scrolls. Think about getting Wish and Imprisonment in SOA...
I wasn't able to play through the Kelcey mod due to technical issues. I suppose that his spell pool is fixed. You can't choose what he learns. He's a different sorc than a sorc you make at character creation.
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
@Klorox
Yea it is cheesy. And you might be better off having a ring of wizardry or the ring of free action. But still...think about the 75 MR...
Knock is useless if your party has a thief. But I go solo 80% of the times. Blurr is a good substitute. But who cares about bonus AC and saves when you can simply PMW + Improved Invisible?
Yea it is cheesy. And you might be better off having a ring of wizardry or the ring of free action. But still...think about the 75 MR...
Knock is useless if your party has a thief. But I go solo 80% of the times. Blurr is a good substitute. But who cares about bonus AC and saves when you can simply PMW + Improved Invisible?
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
BTW, I'm a fan of the Shield spell for a 1st level pick, esp. if you're soloing and will get targetted for Magic Missile attacks.
The "optimum" spell picks for a Sorcerer GREATLY depend on whether or not it's a solo character.
The "optimum" spell picks for a Sorcerer GREATLY depend on whether or not it's a solo character.
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
Some comments and suggestions:
I assume that this list is especially for a solo sorcerer, because you recommend picking Knock. Since you are not opposed to cheese, I will include cheesy tactics.
If you play with a party you could pick Blind as well. Cast it on your party's thief! Go into stealth mode or set traps right in front of enemies (because they're out of your line of sight).
Web has advantages over Glitterdust as well. While immunity to Hold is common, it a) has a built in -2 save penalty b) is persisting, hence more likely to succeed if the opponents are susceptible to hold. Moreover c) it is a good combo with Spider Spawn and d) it is not party friendly. Why is that an advantage? [url="http://www.gamebanshee.com/forums/baldurs-gate-ii-shadows-of-amn-9/how-to-make-your-spells-ignore-magic-resistance-79690.html"]You can make spells that are not party friendly ignore magic resistance.[/url]
If you're playing in an party, Strength might be an idea. It helps your party and cast at the opposition can help making enemies much less dangerous.
'Malison for all those save-or-else spells.' I name all of those: Chromatic Orb, Spook, Glitterdust. Is it really worth it picking Malison for three spells? Or would you get by picking either no save-or-else spells at all, or just those that have a built in save penalty (like spook)?
Why would you need Far Sight and Wizard Eye?
Tough choices indeed at this level, between Death Spell, Mislead, PfmW, Improved Haste, Contingency and True Sight. This is the the only spell level where I wished I had 6 spell picks.
I for my part would pick True Sight over Improved Haste for a solo sorcerer. Improved Haste is best for a party sorcererer having party members with lots of attacks to turn into 'dervishes of destruction'. Solo sorcerers have only summons to buff and Haste is usually sufficient for this purpose. But, as you say, tough choices at this level.
Lark
[edit: typos]
I assume that this list is especially for a solo sorcerer, because you recommend picking Knock. Since you are not opposed to cheese, I will include cheesy tactics.
No comments, although I personally dislike Chromatic Orb because of its +6 save bonus, since it forces me to pick Malison as well.Level 1: Magic Missile, Protection from Evil, Chromatic Orb, Identify, Spook
If you play with a party you could pick Blind as well. Cast it on your party's thief! Go into stealth mode or set traps right in front of enemies (because they're out of your line of sight).
Level 2: Melf’s Acid Arrow, Mirror Image, Knock, Resist Fear, Glittering Dust
Web has advantages over Glitterdust as well. While immunity to Hold is common, it a) has a built in -2 save penalty b) is persisting, hence more likely to succeed if the opponents are susceptible to hold. Moreover c) it is a good combo with Spider Spawn and d) it is not party friendly. Why is that an advantage? [url="http://www.gamebanshee.com/forums/baldurs-gate-ii-shadows-of-amn-9/how-to-make-your-spells-ignore-magic-resistance-79690.html"]You can make spells that are not party friendly ignore magic resistance.[/url]
If you're playing in an party, Strength might be an idea. It helps your party and cast at the opposition can help making enemies much less dangerous.
No comments, but I like to mention Lightning Bolt. Equip the Cloak of Reflection, cast any clone spell, fire a Lightning Bolt at the clone: [url="http://www.gamebanshee.com/forums/baldurs-gate-ii-shadows-of-amn-9/fun-with-cloaks-4565.html"]Fun with Cloaks[/url]Level 3: Skull Trap, Haste, Melf’s Minute Meteor, Dispel Magic, Remove Magic
Two comments:Level 4: Stone Skin, Minor Spell Sequencer, Malison, Far Sight, Wizard Eye
'Malison for all those save-or-else spells.' I name all of those: Chromatic Orb, Spook, Glitterdust. Is it really worth it picking Malison for three spells? Or would you get by picking either no save-or-else spells at all, or just those that have a built in save penalty (like spook)?
Why would you need Far Sight and Wizard Eye?
No comments.Level 5: Sunfire, Breach, Spell Immunity, Skeleton, Lower Magic Resistance
Level 6: Death Spell, Mislead, Protection from Magical Weapons, Improved Haste, Contingency
Tough choices indeed at this level, between Death Spell, Mislead, PfmW, Improved Haste, Contingency and True Sight. This is the the only spell level where I wished I had 6 spell picks.
I for my part would pick True Sight over Improved Haste for a solo sorcerer. Improved Haste is best for a party sorcererer having party members with lots of attacks to turn into 'dervishes of destruction'. Solo sorcerers have only summons to buff and Haste is usually sufficient for this purpose. But, as you say, tough choices at this level.
Do not fear, RRoR is not necessary. Spell Immunity:Abjuration will not stop any Spell Protection Removal, even those that are of the abjuration school. Combine that with the fact that Chain Contingency is not the only way to ignore Improved Invisibility: Items that you can cast spells with, such as Wands of Spell Striking (Pierce Magic!), ignore Improved Invisibility too. You can get an potentially unlimited amount of Wands of Spell Striking by using Wish over and over, that should suffice for all occasions where spell protection removal would be necessary.Level 7: Delayed Blast Fireball, Mordenkainen's Sword, Spell Sequencer, Project Image, Ruby Ray of Reversal
No comments. It might be an option to exchange Power Word:Blind for Incendiary Cloud, due to the fact that it [url="http://www.gamebanshee.com/forums/baldurs-gate-ii-shadows-of-amn-9/how-to-make-your-spells-ignore-magic-resistance-79690.html"]can be made to ignore magic resistance.[/url]Level 8: Abi-Dalzim's Horrid Wilting, Spell Trigger, Simulacrum, Powerword Blind
No comments.Level 9: Chain contingency, Time Stop, Wish, Imprisonment
Lark
[edit: typos]
Wonderful comments! I feel very much enlightened by your cheese tactics on ignoring enemy MR,and it makes me rethink over the spells already chosen. Now I understand why sunfire ignores magic resistence: caster, party, and enemy (without the instructions saying so).
After testing..
-So web becomes useful even at higher levels. Sequencing 5-6 of these can be devastating.
-The same can work for skull trap, Delayed Blast, Incendiary, and even the symbols...
Level 2: So dump glittering dust and apply web.
Level 4: There isn't too many useful spells to pick here other than Malison. Emotion? - rendered useless at higher levels. Telly Field? - useless against missles and spell casting, and without stonskin and/or PWM you can still get killed in melee. Polymorph Other? - another save-or-else spell that is no more useful than Chromatic Orb (dragons still retain their dragon breaths). Or Spider Spawn? rendered obsolete by Skeleton Wariors. Also most area damage spells will deal only half damage if the enemy makes their saves.
I chose Wizard Eye for its scouting abilities. It's more disposable than your thief, or yourself..
The reason why I chose Farsight: It can be casted multiple times. It cannot be "killed", dispelled, and only fades until the duration is over. Extremely useful for large and tough battles, where your Wizard Eye can easily get squashed.
Level 7: So it appears that RRoR is useless. It is useless unless you install tactics mod ofcourse. But what about the other options? Mass invisibility appears to be a more viable option than limited Wish, which is kind of specific. Powerword: Stun is useful against mages whom you can easily fry with 4 sun fires: 3 from trigger and 1 from Contingency. Even still, it's a better option than Mass Invisibility because of its short casting time.
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
Exchanging Malison for a save-or-else spell would be rather pointless. It might be an idea exchanging Wizard Eye for Emotion. You will get by by Farsight alone. Emotion fits very well with Malison (giving you a good reason to keep Malison), and, according to Xyx, Emotion doubles as a personal Resist Fear, freeing up a spellpick at the 2nd lvl. Your spell selection for 4th level however works well, too.
[On a sidenote, I really did like fighting drow with sequencers of Web, Spider Spawn, Spider Spawn, cast at self, of course wearing the ring of free action.]
I wouldn't say that RRoR is useless, unlike Pierce Magic it does remove Spell Trap. Even if you install Tactics RRoR still isn't needed: Pierce Magic from the Wand of Spell Striking will defeat the combination of Improved Invisibility, Spell Immunity: Abj and Spell Immunity: Div, because spells and effects from items ignore Improved Invisibility. But if you have to remove spell protections on a regular basis, it may be practical to have a spell protection remover in your spell book, sometimes.
Lark
[edit: typos]
[On a sidenote, I really did like fighting drow with sequencers of Web, Spider Spawn, Spider Spawn, cast at self, of course wearing the ring of free action.]
I wouldn't say that RRoR is useless, unlike Pierce Magic it does remove Spell Trap. Even if you install Tactics RRoR still isn't needed: Pierce Magic from the Wand of Spell Striking will defeat the combination of Improved Invisibility, Spell Immunity: Abj and Spell Immunity: Div, because spells and effects from items ignore Improved Invisibility. But if you have to remove spell protections on a regular basis, it may be practical to have a spell protection remover in your spell book, sometimes.
Lark
[edit: typos]
side note: "ist still not needed"...are you from Germany?
By the way, have you tested how long the "personal resist fear" side effect from emotion lasts? Resist fear lasts for 1 turn. I always feel it short lived for long battles.
By the way, have you tested how long the "personal resist fear" side effect from emotion lasts? Resist fear lasts for 1 turn. I always feel it short lived for long battles.
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
Lark, you're right. Incendiary Cloud is truely a wonderful spell. Chaincontingencied onself, it bypasses enemy MR, and deals 34 fire damage on average each round even with the enemy making the save. 3 would make 102- that's the damage 2 dragon breaths would do. 10 rounds would make 1020... I got the improved Bodhi dead in no time using this trick. It is probably an overkill for most boses. It makes delayed blast fireball look pathetic (28 on average with save).
Now how trading Powerword Blind for Incendiary Cloud is a pain..
btw, thx for the test on emotion.
Now how trading Powerword Blind for Incendiary Cloud is a pain..
btw, thx for the test on emotion.
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
- Baldursgate Fan
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Hi mbz
I don't have much to add by way of sorc spell selection since you have done marvelous homework and research on that.
Just wondered whether you have tried User Unfriendly's custom made sorc characters for download over at SOA forum? Amazingly good cheesy stuff, but nice for soloing. And if you have Tactics mod installed, you need all the cheese you can get, straight out of the dungeon.
I don't have much to add by way of sorc spell selection since you have done marvelous homework and research on that.
Just wondered whether you have tried User Unfriendly's custom made sorc characters for download over at SOA forum? Amazingly good cheesy stuff, but nice for soloing. And if you have Tactics mod installed, you need all the cheese you can get, straight out of the dungeon.
A Sorcerer's spell selection should be determined in part by WHEN spells become available. I have created the following chart to make it easier to see exactly what a Sorcerer's spell list looks like at each level. Spells highlighted in yellow text are choices that were previously unavailable.
My own spell picks aren't very important since I never use the same list twice. I have a great deal of trouble making choices, so I'm always open to other people's advice. I think you should substitute your own spell choices in my list so you can see what limitations, if any, apply to all of your best-laid plans.
7th Level (89,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(3) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear
(2) Level 3 Spells (4 times/day) Melf's Minute Meteors, Slow
8th Level (90,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(3) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear
(2) Level 3 Spells (4 times/day) Melf's Minute Meteors, Slow
(1) Level 4 Spell (3 times/day) Stoneskin
9th Level (135,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(4) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow
(3) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap
(2) Level 4 Spells (4 times/day) Stoneskin, Emotion
10th Level (250,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(4) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow
(3) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap
(2) Level 4 Spells (5 times/day) Stoneskin, Emotion
(1) Level 5 Spell (3 times/day) Breach
11th Level (375,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(3) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison
(2) Level 5 Spells (4 times/day) Breach, Lower Resistance
12th Level (750,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(3) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison
(2) Level 5 Spells (5 times/day) Breach, Lower Resistance
(1) Level 6 Spell (3 times/day) True Sight
13th Level (1,125,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(3) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity
(2) Level 6 Spells (4 times/day) True Sight, Improved Haste
14th Level (1,500,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(3) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity
(2) Level 6 Spells (5 times/day) True Sight, Improved Haste
(1) Level 7 Spell (3 times/day) Project Image
15th Level (1,875,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(2) Level 7 Spells (4 times/day) Project Image, Mordenkainen's Sword
16th Level (2,250,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(2) Level 7 Spells (5 times/day) Project Image, Mordenkainen's Sword
(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) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(3) Level 7 Spells (6 times/day) Project Image, Mordenkainen's Sword, Ruby Ray of Reversal
(2) Level 8 Spells (4 times/day) Abi-Dalzim's Horrid Wilting, Spell Trigger
18th Level (3,000,000 xp)
-----------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(3) Level 7 Spells (6 times/day) Project Image, Mordenkainen's Sword, Ruby Ray of Reversal
(2) Level 8 Spells (5 times/day) Abi-Dalzim's Horrid Wilting, Spell Trigger
(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) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(3) Level 7 Spells (6 times/day) Project Image, Mordenkainen's Sword, Ruby Ray of Reversal
(3) Level 8 Spells (6 times/day) Abi-Dalzim's Horrid Wilting, Spell Trigger, Power Word Blind
(2) Level 9 Spells (4 times/day) Timestop, Chain Contingency
Special Abilities: Improved Alacrity, Dragon's Breath
20th Level (3,750,000 xp)
-----------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(3) Level 7 Spells (6 times/day) Project Image, Mordenkainen's Sword, Ruby Ray of Reversal
(3) Level 8 Spells (6 times/day) Abi-Dalzim's Horrid Wilting, Spell Trigger, Power Word Blind
(3) Level 9 Spells (6 times/day) Timestop, Chain Contingency, Power Word Kill
Special Abilities: Improved Alacrity, Dragon's Breath, Summon Planetar/Dark Planetar
My own spell picks aren't very important since I never use the same list twice. I have a great deal of trouble making choices, so I'm always open to other people's advice. I think you should substitute your own spell choices in my list so you can see what limitations, if any, apply to all of your best-laid plans.
7th Level (89,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(3) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear
(2) Level 3 Spells (4 times/day) Melf's Minute Meteors, Slow
8th Level (90,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(3) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear
(2) Level 3 Spells (4 times/day) Melf's Minute Meteors, Slow
(1) Level 4 Spell (3 times/day) Stoneskin
9th Level (135,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(4) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow
(3) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap
(2) Level 4 Spells (4 times/day) Stoneskin, Emotion
10th Level (250,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(4) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow
(3) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap
(2) Level 4 Spells (5 times/day) Stoneskin, Emotion
(1) Level 5 Spell (3 times/day) Breach
11th Level (375,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(3) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison
(2) Level 5 Spells (4 times/day) Breach, Lower Resistance
12th Level (750,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(3) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison
(2) Level 5 Spells (5 times/day) Breach, Lower Resistance
(1) Level 6 Spell (3 times/day) True Sight
13th Level (1,125,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(3) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity
(2) Level 6 Spells (4 times/day) True Sight, Improved Haste
14th Level (1,500,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(3) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity
(2) Level 6 Spells (5 times/day) True Sight, Improved Haste
(1) Level 7 Spell (3 times/day) Project Image
15th Level (1,875,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(2) Level 7 Spells (4 times/day) Project Image, Mordenkainen's Sword
16th Level (2,250,000 xp)
---------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(2) Level 7 Spells (5 times/day) Project Image, Mordenkainen's Sword
(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) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(3) Level 7 Spells (6 times/day) Project Image, Mordenkainen's Sword, Ruby Ray of Reversal
(2) Level 8 Spells (4 times/day) Abi-Dalzim's Horrid Wilting, Spell Trigger
18th Level (3,000,000 xp)
-----------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(3) Level 7 Spells (6 times/day) Project Image, Mordenkainen's Sword, Ruby Ray of Reversal
(2) Level 8 Spells (5 times/day) Abi-Dalzim's Horrid Wilting, Spell Trigger
(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) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(3) Level 7 Spells (6 times/day) Project Image, Mordenkainen's Sword, Ruby Ray of Reversal
(3) Level 8 Spells (6 times/day) Abi-Dalzim's Horrid Wilting, Spell Trigger, Power Word Blind
(2) Level 9 Spells (4 times/day) Timestop, Chain Contingency
Special Abilities: Improved Alacrity, Dragon's Breath
20th Level (3,750,000 xp)
-----------
(5) Level 1 Spells (6 times/day) Burning Hands, Identify, Magic Missile, Shield, Spook
(5) Level 2 spells (6 times/day) Glitterdust, Mirror Image, Resist Fear, Melf's Acid Arrow, Web
(4) Level 3 Spells (6 times/day) Melf's Minute Meteors, Slow, Skull Trap, Remove Magic
(4) Level 4 Spells (6 times/day) Stoneskin, Emotion, Greater Malison, Secret Word
(4) Level 5 Spells (6 times/day) Breach, Lower Resistance, Spell Immunity, Animate Dead
(3) Level 6 Spells (6 times/day) True Sight, Improved Haste, Death Spell
(3) Level 7 Spells (6 times/day) Project Image, Mordenkainen's Sword, Ruby Ray of Reversal
(3) Level 8 Spells (6 times/day) Abi-Dalzim's Horrid Wilting, Spell Trigger, Power Word Blind
(3) Level 9 Spells (6 times/day) Timestop, Chain Contingency, Power Word Kill
Special Abilities: Improved Alacrity, Dragon's Breath, Summon Planetar/Dark Planetar
STAFF of POWER
Aha, Thanks
@Baldursgate Fan: I've tried out the Bun Bun character and thought it was just way too cheesy.(I love plain cheating within the rules of the game though). It was a wildmage/cleric(Druid?) with ultra-Fighter's combat abilities. Sadly- I was still unable to cast cleric spells through the Dweomers.
@VonDondu: Yup, the order of spell choices matters a lot. I will post a similar chart like yours once I get everything fixed in my mind. BTW, could you extend your list so that it covers up to Level 31 of the Sorceror Level?
*I discovered that getting rid of Powerword Blind in favor of Incendiary Clound wasn't really a hard time. Because of ....The Staff of Power...
You get it during the mage stronghold quest. It is SO GOOD b/c:
a. It paralyzes without save for 5 rounds, regardless of hp (I guess only for 1 target).
b. It ignores improved invisibility (while Powerword Stun and Blind doesn't)
c. It works instantly once you click it -- you don't have to wait for the lightning to go out (no damage ofcourse), but the paralyzation sets in immediately.
d. It is really cheap to "recharge"(sell and buy) (I spent 1350 with reputation of 20). PS: You can also recharge up to 1 charge with the bag of holding. You can also use clones to use it.
Therefore: Staff of Power obsoletes Powerword: Silence, Stun, Blind, and arguably also Death. I bet someone else has already mentioned this in other posts. I'm just making my point that Powerword: Blind should be skipped in favor of Inc. Cloud.
Aha, Thanks
@Baldursgate Fan: I've tried out the Bun Bun character and thought it was just way too cheesy.(I love plain cheating within the rules of the game though). It was a wildmage/cleric(Druid?) with ultra-Fighter's combat abilities. Sadly- I was still unable to cast cleric spells through the Dweomers.
@VonDondu: Yup, the order of spell choices matters a lot. I will post a similar chart like yours once I get everything fixed in my mind. BTW, could you extend your list so that it covers up to Level 31 of the Sorceror Level?
*I discovered that getting rid of Powerword Blind in favor of Incendiary Clound wasn't really a hard time. Because of ....The Staff of Power...
You get it during the mage stronghold quest. It is SO GOOD b/c:
a. It paralyzes without save for 5 rounds, regardless of hp (I guess only for 1 target).
b. It ignores improved invisibility (while Powerword Stun and Blind doesn't)
c. It works instantly once you click it -- you don't have to wait for the lightning to go out (no damage ofcourse), but the paralyzation sets in immediately.
d. It is really cheap to "recharge"(sell and buy) (I spent 1350 with reputation of 20). PS: You can also recharge up to 1 charge with the bag of holding. You can also use clones to use it.
Therefore: Staff of Power obsoletes Powerword: Silence, Stun, Blind, and arguably also Death. I bet someone else has already mentioned this in other posts. I'm just making my point that Powerword: Blind should be skipped in favor of Inc. Cloud.
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte
- RPG Guy (sorta)
- Posts: 108
- Joined: Sat Jan 20, 2007 5:47 pm
- Contact:
I noticed this thread title, having just finished my first BG2 game last night as a sorc.
At the risk of considerably dumbing-down this conversation for a moment, I have to jump in quickly with some noob awe. Casting spells on yourself to reload your spell inventory or to by-pass enemy magic resistance??? Insane. I thought cloning your clones was bad.
Keeping in mind that I'm not an AD&D guy, and that I avoided 99% of these forums until I could complete the game on my own...here's what I went with as my spell choices. Get ready to laugh:
LVL 1
Magic Missle (duh)
Chromatic Orb (honestly, I never figured out how to use this efficiently)
Identify (short-sightedness I admit)
Sleep (another wasted pick)
Find Familiar (yup. The description sounded good and I had no idea the effect was permanent)
LVL 2
Agannazar's Scorcher (LOL @ myself)
Knock (I actually used this a lot in SoA)
Melf's Acid Arrow (no regrets)
Stinking Cloud (wasted pick)
Web (no regrets)
LVL 3
Fireball (no regrets)
Flame Arrow (no regrets)
Haste (waste)
Melf's Minute Meteor (no regrets)
Skull Trap (no regrets)
LVL 4
Farsight (used it all the time)
Ice Storm (lame pick)
Minor Sequencer (used it all the time)
Otiluke's RS (wasted pick)
Stoneskin (the miracle solution to back-stabs...was like letting out a gigantic fart when I finally got this)
LVL 5
Animate Dead (Skel. Warriors rule)
Breach (used the crap out of this)
Cloudkill (insta death for Umberhulks and well worth it)
Monster Summoning III (used all the time)
Sunfire (never used it because of the splash damage to my party)
LVL 6
Chain Lightning (lame, even loaded into a Spell Trigger)
Spell Deflection (don't know how effective this was half the time)
Summon Nishruu (Lich-killer for noobs)
Tenser's Trnaformation (sounded good at the time but a wasted pick)
LVL 7
Mass Invisibility
Project Image (booyaka!)
Spell Sequencer (booyaka!)
Summon Hakeashar
LVL 8
Abi-Dalzins (much love to Abi)
Power Word: Blind (never used it - my fault)
Simulacrum (booyaka!)
Spell Trigger (booyaka!)
LVL 9
Chain contingency
Spellstrike
Spell Trap
Time Stop
(all must-haves)
I realize the OP focuses on solo applications. Just thought I'd jump in an give y'all something to laugh at.
At the risk of considerably dumbing-down this conversation for a moment, I have to jump in quickly with some noob awe. Casting spells on yourself to reload your spell inventory or to by-pass enemy magic resistance??? Insane. I thought cloning your clones was bad.
Keeping in mind that I'm not an AD&D guy, and that I avoided 99% of these forums until I could complete the game on my own...here's what I went with as my spell choices. Get ready to laugh:
LVL 1
Magic Missle (duh)
Chromatic Orb (honestly, I never figured out how to use this efficiently)
Identify (short-sightedness I admit)
Sleep (another wasted pick)
Find Familiar (yup. The description sounded good and I had no idea the effect was permanent)
LVL 2
Agannazar's Scorcher (LOL @ myself)
Knock (I actually used this a lot in SoA)
Melf's Acid Arrow (no regrets)
Stinking Cloud (wasted pick)
Web (no regrets)
LVL 3
Fireball (no regrets)
Flame Arrow (no regrets)
Haste (waste)
Melf's Minute Meteor (no regrets)
Skull Trap (no regrets)
LVL 4
Farsight (used it all the time)
Ice Storm (lame pick)
Minor Sequencer (used it all the time)
Otiluke's RS (wasted pick)
Stoneskin (the miracle solution to back-stabs...was like letting out a gigantic fart when I finally got this)
LVL 5
Animate Dead (Skel. Warriors rule)
Breach (used the crap out of this)
Cloudkill (insta death for Umberhulks and well worth it)
Monster Summoning III (used all the time)
Sunfire (never used it because of the splash damage to my party)
LVL 6
Chain Lightning (lame, even loaded into a Spell Trigger)
Spell Deflection (don't know how effective this was half the time)
Summon Nishruu (Lich-killer for noobs)
Tenser's Trnaformation (sounded good at the time but a wasted pick)
LVL 7
Mass Invisibility
Project Image (booyaka!)
Spell Sequencer (booyaka!)
Summon Hakeashar
LVL 8
Abi-Dalzins (much love to Abi)
Power Word: Blind (never used it - my fault)
Simulacrum (booyaka!)
Spell Trigger (booyaka!)
LVL 9
Chain contingency
Spellstrike
Spell Trap
Time Stop
(all must-haves)
I realize the OP focuses on solo applications. Just thought I'd jump in an give y'all something to laugh at.
RPG Guy: Thanks for commenting
For bypassing MR, read this:
http://www.gamebanshee.com/forums/baldu ... 79690.html
It's Lark's copyright, so no more comment.
For Infinate Spells, check out "endless spells" at Baldur's Gate II - Spells Reference
Xyx's copyright. Gosh I read it like 100 times.
I really admire your courage to play thru the game first time with a sorc (and with pretty good picks)
. I didn't start as a sorc until the 5th or 6th time when I learned how powerful he is (out of intuition I tried the ranger/cleric first time which turned out to be also a very powerful pick). Unlike standard 3rd ed. D&D rules, you don't get to repick what you chose. That's why it's so difficult.
few comments:
Level 1: Try using Malison, Doom from cleric spellbook on enemy before using Cromatic Orb..
Level 3: Did you try using haste on your skellies and Mordy Swords?
Level 5: Did you try triggering Sunfire (alone) in front of drows?
Check out of the BG forum Crossroad for more tactical tips to spice up the game even more~
For bypassing MR, read this:
http://www.gamebanshee.com/forums/baldu ... 79690.html
It's Lark's copyright, so no more comment.
For Infinate Spells, check out "endless spells" at Baldur's Gate II - Spells Reference
Xyx's copyright. Gosh I read it like 100 times.
I really admire your courage to play thru the game first time with a sorc (and with pretty good picks)
few comments:
Level 1: Try using Malison, Doom from cleric spellbook on enemy before using Cromatic Orb..
Level 3: Did you try using haste on your skellies and Mordy Swords?
Level 5: Did you try triggering Sunfire (alone) in front of drows?
Check out of the BG forum Crossroad for more tactical tips to spice up the game even more~
"To die is nothing, but to live defeated is to die every day."
-Napoleon Bonaparte
-Napoleon Bonaparte