[QUOTE= UU's cheeseguide]Chain Contingency
Or better known as the cheese spell...the spell is almost designed for cheese with malice aforethought.....
Lets start off with my own little discovery....
First, the game engine will not allow you to target invisible or improved invisible creatures with spells, this is why knowledgable sorcerors use area effect spells almost exclusively.
But chain contingency will target improved invisible creatures!!!! liches in the tactics mod like to stack improved invisibility, and spell immunity divination, and spell immunity abjuration, making liches immune to true sight, and remove magic, and their improved invisibility makes them immune to magic defence breakers like spell strike which must be cast at a target, thus the canonical way of attacking them is to wait until their protection from magic weapons wear off, and attack with a protected fighter...but a fighter mage, with the spell chain contingency, can attack a lich, use sunfire via spell trigger to blast the mummies and skeleton warrior friends of the lich (isolating the target, you need to isolate him, since you cannot control the spell target), and chain a triple ruby ray of reversal .Set it to trigger at see enemy, cast at nearest enemy, hence why you have to kill off the liche's mummy and skelly friends. Ruby ray is alteration, so spell immunity abjuration is useless, this will dump its spell immunities then hit with remove magic (liches are immune to breach) and bash it to death with azuredge....this also works on undead sola, except i send in a hasted npc to trigger the dialog, and exit the room and close the door....sola follows you with dimention door, but once he is isolated, he can be chain hit with spell protection breakers and easily bashed to death....
the infamous 7 spells per round trick requires chain contingency....chain contingency ignores acuity, it casts instantly, ignoring the 1 spell per round the game engine enforces, so you can
face enemy, cast chain contingency, set to go off when facing enemy, load up with whatever spells you want, then cast contingency, which like its much more useful brother chain contingency also ignores acuity, and unleash a spell sequencer or spell trigger....3 spells via trigger or sequencer, 1 spell with contingency, 3 with chain contingency...7 spells...the chain contingency and contingency spells will go off in the same round....( a good kill combo is a triple sunfire via trigger, and sunfire or improved haste via contingency, and a triple sunfire via chain contingency or ruby ray, breach and slow in chain contingency...almost anything is good)
wildmages love this spell, (be warned, the tactics mod or sola mod nerfs this evil trick) you can load up a triple improved chaos shield, which STACKS 3 improved chaos shield, thus you can combat cast all your reckless dweomers almost without any worries you will get a bad wild surge...each improved chaos shield adds to the wild surge roll, so the way i understand wild surges, you get a 25 point bonus per improved chaos shield, and you add the level of the wildmage to the roll, so you end up rolling 100 on the wild surge almost every time....and a 100 on the wild surge table is "spell casts normally" so in combat, a wild mage can with preparation cast spells just like a sorceror, without any fears of a bad wild surge, while his/her nrd's lasts...
aerie can set up a triple summon deva target self for really nasty encounters...(wes weimers tactics mod or sola mod nerfs this too..sigh...) and using potion swap jahiera can do a triple summon elemental princes(once again, wes mods nerfs this...)..and if you do have tactics mod or sola installed, having sola or a fighter mage triple summon mordenkainen sword target self can be a lifesaver when your fighter mage is getting chopped to bits...or just hasted can race into a room full of beasties, the spell triggers, and you can race out and close the door behind you while the swords do their thing...[/QUOTE]
Seven spells per round, yes.
[QUOTE=UU cheeseguide]Nature's Beauty, the wonderspell
Natures Beauty is a truly wonderful spell, it will permanently blind a bunch of enemies within meelee distances from the caster, allowing you to hit them with ranged attacks or use spells, and they will only be able to retaliate with meelee attacks only, and it cannot be saved against!!! However the 3 flaws are it can only be cast by druids, (jahiera or ick! Cernd), it has a fairly long cast time, and its stopped cold by magic resistance...but using the sick and twisted potion swap cheese, (see above) you can eliminate 2 out of the 3 draw backs, making it THE spell for really nasty encounters...once you get some chain contingency scrolls, have jahirea potion swap a scroll, and load up a chain contingency (note: you have to click on the priest spells selection in the chain contingency screen) with a triple nature's beauty set on self when you see a enemy, a triple natures beauty is a terrifying thing for most enemies, its chain contingencied, so it is not interruptable, and it triggers fast, and by using a triple, you have increased its chances of getting past magic resistance...for example, a dragon has about 60% resistance to magic, so most of the time a spell is stopped cold, until you manage to lower its resistance..but a triple natures beauty will force the game to roll 3 times for the spell attack, giving you a much higher chance to get in the successful blinding...this spell is a must for eclipse, and the heart seal in watchers keep...[/QUOTE]
If it aint insta cast as you've said.
Alas, thank you Sytze

Flesh to stone ain't permanent, it seems.