Therefore I thought it would be best to create a new one...
I'm planning on soloing the trilogy playing a sorcerer with the Ascension mod and the fixpacks installed but otherwise a vanilla game. I have already quite sucessfully played through Tutu without too much effort/reloads. Now in BG2 I'm not certain what spells to pick since I have never soloed Ascension before.
The sorcerer will eventually be wearing the usual (?) sorcerer equipment:
Robe of Vecna
Amulet of Power
Pale Green Ioun Stone, later the Circlet
Boots of Speed
Gauntlets of Weapon Expertise (Mainly for the Energy Blades)
Ring of Gaxx, Wizardy
Cloak of Protection +2
Staff of the Magi
Belt of Inertial Barrier (I have 19 strength because of the tome in BG1
Greenstone Amulet and Brine Potions to protect agains some effects that can't be avoided with spells or saving throws.
Level 1:
Magic Missile
Shield: AC for BG1 and immunity to MM.
Protection from Petrification: Basilisks in BG1
Identify
Spook
Level 2:
Invisibility: Important for staying alive in BG1.
Mirror Image
Resist Fear
Knock: Since I'm soloing
Melf's Acid Arrow
Level 3:
Skull Trap
Haste: Better summons, mostly from the wands in BG1 and Swords later.
Slow
Flame Arrow
Remove Magic
Level 4:
Stone Skin
Minor Sequencer
Farsight
Spirit Armor: Best AC for a sorcerer and +3 bonus on spell saving throws.
Greater Malison
Level 5:
Spell Immunity
Breach
Lower Resistance
Spell Shield: Probably important for a solo sorcerer in Ascension to keep protections intact a little longer.
Sunfire: Very useful to bypass magic resistance.
Considerations:
Protection from Acid: It would be very nice to have immunity to all energy damage later on, and this one coupled with "Protection from Magic Energy", "Protection From Energy" and and "Belt of Inertial Barrier" will do it. This could be achieved with PI:s and scrolls, but it would be convinient to not resorting to such tactics...
Animate Dead: Very nice summon, but quite useless in the tougher battles I think.
Level 6:
Mislead: I'm not sure how useful this is. The tougher enemies can all target me with spells anyway since they can see through invisibility, right?
Protection from Magical Weapons
True Sight
Contingency
Improved Haste: Movement rate stacks with Boots of Speed. Very useful for keeping distance from enemies.
Considerations:
Protection from Magic Energy: I want the immunity, but I think "Protection From Energy" and "Belt of Inertial Barrier" will suffice.
Death Spell: Good to kill enemy summons, but only for that I think.
Level 7:
Project Image
Mordenkainen’s Sword
Spell Sequencer
Protection from Elements
Finger of Death
Considerations:
Ruby Ray of Reversal: It might be necessary with more spell debuffs than Breach and Pierce Shield for Ascension?
Level 8:
Abi Dalzim's Horrid Wilting
Pierce Shield
Protection from Energy
Spell Trigger
Considerations:
Simulacrum: Can do a lot of things...
Incendiary Cloud: Solid fire damage
Level 9:
Timestop
Chain Contigency
Imprisonment
Wish
Basically I want to be able to protect the sorcerer from most, if not all damage and spell effects at pretty much all times while having some solid offensive spells.
As I wrote before, I don't really like having to duplicate scrolls with PI and therefore would like to keep the energy protection spells if possible. Still, there are some very useful spells that could be taken instead of them... With the listed spells and items I would be able to be protected from everything but acid.
Anyway, some input would be very welcome.