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Spell list sorted by school?
Posted: Sat Jan 23, 2010 1:00 pm
by probo
I'm looking for an advanced spell list where I can easily see all the different spells for mages sorted by different schools so I can make a good decision on which kit to choose.
Anyone know of such a spell list?
Posted: Sat Jan 23, 2010 2:54 pm
by willsanders84
Oh just go Illusionist or Conjurer!
No, seriously, I know what you mean. I made a specialist mage the other day, and could really have done with exactly what you've described. Personally, I HATE not being able to cast particular spells from a certain school, but, like you say, if I knew EXACTLY what I was missing, I'd be happy with whatever choice I made.
I dislike the resrictions of Illusionist and Conjurer, I like divination spells, and I also like Abi Dazim. I think I ended up just choosing mage, which I didn't continue with because it was just too boring.
Maybe you could make that list?! I'd be appreciative. So, sorry I can't help. All I can say is that, yes the list would be extremely useful, and yes I looked for it, and no I couldn't find it.
Posted: Sat Jan 23, 2010 3:15 pm
by Edar Macilrille
Sorcerer FTW!!!
I seem to recall googling Ad & D spell lists and finding what you are looking for at some point preparing to transfer my party of Endor-Ea (Middle-Earth) PCs to Faerun so as not to have to kill them for messing about with things they should not.
Try googling around a bit, I think it exists.
Posted: Sat Jan 23, 2010 4:28 pm
by RPGguy
I agree, this is a basic tool you should be able to Google/locate easily, within seconds...but for some reason it does not readily exist.
I understand the OP's sentiment. Of course it's been a few months since I last tried so maybe something is available now.
Posted: Sat Jan 23, 2010 9:06 pm
by Ode to a Grasshopper
It's not sorted by spell school but [url="http://www.gamefaqs.com/computer/doswin/file/258273/11334"]this spell guide from gameFAQS[/url] might help a bit, especially if you can find a pdf of the game manual too. Or just check out the 'perfect character/party' guides here on GB.
Posted: Wed Jan 27, 2010 4:41 pm
by willsanders84
Posted: Wed Jan 27, 2010 5:08 pm
by RPGguy
Nice find Will! My only concern is accuracy since this is someone just taking the time to do it on their own. And since they can't form a sentence, and it obviously wasn't proofed, I'm worried it's got other problems as well.
When you take an Abjurer, you miss the spells from the Alteration school, what are:
:laugh:
Bottom line: thanks for hooking us up!
PS. Conjurer FTW! It's not even close. Every other mage class get hammered. The only so-so loss for conjurers is True Sight which is gifted onto many items anyways (whoopity-poo!)
Posted: Wed Jan 27, 2010 5:13 pm
by Edar Macilrille
Sorcerer FTW!!!
Posted: Wed Jan 27, 2010 5:14 pm
by RPGguy
touche
Posted: Wed Jan 27, 2010 9:00 pm
by Ode to a Grasshopper
I'd go conjurer, or wild mage if you really want the extra spell slot without missing out on any spell schools.
Posted: Wed Jan 27, 2010 10:54 pm
by RPGguy
Ode to a Grasshopper wrote:I'd go conjurer, or wild mage if you really want the extra spell slot without missing out on any spell schools.
Illusionist isn't bad either. Much better than I thought...which would explain all the hype surrounding gnome illusionists :banghead
Never understood the Wild Mage class. What exactly is the benefit again of having a mage who fires off spells with uncertainty as to what the result will be?
Do you get free AC -50 or something? A spare set of silk pantaloons? The Mash-You-To-Goo staff + 12?
Posted: Thu Jan 28, 2010 2:10 am
by Edar Macilrille
No- no- no, you get...
Big Spoiler, biiiiig secret... The Wild mage... a madman with unpredictable magic.
The spare silk Pantaloons would not be bad though. Wonder how to get them...
Posted: Thu Jan 28, 2010 3:03 am
by Ode to a Grasshopper
I find your lack of faith...disturbing.
Bearing in mind the wild surge doesn't crop up that often and when it does it can have effects like the whole party being hasted or maximised damage as well as negative effects, there are 3 big advantages I can see to Wild Mages over normal/specialist mages.
1: Bonus spell slot per level, no prohibited school. Nice, but TBH the restrictions for specialist wizards aren't too bad if you choose a decent school. Illusionist and Conjurer are both good choices if you don't mind losing out on Summon Dead/Horrid Wilting/Finger of Death (Illusionist) or True Sight (Conjurer). Of these True Sight is the easier to replace through items and/or secondary spellcasters.
2: A horde of squirrels suddenly materializing and attacking your foe can be pretty funny, as can a summon cow surge or a pregnant Aerie getting hit by a sex change.:laugh:
3: Nahal's Reckless Dweomer. A level 1 spell that allows you to cast
any spell in your spellbook, albeit with a forced wild surge (with a bonus to your surge roll, with higher surges generally getting better effects). Cast Improved Chaos Shield etc first, and if the dice roll your way you can use your level 1 spell slots for sorcerer-style high-level spellslinging, and/or pulling out, say, Horrid Wiltings right out of Chateau Irenicus. For real cheese try a wild mage with the BG1 Ring of Wizardry...
If only they could dual- or multi-class, I reckon Jan as a thief/wild mage multi would rock.

Posted: Thu Jan 28, 2010 3:34 am
by RPGguy
I looked at the Wild Surge Chart last night. Granted I doubt Bioware uses the official chart because there are 100 outcomes and many of them can not be animated.
But my overwhelming sense was "daaaamn, most of these suck!"
Agree the NRD with ICS plus your LVL multiplier makes it remote. But starting out as a low-level wild mage in a low level party aint my idea of a good time. :laugh: