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Spell configuration

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Koveras
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Spell configuration

Post by Koveras »

Right now, I have 4 mages. Wild mage, Jan, Imoen, and Sola(CLUAed him in Spellhold). With 4 mages, the spells they use is kind of confusing. I know right now that Sola uses defensive buffing type spells. Jan uses illusion spells and spells that will make him a better thief. Now, I have the wild mage and Imoen left. How should I configure the spells to make them efficient? Any ideas?
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thaGforce
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Post by thaGforce »

Summoner + AOE

Make one of them a summoner, fodder instead of the tanks you don't have. You can change this later to a breach magic/pierce magic/lower magic resistance/greater malison mage later. At first you need the fodder because you don't have tanks, and then later when you have lots of buffer spells, you'll need the de-buffer spells for enemy mages. :)

The other mage make a AOE (area of effect) mage. Have spells like Fireball, Stinking Cloud, Abi-Dalzims, etc.

That's what I usually do with a mage heavy party. :)
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Koveras
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Post by Koveras »

Re: Summoner + AOE
Originally posted by thaGforce
Make one of them a summoner, fodder instead of the tanks you don't have. You can change this later to a breach magic/pierce magic/lower magic resistance/greater malison mage later. At first you need the fodder because you don't have tanks, and then later when you have lots of buffer spells, you'll need the de-buffer spells for enemy mages. :)

The other mage make a AOE (area of effect) mage. Have spells like Fireball, Stinking Cloud, Abi-Dalzims, etc.

That's what I usually do with a mage heavy party. :)
Actually, I also have a ranger cleric, Minsc, and Sola, so I have plenty of frontliners. I like the idea of summoner, however, right now my ranger cleric can summon a fire elemental, and the wild mage have inv. stalkers, and you can only summon 5, so having a mage devoted to summoning is kinda pointless for me right now. ;) But I guess I can have one mage do de-buffer, and the other do damage. Thanks for the inspiration. :cool:
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thaGforce
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Post by thaGforce »

Oh, in that case it would be a waste. But at least some inspiration came of my post. :)
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Post by UserUnfriendly »

your ranger cleric can use druid spells, right???

in that case, may i suggest looking at the ease of use mod????

the shapeshifter rebalance pack makes shapeshifters killer kits, some people might even take cernd along....eeeeeeewww.....

but the druid added spells includes killer summons...

were bears....they regen so fast they are practically unkilllable...and 2 killed off everyone in astral prison all by themselves...

(personal note, since to take cernd along is to risk grave damage to my mind, i made jahiera into a kensai shapeshifter....)

:p :p ;)
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Koveras
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Post by Koveras »

What's wrong with Cernd? ;) :p ;) I took him in couple of games 'cause I was tired of Jaheira. :)
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Post by Xyx »

I suggest giving every mage at least one heavy hitting damage spell (Skull Trap, Horrid Wilting, Dragon's Breath). That way you'll be able to blow most enemies out of the water before they reach you. As for the rest... Stick to the good stuff rather than going for ultimate variety. Most spells do pretty much the same thing anyway. Charm, blindness, hold, stun, sleep... what's the difference? If it affects you, you're a goner. Give some people a single spell you don't expect to need very often.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
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Post by UserUnfriendly »

its almost treat every mage as a sorc...you very rarely change spell selection, at least the main spells, you may change a spell once in a while, to test something, but most of the time, you stick with a selection, unless you are forced to change it...darn level drain....

go for stuff you know works, with every mage, i am a big fan of the standardized spell kit school, almost all my mages have identical spell selections, with immie and nalia in party, they look identical...

get all the good protection stuff first, then stuff thats dead useful, like knock, and identify, and then offensive,,,

like dragons, dragons, and abu,,,,

and each mage has a few testing spells, or at least i used to have them, at the bottom of the memorized page...those are for fun, and specific encounters....
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Post by Koveras »

Thanks for the tips! :) Right now, I have 2 glasses of identification and 5 scrolls of identify, so my 1st level spells are basically almost all mm, occasionally blindness, spook, chromatic orb,etc. Also, my chars can cast 7th lvl spells max so no abi for me now. :p Well, I will test things out for myself then. ;)
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