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Best spells for Wizards and Sorcerers?
Posted: Wed Nov 27, 2002 1:19 pm
by Lupas
Hi Everyone,
I just got the game a week ago and have been playing it a bit with different configurations of characters and am somewhat stumped on the spells. I currently have an Evoker and Conjurer but I am going to start with a Sorcerer.
I look at the spell lists and get somewhat muddled.
What do you think the "must have" spells are for Wizards and Sorcerers?
What do you keep memorized?
Thanks a lot for any help.
Posted: Wed Nov 27, 2002 5:19 pm
by Ambiorix
I must admit I'm a bit of a boring and uninspired gamer when it comes to using a magic but these spells are always memorized:
magic arrow, grease, fireball, acid cloud (or something like that) and cloudkill. That and of course: summon monster I, summon monster II, summon monster III, etc. But that may be old habits dying hard after playing BG I and II.
I like the offensive and summoning spells best.
Posted: Wed Nov 27, 2002 8:00 pm
by Aranan
Try not to take summon monster (<5) with your sorcerer. You'll just be wasting a spell slot that you could use for something useful. My Sorc plans to take SM5 and SM9 I believe.. not entirely sure yet

Posted: Thu Nov 28, 2002 1:57 am
by aberrant80
yep, if u have both a wizard and a sorcerer, cast summons with the wizard and save the sorcerer's spell slots for bombard spells. i don't think conjurer's a good idea, cos they can't use evocation spells (of which spells like fireball belong to). u wouldn't want your wizard to just cast summons and buffs rite? or mebe u do... i know i don't.
Posted: Thu Nov 28, 2002 8:16 am
by Aranan
I just made my sorcerer a bomber. I learn any and all offensive spells from each level that I believe I'll need, then if one of the utility spells looks useful then I'd grab those. I know in PNP games, Haste is horribly powerful for a sorcerer. Not sure about it in IWD2 though ^_^
Posted: Thu Nov 28, 2002 8:39 am
by fable
Originally posted by Aranan
Try not to take summon monster (<5) with your sorcerer. You'll just be wasting a spell slot that you could use for something useful.
That strategy obviously works for you; well and good. But during my run-through, my sorc learned one of the better summons spells, and it came in very handy durnig those times when I wanted to repeatedly distract a large, powerful enemy. As my other spellcasters worked frantically away and my fighters used the best ranged weapons they had, my sorc kept shoving one summoned sacrifice after another ahead of us. It worked very well, indeed.

Posted: Thu Nov 28, 2002 9:24 am
by Aranan
Originally posted by fable
That strategy obviously works for you; well and good. But during my run-through, my sorc learned one of the better summons spells, *snip*
fable, you did note that I included the <5 comment, right?

I just hardly feel that taking a summon monster spell that you can easily replace in a few levels with a more powerful one is worth it for a sorcerer. For wizards, it's totally a good idea. And I WILL have summons with my sorcerer to do exactly as you described. I'd just rather have a few summon spells instead of taking one every single spell level.
Posted: Thu Nov 28, 2002 10:04 am
by fable
@Aranan, my sorc had a lower level summons spell than you would have liked, but as my strategy above shows, I really considered it to be Summon Cannon Fodder.

Posted: Thu Nov 28, 2002 10:54 am
by Aranan
Good point
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I suppose it's just different play styles. I'll try out the cannon fodder thing with my next sorcerer. I just have this thing for making stuff explode...

Posted: Sun Dec 01, 2002 7:15 am
by PoD
The Cleric has summon spells too. I'd go light on the summons spells for a sorceror. Buffs are useful (some of the armor spells, cats grace, haste, improved invisibility, spell protections) - leave the rest to the clerics too. Also some spells to remove such protections from the opposition. But major in evocation spells, use feats to boost this and become a death-dealer.
Posted: Sun Dec 01, 2002 7:43 am
by Jaesha
Take magic missiles no matter what. EOS.
And with a druid/cleric, donĀ“t take any healing spells, as they can shift-click...
Posted: Sun Dec 01, 2002 7:24 pm
by Aranan
... can druids spontaneously cast healing spells in here? I know they can't in normal 3rd edition rules.
Posted: Thu Dec 05, 2002 5:11 pm
by Ainu
Sleep is insanely good early on. Cast it on a group of goblins or orcs and suddenly the fight becomes very easy.
The higher summoning spells (Animal and Monster) are good as well as Animate Dead--although it is nerfed in the patch it is still quite good.
Mordenkainen's Sword ROCKS for a fighter/sorcerer or fighter/wizard. It gives massive bonuses to BAB and a long rang attack.
Don't forget about the high level spells, Horrid Wilting, Mass Dominate, Executioner's Eyes....they all rule