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Spell Thrust for my sorceror or no?

Posted: Mon Oct 11, 2004 9:15 pm
by OldMansChild7
soloing a sorceror right now, should i pick spell thrust for one of my level 3s? it seems very useful, anyone got comments?

Posted: Tue Oct 12, 2004 12:59 am
by Ieldra
No, don't select it. There are too many other L3 spells to bother with a very minor protection breaker. Here's my selection for L3 spells:

Melf's Minute Meteors
Slow
Skull Trap
Haste
Remove Magic

For a spell protection remover, wait until you get L7 spells and select Ruby Ray of Reversal. You won't need anything else in that category, and everything below that has the disadvantage that it cannot remove Spell Trap, and that there are too many other important spells in the relevant levels.
If you absolutely *must* have a spell protection remover very early, go to Watcher's Keep. There's a Wand of Spell Striking somewhere on the second or third level. But as you're soloing, you should reach L15 in no time anyway.

Posted: Tue Oct 12, 2004 9:34 am
by moltovir
Remove Magic, Dispel Magic, Breach, Pierce Magic and Ruby Ray of Reversal should be more than you'll ever need. Spend the rest on various offensive and defensive spells.

Posted: Tue Oct 12, 2004 12:46 pm
by me0w
"Melf's Minute Meteors
Slow
Skull Trap
Haste
Remove Magic"

- Nice, but it would be better without skull trap and fireball instead. - Also, slow isn't vital.

Posted: Tue Oct 12, 2004 1:01 pm
by moltovir
...or not. Fireball stops advancing at lvl 10, while skulltrap can reach 40d6 damage! Can you imagine what a spell trigger with 3 skull traps can do to a dragon ;) I know that you can't aim it directly like fireball, but just cast mirror image and use skull traps as sunfires.

Posted: Tue Oct 12, 2004 5:05 pm
by Klorox
Here are my choices:

Flame Arrow
Slow
Melf's Minute Meteors
Skull Trap
Protection From Normal Missiles (pretty useful at times in ToB).

Posted: Tue Oct 12, 2004 5:47 pm
by Patrick
Why does fireball stop at 10th, and is that for just Sorceror?
What is the sunfire/mirrorimage thing you spoke of.
40d6, wow

Posted: Wed Oct 13, 2004 1:06 am
by ensaro dai
Fireball is nerfed and its for mages/sorcerers, not only sorcerers.

Mirrorimage = 5 copys of your sell, who have to be hit one by one (1 hit is ennuf) to be destroyed (lvl 2 spell, very useful)

Sunfire: From the centre of the caster, an exploding blast of fire (sunfire) is released not damaging the caster, but it might damage party members :)

Posted: Wed Oct 13, 2004 1:40 am
by Ieldra
[QUOTE=me0w]"Melf's Minute Meteors
Slow
Skull Trap
Haste
Remove Magic"

- Nice, but it would be better without skull trap and fireball instead. - Also, slow isn't vital.[/QUOTE]

There are limitless Fireballs available from wands, at maximum strength (10d6). Skull Trap is not capped, and it's a trap. I killed 3 of the 6 enemies in the Improved Twisted Rune by preset Skull Traps - no chance of doing that with Fireballs.
(And yes, I do not usually pick Cloudkill in level 5 - there are wands for that, too)

Slow *is* vital against regenerating enemies. Maybe it gets used more rarely than other spells, but you'll miss it if you don't have it.

Posted: Wed Oct 13, 2004 1:41 am
by Sojourner
[QUOTE=ensaro dai]Fireball is nerfed and its for mages/sorcerers, not only sorcerers.

Mirrorimage = 5 copys of your sell, who have to be hit one by one (1 hit is ennuf) to be destroyed (lvl 2 spell, very useful)

Sunfire: From the centre of the caster, an exploding blast of fire (sunfire) is released not damaging the caster, but it might damage party members :) [/QUOTE]

Sunfire spell has the added advantage of bypassing magic resistance (Fireball does not). Misled mage/sorceror + high-level Sunfire = Drow devastation.

Posted: Wed Oct 13, 2004 1:43 am
by Ieldra
[QUOTE=Klorox]Here are my choices:

Flame Arrow
Slow
Melf's Minute Meteors
Skull Trap
Protection From Normal Missiles (pretty useful at times in ToB).[/QUOTE]

No Remove/Dispel? Phew, I wouldn't recommend that for a solo sorcerer. For a party sorcerer it might work.

Protection from Normal Missiles isn't very useful in TOB - about 99% of all missiles are magical.

Posted: Wed Oct 13, 2004 2:34 pm
by nephtu
Hmm...

Well, if you include the Spell-50 MOD, skull traps and fireballs BOTH go up to 50d6, so that' a wash. That being said, even with unmodified spell set, skull trap can be tricky to use in combat, because of its range limits.

I think for a solo socereror I'd advise Skull trap, Melf, haste, slow, remove magic (dispel, where needed, can be done from scrolls) since you can cast fireballs from wands.

Spell thrust isn't worth it for anyone.

My 2 gold worth, YMMV

Posted: Wed Oct 13, 2004 3:12 pm
by Klorox
[QUOTE=Ieldra]No Remove/Dispel? Phew, I wouldn't recommend that for a solo sorcerer. For a party sorcerer it might work.

Protection from Normal Missiles isn't very useful in TOB - about 99% of all missiles are magical.[/QUOTE]

Is this a thread about solo sorcerers? I have Keldorn in my party, he's all the Dispel Magic I'll ever need. Just in case he's not, I have Imoen, Jaheira and Anomen all memorize the spell one time each.

Dispel Magic is a great spell, but it's a waste in a party where 4 others can cast it, especially when Keldorn is the best dispeller in the game.

Posted: Wed Oct 13, 2004 4:42 pm
by fable
No, it's about Spell Thrust, and other spells of the same level that may (or may not) be better.

Posted: Wed Oct 13, 2004 9:22 pm
by Klorox
oh man..
I just reread the original post, and this thread is kinda about a solo sorcerer...

Posted: Wed Oct 13, 2004 9:49 pm
by fable
soloing a sorceror right now, should i pick spell thrust for one of my level 3s? it seems very useful, anyone got comments?

The emphasis is on spell thrust for a sorc. If you have a problem with that, PM me. :)

Posted: Thu Oct 14, 2004 2:23 am
by Ieldra
[QUOTE=Klorox]Is this a thread about solo sorcerers? I have Keldorn in my party, he's all the Dispel Magic I'll ever need. Just in case he's not, I have Imoen, Jaheira and Anomen all memorize the spell one time each.

Dispel Magic is a great spell, but it's a waste in a party where 4 others can cast it, especially when Keldorn is the best dispeller in the game.[/QUOTE]

All right, if you have Keldorn, then you don't need Dispel Magic from anyone else - except if Keldorn is indisposed. But that's only one NPC out of the 16(? 12?) available. Anyway, I'd want my Sorcerer to be believable as a character. Having Spell Trust but not Dispel or Remove Magic is just not believable. Spell Thrust, IMO, is a waste of a valuable spell slot. Even with a mage, I almost never use it.

Posted: Thu Oct 14, 2004 6:58 am
by ensaro dai
Just have dispel/remove magic and get breach/LR at lvl 5

Posted: Thu Oct 14, 2004 9:07 am
by OldMansChild7
thx for all your help, and guys, no need to turn hostile, appreciate all your opinions
anyways, ill probably pick spell thrust anyways, now my level 3 picks are MMM, Skull, Remove Magic, Haste, everything else in level 3 is no more useful than spell thrust, so...

Posted: Fri Oct 15, 2004 3:41 am
by Patrick
Not to drag it on but what about lightningbolt, does this max out at 10th too??
What about flame arrow??