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Sorceror Spell Selections

Posted: Fri Dec 08, 2006 1:28 am
by Ulfgar Prigor
My Sorceror is going up to 7th level. He will be taking what effectively is his final 1st level spell.

He can already cast Magic Missile, Chromatic Orb, Mage Armor and Ray of Enfeeblement. What spell would best round out this arsenal?

....

Miscellaneous info:

Party role is mixed - offensive bombardier, buff allies, weaken enemies. the one thing he doesn't do is enchantments; the party includes a Dreadmaster of Bane, and she handles that role. The party also contains a wizard, a Battleguard of Tempus, and two tanks (Barb/Fighter and Pal/Fight).

He has 2 levels of Spell Focus - Evocation feat

He has the requisite Spellcraft skill points to take one of the elemental feats when he gets his next feat. (I'm leaning towards Spirit of Flame.)

He has one level of Paladin, so he has Divine Grace boosting his own saving throws. (He has 19 charisma, don't know whether I will put this ability score boost in charisma or not.)

His 2nd level spells are Snilloc's Snowball Swarm and Melf's Acid Arrow. I will most likely be adding Agannazar's Scorcher in conjunction with this level-up.

His third level spell is Haste. I'm not sure what I am going to take with this level-up. I just finished cleaning out Andora and know I'll need fire in the Ice Temple, so I'm leaning towards Flame Arrow or Fireball. But there are several other spells (Ice Lance, Lightning Bolt, Ghost Armor, Dispel Magic) that I really like. These are tough choices knowing that this character is only going to be able to learn a maximum of four 3rd level spells by the end of the game.

Any suggestions would be appreciated.

Posted: Fri Dec 08, 2006 2:27 am
by Kipi
My suggestion would be either Identify or Grease.

Identify is something you probably need in every chapter of the game, and Grease will give you some more time to pick up monsters aproaching you from distance with spells and missiles.

About the third level spells, Fireball and Dispel Magic would be very good choices.

Posted: Sat Dec 09, 2006 6:10 am
by Jelaweb
I would pick Grease. You don't need Identify, if your wizard has spent some skill points in Knowledge (arcana) and/or Alchemy. Even then, you should have enough gold by now to pay a seller to identify items for you.

Web & Grease : the first step to safe Fireballs!

Posted: Sat Dec 09, 2006 4:23 pm
by Kipi
Jelaweb wrote:I would pick Grease. You don't need Identify, if your wizard has spent some skill points in Knowledge (arcana) and/or Alchemy. Even then, you should have enough gold by now to pay a seller to identify items for you.
Well, that's true in most cases...
But there are situations in the game when items you find can't be identified by your Knowledge skill and there is no trader nearby...
Baiscally, to be able to cast identify can be handy at times... and may even save your life in few situations where the quality of your gear may take you from the fight as winner...

Posted: Sun Dec 10, 2006 1:57 am
by Ulfgar Prigor
I selected Grease.

My wizard is the party "identifier." He has poured skill points into Knowledge and he has 20 intelligence. I don't remember the last time he had to actually cast the Identify spell, though sometimes I have him memorize it just in case I need it for that day.

Thanks to all who shared their thoughts.