Sorceror's Spell Choice (SPOILERS)
Posted: Wed Jan 24, 2007 8:59 pm
I’ve always wanted to create a most powerful character (sorcerer) without cheating. I picked up the game again recently and did a lot of contemplation on sorcerer’s spell choices. I read xyx’s spell reference (at Baldur's Gate II - Spells Reference) a hundred times to think of my own spell choices. With hours and days of contemplation, I’ve finally fixed my sorcerer’s spell list, and would like to share it with everybody. By say “no questions”, I actually mean: check the spell guide for explanation. I did this spell reference out of fun, even though it may seem outdated. Any comments are welcomed.
Here are the choices and the whys and ifs. It’s strongly recommended that newcomers read xyx’s spell reference first (and possibly also User Unfriendly’s cheese guide: at The Hero's Guide to A Successful Adventure) before getting confused by my sorceror’s spell reference. I don’t spend time talking about the obvious useless pathetic spells such as energy drain, as they are already covered in xyx’s spell guide. Instead, I tackle the intricacies of comparing similarly useful spells.
Here it goes:
Sorceror’s Spell choices and Why
Without cheating, the sorcerer class has 5 spell choices for every level except for Level 8 and 9. The sorcerer’s greatest strength is his ability to cast any combination of spells, without the need for spell preparation before sleeping. Sorcerers often end up expending all his spells before sleeping. His spells are most effectively used, making him the most powerful spell caster in the game, and arguably the most powerful character without cheating.
Enough of all this nonsense you can read elsewhere. Like in other D&D games, in BGII, the sorcerer’s main duty is to deal spell-damage. Spell damage is needed any time, any place. In order to make most out of the sorcerer’s limited spell pool, it is recommended that a damage dealing spell is chosen at every level. That is why, no ray of enfeeblement + Contagion, no specific using spells such as polymorph other/self, maze, etc. Only the commonly used spells are chosen.
Here are the details:
Level 1: Magic Missile, Protection from Evil, Chromatic Orb, Identify, Spook
Magic Missile for damage, Chromatic Orb for instant death, Spook for Dragon hunting.
*Armor and shield are both good, but they do not outlast the Robe of Vecna.
* You cannot get the protection bonuses from the staff of magi IF you are using Melf’s Minute Meteors. Hence, I choose Protection from Evil.
*Identify – you’ll get the glasses later in BGII, but it’s too painful without the spell early on.
Level 2: Melf’s Acid Arrow, Mirror Image, Knock, Resist Fear, Glittering Dust
Melf’s Acid Arrow for damage and spell disruption, and Mirror Image for protection.
*Kock is a must have for solo’ers.
*Resist Fear is useful even if you have priests in your party (you never know when you get panicked).
*Glittering Dust is a good disabling spell: a)Immunity to blindness is rare b) it’s party friendly – hence superior to web and stinking cloud.
Level 3: Skull Trap, Haste, Melf’s Minute Meteor, Dispel Magic, Remove Magic
Skull Trap for insane damage at higher levels, Haste for summons, and MMM for ranged attack.
*Flame Arrow is a good spell, a decent upgrade from MM. But you’ll probably find yourself using level 3 slots on skull trap, which deals slightly more damage and AREA damage. Omit flame arrow.
*Dispel magic is commonly neglected. Yes it can be cast by priests and yes it will remove your own combat protections. But it also has 2 very important functions: a) it is a quick suicide for PI clones, thus freeing your character – vital at big battles. b) combined with Contingency (refer to Contingency), it can mean a matter of life and death in many situations when you are caught off guard. Important especially for solo’ers.
*Vampiric touch is almost a must have for solo’ers. Mages typically end up with only 81hp (with familiar) at level 31. With equipment, hp rises to usually no more than 90+. A single powerword stun will fake you if you get below 90. But no fear: Mislead + Spell Immunity: Divination and Abjuration will serve you just fine. So vampiric touch isn’t that important. Besides, there’s a good chance you get it as a Bhaal power. Choose remove magic instead.
Level 4: Stone Skin, Minor Spell Sequencer, Malison, Far Sight, Wizard Eye
Stone Skin – needless to say more, Malison for all those save-or-else spells, sequencers are always good.
*Emotion is a good spell, but too many higher level critters tend to be immune to it. It’s not much of an upgrade to Glittering dust (which is also party friendly), aside from the longer duration. Omit.
*Polymorph Other is a ok insta-killing spell. But a dragon morphed into a squirrel will still pump you a hundred miles away with it’s sordid breath (Not all dragons are evil…but I still love killing silver ones ). It’s not something Chromatic Orb can’t do; the save isn’t great either. Omit, unless you enjoy hearing squirrels squeaking in your pocket plane…
*Teleport field is a spell I find useless. It will not stop ranged attacks and enemy spell casting. And the area of effect isn’t that good.
*Far sight and Wizard Eye are both important. A wizard eye can be dispelled, and you cannot have multiple castings, but it’s maneuverable. Far sight is the opposite, a good supplement.
Level 5: Sunfire, Breach, Spell Immunity, Skeleton, Lower Magic Resistance
Sunfire, Breach, Spell Immunity are must haves. No questions.
*Skellies can be cast with a cheap level 3 cleric spell. But clerics don’t have the Project Image cheese. You can summon an infinitely large army (with PI’s and Infinite spells from Spell Trap, OR “rest” option from Wish). The army lasts for 8 hours, making it worthwhile for the mouse clicks.
*If you want to beat up most bosses (say dragons) with spells, Lower MR is your man.
Level 6: Death Spell, Mislead, Protection from Magical Weapons, Improved Haste, Contingency (there are some tough choices here)
Death Spell, Mislead, PMW will serve you well throughout the entire game.
*Improved Haste isn’t a must have for spell casters. But according to xyx, it will turn “folks with a high number of attacks…into absolute dervishes of destruction”…
*Some people underestimate the importance of Contingency (e.g. User…), thinking that Chained Contingency is a far better upgrade. It is, but shouldn’t you save your precious Level 9 slots for more dire circumstances, other than getting panicked, or kicked butt by a lousy ray of miscast magic? Just pause the game, contingency yourself with a dispel magic. This is only one example of the hundreds of widely known tricks for using contingencies. GET IT.
*I used to think Protection from Magical Energy was a vital spell for those who love sequencing skull traps and using multiple Wishs: Abi-Dazihm on entire map, such as myself. But mirror image really protects you just fine, and does much more. You have only about 1/9 of a chance getting hit, and even after then it still needs to get past your Magic Resistance check. Note that sequencing 3 skull traps on self destroys only one image. Omit PME.
*True sight is the ultimate invisibility purge spell. But you can get it from the book of infinite spells (use bag of holding for infinite charges), or just let clerics/inquisitors do the work.
Level 7: Delayed Blast Fireball, Mordenkainen's Sword, Spell Sequencer, Project Image, Ruby Ray of Reversal
Mordenkainen’s Sword, Spell Sequencer, PI are must haves. No questions.
*Delayed Blast Fireball might be an underestimated spell. It sets as a trap and goes blast with decent damage, and punches through Lich defenses. As a sorcerer, you need to have a damage dealing spell at nearly every level. There are no other comparatively good damage spells at Level 7.
*Powerword: stun is good for against mages in Shadow of Amn. Smarter ones later on or in the Tactics Mod will simply go mislead. Why not whack and smash your way through mages with area damaging spells? Omit PW: Stun. Besides, Powerword: Blind works even better, it disables just about anything that hasn’t a high enough MR, and with a small area too!
*Mass invisibility and limited wish: almost the only two party spells for mages. They are useful (though rarely) and expensive. Powerful enemy mages will use True sight, making the invisibility essentially useless for non party mages. Limited wish: just using the scroll will be enough.
*According to UserUnfriendly, Ruby ray is only useful when you install tactics mod, as it would break (using chain Contingency) the lich’s Mislead and Spell Immunity: Abjuration + Divination combo. In other words, if you are used to running away in combat and waiting till the enemy’s spell protections wear off, you are probably better off using Mass Invisibility or Limited Wish. But I personally feel safe knowing that at least I have something against the enemy’s spell protections.
Level 8: Abi-Dalzim's Horrid Wilting, Spell Trigger, Simulacrum, Powerword Blind
Basically no questions asked. All four are must haves. No space for Incendiary Cloud and Mr. Bigby.
to be continued...
Here are the choices and the whys and ifs. It’s strongly recommended that newcomers read xyx’s spell reference first (and possibly also User Unfriendly’s cheese guide: at The Hero's Guide to A Successful Adventure) before getting confused by my sorceror’s spell reference. I don’t spend time talking about the obvious useless pathetic spells such as energy drain, as they are already covered in xyx’s spell guide. Instead, I tackle the intricacies of comparing similarly useful spells.
Here it goes:
Sorceror’s Spell choices and Why
Without cheating, the sorcerer class has 5 spell choices for every level except for Level 8 and 9. The sorcerer’s greatest strength is his ability to cast any combination of spells, without the need for spell preparation before sleeping. Sorcerers often end up expending all his spells before sleeping. His spells are most effectively used, making him the most powerful spell caster in the game, and arguably the most powerful character without cheating.
Enough of all this nonsense you can read elsewhere. Like in other D&D games, in BGII, the sorcerer’s main duty is to deal spell-damage. Spell damage is needed any time, any place. In order to make most out of the sorcerer’s limited spell pool, it is recommended that a damage dealing spell is chosen at every level. That is why, no ray of enfeeblement + Contagion, no specific using spells such as polymorph other/self, maze, etc. Only the commonly used spells are chosen.
Here are the details:
Level 1: Magic Missile, Protection from Evil, Chromatic Orb, Identify, Spook
Magic Missile for damage, Chromatic Orb for instant death, Spook for Dragon hunting.
*Armor and shield are both good, but they do not outlast the Robe of Vecna.
* You cannot get the protection bonuses from the staff of magi IF you are using Melf’s Minute Meteors. Hence, I choose Protection from Evil.
*Identify – you’ll get the glasses later in BGII, but it’s too painful without the spell early on.
Level 2: Melf’s Acid Arrow, Mirror Image, Knock, Resist Fear, Glittering Dust
Melf’s Acid Arrow for damage and spell disruption, and Mirror Image for protection.
*Kock is a must have for solo’ers.
*Resist Fear is useful even if you have priests in your party (you never know when you get panicked).
*Glittering Dust is a good disabling spell: a)Immunity to blindness is rare b) it’s party friendly – hence superior to web and stinking cloud.
Level 3: Skull Trap, Haste, Melf’s Minute Meteor, Dispel Magic, Remove Magic
Skull Trap for insane damage at higher levels, Haste for summons, and MMM for ranged attack.
*Flame Arrow is a good spell, a decent upgrade from MM. But you’ll probably find yourself using level 3 slots on skull trap, which deals slightly more damage and AREA damage. Omit flame arrow.
*Dispel magic is commonly neglected. Yes it can be cast by priests and yes it will remove your own combat protections. But it also has 2 very important functions: a) it is a quick suicide for PI clones, thus freeing your character – vital at big battles. b) combined with Contingency (refer to Contingency), it can mean a matter of life and death in many situations when you are caught off guard. Important especially for solo’ers.
*Vampiric touch is almost a must have for solo’ers. Mages typically end up with only 81hp (with familiar) at level 31. With equipment, hp rises to usually no more than 90+. A single powerword stun will fake you if you get below 90. But no fear: Mislead + Spell Immunity: Divination and Abjuration will serve you just fine. So vampiric touch isn’t that important. Besides, there’s a good chance you get it as a Bhaal power. Choose remove magic instead.
Level 4: Stone Skin, Minor Spell Sequencer, Malison, Far Sight, Wizard Eye
Stone Skin – needless to say more, Malison for all those save-or-else spells, sequencers are always good.
*Emotion is a good spell, but too many higher level critters tend to be immune to it. It’s not much of an upgrade to Glittering dust (which is also party friendly), aside from the longer duration. Omit.
*Polymorph Other is a ok insta-killing spell. But a dragon morphed into a squirrel will still pump you a hundred miles away with it’s sordid breath (Not all dragons are evil…but I still love killing silver ones ). It’s not something Chromatic Orb can’t do; the save isn’t great either. Omit, unless you enjoy hearing squirrels squeaking in your pocket plane…
*Teleport field is a spell I find useless. It will not stop ranged attacks and enemy spell casting. And the area of effect isn’t that good.
*Far sight and Wizard Eye are both important. A wizard eye can be dispelled, and you cannot have multiple castings, but it’s maneuverable. Far sight is the opposite, a good supplement.
Level 5: Sunfire, Breach, Spell Immunity, Skeleton, Lower Magic Resistance
Sunfire, Breach, Spell Immunity are must haves. No questions.
*Skellies can be cast with a cheap level 3 cleric spell. But clerics don’t have the Project Image cheese. You can summon an infinitely large army (with PI’s and Infinite spells from Spell Trap, OR “rest” option from Wish). The army lasts for 8 hours, making it worthwhile for the mouse clicks.
*If you want to beat up most bosses (say dragons) with spells, Lower MR is your man.
Level 6: Death Spell, Mislead, Protection from Magical Weapons, Improved Haste, Contingency (there are some tough choices here)
Death Spell, Mislead, PMW will serve you well throughout the entire game.
*Improved Haste isn’t a must have for spell casters. But according to xyx, it will turn “folks with a high number of attacks…into absolute dervishes of destruction”…
*Some people underestimate the importance of Contingency (e.g. User…), thinking that Chained Contingency is a far better upgrade. It is, but shouldn’t you save your precious Level 9 slots for more dire circumstances, other than getting panicked, or kicked butt by a lousy ray of miscast magic? Just pause the game, contingency yourself with a dispel magic. This is only one example of the hundreds of widely known tricks for using contingencies. GET IT.
*I used to think Protection from Magical Energy was a vital spell for those who love sequencing skull traps and using multiple Wishs: Abi-Dazihm on entire map, such as myself. But mirror image really protects you just fine, and does much more. You have only about 1/9 of a chance getting hit, and even after then it still needs to get past your Magic Resistance check. Note that sequencing 3 skull traps on self destroys only one image. Omit PME.
*True sight is the ultimate invisibility purge spell. But you can get it from the book of infinite spells (use bag of holding for infinite charges), or just let clerics/inquisitors do the work.
Level 7: Delayed Blast Fireball, Mordenkainen's Sword, Spell Sequencer, Project Image, Ruby Ray of Reversal
Mordenkainen’s Sword, Spell Sequencer, PI are must haves. No questions.
*Delayed Blast Fireball might be an underestimated spell. It sets as a trap and goes blast with decent damage, and punches through Lich defenses. As a sorcerer, you need to have a damage dealing spell at nearly every level. There are no other comparatively good damage spells at Level 7.
*Powerword: stun is good for against mages in Shadow of Amn. Smarter ones later on or in the Tactics Mod will simply go mislead. Why not whack and smash your way through mages with area damaging spells? Omit PW: Stun. Besides, Powerword: Blind works even better, it disables just about anything that hasn’t a high enough MR, and with a small area too!
*Mass invisibility and limited wish: almost the only two party spells for mages. They are useful (though rarely) and expensive. Powerful enemy mages will use True sight, making the invisibility essentially useless for non party mages. Limited wish: just using the scroll will be enough.
*According to UserUnfriendly, Ruby ray is only useful when you install tactics mod, as it would break (using chain Contingency) the lich’s Mislead and Spell Immunity: Abjuration + Divination combo. In other words, if you are used to running away in combat and waiting till the enemy’s spell protections wear off, you are probably better off using Mass Invisibility or Limited Wish. But I personally feel safe knowing that at least I have something against the enemy’s spell protections.
Level 8: Abi-Dalzim's Horrid Wilting, Spell Trigger, Simulacrum, Powerword Blind
Basically no questions asked. All four are must haves. No space for Incendiary Cloud and Mr. Bigby.
to be continued...