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Configuring spellcasters

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Tirzan
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Configuring spellcasters

Post by Tirzan »

Hi, considering that there are a lot of spells in the game and that everyone setup their spellcasters as he wish, do you think that anyway there are some spells that are a MUST to have in the game?

Which one do I always have on my bar?

I'm playing with Jaheira, Aerie (as supporter) and Nalia (damage)
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Grombag
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Post by Grombag »

Well you could also read here

Comments on this is:
It is on a BGI site. Imo opinion though, it should be consulted most for BGII. There are some power switches with the appearence of more and higher level spells.

The learning comment should be taken out completly. In BGII you have enough potions of genius available to learn all the spells you want.

Lastly, think about any and every advise you are given. In alot of cases those advises depend on the playing style of the players. It might not work out as well as it did for them.
Ofcourse these kind of threads are a way of doing this :o , but at least I gave a start. :angel:
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NiteWulf
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Post by NiteWulf »

Thanks for posting that link Grombag, site looks amazing!

@ Tirzan: For additional spell-info, search the forum for a guy named XyX, open one of his posts and click on the spell-reference link in his signature. Must-have! :)
There's no knowledge that's not POWER!!!!

"Power is the ability to control the actions of others, regardless of their wishes" et al, Cohen

-and right you were, mate!
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Deadalready
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Post by Deadalready »

I recommend that everyone in the party that can do so have one "Resist Fear" spell memorised, the amount of times I've lost, because my only Resist Fear caster was incapacited by fear (the irony) is ridiculous.

If I was to reccommend must haves then they'd be Greater Malison, Summon Woodloand Nymph, Summon Skeleton, Melfs Minute Meteors and Magic Missile. There are others but theses are my favourites and majorly useful.
Warning: logic and sense is replaced by typos and errors after 11pm
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Cyrinn
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Post by Cyrinn »

Here is a list of what I found to be must haves by level:

Mage

1: Magic Missile
2: Mirror Image
3: Melf's Minute Meteors
4: Stoneskin, Minor Sequencer, Improved Invisibility, Spirit Armor in that order (tough to pick one there are a lot of must haves at this level)
5: Cloudkill, Monster Summoning III
6: Contingency, Chain Lightning
7: Spell Sequencer, Ruby Ray of Reversal
8: Spell Trigger, Simulacrum, AD Horrid Wilting
9: Time Stop (level 9 they are all great!)


Cleric/(Druid)

1: Armor of Faith
2: Barkskin (Call Lighting)
3: Animate Dead
4: Protection From Evil 10' (Call Woodland Beings)
5: Mass Cure, Flame Strike (Ironskin)
6: Heal (Delorus Decay)
7: Greater Restoration (Creeping Doom)\

Hope this helps.
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Thrifalas
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Post by Thrifalas »

Tirzan wrote:Hi, considering that there are a lot of spells in the game and that everyone setup their spellcasters as he wish, do you think that anyway there are some spells that are a MUST to have in the game?

Which one do I always have on my bar?

I'm playing with Jaheira, Aerie (as supporter) and Nalia (damage)
No, there are no spells that are MUST have, since you can complete the game without any arcane caster at all, but there are a few key-spells that most players find usefull. Stoneskin, Pro-MW, Horrid Wilting, Time Stop, Breach (unless soloing), Project Image (if soloing), Mislead (if /thief) etc.

In reality, most spells can be wicked if used correctly, and godlike if combined correctly. It's a whole own art that takes some time to understand. :)
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