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Favourite Spells in ID2?

Discussion in 'Icewind Dale 2' started by Ancalìmon, Feb 1, 2003.

  1. Faragon Gems: 25/31
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    Sunfire seems pretty good for Soloing as well.

    That Armor that the dwarf in the Underdark sells which casts Sunfire whenever hit in melee would be very good too (For a melee class of course, unless you want your sorcerer to have % to fail or invest in armored arcana)
     
  2. Viking Gems: 19/31
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    [​IMG] Sunfire is just great regardless.

    As you say, great for solo, since it does hurt (a lot!), but excellent for a mage to draw groups in close while mirror imaged, then unleash a couple before casting invis and quietly walking back out....

    [ February 04, 2003, 14:11: Message edited by: Viking ]
     
  3. Faerus Stoneslammer Gems: 16/31
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    Disintegrate or Finger of Death. Magic missile and Mordenkainen's Force Missiles are handy too, especially at high levels.
     
  4. Frostmage Gems: 11/31
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    It's kind of nice to blow away several orcs with a single Fireball. Mordenkainen's Force Missiles are very handy at high levels (and it looks cool too :D ).
     
  5. Bhaal's Drinking Buddy Gems: 3/31
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    finger o' death(i'd like to call it Bush's Pinky)
    magic missile cool, force missile cooler(albeit slower to cast).
    don call me drunk or nothin, but if i remember correctly, wtf happened to contact other plane?
    i know, i know, its only use was to find out what vexing thoughts' true name is in HoW, but damn i loved that crummy bastard that says "yesss..."
     
  6. Istari of Thay Banned

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    Hmmm...

    Well, I'll have to say; magic missile
    (i killed the guardian with those)
     
  7. Gorgonbreath Gems: 3/31
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    At higher levels now I am beginning to really enjoy a few area effect spells that are flashy, make lots of big bad noise, and rock the house with damage: firestorm, acid storm, tremor and suffocate. I really like suffocate because it often prevent wizards and such from casting spells.

    Trapping enemies in areas with multiple webs and then dropping these spells is like calling in my own personal air force. I almost feel sorry for the bad guys.
     
  8. teekc Gems: 23/31
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    remove fatigue.
     
  9. Kuldaharian Gems: 4/31
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    for me is emotion hope...both defensive and offensive in one spell..word..
     
  10. knightblade Gems: 1/31
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    [​IMG] Delayed blast fireball.
     
  11. popbuggy Gems: 1/31
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    there are no doubt that powerwordblind is the most useful spell ever~! sadly not that efficiant in underground :mad:
     
  12. BGP Gems: 3/31
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    [​IMG] I tried to play my second time through very differently, spellwise. I'll highlight some I used the most and not mention the standards everyone seems to use.

    I played a paladin/sorcerer, so no necromantic spells whatsoever. It's just not in her nature. Except...for Flaying. I just tried it on a whim when fighting the Twins and did over 50 points damage. Then I did it again and it did it again. Ouch, she said, and ran to her precious pool.

    But Grease was a big improvement over previous versions. I used it during almost every battle prior to chapter 3; I was using a small party of 3 with a useless monk, so really 2 (the other was a straight druid).

    Snilloc's Snowball is a terrific 2nd level area damage spell.

    Fire Shield combo with Mirror Image is tremendous--damage every time they hit you. The Twins are vunerable to cold, remember.

    Shades (6th level) is slightly better than 2.01 Animate Undead now. The shade Greater Werewolf is very solid offense (slash) and defense. This and summon animals 1 were my mage summons.

    Prismatic Spray is a huge improvment over BG2, with no chance for benefits for your enemy.

    As for my Druid, he was phenominal. Of course stoneskin and such, but Thorn Spray is very harmful (6d10) and a fast cast (3) and is reflex based for half, so it always hurts a little unless there is spell resistance. Wave has already been mentioned, and I agree.

    You can stack call lightning and static charge and then get a lightning strike with the HOF Nature's Fury cloack; anything not immune to electricity gets fried, and the Druid is fighting and casting spells while this static shield is in place. Ouch.

    Finally, I used Sunbeam a great deal as it does damage and blinds. I would take my level 13+ monk running through it and undead things would go in, but wouldn't come out.

    I favored spells in this game that continued to do damage while I was free to go about my business. Bleeding/poisoning swords, shields that poison you; it was a nice theme to explore.

    It's very effective in multiplayer; think of how you feel when one of your characters gets poisoned or melfed; You panic a bit. I hope to try it out in multi soon.
     
  13. Orrick the Grey Gems: 2/31
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    I think that mordekainen's sword and then tenser's transformation is possibly the coolest combo for a mage
     
  14. Urgazhi Gems: 10/31
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    as was said further up the type of spells you use is situational.
    • for lots of baddies i usually do sunfire or chain lightning
    • for strong bosses etc., i do malison and disintigrate/finger of death/flaying. flaying is useful for stopping them during the casting of a spell.
    • miscast magic is also useful for isair/madae and other magic-using bosses.
    • i also like doing magic circle of protection from evil and doing gate/summon fiend/cacofiend and watching the carnage!
     
  15. Son of Moradin Gems: 2/31
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    Well if you combine Mordenkainens Sword with Tensers Transformation you will get a pretty tough fighter. Also Disintegrate and Fireball are damn deadly!! I guess identifikation has grown a bit useless after my wizard can identify every magic item i encounter. Else it was a very good spell in the BG serie
     
  16. Register Gems: 29/31
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    Infravision. :p

    No, actually Morkedaniens Force Missiles.
     
  17. Kabuki Man Gems: 6/31
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    [​IMG] Improved Invisibility.
     
  18. Jadow77 Gems: 2/31
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    Magic arrow
    Finger of death
    Power word death
    Raise undead
     
  19. Urgazhi Gems: 10/31
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    [​IMG] if i could have one spell from Baldurs Gate II, it would be chain contingency. to be able to realease 3 (5? - cant remember) magic missiles at the same time was really sweet.

    :evil:
     
  20. Frostmage Gems: 11/31
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    3 Mordenkainen's Force Missiles!

    *Drools*
     
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