1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

3rd level spell for Dragon Disciple?

Discussion in 'Baldur's Gate 2: Enhanced Edition' started by Eyebreaker7, Nov 26, 2016.

  1. Eyebreaker7

    Eyebreaker7 Someone clean my litter box ★ SPS Account Holder Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

    Joined:
    Jun 28, 2008
    Messages:
    1,371
    Media:
    15
    Likes Received:
    17
    Gender:
    Male
    I asked this before about 2nd level and got great feedack. I wasn't sure if I should necro that post or start a new one so I opted for a new one.

    Trying to figure which 3rd level spell to get for my DD.

    I already have:

    haste & flame arrow. I'm trying to decide if I want hold undead , dire charm, skull trap or remove magic?

    I know hold undead is situational and so is dire charm. Skull trap has the potential to effect more than one target and remove magic is a good area dispel. Any thoughts? :1eye:

    Did some more digging and found:

    http://www.sorcerers.net/community/threads/your-choice-of-mage-spells.72715/

    Why get both fireball & skull trap?
    And why not take flame arrow?
     
    Last edited by a moderator: Nov 27, 2016
  2. henkie

    henkie Hammertime Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

    Joined:
    Jan 13, 2006
    Messages:
    2,662
    Media:
    38
    Likes Received:
    158
    Gender:
    Male
    For lvl 3, I typically chose haste, flame arrow, dispel magic, melf's minute meteors and skull trap.

    Skull trap has shorter range than fireball (both casting range and range of effect), but the damage for fireball is capped, while skull trap (and flame arrow) is not capped in damage, so in the long run you get more damage out of skull trap.

    Remove magic is better against enemies (though the difference appears mostly to be if the enemy is much higher level than you), though dispel magic can be useful to dispel fear / charm / confusion from party members.

    Wouldn't bother with hold undead or dire charm.
     
  3. xosmi Gems: 20/31
    Latest gem: Garnet


    Resourceful Adored Veteran

    Joined:
    Apr 30, 2006
    Messages:
    1,289
    Media:
    60
    Likes Received:
    145
    Gender:
    Male
    I'll stick to the lvl 3 recommendations i gave in your old thread :

    Fireball - good area of effect damage, but caps at 10d6, and fire is a resistance you will find more and more as the game goes on, so will see a bit of loss of effectiveness at higher levels - but is still good to clean out groups of mediocre mobs in the mid to late game.
    Skulltrap - Basically a Fireball lite, has a smaller area of effect but the damage keeps rising as your caster level does, so it will eventualy surpass Fireball for raw damage.
    Melf's Minute Meteors - each meteor does 1d4+3 +3 fire damage, and you get 1 meteor for every caster level, ensuring it keeps being useful at even medium and high level content. it sets your attacks to 5 per round as well, so you can lay down the pain pretty fast.
    Haste - double the move speed for better kiting and gettign your DD out of melee range, and an extra attack per round for whenever you are making attack rolls. great buff for either yourself or your frontline fighters.
     
    Last edited: Nov 27, 2016
  4. pplr Gems: 18/31
    Latest gem: Horn Coral


    Veteran

    Joined:
    Mar 19, 2008
    Messages:
    1,032
    Media:
    2
    Likes Received:
    35
    I don't usually get dire charm but that is because I already make decent use out of charm and doom (or is it dominate and charm..?) when I want to charm something (possibly plus a different spell that lowers magic resistance.)
     
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.