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Best sorcerer spells - your opinions...

Discussion in 'BG2: Shadows of Amn (Classic)' started by Vemund, Nov 23, 2000.

  1. Vemund Gems: 1/31
    Latest gem: Turquoise


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    [​IMG] I am currently in the process of playing through BG2 as a sorcerer. I would therefore like to plan my spell choices beforehand, so I kinda need your help. Considering that you can not legally go above level seventeen, my picks are listed below and I would like to know which ones you would keep/replace and why ?

    Level 1 :

    Magic Missile
    Protection from Evil
    Protection from Petrification
    Identify
    Chromatic Orb

    Level 2 :

    Mirror Image
    Blur
    Invisibility
    Melf's Acid Arrow
    Web

    Level 3 :

    Fireball
    Dispel Magic
    Melf's Minute Meteors
    Haste

    Level 4 :

    Stoneskin
    Greater Malison
    Fireshield (Red or Blue)
    Farsight

    Level 5 :

    Breach
    Lower Resistance
    Cone of Cold
    Cloudkill

    Level 6 :

    Chain Lightning
    Power Word : Silence
    Protection from Magical Energy

    Level 7 :

    Power Word : Stun
    Limited Wish
    Finger of Death

    Level 8 :

    Maze
    Abi Dalzim's Horrid Wilting

    When Neverwinter Nights or the expansion Pack(s) allows for higher levels I would like to add these as well :

    Level 8 :

    Simulacrum

    Level 9 :

    Time Stop
    Spellstrike
    Power : Word Kill


    Please, any suggestions would be appreciated...
     
  2. Sylvus Moonbow Gems: 21/31
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    I can't give you options for every level, but I will go into detail for a few on what I think.

    1st level

    Magic Missile and Chromatic Orb. KEEP.

    Identify - Not needed. Pick up the Glasses of Identification, which allows 3 identifies a day and use this slot for another spell.

    Protection from Evil - You aren't going to have a cleric in your party as an NPC? They can cover this for you.

    Protection from Petrification - Scrolls can do this and most of all, when you need it you'll use them. I haven't come across many Petrification traps or creatures as of yet, I'm sure I will, but not enough to warrent taking up a slot for this spell when you find enough scrolls as well as purchase them. It's a better pay off. Would you want this spell slot taken and being unused until say, Chapter 4?

    2nd Level

    Mirror Image, Invisibility and Web KEEP

    Blur really isn't an issue when you have Mirror Image and 5 images to fool the enemy. Blur is usefull if you're up front fighting, which I doubt you'll be doing anyhow. Take A. Scorcher instead. It deals more damage than a flaming arrow and is a beam of fire so any creatures caught in its blast also take damage. It's an awesome spell for blocking a door or corridor width wise while the creatures walk towards the party and through the beam of fire.

    I'm not too keen on Melf's Acid Arrow because there are enough Acid Arrows that one can shoot with a bow. If you're having NPCs, I'm sure you'll fit one or more of them with a bow and these arrows, which have the same effect as the spell and come in more bundles than you could ever hold in your head.

    I have to get back to work or I'd reply to more, but hopefully that's a start to other replies you'll receive from other people.

    Syl...
     
  3. SoulFly Gems: 2/31
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    I'm playing a sorc right now, and I just recently got to lvl 17. (I got the exp cap remover so I'll be going higher, yay :) The spells I have found most of use are as follows(and I use almost all of them on a regular basis depending on what I'm fighting).

    Level 1:
    Magic Missile-Easy dmg spell
    Chromatic Orb-Always deals 10 dmg, and very useful against things with low magic resist,
    Grease-When you run out of web/entangle/hold spells, grease does the job fine.
    Burning Hands-Easy dmg, useful against trolls and such.
    Sleep-Fun Spell, good to open fights with against lower lvl creatures.

    Level 2:
    Aganazzar Scorcher:uses stated above
    Glitterdust:Blinds, reveals invisible creatures, more useful than it sounds
    Web:Stops things in there tracks
    Stinking Cloud:Like web.

    Level 3:
    Fireball-Awesome spell through the levels, up until delayed blast fireball
    Hold Person-Very useful against humanoids
    Lightning Bolt-Another good dmg spell.
    Melf's Minute Meteors-I find this spell very useful when you need a ranged attack and prefer not to use spells

    Level 4:
    IceStorm-AoE damage spell, useful
    Stoneskin-Awesome spell, useful for all levels
    Spider Spawn-good conj. spell
    Imp. Invisibility:good spell, yet again.

    Level 5:
    Breach:good to take away prot.
    Cone of Cold:dmg spell when you're up front
    Cloudkill:many uses
    Shadow Door:if being attacked, shadow door is an easy way out
    Sunfire:When being swamped, or alone, this is a very good spell to hit everything around you.

    Level 6:
    Death Fog:the name speaks for itself
    Wyvern Call:Good summoning spell for large areas
    Conjure Elemental:All are good, but air/fire are my fav.
    Improved Haste:Awesome spell to help your fighters

    Level 7:
    Mordenkaine's Sword:Good summoning spell
    Delayed Blast Fireball:Better than a normal fireball(dmg wise), and it hovers so you can add more strategy into your gameplan.
    Project Image:Almost as good as simulacrum.
    Summon Hakeashar:Hakeashar + enemy mage = no more mage

    Level 8:
    Horrid Wilting:Awesome dmg spell
    Simulacrum:Cloning is underrated.
    Maze:Crowd Control starts with this.
    Summon Fiend:precursor to gate

    Level 9:
    Energy Drain:Who needs a vampire?
    Time Stop:Best spell imo.
    Meteor Swarm:Time stop and meteor swarm are your bread and butter against tough enemies.
    Spell Trap:Awesome against enemy wizards
    Wail of the Banshee:Everything dies w/o a save, cool.

    EDIT:I forgot, I may play my sorc different than you, so keep that in mind when choosing for yourself. I run around with boots of speed/staff of the magi, for an invisible scout. If I see something I get out of there LoS, then summon an elemental, or shoot in a delayed blast fireball somewhere. Then I either lead them back into my elemental or into the fireball, and after that back to my party (Viconia, Edwin, Keldorn, Minsc, Mazzy)


    [This message has been edited by SoulFly (edited November 23, 2000).]
     
  4. Vemund Gems: 1/31
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    Thank you both for the input. My strategy is more based on keeping the Sorcerer in the background to disrupt enemies and protect my own party, so I don't need quite so many direct damage spells (but I try to pick one from each level - except four).

    One more question though. I would really like to include the 'Summon Hakeashar' spell on level 7, but doesn't the hakeashar "eat" magic items ?? Doesn't this mean that that you miss out on some potentially powerful magic items ??

    Again, thank you for your replies...
     
  5. IronEagle Gems: 13/31
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    Im a little late here, but the God of all anti-protection spells is the level 7 spell called warding whip.
     
  6. SoulFly Gems: 2/31
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    It has never happened to me, so I can't really help you there.
     
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