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Need some help on spell tactics

Discussion in 'Icewind Dale: Enhanced Edition' started by Sloty, Jun 3, 2015.

  1. Sloty Gems: 5/31
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    Which are the best spells to use for mage,cleric and druid?
    Which spells do you pick at each level?
    Are there some potent combos for 2 or more spells?
    Which buffs are the best?
     
  2. xosmi Gems: 20/31
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    I'd suggest you take a lok at the spell reference guide, hosted right here on sorcerers :

    http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm

    As for spell combo's :
    Doom + Greater Malison + glitterdust - they stack, gives -2, -4 and -4 to enemy saves for -10 total, great to use before you use any save or else spells. oponents can only save vs. spell on glitterdust (though at-6 if you use doom/greater malison first) worth putting in a spell sequencer imho.

    Skull traps are really powerful, they gain 1d6 damage each caster level. load up a spell sequencer with 3 of them. :evil:

    Granted, it's going to be a while before you can use spell triggers, since you won't get the spell before trials of the luremaster, so i guess this is for HoF only. :p
     
  3. Sloty Gems: 5/31
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    No one with some hints on his preffered spell tactics?

    I have(a little cheatet but fun):

    A berserker/druid multiclass

    A Kensai/mage/cleric multiclass

    A Fighter/mage/assassin multiclass

    Are there some good spell combos to use with my little party?
     
    Last edited: Jun 3, 2015
  4. xosmi Gems: 20/31
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    The general tactics are to:
    Pre-buff before battle, use spells like stoneskin, blur, mirror image, improved invisibility with your wizards/sorcerers. bless, chant, protection from evil, draw upon holy might with your clerics, iron skins with your druid. :borg:

    A lot of the debilitating spells like web, stinking cloud, hold person and entanglement are good for pinning groups of enemies down, but allow the enemy to make saves to negate the effects. always try to lower the enemies saves by casting spells like doom, greater malison or pixiedust. :sick:

    Get something to blast through enemy caster protection spells, breach is the all time favorite, doesn't grant a saving throw, disregards enemies magic resistance. :bang:

    Memorize some specific spells to take enemy casters out of the battle. something like melf's acid arrow works well to interrupt their spell casting, doing damage each round.
    A druids insect plague and creeping doom work wonders as well.
    Then, quickly neutralize them when they're down, most enemy casters are rubbish at melee. :deadhorse:

    A lot of caster protections only protect vs targeted spells, aoe damage can still hit them. when casting your aoe spells like for example - fireball, always cast it on the ground next to the caster, don't target them with it. :thumb:

    Don't forget to get some spells to get your party members out of a bind - you want to have a way to undo/protect against effects like being held or fear on your party members. memorize some spells like dispel/remove magic, resist fear, and emotion:courage. :kneel::holy:

    Send in summons as your first wave, followed by your fighter(s). this should give you ample time to get off whatever spell selection you want to use on the enemies. :tobattle:

    One example of using these strategies might be to have your cleric summon some animate dead, send them at the enemy. while the enemy is targeting them, have your cleric cast doom and one of your mages cast greater malison to lower the enemies saves by a whopping -6, and have your other mage or druid cast a debilitting spell like web/entangle/stinking cloud.
    By this time some of your summons will have fallen, but (most of) the enemy will be stuck, allowing you to unleash the full might of your damaging spells on them.
    In addition, they'll still have their lowered saves. not only helping to keep them stuck since they'll keep failing their saves vs web/entangle/stinking cloud, getting stuck/faling down each time they do, but your damaging spells that can be saved against will have a greater chance to hit as well.

    after caster level 5, chromatic orbs stun/paralyze if the enemy fails his save, so now would be a good time to cast it.
    Spells like finger of death and disintegrate won't do anything if the enemy makes his save - cast it now, while his saves are low.
    Cast Horror - enemies must save vs spell or flee, chances are that with their current saves, >50% of the group will flee, and fleeing enemies don't attack you.
    Some spells, like slow give the enemy a penalty to saves (-4 in this case) on top of their already low saves if you cast doom + greater malison first, you're almost guaranteed to have it work.
     
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