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.)

Need some help on spell tactics

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

  1. Sloty Gems: 5/31
    Latest gem: Andar


    Joined:
    Apr 27, 2015
    Messages:
    144
    Likes Received:
    0
    Gender:
    Male
    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
    Latest gem: Garnet


    Resourceful Adored Veteran

    Joined:
    Apr 30, 2006
    Messages:
    1,217
    Media:
    60
    Likes Received:
    120
    Gender:
    Male
    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
    Latest gem: Andar


    Joined:
    Apr 27, 2015
    Messages:
    144
    Likes Received:
    0
    Gender:
    Male
    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
    Latest gem: Garnet


    Resourceful Adored Veteran

    Joined:
    Apr 30, 2006
    Messages:
    1,217
    Media:
    60
    Likes Received:
    120
    Gender:
    Male
    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.
     
Sorcerer's Place is an independent 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 time and money on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!