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POLL: Sorcerer spells in normal mode - level three

Discussion in 'Icewind Dale 2' started by JT, Feb 15, 2007.

  1. JT Gems: 12/31
    Latest gem: Moonstone


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    Grading scale:
    A: Powerful
    B: Effective
    C: Marginal or highly situational.
    D: Ineffective. Do not learn.
    F: Worthless. Do not learn.

    Assume a "normal" party of cleric, sorcerer, fighter, etc.

    Original discussion: http://www.sorcerers.net/ubb/ultimatebb.php?/topic/14/2930.html

    If it matters, a sorc gets four 3rd level spells known in normal.

    Poll Information
    This poll contains 21 question(s). 13 user(s) have voted.

    Poll Results: Sorcerer spells in normal mode - level three (13 votes.)

    Blink (Choose 1)
    * A - 8% (1)
    * B - 15% (2)
    * C - 0% (0)
    * D - 23% (3)
    * F - 54% (7)

    Dire Charm (Choose 1)
    * A - 23% (3)
    * B - 23% (3)
    * C - 38% (5)
    * D - 8% (1)
    * F - 8% (1)

    Dispel Magic (Choose 1)
    * A - 15% (2)
    * B - 46% (6)
    * C - 15% (2)
    * D - 23% (3)
    * F - 0% (0)

    Fireball (Choose 1)
    * A - 62% (8)
    * B - 38% (5)
    * C - 0% (0)
    * D - 0% (0)
    * F - 0% (0)

    Flame Arrow (Choose 1)
    * A - 8% (1)
    * B - 54% (7)
    * C - 38% (5)
    * D - 0% (0)
    * F - 0% (0)

    Ghost Armor (Choose 1)
    * A - 23% (3)
    * B - 23% (3)
    * C - 31% (4)
    * D - 23% (3)
    * F - 0% (0)

    Haste (Choose 1)
    * A - 23% (3)
    * B - 62% (8)
    * C - 8% (1)
    * D - 8% (1)
    * F - 0% (0)

    Hold Person (Choose 1)
    * A - 8% (1)
    * B - 15% (2)
    * C - 46% (6)
    * D - 23% (3)
    * F - 8% (1)

    Icelance (Choose 1)
    * A - 0% (0)
    * B - 8% (1)
    * C - 38% (5)
    * D - 38% (5)
    * F - 15% (2)

    Invisibility Sphere (Choose 1)
    * A - 8% (1)
    * B - 38% (5)
    * C - 46% (6)
    * D - 8% (1)
    * F - 0% (0)

    Lance of Disruption (Choose 1)
    * A - 0% (0)
    * B - 0% (0)
    * C - 38% (5)
    * D - 54% (7)
    * F - 8% (1)

    Lightning Bolt (Choose 1)
    * A - 0% (0)
    * B - 15% (2)
    * C - 54% (7)
    * D - 23% (3)
    * F - 8% (1)

    Magic Circle Against Evil (Choose 1)
    * A - 23% (3)
    * B - 31% (4)
    * C - 31% (4)
    * D - 15% (2)
    * F - 0% (0)

    Melf's Minute Meteors (Choose 1)
    * A - 8% (1)
    * B - 31% (4)
    * C - 38% (5)
    * D - 23% (3)
    * F - 0% (0)

    Nondetection (Choose 1)
    * A - 0% (0)
    * B - 0% (0)
    * C - 8% (1)
    * D - 23% (3)
    * F - 69% (9)

    Protection from Fire (Choose 1)
    * A - 8% (1)
    * B - 0% (0)
    * C - 23% (3)
    * D - 38% (5)
    * F - 31% (4)

    Skull Trap (Choose 1)
    * A - 85% (11)
    * B - 15% (2)
    * C - 0% (0)
    * D - 0% (0)
    * F - 0% (0)

    Slow (Choose 1)
    * A - 15% (2)
    * B - 46% (6)
    * C - 23% (3)
    * D - 15% (2)
    * F - 0% (0)

    Stinking Cloud (Choose 1)
    * A - 8% (1)
    * B - 23% (3)
    * C - 46% (6)
    * D - 15% (2)
    * F - 8% (1)

    Summon Monster III (Choose 1)
    * A - 0% (0)
    * C - 31% (4)
    * B - 0% (0)
    * D - 54% (7)
    * F - 15% (2)

    Vampiric Touch (Choose 1)
    * A - 0% (0)
    * B - 23% (3)
    * C - 8% (1)
    * D - 31% (4)
    * F - 38% (5)
     
  2. Silverstar Gems: 31/31
    Latest gem: Rogue Stone


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    Skull trap is the winner in damage, so it gets an A.

    Icelance has its merits, it stuns low fortitude save enemies-mages, rogues-very well and can't be avoided.

    I like vampiric touch also, it adds nice amounts of HP, definitely not an F, especially if you consider it is one of the few mage spells which restore hit points.

    Flame arrow is good for one spesific target, BUT its DC is destined to suck as it has no school focus.

    These are the spells I would pick for a sorcerer on normal mod.
     
  3. JT Gems: 12/31
    Latest gem: Moonstone


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    Bump!

    More votes please. :)
     
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