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Solo Summoner Sorcerer

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Varied Sundries, Jun 3, 2010.

  1. Varied Sundries Gems: 3/31
    Latest gem: Lynx Eye


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    So I recently installed the Improved Summons Mod (it's hideously overpowered, I know, but the concept of summoning beholders and vampires and massive amounts of fiends appealed to me) and I want to take a Sorcerer through the entire series.

    Now, I've done the typical sorcerer run before, with copious amounts of skull traps and Abi-Dalzim's bolstered by liberal application of Breach and Lower Resistance when needed. But I want to try something different, a Conjurer style sorcerer. I'll probably SK him into being a Tiefling for fluff's sake - a Lawful Evil tyrant interested in embracing his infernal ancestry for the power it gives him. He's more subtle than most sorcerers, and doesn't believe in blowing things up indiscriminately. He prefers to have minions do his work for him. He's also a huge fan of clouds, fogs, and area disabling spells (again, mostly because they're all conjuration), so that will figure heavily into his selection.

    I've also installed some AI-enhancing mods (primarily SCSII, as I don't want to have to cheese my way through Tactics) to up the challenge. So basically, I'm attempting to determine a proper spell list for my diabolical gentleman magus here. I would like your advice on choices and tactics for these, seeing as how I'm going to have to play him a bit differently than the typical blaster sorcerer.

    Level 1:
    Magic Missile (still just as useful for spell disruption as it ever was)
    Protection from Evil (when you're summoning fiends, this seems important)
    Grease (to help trap people inside the killzone)
    Sleep (just so useful at lower levels)
    Spook (retains utility at higher levels)

    Level 2:
    Web (synergizes extremely well with Spider Spawn)
    Glitterdust (always useful
    Mirror Image (so useful)
    Knock (gotta have it as a solo)
    Stinking Cloud (great at low levels)

    Level 3:
    Haste (for buffing summons)
    Melf's Minute Meteors (for breaking through DR)
    Skull Trap (can't resist it)
    Dispel Magic (indispensable)
    Slow (great debuffer)

    Level 4:
    Spider Spawn (primary summon at low levels)
    Improved Invisibility (utility, escape)
    Farsight/Wizard Eye (can't decide, but one or the other for scouting)
    Stoneskin (duh)
    Greater Malison (this one I am unsure about, as I won't have many SoDs - perhaps Minor Sequencer or Polymorph Self instead?)

    Level 5:
    Animate Dead (a staple)
    Breach (indispensable)
    Lower Resistance (this one might not be as necessary for me, what with the minions - potentially replace with Chaos or Sunfire?)
    Spell Immunity (always handy)
    Cloudkill (not ideal, but helps with the killzone)

    Level 6:
    Summon Beholder (replaces Carrion Crawler, is generally awesome)
    Summon Vampire (replaces Wyvern Call, useless during the day though)
    Death Fog (for increased damage and summon elimination)
    True Sight (necessary)
    Contingency/Mislead/Protection from Magical Weapons (can't decide)

    Level 7:
    Cacofiend (mwahaha)
    Project Image (perhaps too cheesy)
    Mordenkainen's Sword (more summons)
    Spell Sequencer (I love these spells)
    Finger of Death/Mass Invisibility/Limited Wish (can't decide)

    Level 8:
    Summon Fiend (mwahahaha)
    Power Word Blind (mass disabler is nice)
    Incendiary Cloud (best killzone spell yet)
    Spell Trigger (the possibilities are evil)

    Level 9:
    Gate (mwahahahaha)
    Timestop (indispensable)
    Wish (duh)
    Chain Contingency (double duh)

    I know that some of the choices aren't ideal. No Abi-Dalzim's, for instance. But do you think this is a viable way to go through the game? Will I be running for my life and hiding behind my minions, or shall I be a conquering warlord with foul and terrible armies at my beck and call?
     
  2. Silverstar Gems: 31/31
    Latest gem: Rogue Stone


    Veteran

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    I think it can be doable, but you may have difficulties, particularly with enemy spell casters. Enemy mages tend to get rid of summons fast, so focus more on demon summoning, or genie/efreet summoning (with Spell revisions, they are considered gated too, and are smarter, and actually usefull allies with instant spell casting and invulnerable fog forms and all...)

    As for spell picks, I notice you don't have a powerful enchantment spell. That may be against your character concept, but Chaos is really a powerful spell, a good area-effect disabler which makes afflicted ignore their smarter SCS scripts and wander around in haze. Hold monster and feeblemind are fun too, your summons can rip the helpless enemies to shreds with these on.

    6th lvl you need Pro from Magic Weapons. It is not important, but essential.

    You don't have any spell protection removal spells, and if you make spell turning etc. effect Breach spell too (SCS) you will have much difficulty breaching any spell caster, your breach spells will just bounce right off to you. Consider picking a spell prot. removal:Ruby Ray of Reversal is good as it can get rid of any level of protection and is not abjuration. (hence, works around SI:Abjuration)
     
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