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Spell slot you want more of...

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Truper, Feb 3, 2005.

  1. Truper Gems: 8/31
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    For me, its 5th level Cleric/Druid. Why? For more Chaotic Commands. Jaheira for instance would really like to have one 5th level slot for Ironskins, one for Insect Plague, and 437 for Chaotic Commands.

    Confusion, Confusion, Chaos, Confusion, Domination, Confusion, Confusion, Chaos, Confusion - there, an entire game of BG2 ;)
     
  2. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    Chaotic Commands (level 5) and Death Ward (level 4) are spells I try to have active on as many party members as possible. This means I usually memorize a lot of Wondrous Recall (level 6).

    With wizard spells it's 3rd level spells I always need more of (at least in SoA). Haste gets cast constantly and the MMM projectiles get used up so fast in a battle.
     
  3. Kitrax

    Kitrax Pantaloons are supposed to go where!?!?

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    7th! :thumb:
    Does the phrase "Most powerful Cleric spells" mean anything to you? Just thinking of all those possible open slots for spells like Earthquake, Creeping Doom, Sunray, and Nature's Beauty gets me all excited to play BG2 again and again... :D :rolling:
     
  4. Bloodtitan Gems: 8/31
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    hmmm tbh i never ever used chaotic commands. its not like bg1 where your saves are bad ... plus you can get several items that make you immune to mindspells. and if you really become confused, a dispel magic may help as well. i consider this supreme because it's even area effective.
     
  5. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    @Bloodtitan
    Chaotic Commands protects against more than the items do.
    Dispel Magic rips off your own buffs and besides wouldn't you rather have all your characters concentrate on fighting the enemy rather than running around like a headless chicken?

    @Kitrax
    For Druids that list makes sense. Not so much for clerics. I don't care much for Earthquake. For Sunray I use Daystar's ability and there's hardly a need for more than one casting, although in Bohdi's nest several could be useful.
     
  6. Minh So Gems: 6/31
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    How about greater restoration ?

    It cures all abnormal status and fully heal all your party members (yes, it also cause your priest fartigue, but who cares, he doesn't even need to be in the battle field anyway)

    I don't know if this is a bug, it's kinda overpowered and mismatch the description :(
     
  7. Faraaz Gems: 26/31
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    Is this for Cleric/Druids only, or Arcane as well?

    For divine casters, lvl 5 no doubt about it...

    Chaotic Commands, Iron Skins, Insect Plague, RIGHTEOUS MAGIC(!!!!!), Magic Resistance (!!!)...no doubt about it.

    For arcane casters, lvl 6, no doubt about that too.

    Death Spell (good early game for masses, good late game for summons), Improved Haste (my mages can never have enough of these for the rest of the party), Mislead (uninterrupted casting, with no annoying monsters to bug you...how cool is that?), True Sight, Pierce Magic...its all here.
     
  8. Scythe Gems: 5/31
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    Cheese alert... Lvl 7 for mages... Project Image and mordy's swords... Just cant get enough.
     
  9. Truper Gems: 8/31
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    For both.

    Guess I'll have to look into Righteous Magic, don't think I've ever used that one. But wait, that's another call on 5th level Divine slots...
     
  10. Nakia

    Nakia The night is mine Distinguished Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    For Arcane Spell Casters - Lvl 6 and lvl 3.
     
  11. Scythe Gems: 5/31
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    @Nakia Nightshadow
    Level 3 for arcane is full of useful spells isn't it. I love haste and slow early on... and all those damage spells... and dispel magic... what to choose?
     
  12. Faraaz Gems: 26/31
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    I prefer Remove magic actually...divine casters get Dispel Magic, but only arcane ones get Remove Magic...and it has the great advantage of only affecting enemies! :D

    Righteous Magic gives you 1 bonus point to strength per 4 caster levels (not sure if its 4 or 3), the same number of hit points and very importantly...gives you maximum damage on hit...all this for a duration of 1 round/level.

    Is that great or what?
     
  13. Ziad

    Ziad I speak in rebuses Veteran

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    Level 7 all the way. Power Word Stun, Mordy Sword, Project Image, Finger of Death for mages. Druids get such amazing things as Nature's Beauty, Creeping Doom, and the HLAs (Elemental Princes anyone?).

    Level 4 mage is also amazingly good: Stoneskin, Improved Invisibility, Fireshield, Greater Malison... lots of good stuff there for early and mid-game.

    For Wild Mages, level 1 :D Nahal's Reckless Dweomer is THE ultimate spell in the game! Ridiculously overpowered once you're high enough level. It practically turns your mage into a Sorcerer with ALL spells in your spellbook.
     
  14. Blog Gems: 23/31
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    For Druids, level 5. Animal summons, Chaotic Commands, Insect Plague, Iron Skins, Mass Cure.

    For Clerics, level 6. Strong summons, Heal, Harm, Blade Barrier, Wonderous Recall, Bolt of Glory for demons.

    For mages, level 5. Skeletons, Breach, Chaos, Cloudkill, Cone of Cold, Hold monster, Lower Resistance, Spell Immunity, Sunfire.

    [EDIT](see Earl Grey's post below) Yeah, I snuck hold monster in there even though I was thinking hold person because I use that against those human parties... it tends to disable one or two of them regularly. Cone of Cold looks cool and not many are resistant. But I still have trouble targetting it. I don't even use Chaos that often to tell the truth, but it's funny to watch what the enemies do.

    Animal summons is just useful fodder in general. But I guess if you have Iron skins for melee and Insect Plague for magic, then you don't need fodder. I have a strange liking for Blade Barrier from the old D&D games, so it's there for historical reasons. :)

    [/EDIT]

    [ February 05, 2005, 00:58: Message edited by: Blog ]
     
  15. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    @Ziad
    Once again it's time to point out that the Fireshield spells are utter crap!

    They give only 50% resistance, while the 3rd level spells Fire/Cold Resistance give the full 100% resistance.
    The minimal damage Fireshield inflicts only happens when an enemy hits the mage in melee, and if that happens you're doing something wrong.

    @Blog
    IMO you overrate several spells among them Animal Summoning II (far from exceptional), Blade Barrier (damage negated by save or MR; only hits 1/round) and Hold Monster (tiny radius; immunities to hold), Cone of Cold (small damage; party unfriendly).

    @Faraaz
    Magic Resistance cast on enemies is as cheesy as it gets. If abused by casting it offensively the spell is better the lower the casters level is - surely that says it all.

    Pierce Magic?
    That spell removes a spell protection of "6th level or lower". When would you ever need to both remove such a low level spell protection and marginally lower the targets MR?
    If you really want to lower MR the 5th level spell Lower Resistance is better.
    If you want to remove a spell protection the 4th level spell Secret Word is better (it handles up to 8th level).

    [ February 04, 2005, 12:41: Message edited by: Earl Grey ]
     
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