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Sorcerer Spell Pick

Discussion in 'Icewind Dale 2' started by Deathmage, Mar 20, 2003.

  1. Deathmage

    Deathmage Arrr! Veteran

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    What Level 4 spell should I take for my Human, 20-Charisma Sorcerer?

    Really stuck on this one...we're currently at the Goblin Fortress (the skirmish outside it. The sorcerer levels up in mid-fight.)

    So, suggestions? I'm looking for either spells that hurts one target a lot (use on bosses) or area-effect spells for goons. I'm leaving the supportive spells for my bard.

    Or maybe I should take Spirit Armor? Hmm...
     
  2. Viking Gems: 19/31
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    This is your first level 4 pick I take it?

    Tricky.

    Solo: Stoneskin or improved invisibility are the obvious choices.

    In a party, well, hmm, I think I still took those two first. There really isn't much to bombard the enemy with at that level. Too early to get much damage out of Mordenkainen's Force missiles, so that pick is wasted for now. The fireshields (take red first if you plan on both, as cold protection / fire damage will serve you best for now), won't last very long, but are still decent options. The summons simply don't last long enough to be of much use to you yet. There is the ice storm, vitriolic sphere or wall of fire, which for attack purposes you might try. Not sure how effective they are though. I assume your bard has already got Emotion Hope as a level 3 pick, so you don't want to double up those.

    Call me traditionalist, but I'd use level 4 as a support level for sorcerers. Stoneskin, improved invisibilty, mallison, Fireshields Red / Blue, and of course when we can use them for some damage - M's Force Missiles.

    There is a good reason not to take Otiluke's Resilient Sphere for now. No spoilers, but unless you plan to use it on multiple enemies don't use up a spell pick on this.
     
  3. Deathmage

    Deathmage Arrr! Veteran

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    I picked Blood Rage...is that a good idea?

    Oh, and is Boiling Blood good?
     
  4. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) 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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    I would say neither, considering I never used them. Beltyn's Burning Blood (I presume this is what you mean) is especially useless because the one you set on fire contaminates with fire every character of yours he/she gets close to.
     
  5. Viking Gems: 19/31
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    Blood rage is basically a berserker rage cast on a single allied creature.

    Lots of drawbacks with this, but may get you out of a tight spot I suppose.

    Not my spell of choice, but play your party your way not mine! That's the whole rpg thing.
     
  6. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    I had two who made a deadly combo as well as supplied loads of buffs for everyone (lev 16):

    #1 Scion of Storms, Spirit of Flame, SF Evocation 2, Spell Penetration 1, Subvocal Casting

    1: Magic Missile, Chromatic Orb, Shield, Identify, Burning Hands
    2: Aganazzar's Scorcher, Gedlee's Electric Loop, Snilloc's Snowball Swarm, Eagle's Splendour, Melf's Acid Arrow
    3: Fireball, Lance of Disruption, Flame Arrow, Lightning Bolt
    4: Mordenkainen's Force Missiles, Stoneskin, Wall of Fire, Improved Invisibility
    5: Cone of Cold, Sunfire, Protection from Electricity, Dismissal
    6: Chain Lightning, Planar Binding: Fire Elemental, Acid Storm
    7: Mordenkainen's Sword, Delayed Blast Fireball
    8: Power Word: Blind

    #2 SF Enchantment 2, SF Transmutation 2, Spell Penetration 2, Subvocal Casting

    1: Sleep, Chromatic Orb, Burning Hands, Shield, Magic Missile
    2: Blindness, Web, Bull's Strength, Knock, See Invisibility
    3: Fireball, Haste, Slow, Dispel Magic
    4: Confusion, Stoneskin, Improved Invisibility, Emotion: Hope
    5: Chaos, Feeblemind, Cloudkill, Protection from Acid
    6: Disintegrate, Mass Haste, Acid Fog
    7: Mordenkainen's Sword, Suffocate
    8: Symbol of Hopelesness
     
  7. willworker Gems: 1/31
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    [​IMG] I find every mind effecting enchantment to be useful, 9especially with the sorcerers many castings) but improved invisibility, stonskin, and force missles are the only ones I've ever bothered casting.
     
  8. Deathmage

    Deathmage Arrr! Veteran

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    I've heard that Improved Invisibility is overpowered, is this true? And why?
     
  9. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    You can't cast non-area spells on invisible creatures even if you see the circle (which isn't that probable). You're also harder to hit in combat. From my experience, invisible creatures are best attacked in melee with all six chars including mages. The sooner they die the better. With my two sorcs I was able to have both stoneskin and II (same spell level, that hurts) on all six chars.
     
  10. teekc Gems: 23/31
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    Burning Blood? That's a good spell. Of course, it spread like wild fire but my fighters seldom engage in close combat and my undead are bloodless, so it is a pretty fun spell to play.

    Improved Invisibility was overpowered before patch 2.01. So if you have patched your game, it is ok. Overpowered in the sense that once you cast Improved Insvisibility, monster cannot see you even if you attacked them. Improved Invisibility after the v2.01 still works well. After an invisibled character actioned, he/she cannot be target by ranged attack and melee attack will sometime miss.

    My pick in order
    improved invisibility - stoneskin - malison - M-force missle - burning blood.
     
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