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Sorcerers and Spells

Discussion in 'BG2: Shadows of Amn (Classic)' started by Jimmy, Sep 1, 2002.

  1. Jimmy Gems: 1/31
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    H! there,
    If u r playing a Sorcerers which r the spell that u would choose at the start ?
    N what r the high lvl spell which u will try to learn or get ?

    [Go read the Forum Rules like you were asked when you registered. No form of "l33t" is allowed here.] -Tal

    [ September 01, 2002, 10:47: Message edited by: Taluntain ]
     
  2. Sick curtaiN Gems: 5/31
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    First of all... you should use correct grammar. You're gonna get banned if you talk like that...

    Now to the topic...

    Lvl 1.

    Magic Missiles, Identify and Chromatic Orb are my choices.

    Lvl 2.

    Anything would do just don't forget Melf's Acid arrow

    Lvl 3.

    Dispel magic and Remove Magic is a must!! Flame Arrow and Haste also come in Mind.

    Lvl 4.

    STONESKIN... 'nuff said

    You choose the other spells so that you can explore the game a bit more. Whats role-playing if you don't role play right? :)

    PS: Welcome to the boards! :thumb:
     
  3. Deathmage

    Deathmage Arrr! Veteran

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    There's a Sorcerer's Guide around...guess what, Sorcerers net somewhere. In case you don't know where that is, www.sorcerers.net
     
  4. Baronius

    Baronius Mental harmony dispels the darkness ★ SPS Account Holder Veteran

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    The most important spells:
    lvl 1: Magic Missile, Identify, Shield
    lvl 2: Web/Stingking Cloud, Melfs Acid Arrow,
    Mirror Image
    lvl 3: Slow, Flame Arrow
    lvl 4: Stoneskin
     
  5. Gothmog

    Gothmog Man, a curious beast indeed! ★ SPS Account Holder Veteran

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    You forget most important 1 level spell(IMO) chromatic orb :D
    And horror is very useful ;) i dont recall which level it is though
     
  6. Oaz Gems: 29/31
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    Horror is a level 2 spell - very useful. As is it's equal-level counterpart Resist Fear.
     
  7. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    [​IMG] I've posted about this several times but here we go again:

    Here is my spell selection for non-solo Sorcerer.

    Note: Number in parenthesis is the level at which spell is selected. I also noted spell choices for ToB.

    Level 1:
    - Magic Missile --- (1)
    - Sleep --- (1)
    - Identify --- (3)
    - Friends --- (5)
    - Prot from Petrification --- (7)

    Level 2:
    - Mirror Image --- (4)
    - Invisibility --- (5)
    - Blur --- (7)
    - Web --- (9)
    - Melf's Acid Arrow --- (11)

    Level 3:
    - Melf's Minute Meteors --- (6)
    - Haste --- (7)
    - Skull Trap --- (9)
    - Prot f Normal Missiles --- (11)
    ToB - Dispel Magic --- (22)

    Level 4:
    - Stoneskin --- (8)
    - Greater Malison --- (9)
    - Improved Invisibility --- (11)
    - Spirit Armor --- (13)
    ToB - Ice Storm --- (23)

    Level 5:
    - Breach --- (10)
    - Lower Resistance --- (11)
    - Spell Immunity --- (13)
    - Animate Dead --- (15)
    ToB - Chaos --- (28)

    Level 6:
    - Protection from Magic Energy --- (12)
    - Improved Haste --- (13)
    - Protection from Magical Weapons --- (15)
    ToB - Chain Lightning --- (21)
    ToB - Death Fog --- (30)
    Note: Unless you have a Cleric or Keldorn, you need True Sight early.

    Level 7:
    - Spell Sequencer --- (14)
    - Spell Turning --- (15)
    - Mordenkainen's Sword --- (17)
    ToB - Mass Invisibility --- (22)
    ToB - Finger of Death --- (31)

    Level 8:
    - Abi Dalzim's Horrid Wilting --- (16)
    - Pierce Shield --- (17)
    ToB - Power Word, Blind --- (19)
    ToB - Simulacrum --- (23)

    Level 9:
    ToB - Chain Contingency --- (18)
    ToB - Wish --- (19)
    ToB - Time Stop --- (20)
    ToB - Shapechange --- (25)

    * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

    A few notes

    - Mislead, Project Image and Simulacrum are all very good spells so use those if you like them. I think they are cheesy and try to stay away from them. :holy:

    - In my selection Skull Trap is selected instead of Fireball. IMO you take one of those but not both. :idea: Protection from Magic Energy is a cornerstone in the use of Skull Trap. Cast PfME on your frontline fighters and on your sorcerer.

    - Chromatic Orb is overrated. Target can - and most likely will - save against the special effect which means you pretty much wasted a round. :sosad: On the other hand it's just a first level spell and it doesn't really matter what you pick here as long as you get Magic Missile, so take Chromatic Orb if you like it.

    - Pierce Magic (6th level) is not a good spell for a sorcerer. :toofar:
    Secret Word (4th level) is actually better than Pierce Magic - but I dont recommend that spell either. The only bonus with Pierce Magic is that you get to lower the targets MR, but if that's what you're looking for Lower Resistance (5th level) and Pierce Shield (8th level) do a better job.
     
  8. Eze Gems: 24/31
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    My all-time fave is Melf's Minute Meteors. I rocked the house with my mage/cleric.
     
  9. Deda Jag Gems: 1/31
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    hi

    i've searched for an answer on sorcerer spell progression, found this thread but i really havent found what i was looking for and since i dont want to start a new thread here comes my question.

    i started a new game with a solo sorcerer just to fool around and to see how powerful my char can become. i removed the XP cap, obviously, and everything went fine till i hit lvl 20 or 21. my problem is that im not gaining any new spells with new levels. im lvl 23 now in Chap 3 planning to move on as soon as i finsih the last 2 remaining quests (gaxx and hammer of thunderbolts) and i have:

    5 lvl 1 spells
    5 lvl 2 spells
    4 lvl 3 spells
    4 lvl 4 spells
    4 lvl 5 spells
    3 lvl 6 spells
    3 lvl 7 spells
    3 lvl 8 spells
    3 lvl 9 spells

    however according to this table i should have

    1 more lvl 3 spell
    1 more lvl 4 spell
    1 more lvl 6 spell
    1 more lvl 7 spell
    1 more lvl 8 spell

    whats causing it? my game is patched and the only mod i have installed is Dungeon-Be-Gone. do i need ToB installed in order to get additional spells appropriate for my level?

    thanks in advance

    [ July 15, 2004, 13:15: Message edited by: Deda Jag ]
     
  10. Bahir the Red Gems: 18/31
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    You cant have level 9 spells without ToB, either you have forgotten that you have it or you are cheating.
     
  11. Deda Jag Gems: 1/31
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    cheating .. lol well of course! i said "i removed the XP cap". i played thru the game so many times without 'cheating' that i wanted to try something new, just for FUN you know? and since i do not have ToB this was the only way how to get additional levels. i dont really wanna get into a discussion whats cheating and whats not but i'd like to know why i havent got the spells i should ;)
     
  12. Aldeth the Foppish Idiot

    Aldeth the Foppish Idiot Armed with My Mallet O' Thinking Veteran

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    SoA isn't coded for casting level 9 spells. You should however, be getting the normal spells for levels 1-8. Level 9 could be cast from scrolls. You should think about getting ToB - it's cheap now, and you would be able to cast level 9 spells as well as getting all of the Sorcerer HLAs.
     
  13. Deda Jag Gems: 1/31
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    so basically you dont know the answer to my question right? just say so ..

    thanks anyways.
     
  14. GodRules44 Gems: 4/31
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    First of all, for whoever up there said it, protection from petrification is one of the most pointless spells to have in SOA. It was usefull in bg1 because of basilisks, but now there is one trap and maybe one enemy which actually petrifies you. Aside from that,

    You will be keeping your sorcerer out of melee combat, but you need protection against ranged attackers, so prot from normal missiles and stoneskin are both useful. Magic missile is always useful, as well as chromatic orb (almost the power of a finger of death at medium-high levels, just without the saving throw penalty and the larger damage)you shouldn't get identify, it's pointless when you have someone else in your party with higher lore. Mirror image and knock are very helpful, knock only if you have no lockpickers. Sleep is awsome at the beginning of the game, mostly in irenicus's dungeon. I would also get invisibility, detect invisibility, melf's acid arrow (only very useful at lower levels unless you accumulate lots of acid on one target), then I suggest melf's minute meteors, which is very good when you run out of spells. Flame arrow is a definite necessity. Scull trap is a very, very good spell as well. Fireshield blue, stoneskin, imp. invisibility, greater malison. Sunfire, lower resistance, and cloudkill are all very good, though cloudkill you can just get the wand in irenicus's dungeon. I also found that domination, though generally useful only on lower power creatures, can be very, VERY helpful if used on enemy mages. As well, once you're able, spell immunity is a must have. Next level, improved haste, death spell, chain lightning, Prot From magic weapons, globe of invulnerability (since you get more spells than I'm listing just choose what you see fit) Flesh to stone is good, but only if you don't want most of the stuff the person is carrying, so I don't suggest it for full parties.
    Next level, Mordekainen's sword is an extra hand, especially if you're soloing, along with mass invisibility (only if you have a full party or 5 members), other choices include spell turning, ruby ray of reversal, and (only if you really want it) spell sequencer. next level (yes the amount of spells is getting into TOB levels). Next level, albi dazim's horrid wilting is a must have, then simulacrum, then pierce shield. When you get to TOB and level 9 spells, then I suggest time stop, improved alacrity, and whatever else you want (you'll be getting all level 10 spells anyway which rock :) ) hope I helped.
     
  15. Deda Jag Gems: 1/31
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    no not much help really ;)

    the initial post is dated September 01, 2002 and i still dont know why i dont get spells appropriate for my lvl.
     
  16. Stu Gems: 20/31
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    What enemy in BGII can cast petrification? I know where the trap is (sewers where you find Lilacor) but I cannot remember where/who the enemy is.
     
  17. Heerscher Gems: 3/31
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    Beholders IIRC.
     
  18. Trouveur Gems: 1/31
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    The answer is: SoA isn't coded to allow character to level up after the max level. With the xp cap remover you can attain higher levels, but since the game don't have any progression table for character after their max level, you will just get HP, but no saving throws increase and no new spells either.
     
  19. Deda Jag Gems: 1/31
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    thats what i suspected

    "do i need ToB installed in order to get additional spells appropriate for my level?"

    "but since the game don't have any progression table for character after their max level" - Trouveur

    tho i got lvl 9 spells at lvl 18 and were getting additional spells till i hit lvl 20 or 21.


    thanks a lot Trouveur
     
  20. Sniper Gems: 28/31
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    :yot:

    Singapore? ... I lived there once. Consequently, I moved back to England :p
     
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