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3rd level spell for Dragon Disciple?

Discussion in 'Baldur's Gate 2: Enhanced Edition' started by Eyebreaker7, Nov 26, 2016.

  1. Eyebreaker7

    Eyebreaker7 Someone clean my litter box Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    I asked this before about 2nd level and got great feedack. I wasn't sure if I should necro that post or start a new one so I opted for a new one.

    Trying to figure which 3rd level spell to get for my DD.

    I already have:

    haste & flame arrow. I'm trying to decide if I want hold undead , dire charm, skull trap or remove magic?

    I know hold undead is situational and so is dire charm. Skull trap has the potential to effect more than one target and remove magic is a good area dispel. Any thoughts? :1eye:

    Did some more digging and found:

    http://www.sorcerers.net/community/threads/your-choice-of-mage-spells.72715/

    Why get both fireball & skull trap?
    And why not take flame arrow?
     
    Last edited by a moderator: Nov 27, 2016
  2. henkie

    henkie Hammertime Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    For lvl 3, I typically chose haste, flame arrow, dispel magic, melf's minute meteors and skull trap.

    Skull trap has shorter range than fireball (both casting range and range of effect), but the damage for fireball is capped, while skull trap (and flame arrow) is not capped in damage, so in the long run you get more damage out of skull trap.

    Remove magic is better against enemies (though the difference appears mostly to be if the enemy is much higher level than you), though dispel magic can be useful to dispel fear / charm / confusion from party members.

    Wouldn't bother with hold undead or dire charm.
     
  3. xosmi Gems: 20/31
    Latest gem: Garnet


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    I'll stick to the lvl 3 recommendations i gave in your old thread :

    Fireball - good area of effect damage, but caps at 10d6, and fire is a resistance you will find more and more as the game goes on, so will see a bit of loss of effectiveness at higher levels - but is still good to clean out groups of mediocre mobs in the mid to late game.
    Skulltrap - Basically a Fireball lite, has a smaller area of effect but the damage keeps rising as your caster level does, so it will eventualy surpass Fireball for raw damage.
    Melf's Minute Meteors - each meteor does 1d4+3 +3 fire damage, and you get 1 meteor for every caster level, ensuring it keeps being useful at even medium and high level content. it sets your attacks to 5 per round as well, so you can lay down the pain pretty fast.
    Haste - double the move speed for better kiting and gettign your DD out of melee range, and an extra attack per round for whenever you are making attack rolls. great buff for either yourself or your frontline fighters.
     
    Last edited: Nov 27, 2016
  4. pplr Gems: 18/31
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    I don't usually get dire charm but that is because I already make decent use out of charm and doom (or is it dominate and charm..?) when I want to charm something (possibly plus a different spell that lowers magic resistance.)
     
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