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Guide for SoA spell picks?

Discussion in 'BG2: Shadows of Amn (Classic)' started by SlickRCBD, Oct 9, 2009.

  1. SlickRCBD Gems: 29/31
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    I've seen lots of powergaming guides and posts for Throne of Bhaal focused on high-level characters with lots of spells, but I haven't seen any such guides for the mid level party slugging their way through Shadows of Amm that has yet to progress to a high enough level to chain contingency multiple horrid wiltings after casting Time Stop and then replenish their spell slots simply by WISHing it done.

    Is there a guide for that? I've got my own play style for a sorcerer or wizard, but I'm interested in seeing what other powerful approaches and spell picks are out there. Maybe there is something better.

    Perhaps an earlier version of Roman Grigoriev's Sorcerer FAQ from GameFAQs.com? It implies he revised it for Throne of Bhaal, but I didn't ever see any earlier versions.
     
  2. 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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  3. Splunge

    Splunge Bhaal’s financial advisor 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!)

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  4. Scythesong Immortal Gems: 19/31
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    Try checking out Nalia's spells. I've always thought that she had the best starting spell list among the NPC's. Throughout my games I've only needed to give her a few common scrolls to complete her list.

    These spells wouldn't work as well in mods like Tactics. They're also meant to complement a party, so you'll notice that spells clerics/druids might also have will be missing from the list... unless the spell is good enough that I'd want it on everybody's spellbook.

    Try looking at these spells as a whole rather than individually.

    Level 1

    Chromatic Orb
    -last ditch/feeling lucky, cross your fingers spell. As early as Irenicus' dungeon this spell will cause effects like hold on monsters on a failed save, very useful on enemies from ogres to mencar pebblecrusher to enemy priests, demons and worse.

    Magic Missile
    -ol' reliable. Straightforward, light damage. Will work on almost everything, you will be using this a lot on undead and trolls.

    Blindness
    -a warrior with a big two handed sword will laugh at your Magic Missile and will probably make the save against your Chromatic Orb, so I use this against them. Useful from Brennan Risling and Mencar, to the fellows under the temple sewers, to Glaicas, and most dangerous non-mage humanoids. Will work well on mages if you engage them after their protections are gone.

    Level 2

    Mirror Image
    -obvious choice, for tactical purposes and emergencies

    Ghoul Touch
    -basically save or die vs humanoids. Will work through Stoneskin and some protections. Inexpensive (only level 2).

    Knock
    -especially useful if you plan on not taking yoshimo/jan

    Web
    -memorize when you plan on using lots ofCloudkill, Fireball and other aoe spells (usually against enemy groups, like Torgal and his escorts)


    Level 3


    Fireball
    -should be obvious, main aoe

    Flame Arrow/Lightning
    -you also need single-target damaging spells

    Haste
    -your most important spell for these levels

    Level 4


    Polymorph Self
    -Spider works well against casters without Stoneskin (like priests), the Gnoll has a +3 Halberd with fire damage (unless you make detours the only accessible +3 weapon at these levels is Lilarcor) and the jelly has physical/magical resistances.
    This spell can also be used to kill large creatures from doorways (with gnoll form). With a single casting of this you can finish off a lot of trolls, since it allows you to switch forms and has decent duration.

    Spiderspawn
    -poison kills trolls, hinders mages and warriors

    Emotion:Hopelessness
    -aoe spell for emergencies, works well against humanoids. Note that it bypasses Minor Globe of Invulnerability.

    Stoneskin
    -a must

    Level 5

    Cloudkill
    -good, peristent aoe

    Spell Immunity
    -great against casters. SF: Enchantment/Necromancy are particularly useful at these levels

    Dominate/Feeblemind/Chaos
    -whichever you think you need more

    These should be enough to allow you to progress through early-mid game easily until you get better spells and items. Note that I left out summoning spells (Cleric and Druid versions are better by far at these levels, except for the spiders which have poison) and things like Armor spells (convenient, but you can just try not to get hit) and Invisibility (just quaff a potion/use a ring).
     
  5. T2Bruno

    T2Bruno The only source of knowledge is experience Distinguished Member ★ SPS Account Holder Adored Veteran 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!)

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    For a wizard I tend to learn all the spells and then tailor my choices to the area (troll -- lots of fire and acid, undead -- lots of fire and acid, humanoids -- lots of fire and acid, fire dragon -- lots of extra shorts).

    For memorization it depends on the function of the spell caster. I often make one spellcaster a bomber (lots of offensive spells, just a few buffing) and one support caster (buffing and defense galore). My most used spells:

    1st: Magic missile, identify, grease, shield, chromatic orb (mainly in conjunction with Doom or Gr Malison). Not really much to be said about these -- magic missile will work wonders for most encounters.
    2nd: Melf's Acid Arrow (awesome anti-mage spell), mirror image, web. I'll occasionally use detect invisibility and resist fear. Knock, invisibility and horror have their uses.
    3rd: Fireball. The wonderful 'let's soften the room' spell for lower levels. Skull trap works well for this too. Dispel magic is the number two choice for this level spells (until you get high enough level). As you get higher in level both dispel magic and flame arrow will be the main one you memorize. Slow, detect illusion and the protection spells come in handy -- but I never memorize haste (there are items for that).
    4th: Ice Storm, Minor Sequencer, and Stoneskin. There are a lot of good 'fill-in' spells in 4th level that are good to know -- which ones depends on how you play.
    5th: Breach is probably the most important at this level. I also use cone of cold and cloudkill. Chaos, lower resistance, shadow door and spell immunity are all good to help round out your character and help with some encounters.
    6th: Chain Lightning, Contingency, Pierce magic and True sight are all excellent choices. The death spell makes all summons go away (which is good for a few of the encounters, but not enough to make it required). What spells you choose depends on your style. There are good conjuration spells for this level and for the tank/mage the combination of Prot from Magic Weapons/Tenser's Transformation is deadly. Chain lightning was a staple of mine for a while.
    7th: This is where the selection becomes difficult. Ruby Ray, Project Image, Mantle, and Spell Sequencer are excellent to have. There are great summoning spells on this level. For fire power there is delayed blast fireball. Finger of Death is one of the funnest spells to use -- I never really liked it much because of the save, but when it works...

    I tend to use magic items for defensive capabilities and buffing whenever possible. This allows me to focus on the offensive damage or on using spells to weaken a powerful opponent's defenses.
     
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