1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

looking for most useful spells early on

Discussion in 'BG2: Throne of Bhaal (Classic)' started by supafamous, Jul 26, 2004.

  1. supafamous Gems: 2/31
    Latest gem: Fire Agate


    Joined:
    Jul 14, 2004
    Messages:
    26
    Likes Received:
    0
    What are some of the best spells early on, first few chapters. I have conjurer and a priest of Lathander.
     
  2. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

    Joined:
    Oct 26, 2000
    Messages:
    1,933
    Likes Received:
    1
    I'm assuming we're talking about characters of max level 10-11.

    After a quick survey I'd like to nominate these:

    - Clerical
    5th: Chaotic Commands and True Sight
    4th: Prot f Evil 10' Radius
    3rd: Holy Smite
    2nd: Chant, Draw Upon Holy Might
    1st: CLW

    - Mage
    5th: Breach
    4th: Stoneskin
    3rd: Skull Trap or Fireball
    2nd: Web, Mirror Image
    1st: Magic Missile
     
  3. supafamous Gems: 2/31
    Latest gem: Fire Agate


    Joined:
    Jul 14, 2004
    Messages:
    26
    Likes Received:
    0
    right, thanks.
     
  4. Menion Leah Gems: 9/31
    Latest gem: Iol


    Joined:
    Aug 1, 2003
    Messages:
    339
    Likes Received:
    0
    In the beginning of the game, I'd say Fireball is better than Skull Trap. Skull Trap is better for end-game though, since it has no damage cap.
     
  5. Elendrile Gems: 5/31
    Latest gem: Andar


    Joined:
    Sep 15, 2003
    Messages:
    130
    Likes Received:
    0
    I don't think you need to know what specific spells to use, but prioritize what types of spells you need. This will not only help you immediately, but as you progress in the game.

    I'm not quite sure weather you mean your conjurer and your priest are your only party members, or your only spellcasters. I'll assume for now that you have your everyday party of six, if you don't the strategy I'll outline is still sound, it'll just need some tweaking.

    A mage's first priority is to deal with enemy mages, because you meet A LOT of them. Load up on the Breach type spells, and have a couple Dispel effects handy. Second is Area of Effect, fireball type spells are great at giving your tanks an edge in the damage race. I generally avoid AoE's with durations, such as Cloudkill because they really only seem good for cheesy tactics. Third is personal protection such as Stoneskin and Mirror Image. I put it 3rd because you can get the protection you need without having to waste high level slots; nothing is as good as Mirror Image for its level. 4th is summon spells, only a handful are truly exciting, even less are essential. 5th is direct damage, there's just not enough good ones. With this strategy, your 11th level Conjurer might look like this:

    5th- 3 Breach, 1 Monster Summoning #3
    4th- 2 Stoneskin, 2 Ice Storm
    3rd- 3 Fireball/Melf's Minute Meteors, 1 Dispel Magic, 1 Haste
    2nd- 3 Mirror Image, 2 Melf's Acid Arrow
    1st- 5 Magic Missile

    Clerics are much more simple. Healing is of course #1 but I can't tell you how much you're going to need, only you can know that. 2nd is protective spells. 3rd is buffing spells, and the others really don't matter too much until you have a surplus of spell slots. An 10th level priest might look like this:

    5th- 2 Mass Cure
    4th- 2 Cure Serious Wounds, 1 Neutralize Poison
    3rd- 2 Cure Medium Wounds, 1 Dispel Magic
    2nd- 2 Slow Poison, 2 Chant
    1st- 2 Remove Fear, 2 Cure Light Wounds

    These are just rough outlines, and you'll be able to better find out what you need by just playing the game. And sorry about the long-winded reply, but I think it'll serve you better than a one-liner.
     
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.