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ToB Spell Spoiler
~ ~ ~ ~ ~ ~ ~ ~ Wish is the reason why a Sorcerer can complete ToB in less than 10 game days. This is because Wish eliminates the need to rest. daan has covered most of the major points regarding the usage of Wish. As already noted, you can cast one Project Image( PI) and use that PI illusion to destroy your enemy, then get rid of the PI illusion, and cast a second one to cast Wish multiple times in order to regain back your two PIs. However, getting the Rest&Rememorise( R&R) option is not that easy, and it is not uncommon to cast 4-5 PIs before you get the R&R option. It is recommended that you have a WIS score of 18 in order to maximise the potential of Wish. This should not be a problem as Sorcerers can leave their INT as 10. In the end though, this is just a spinoff of the PRATI tactic, in that you are basically just taking advantage of the potential of PI. PRATI stands for, Project Image + Robe of Vecna + Amulet of Power + Time Stop + Improved Alacrity The procedure is to cast PI, then use the illusion to cast Time Stop and Improved Alacrity respectively, then unleash as many spells as it can within 2 rounds( which is a lot of spells) and kill itself to allow for the casting of the next PI. I usually make the PI illusion cast 3 Flame Arrows on itself during the Time Stop. So that when the Time Stop ends, my real Sorcerer can immediately cast a second PI. PI illusions also ignore the summon limit, so you can have more than 5 of any combination of summons, including Planetars. As for what HLAs you should choose, it does not matter, as you will end up having all of them anyway. I always take Improved Alacrity and Summon Planetar first though. ADD] Oh, and always equip your Staff of Magi before you cast PI. This will render your immobile Sorcerer invisible. [ 10-02-2002, 01:58 PM: Message edited by: Dundee Slaytern ] |
Thanks for your advice, Dundee!
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I can offer help on tactics.
Immunity: Divination and Shadow Door is the key to sorceror battles. If you do that, you are incapable of being targeted with spells. And, you will not be effected by True Sight, Invisibility Purge, or anything that effects your Shadow Door. Or, try Immunity: Abjuration and Spell Trap, which means an undispellable Spell Trap. It has to be broken by having high level spells cast on you. The only way you can break down spell barriers anti-abjuration is Ruby Ray of Reversal. And that only reaches up to Level 8. I don't really have any others tactics. Except maybe Greater Malison X3 and then a Wail of the Banshee. I am the authority on Solo Sorcerors! :D Just kidding! :D |
*groan*
This is the freaking fourth time I am saying this already( I forgot who started this misinformation). Ruby Ray of Reversal( an Alteration spell) can remove ANY spell protection, starting from the highest which is Spell Trap in this case. In other news, Alson's friends reports that counterspells ignore Spell Immunity:Abjuration even if the counterspell is an abjuration spell. I cannot confirm this personally though since people complain about a certain boss in ToB who uses SI:Abj and their Breaches/Khelben's Warding Whip/Spellstrike/Secret Word/etc... do not work. [ 10-03-2002, 08:57 AM: Message edited by: Dundee Slaytern ] |
<font color="lightblue">Spell Immunity: Abjuration does not stop any abjuration spells that say in their description that they counter Spell Immunity. If they say that specifically (like Ruby Ray of Reversal), then it doesn`t matter what Schools are involved.
So, Spell Trap + Spell Immunity: Abjuration only makes an indepensable Spell Trap if your enemy hasn`t got a spell that counters Spell Immunity. Note also that it is important to read the spell descriptions carefully. Using the above example again, Ruby Ray of Reversal disables one protection at a time, starting at the highest level, but will still ignore anything else it can counter- so, with Spell Trap + SI: Abjuration, the first Ruby Ray will dispel the Spell Trap, but leave the Spell Immunity in place.</font> [ 10-04-2002, 07:32 AM: Message edited by: LennonCook ] |
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Another question: is there a way to make Wizard's Eye follow your PI automaticly? I hate forgetting the eye somewhere near the enemies, so that my Skull Trap destroys it, leaving PI helpless - it even can not destroy itself to give the control back to me.
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SI:Abjuration DOES work. It protects against Remove/Dispel Magic. |
And for those irritating times your PI gets his Time-stop off before you can see anything ... casting wizard eye, even in time-stop, reveals a big part of the fog .. only works once though.
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PS: Mislead alone is as good as Mislead + SI:Div. http://www.ironworksforum.com/ubb/no...ons/icon29.gif |
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