Ironworks Gaming Forum

Ironworks Gaming Forum (http://www.ironworksforum.com/forum/index.php)
-   Baldurs Gate II: Shadows of Amn & Throne of Bhaal (http://www.ironworksforum.com/forum/forumdisplay.php?f=12)
-   -   Sorcerer spells and game questions (http://www.ironworksforum.com/forum/showthread.php?t=12110)

super_smasher3 03-13-2003 09:15 PM

I am planning on making a sorcerer character really soon and I am wondering what spells I should give him. I have only played BG1 once and am only about half way through SoA for the first time, so I don't know too much about spells or sorcerers. I read that they can have a maximum of 5 spells per spell level, but I'm not 100 percent sure. Anyway, any suggestions as to what spells I should give him would be appreciated. Here are some spells that I'm thinking of giving him (sort of in order from most wanted to least wanted, but not necisarily for some of the higher level spells):

Level 1:
1.Magic Missle
2.Chromatic Orb
3.Identify
4.Protection From Evil
5.Either Spook, Blindness, or Friends

Level 2:
1.Invisibility
2.Mirror Image
3.Melf's Acid Arrow
4.Horror
5.Ray of Enfeeblement

Level 3:
1.Haste
2.Dispel Magic
3.Detect Illusion
4.Flame Arrow
5.Slow

Level 4:
1.Stoneskin
2.Greater Malison
3.Farsight
4.Fireshield (Red)
5.Remove Curse

Level 5:(Note: I am not sure how many spells of this level I will be able to cast and at what level, but I'll list 5 still. Also note that this is where my spells really start to lose any real order because I don't know much about these spells.)
1.Chaos
2.Breach
3.Animate Dead
4.Lower Resitance
5.Minor Spell Turning?

Level 6 is where my knowledge of the spells really starts to falter, so I won't even go there. I also would really like to know the amount of spells you can cast for each spell level at each level that you're at. Any help would be appreciated.

P.S. I've been looking at this board for about 3 weeks, but this is only the second time I've posted and I'd just like to say that it's really good. I'd say the best I've seen. I like all the links and how there's a whole community of different message boards, a lot of which have the same people posting on multiple ones. Anyway, great forums guys and congrats mods, keep it up!

[ 03-30-2003, 10:03 PM: Message edited by: super_smasher3 ]

untouchable 03-13-2003 09:26 PM

http://www.angelfire.com/poetry/ds_s...Main_Page.html
This is the best list of spells for a party sorcerer. IMO.
Hope this helps.

super_smasher3 03-13-2003 10:49 PM

Thank's a lot, that was a great site! I have one more question. Does anybody know how many times you can cast a spell from each spell level at a given character level? Feel free to give your own opinions about spells still of course! =)

SixOfSpades 03-13-2003 11:28 PM

http://www.geocities.com/sixospades/bg/spells.htm

Gee, we don't spend too much time on this game at ALL! ;)

super_smasher3 03-13-2003 11:45 PM

Lol SixOfSpades! I know what you mean. I actually got about a quarter of the way through this game when I first got it and then got sidetracked. I have NO CLUE HOW IN THE HECK THAT HEPPENED THOUGH! This game is sooo good! Anyway, now I've broken it out again and I'm really into it. It's better now because I use the internet a lot (I didn't used to EVER go on the internet) and talk to people about it and get mods. But the bad things is, I can't play untill Easter! I've decided to give up playing computor and video games for Lent. I don't like it, but hey, it's supposed to be a sacrifice and this was the best sacrifice that I could get. The good thing is, I can still go on the internet. This will give me some time to get to know some of the guys at Ironworks because I won't be busy playing the game. I'm probably already spending too much time on the internet, so I guess I should kind of cut that down a little. Hmmmmmm

super_smasher3 03-14-2003 10:11 PM

Since, I already made this thread with a question on it, I figured I might as well use it for another question so I don't clog up the board too much. Anyway, here it goes. I jsut got out of the asylum and I faced Jon Irenicus with my *army* of crazy wizards. Anyway, I killed him, but 3 of my party members are dead (all my spellcasters...go figure) including the only one that can cast a raise dead spell. I was just wondering if there was a place fairly close that I could raise those people and come back and have them pick up their stuff. I could just reload, but I'd prefer to do it this way for roleplaying reasons. Also, if there's not a temple that I can go to and then come back to get their stuff, then is there at least a temple that I won't have to do too much fighting to get to. I might just take some of their best stuff and drop what I don't NEED if this is the case, but if I have to do any hard fights, then I would probably just reload as a last resort. Thanks in advance for any help!

Rataxes 03-15-2003 06:24 AM

You'll shortly after defeating Irenicus return to Brynnlaw, where there is a priest. You'll go back the way you came, so no difficult fights between you and the priest at that point. You wont be able to go back for your equipment after that however, best that you just carry with you the most important stuff (should be easy enough with the bag of holding) and give it back to them later.

[ 03-15-2003, 06:25 AM: Message edited by: Rataxes ]

super_smasher3 03-15-2003 12:43 PM

Ok thanks! Ya that Bag of Holding is pretty cool, but really, I have TONS of items. I guess I'll just have to drop a bunch of the ones that I was planning to sell, like magical bolts and stuff. I have so much stuff that I filled up the bag of holding and all of my characters' inventories are STILL full or almost full. I should be able to manage though. After all, I don't really need money too much, and just dropping a bunch of things I was going to sell shouldn't be too bad.

Alson 03-15-2003 12:56 PM

Quote:

Originally posted by super_smasher3:
I am planning on making a sorcerer character really soon and I am wondering what spells I should give him.
Say no more! The BG2 Spells Reference for the rescue! http://members.chello.nl/~j.vanthull/BG2SR/Main.htm

Xero279 03-15-2003 03:13 PM

you might wanna try reloading, because if 3 of your characters are dead, and you just spent 15000 to get to spellhold, you may not have a lot of money left to ressurect them, as it can cost quite a bit of gold. it just depends on how many quests you did before you left and how much money you have.

SixOfSpades 03-15-2003 10:54 PM

Actually, you CAN take your Dead party members to Brynnlaw, get them Raised, and then walk straight back to where you fought Irenicus--all you have to do is backtrack. Trust me.

Regarding money, super_smasher is coming up on the very best place in SoA to sell unwanted gear. But I won't say any more, to avoid spoilers.

Do, however, read THIS: Chapter 5 contains no Temples whatsoever. Do NOT let your Cleric die. And if you don't have a Cleric, you had better have Jaheira, as Chapter 5 is not a place to be taken lightly with no real Healers in the party.

super_smasher3 03-16-2003 12:35 AM

Ok thanks for the advice SixofSpades. And as far as the money thing, I don't thik that's a thing I have to worry about anytime real soon. IIRC I should have about 55,000 gp or so. And I hope I ahve enough healing power to make it through chapter 5. I love Jaheira's Heal spell, it works great with harper's call. I think I also have quite a few healing potions left, and if there's a place that sells them before chapter 5, I'll buy some more. I'm worried about the Demilich that I've heard about, as I am annoyed enough with all the "weapon has no effect" messages when I face bone golems and greater mummies (especially the latter). Maybe I should have finished off the Firrkragg (I think that's how you spell it) quest before I went to spellhold. Oh well, I'll just have to make do with what I've got.

Pirengle 03-16-2003 12:47 AM

Quote:

Originally posted by super_smasher3:
I'm worried about the Demilich that I've heard about, as I am annoyed enough with all the "weapon has no effect" messages when I face bone golems and greater mummies (especially the latter). Maybe I should have finished off the Firrkragg (I think that's how you spell it) quest before I went to spellhold. Oh well, I'll just have to make do with what I've got.
Spoilerish...
.
.
.
.
.
I think you need a +2 weapon at least to whack the greater mummies and bone golems. If you don't have at least +2 weapons on your tanks, maybe it's a good thing you haven't encountered Firkraag yet. Or the demi-lich.

Both of those fights are best saved for late SoA. Chapter 5 will get you ready for both, believe me. And do everything you can in chapter 5. Don't pass anything up. You'll need every point of experience you can get, and there's some nice stuff in this chapter that passed me by on my first game because I didn't explore everywhere.

super_smasher3 03-16-2003 01:06 AM

Ok thanks. The only thing I didn't do in the labyrinth was that room with all the statues and you had to give them the right thing. I couldn't figure it out! And then when I was already passed it I was thinking about it and I figured out one of them. I forget what the ridle was, but it was the one that needed the sun amulet (at least that was what I thought, I could have still been wrong, but I was pretty sure I was right). If I had been able to go back to it, I might have been able to figure it out. The ones I couldn't figure out were the Gazing Skull, the Gagged Man, and the Golden Circlet, but maybe I'll be able to figure it out next time. I don't want you to tell me though.

pcgiant 03-16-2003 02:26 AM

Why didn't you use trial and error by mixing and matching the ones you weren't sure about?

karlosovic 03-16-2003 08:48 AM

the last couple of items in that room are a bit weird , I agree totally, although I've always seemed to get lucky and put them in the right spots.

one thing to be careful of, it's pretty obvious, but you would be suprised what you forget about... Jaheira's "harper's call" spell takes about 10 HP off her. be careful when using her to raise dead people... I once forgot about it, raised a dead charater and Jaheira promptly fell dead herself. lol.

btw welcome to ironworks [img]smile.gif[/img]

Dundee Slaytern 03-16-2003 08:51 AM

Just a minor note. You need +3 enchanted or better weapons to strike either a Greater Mummy, or a Bone Golem.

I might be wrong on the Bone Golem, but I am 100% sure about the Greater Mummy.

Alson 03-16-2003 09:09 AM

Quote:

Originally posted by Dundee Slaytern:
Just a minor note. You need +3 enchanted or better weapons to strike either a Greater Mummy, or a Bone Golem.

I might be wrong on the Bone Golem, but I am 100% sure about the Greater Mummy.

I think you only need a +2 enchanted (or better) weapon to hit the Bone Golem.

super_smasher3 03-16-2003 04:58 PM

About the trial and error thing, I was kind of planning to do that, but I got tired of it and just decided to think about it and I would come back to it latwer, but I never thought of anything that would help until I already passed it. And I actually did kill Jahiera when I was raising someone too. Luckily it was in the sewers of the temple district and I just went to a temple and raised her back again.

And guess what, I have another question! YAY! (these things seem to be popping up all over the place in my head.

Ok, here it is. I was wondering if Stonskins stack. I'm pretty sure that they don't because I did some math about it. I figured that if you had a level 10 sorcerer then you could cast 5 4th level spells. If you spent all of these on Stoneskin, then he would have 25 layers becuase he would get 2 layers per level and 10 divided by 2 is 5, and that times 5 times casting Stoneskin is 25. Since they last for 12 hours, you could rest, then cast 5 more Stoneskins and have a total of 50 layers of Stoneskin. This means that a level 10 sorcerer could be immune to the next 50 attacks against him.

So I basically ruled out that possibility, but the main question I have is if someone had a list of all the spells that stack. I was also wondering if all spells ignore Stonskin or just some.

[ 03-16-2003, 06:55 PM: Message edited by: super_smasher3 ]

SixOfSpades 03-16-2003 09:18 PM

I believe Bone Golems require +2 weapons, while Bone Fiends require +3. Not positive, though.

super_smasher, it's a good thing that you've got at least one +3 weapon, because you almost certainly will need it, and soon.

I highly doubt that Stoneskin stacks, but I could be wrong. It would also be a dangerous habit to get into: You could say, "Ha, ha, my Sorcerer is immune to physical damage," and wade into a melee. Four rounds later, you'll wonder what happened to all you layers of Stoneskin.

Stoneskin will only absorb physical damage. All non-physical spells (such as Magic Missile or Cone of Cold) will not be affected in the least. Spells such as Flame Arrow will have their physical damage blocked, but the Fire damage will still toast your ass. When hit with a weapon, Stoneskins will protect you from the damage of the weapon itself, but any additional enchantments (Slow, Stun, Poison, Acid damage, INT drain, etc) will penetrate right through it.

Athranq 03-16-2003 09:44 PM

SixOfSpades <<<=>>> spoilsport

SixOfSpades 03-16-2003 09:58 PM

(somewhat confused about the precise meaning of and motivation behind the previous post, but decides to leave such imponderables for a more ponder-friendly time.)

Just a little note: The most powerful Stoneskin I ever had was when I forgot I was in one of the Wild Magic zones in WK. Luckily for me, it was a Wild Surge: Spell cast at double level, so my Blade was protected from the next 32 physical attacks. Wheeee!

super_smasher3 03-17-2003 02:19 AM

LOL SixofSpades. Wheeeeee! Thanks (again) for the input. That's a good point that you made about getting overconfident too.

Dundee Slaytern 03-17-2003 03:53 AM

Dry fact of the day:
----

Stoneskins do not stack. Neither does Ironskin.

Athranq 03-17-2003 08:02 PM

Quote:

Originally posted by SixOfSpades:
(somewhat confused about the precise meaning of and motivation behind the previous post, but decides to leave such imponderables for a more ponder-friendly time.)
Heh, sorry about that, the comment was purely in jest. In skimming the posts, I saw super_smasher get all excited about the possibility of wading invulnerable into battle only to be shot down, sliced and diced by cold, hard facts.

Such heavy demystification amuses me. ;)

'Ranq

super_smasher3 03-17-2003 11:38 PM

Hehe Anthranq. Yes I was exited. Whoohoo! I'm invincible!!!!.....

OR NOT. Dang you SixofSpades LOL

By the way, thanks for the input Dundee. Now I know that it wouldn't have worked anyway. Oh well. That's what I though.

Hey I have another question. Yipee!
*jumps up and down screaming "WHAHOOOO!!!!*

I was just wondering how hard it is to play a solo sorc game. I was planning to play a party game, but I was thinking, if I played a solo game, then I could become way powerful, and I could go on multiplayer and brag about how good I am. =) But, the problem is, I haven't even played through BGII once yet, and I'm not very good or experienced at it, and I was wondering if I should go for the solo sorc, or save it 'till I'm better.

Also, how does multiplayer usually work. Do you usually just try and zoom through the game and see how far you get, or do it over multiple sessions or what. I've never done it before, and I was just wondering how it usually goes.

Thanks!

Dundee Slaytern 03-18-2003 12:56 AM

I generally refuse to encourage people to solo if they have not completed the game yet. I did not solo until I had played through the game several times with a party.

Soloing is only 'easy' if you have foreknowledge of what to expect next. Stumbling through blindly is going to cause a lot of grief and reloading. As for first solos... Sorcerer is kinda advanced for a first solo attempt. I soloed with a Cavalier first to get a feel of what soloing will be like.

In addition, you need to really know your spells if you want to solo with a spellcaster successfully. A pure spellcaster especially. Lacking indepth knowledge on how spells work, and what spells work best in different situation will only serve to cripple you. This is why I always encourage people to experiment with spells when they are playing with a party.

A multiclass will most probably serve you better, since it eases the pain of suddenly losing the services of 5 potential party members. Pureclassed solos are generally much harder than multiclassed solos.

super_smasher3 03-18-2003 09:09 PM

Ok Dundee, thanks. I guess I'll play a party sorc first, and after I played through probably 3 times (my current fighter game, my sorc game and an evil thief game: those are the ones I'm planning to do) I'll do a solo. I was thinking a good-aligned Ranger-Cleric, maybe dualing with Imoen w/Imoen Romance installed.

super_smasher3 03-30-2003 10:16 PM

Ok, I have some MORE questions now...

1.Improved Aclarity: What is it? What does it do? I have heard a lot of people talking about it, and it's NOT listed as a spell in the manual. Is it some sort of special ability or what? And what does it do? From what I've heard about it it SOUNDS like it decreases casting time, but that's just a guess.

2.Sanctuary: Is there any way to dispel it? It seems like a really good level one spell if there isn't. You can cast that as soon as you see an enemy and just buff yourself up like heck. Especially for a solo character.

SPOILERS INVOLVING THE DAYSTAR
-
-
-
-
-
-
-
-
-
-
-
-
3.Daystar:Why would a lich be guarding it? It's a weapon that has incredible power against undead creatures. There could be a theory that he's guarding it, so that it didn't fall into the *wrong* hands, but wouldn't he just destroy it? I suppose you also could say that it's indestructible unless you take it to the fires of Mount Doom or something, but it seems like then he would just try to hide it or something. It seems like he would want to be as far away from it as possible. Just wondering if anyone had a good reason for this, or is it something that probably should have been changed?

Thanks!

Pirengle 03-31-2003 12:07 AM

Quote:

Originally posted by super_smasher3:
Ok, I have some MORE questions now...

And it's okay to make an entirely new post for new questions instead of casting "raise dead" on a week-old post. [img]smile.gif[/img]

1.Improved Aclarity: What is it? What does it do? I have heard a lot of people talking about it, and it's NOT listed as a spell in the manual. Is it some sort of special ability or what? And what does it do? From what I've heard about it it SOUNDS like it decreases casting time, but that's just a guess.

Improved Alacrity is a level 9 spell that speeds up casting time by 4 rounds. (Confirmation?) Like Dimension Door, Imp Alac appears in the game but can't be cast by a mage/sorcerer by normal means. A limited wish (level 7 spell) can grant you time stop + improved alacrity if your wisdom is high enough (and you pick the right wish, that is). ;)

2.Sanctuary: Is there any way to dispel it? It seems like a really good level one spell if there isn't. You can cast that as soon as you see an enemy and just buff yourself up like heck. Especially for a solo character.

I think Sanctuary can be brought down by dispel magic. (Confirmation?) And it's not that much of a spell. You can only cast minor defensive spells and healing spells on yourself. I know invisibility brings it down, but I'm not sure if PfNW or PfMW will cause the Sanctuary to cease (for all you cleric/mages out there).

SPOILERS INVOLVING THE DAYSTAR
-
-
-
-
-
-
-
-
-
-
-
-

3.Daystar:Why would a lich be guarding it? It's a weapon that has incredible power against undead creatures...Just wondering if anyone had a good reason for this, or is it something that probably should have been changed?

I hypothesized in another post the reasons why Bob would be guarding Daystar. I figured that a really powerful undead critter would be hiding a really powerful anti-undead weapon to make sure that its power didn't fall into wayfaring adventurers' scabbards. I think the better question is why Bob of all liches is guarding it! Compared to the other liches, Bob's nickname is Speedbump.

super_smasher3 03-31-2003 12:34 AM

Uh...Bob????

And I'm assuming that you mean he's the easiest lich? He seemed pretty hard, but the characters weren't too experianced. It's actually my brother's game, and his party consists of level 9-11 characters. We tried to kill him twice, then my brother decided to give in to some cheese tactics and we went in, let him cast some buffing spells, left the room, rested, and then went back in. He did it once more, and by the third time he had no buffing spells left, so he was a sinch. While we're on this subject, about how many liches are there? I don't want to know thier locations or any spoilers, just about how many there are.

Thanks again.

And thanks for the info about Imp. Aclarity and Sanctuary.

[ 03-31-2003, 12:38 AM: Message edited by: super_smasher3 ]

Grammar 03-31-2003 01:25 AM

Quote:

Improved Alacrity is a level 9 spell that speeds up casting time by 4 rounds. (Confirmation?) Like Dimension Door, Imp Alac appears in the game but can't be cast by a mage/sorcerer by normal means. A limited wish (level 7 spell) can grant you time stop + improved alacrity if your wisdom is high enough (and you pick the right wish, that is).
From what I understand, Improved Alacrity merely deletes the "magical residue" left over after a spell is cast, thus allowing you to cast again... and again... and again.. and... etc. It lasts 2 rounds(turns? whatever it is that normally takes 1 of in between spells :).

ToB Info:

It can be cast if you have ToB installed.

Dundee Slaytern 03-31-2003 02:58 AM

Quote:

Originally posted by super_smasher3:
Ok, I have some MORE questions now...
1.Improved Aclarity: What is it? What does it do? I have heard a lot of people talking about it, and it's NOT listed as a spell in the manual. Is it some sort of special ability or what? And what does it do? From what I've heard about it it SOUNDS like it decreases casting time, but that's just a guess.


You need to install ToB to gain access to Improved Alacrity. It is a level 10 spell and uses up your level 9 spell slots. When casted, it removes the pauses inbetween spellcasting and lasts for 2 rounds.

Note: Limited Wish will not give you the option to have Time Stop + Improved Alacrity. It is a random option from the level 9 spell, Wish.

2.Sanctuary: Is there any way to dispel it? It seems like a really good level one spell if there isn't. You can cast that as soon as you see an enemy and just buff yourself up like heck. Especially for a solo character.

Dispel Magic, Remove Magic and True Sight will remove Santuary. I am sure there are more counters, but these three are the most common.
[ 03-31-2003, 02:59 AM: Message edited by: Dundee Slaytern ]


All times are GMT -4. The time now is 06:17 AM.

Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved