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-   -   Wizard Woes ?! (http://www.ironworksforum.com/forum/showthread.php?t=24907)

jackal2513 11-18-2002 09:29 AM

ive defeated teh goblin fortress and returned back ot targos

thing is i seem to have a complete lack of spells for my wizard. I bought a few from whats her name in targos but still, i have no level 4 and not many level 3 and 2.

also, nearly all teh ones i've collected on my travales seem to be unuseable by teh wiazrd (either in eth quickslots or with "write magic") ... ???? They say 'useable by wizard or sorcerer' but clearly thats not the case ? Anyoen know whats going on here ? (i am a specialst mage in conjuring but didnt think that that would disallow so many spells).

regards

Desdicado 11-18-2002 09:34 AM

I think I do Jackal, like me, you've taken a particular Type of Wizard, ie Abjurer in my case, you can't use spells in the oposition schools, so maybe you can't use illusion or conjuration spells?.
Whichever "kit" you use in order to get more spells per level, it means you can't memorise other types.

As for finding spells, remember you rescued that rangers wife?, she sells spells too, so visit them at their cottage and talk to her, she'll offer spells for sale.

[ 11-18-2002, 09:43 AM: Message edited by: Desdicado ]

jackal2513 11-18-2002 09:45 AM

hmm.. thanks for that

i think ive messed up a bit cos i took specialisation in summoning but it seems that my druid is pretty awesome at summoning so i basically have screwed my wizard up completely - i dont even have magic misslies !

what benefit is it supposed to give me, specialising that is ? More spells per level ?

regards

R

Madrigal Five 11-18-2002 09:49 AM

If it's not a SPELL SCHOOL CONFLICT (I forget what school of magic a conjurer can't access), then maybe your wizards INT is not high enough?

INT determines the maximum spell level your wizard can cast. A wizard's INT must be equal to or greater than 10 + spell level, so you need at least 13 INT to be able to cast 3rd level spells.

jackal2513 11-18-2002 09:56 AM

int is 18 i think

Ar-Cunin 11-18-2002 10:05 AM

Conjuration has Divination and Evocation as opposite schools

No magic missile, fireball etc. :(

EDIT: you will be able to buy lvl 4 spells in the next area(s).

[ 11-18-2002, 10:06 AM: Message edited by: Ar-Cunin ]

Desdicado 11-18-2002 10:30 AM

Quote:

Originally posted by jackal2513:
hmm.. thanks for that

what benefit is it supposed to give me, specialising that is ? More spells per level ?

R

Yes, you get one more spell to use per level. I think I'd recommend you use a different Wizard as I think you've taken someone who can't use Evocation spells, (IMO) the most usefull ones like Fireball etc.

If you use the Dalekeeper 2 editor you can use that to just switch your mages specialisation painlessly, I would recommend an Abjurer like mine as you get evocation and summoning doesn't matter as you've got your Druid.

There is a link for Dalekeeper further back, if you can't find it I can send you it.

ps- for spell levels take 10 from your Int ie, if your Int is 16, you can cast a max of level 6 spells.

White Lancer 11-18-2002 10:39 AM

Quote:

Originally posted by Desdicado:
Yes, you get one more spell to use per level. I think I'd recommend you use a different Wizard as I think you've taken someone who can't use Evocation spells, (IMO) the most usefull ones like Fireball etc.

If you use the Dalekeeper 2 editor you can use that to just switch your mages specialisation painlessly, I would recommend an Abjurer like mine as you get evocation and summoning doesn't matter as you've got your Druid.

There is a link for Dalekeeper further back, if you can't find it I can send you it.

ps- for spell levels take 10 from your Int ie, if your Int is 16, you can cast a max of level 6 spells.

I agree, Evocation is probably the most used school in the game. However, I'd recomend a normal Wizard (no specialisation). Sure, you lose 1 spell slot per level, but you can Cast ANY spell of that level. There are some pretty neat spells for all the different schools. Downside of not having conjuration (as mentioned above) is no Melf's Acid Arrow, no Flame Arrow. Did your druid run out of fodder to summon? Too bad, no summons! If you have to pick one school to lose, I'd take Divination, It is almost useless, invisible enemies can be hit with area of effect spells, and you can buy identification, or just identify it yourself most of the time.

Nightowl2 11-18-2002 11:54 AM

Yeah, agree with Lancer: if you take a wizard, specializing is not a good thing. There are always spells from the opposition schools you'd like to have that you can never use, not even from scrolls or wands. The extra spell per level just isn't worth the hassle. If you want extra spells, go with a sorcerer, where you can choose what you want and have no worries about finding scrolls to learn from.

<center>Nightowl2</center>

Imrahil 11-18-2002 07:06 PM

I've found that a Transmuter (& to a lesser extent Necromancer) makes a good specialty wizard. Neither loses out on Evocation or Conjuration (or Enchantment for that matter). Transmuter loses Abjuration (Dispel Magic & Stoneskin are the only ones I really miss, but I have other spellcasters) & Necromancer loses Illusion & Transmutation (Mirror Image, Invis, & Haste are certainly missed, but I usually have 2 Arcane casters).

Trading away Abjuration spells is a low price to pay for an extra spell per level, IMO. A lot of the Abjuration spells can be cast by your Cleric anyway.

- Imrahil

Jack of Speed 11-18-2002 07:15 PM

I gotta say that a sorcerer or sorcerers seem like a better option than specialist wizards. By the end of the game he could cast 10 level 1-5 spells per day and 7 level 9 per day and there is no spell school conflict. If you take two sorcerers you get A LOT of firepower and between the two of them almost all the spells in the game. I haven used a wizard (well) at all in IWD2. All the good scrolls are at the end of the game. I wish they would have given Oswald high level spells to sell even if they had to price them a little high to keep the cheese fans in line. But there should have been one central spot for good spells like Ribald in BG2. Besides two Sorcerers means DUALY FIREBALLS! YAAAAAAHOOOOOOO! [img]tongue.gif[/img]

Night Stalker 11-18-2002 07:21 PM

Another sorely missed group of spells that Evokers can't cast are the Power Words, and Cloud Kill. You have to wait for the 6th lvl Death Fog for a decent lingering area spell vs the 5th lvl Cloud Kill. Still like my evoker though ...

Lord Corwin 11-19-2002 01:36 AM

All of the above posts just enforces my belief.... don`t specialize.

When I make a Wizard... I make a Wizard... I don`t limit him/her to any one school. That way I have full access to ALL the spells.

All my spells work great.... and more than do the job..... why limit yourself??

jackal2513 11-19-2002 04:15 AM

I agree with Imrahill and have used Dalekeeper to mod my wizard to a Transmuter. Thanks for all eth input.

you only lose one school and teh abjuration spells are ones that my cleric has and will use .... my wizard is purely for offence and i can quite easily live without the odd spell here and there in exchange for some extra ones. Last thing i want is my wiazrd hanging around doing nothing from halfway into a battle ......

White Lancer 11-19-2002 04:31 AM

Quote:

Originally posted by jackal2513:
Last thing i want is my wiazrd hanging around doing nothing from halfway into a battle ......
That's why we have missile weapons (darts/slings/bows). I don't know if it was random loot, or a fixed item, but i recently found a nice dart that returns and has a 25% chance of doing 1d6 cold damage, my mage uses that.

jackal2513 11-19-2002 04:39 AM

1d6 damage !

hardly worth it IMO

id rather have some huge fireball or another lightining or something to knock out a huge chunk of HP

White Lancer 11-19-2002 04:48 AM

An extra 1d6 damage, on top of the 1d4 from the dart! It's only 25% chance of that 1d6 cold damage anyway. So there!

Plus I only use it when I don't have any spells or the target is so pathetic that I don't want to use my spells.

Alternatively, you could use a sling for 1d4 damage, or a bow for 1d6, or an xbow for 1d8. Lots of choice there.

Gimli 11-19-2002 09:01 AM

The returning frost darts, I usually find a few bunches of those. I tend to sell them because they bring in some nice $$$. My mage-types either use spells, or go with heavy crossbows.

Nightowl2 11-19-2002 12:20 PM

That's why I always took Elves for my sorcs. They come with bow skill for free. Very handy, especially when you start finding the better arrows, and if you don't mind putting a point in Rapid Shot, they can really help when spell power is low. Or you'd rather not waste spells on weak enemies.

<center>Nightowl2</center>

Ajia Mal'Kreig 11-19-2002 03:17 PM

Surprised Jackal2513 made it through Horde without many spells for Wizard.

I got killed repeatedly with my first party because my Wiz did not know to shop with the female Druid/Ranger we rescued when we were trying to get to the bridge. That Druid/Ranger lady had 2nd/3rd level spells and I had money now for spells I needed later to create a constricted kill zone when we met the 30+ goblins waiting for us in the cave that takes you to the fortress.

The other change was to go from a Cleric/Barb and Bard to a Druid and a pure Cleric with axe. Between the Wizard and the Druid, I have 30+ feet of pain for enemies to cross to try and kill my sneaky Rogue/Ranger that took a shot at them and ran away. Add in a sleep and/or stinking cloud, a front line of summoned critters, and then go pick up the loot in one small area and no healing potions required unless an arrow actually hit someone hard.

[ 11-19-2002, 03:23 PM: Message edited by: Ajia Mal'Kreig ]

ronan 11-20-2002 11:05 AM

I found it handy to specialize when I was using a multiclass character. At the moment I have an elf with equal levels in rogue and illusionist and the extra spells really make the character worthwhile. Am I missing out on any decent spells as an illusionist? I have noticed this so far.

Yggdrasil 11-20-2002 11:45 AM

I'm also playing a rogue/illusionist (deep gnome). The big downfalls for me were not being able to cast Skulltrap, Stoneskin and Horrid Wilting.

Nightowl2 11-20-2002 11:54 AM

Yeah, you're not gonna be able to take any of the Necromancy spells like Horrid Wilting, Finger of Death and several others. Also the Abjuration spells, lik Antimagic Field, Dispel Magic, Globe of Invulnerability, various protection spells, etc.

<center>NIghtowl2</center>

Ar-Cunin 11-20-2002 06:06 PM

Just found an error in the manual

Necromancy is stated as having Illusion and Transmutation as opposite scholls.

It is Illusion and enchantment - as my Necromancer found out (not that I mind.

Khazraj 11-21-2002 05:43 AM

The manual is totally wrong about the oppostition schools. Only the game itself in character creation tells the truth...

ronan 11-21-2002 06:09 AM

The manual doesn't cover a lot of areas and I can't help feeling that new players must be completely confused by all the rules, or is it just us old bods not being able to adapt?
We fear change!


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