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Okay, after much indecision and gnashing of teeth I have decided to play a sorcerer. I got to ToB and was envious of Nalia and Imoen having all the fun with mage spells. I tried to be evil and I didn't like it, and I tried some other class and I really missed mage spell for my main character. I want to try to solo. Here is my initial spell selection and why I chose my spells:
1st level Magic missle (must have offensive spell) Identify (hey I'm not making the temples rich) Protection from evil (demons, demons, demons) Protection from petrification (traps???) Blind (works great on fighter types) 2nd level Mirror Image (good defensive spell) Knock (hey, no thieves) Melf's Acid arrow (good spell disrupter) Resist fear (enemies love fear spells) 3rd level Melf's Minute Meteors (I use this a LOT) Protection from Normal Missles (there are a lot of accurate archers out there) As soon as rescued Minsc I leveled up and received a forth level spell: Stoneskin ( very very very useful) Were these good choices???? Comments, opinions welcome. |
I think you chose well - Magic Missile is inevitable, of course, Identify seems wise, as does Protection from Evil. Not sure about P. from Petrification, I don't think you'll need it *that* much... maybe Armor for protection when you're lower level?
Level two: Web or Stinking Cloud may be handy to disable large groups of enemies... Mirror Image, Melf's Acid Arrow and Knock were well chosen though. Uhh..a lot of accurate archers out there? I haven't seen *that* many... besides, are you sure that enemy archers use normal (i.e. non-magical) weapons? Melf's Minute Meteors are indispensable, maybe you could use a Fireball spell too, though you could use wands for that. Stoneskin would have been my choice as well for level 4, followed by Wizard Eye. |
<blockquote>quote:</font><hr>Originally posted by Fuzzy Animal:
1st level Magic missle (must have offensive spell) Identify (hey I'm not making the temples rich) <font color="red">Protection from evil (demons, demons, demons)</font> <font color="lime">I would have chosen Spook instead, Staff of Magi gives you permanent Protection from Evil already.</font> Protection from petrification (traps???) Blind (works great on fighter types) 2nd level Mirror Image (good defensive spell) Knock (hey, no thieves) Melf's Acid arrow (good spell disrupter) Resist fear (enemies love fear spells) 3rd level Melf's Minute Meteors (I use this a LOT) <font color="red">Protection from Normal Missles (there are a lot of accurate archers out there)</font> <font color="lime">I would have prefered Flame Arrow, Stoneskin will handle most archers and Mislead will serve you very well against fighters and archers, not to mention that this spell becomes useless against higher level enemies, as a Sorcerer, you would not want to eventually have useless spells.</font> As soon as rescued Minsc I leveled up and received a forth level spell: Stoneskin ( very very very useful)<hr></blockquote> |
I think these are excellent choices for the level you're at, and Melf's Minute Meteors is an absolute I Cannot Live Without It spell, even once you start casting ninth levels, I think. It will deal damage to ANYTHING, you can toss 'em over and over, and that's really important for the poor mage stuck in the back. Also, they work great against Golems, especially the Adamnite (sp?) bastards you'll run into later, which are resistant to most magic and and even a lot of weapons. Later on, if you run across them, try to pick up a Staff of Striking for the cleric types and a Tasheron's Short Bow for your archer... these also will deal damage to the uber golems when most other things will not.
Best of luck to you, young wizard! ;) |
magic missile is lethal when used witha top quality mage. i would give yourself more knock and identify spells so you dont have to rest as much.
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<blockquote>quote:</font><hr>Originally posted by Barb:
magic missile is lethal when used witha top quality mage. i would give yourself more knock and identify spells so you dont have to rest as much.<hr></blockquote> Barb... Fuzzy Animal is a Sorcerer, he does not need to memorise spells... ... |
Hey, dude, she was tryin' to be helpful. [img]smile.gif[/img]
In all fairness, I didn't register the distinction until you pointed it out, myself. Like, then I facepalmed and remembered reading about the difference, but people like me who back in the day had the original basic D&D Box Set (back in the days of Gary Gygax when the Wizards of the Coast were still sucking at the teat) kind of slip every once in a while with all the new fangled distinctions *giggle* We had one spellcaster, the Magic User, what were armed with only daggers, an' we played Keep on the Borderlands (that was module B2 for you old timers), and we walked uphill to school both ways and we ate dirt and we LIKED IT!!! *big grin* Love and Kisses From The Older Than Gawd, Pax |
I just wanted to make a correction, I have four second level spells because I am level 9 now. I also added lightning bolt for my third level spell and minor globe of invulnerability for my fouth level spell.
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<blockquote>quote:</font><hr>Originally posted by Dundee Slaytern:
Barb... Fuzzy Animal is a Sorcerer, he does not need to memorise spells... ...<hr></blockquote> What? why dosn't he need to memorise spells? |
How did you get green and red writing?
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<blockquote>quote:</font><hr>Originally posted by Fuzzy Animal:
I just wanted to make a correction, I have four second level spells because I am level 9 now. I also added lightning bolt for my third level spell and minor globe of invulnerability for my fouth level spell.<hr></blockquote> Question, why Minor Globe of Invulnerability(MGoI)? Greater Malison, Emotion, Wizard Eye, Minor Spell Sequencer and Stoneskin would have been my final choice. |
<blockquote>quote:</font><hr>Originally posted by Barb:
What? why dosn't he need to memorise spells?<hr></blockquote> A Sorcerer learns spells each time he/she levels up. You can know up till 5 different spells per spell level, and cast from any combination of the spells up till 6 times per spell level. |
<blockquote>quote:</font><hr>Originally posted by Dundee Slaytern:
A Sorcerer learns spells each time he/she levels up. You can know up till 5 different spells per spell level, and cast from any combination of the spells up till 6 times per spell level.<hr></blockquote> Can they still learn from scrolls? |
<blockquote>quote:</font><hr>Originally posted by Barb:
How did you get green and red writing?<hr></blockquote> By using HTML. Click the <font color="teal">Quote</font> button on my post to see how it is done. <font color="lime">Lime coloured text</font> |
Thanks Dundee, looks complicated though
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<blockquote>quote:</font><hr>Originally posted by Barb:
Can they still learn from scrolls?<hr></blockquote> No. You sacrifice Xp for more power. |
Okay, I want to get this right, because there is NO turning back for a sorcerer. Should I then replace protection from Evil with Spook? Should I replace Protection from Petrification with something else. How about Fireball instead of Protection from Normal Missles? What should I take next instead of Globe of Invulnerability? I think I'm lacking in mass destruction capabilities.
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I think that identify is useless since you get glasses of identification very early of adventure! You can cast identify 3 times per day.
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<blockquote>quote:</font><hr>Originally posted by Fuzzy Animal:
Okay, I want to get this right, because there is NO turning back for a sorcerer. Should I then replace protection from Evil with Spook? Should I replace Protection from Petrification with something else. How about Fireball instead of Protection from Normal Missles? What should I take next instead of Globe of Invulnerability? I think I'm lacking in mass destruction capabilities.<hr></blockquote> I will go with SkullTrap instead of Protection from Normal Missiles, it deals more damage than Fireball in the long run. Level 3 Spells Melf's Minute Meteors, Skull Trap, Slow, Flame Arrow, Dispel Magic. I will choose Death Spell instead of Globe of Invulnerability. Level 6 Spells Death Spell, Contingency, Mislead, True Sight and Chain Lightning. Since you are soloing, Cloak of Mirroring will protect you from most spells, so do not worry so much about protection spells. |
<blockquote>quote:</font><hr>Originally posted by nakkinaama:
I think that identify is useless since you get glasses of identification very early of adventure! You can cast identify 3 times per day.<hr></blockquote> Ah but as a Sorcerer, you still need to choose 5 spells anyway, might as well choose spells that you will end up using. ;) |
Thanks Dundee, I was only about an hour into the game, I can start over and hopefully get it right this time.
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<blockquote>quote:</font><hr>Originally posted by Fuzzy Animal:
Thanks Dundee, I was only about an hour into the game, I can start over and hopefully get it right this time.<hr></blockquote> Don't forget to post your progress! I intend to solo a Sorcerer on Insane difficulty as well and already have a specific spell list in mind more or less. If you run into any trouble, I will try to solve it, because I have to get there too anyway. [img]smile.gif[/img] |
But I still replaced identify with Chromatic Orb because it kills some monsters with one hit.
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<blockquote>quote:</font><hr>Originally posted by nakkinaama:
But I still replaced identify with Chromatic Orb because it kills some monsters with one hit.<hr></blockquote> Chromatic Orb is a good spell, but as the games goes on monsters resist or save more against it, I would rather have my barrage of magic missles, plus I like to have identify because even if you get those nifty glasses of identification, there are just TONS of items that need identified, and the glasses only work three times a day. |
<blockquote>quote:</font><hr>Originally posted by Dundee Slaytern:
Don't forget to post your progress! I intend to solo a Sorcerer on Insane difficulty as well and already have a specific spell list in mind more or less. If you run into any trouble, I will try to solve it, because I have to get there too anyway. [img]smile.gif[/img] <hr></blockquote>I will post my progress, or any significant battles (struggles). |
<blockquote>quote:</font><hr>Originally posted by Paxsenarrion:
Hey, dude, she was tryin' to be helpful. [img]smile.gif[/img] In all fairness, I didn't register the distinction until you pointed it out, myself. Like, then I facepalmed and remembered reading about the difference, but people like me who back in the day had the original basic D&D Box Set (back in the days of Gary Gygax when the Wizards of the Coast were still sucking at the teat) kind of slip every once in a while with all the new fangled distinctions *giggle* We had one spellcaster, the Magic User, what were armed with only daggers, an' we played Keep on the Borderlands (that was module B2 for you old timers), and we walked uphill to school both ways and we ate dirt and we LIKED IT!!! *big grin* Love and Kisses From The Older Than Gawd, Pax<hr></blockquote> WHAT?!!! You had a spellcaster?!!! Back in MY day (before they had dinosaurs) our Magic-user's 'Magic Missile' was a thrown rock, and at least you GOT daggers, all we got to use were pointy sticks, and... and... and we couldn't even have dirt to eat because the worms already got to it *moan, whimper, whine* :D |
Here's my picks for a Sorcerer's spells (from top to bottom are priorities in each list, and this is at max level in ToB), and notes where appropriate:
1st Level Magic Missile (good bang for the buck) Chromatic Orb (un-saveable acid damage at 10th level, combine with Greater malison for greater effect) Friends (Charisma boost is excellent for any encounter) Protection from Petrification (quite a few Flesh to Stone Traps, and protects from Petrifying gazes of demons) Free Slot (I usually pick Burning Hands for the fire damage) 2nd Level Web (absolute excellent spell, good AoE, save penalty) Blur (Ac and Save bonus) Knock (imperative for un-bashable doors) Mirror Image (good defensive spell) Free Slot (usually Melf's Acid Arrow for spell disruption) 3rd level Melf's Minute Meteors (excellent range weapon with +5 to hit) Skull Trap (no damage cap, can be put to great effect popping in and out of invisibility with Staff of Magi to "round-up" bad guys) Spell Thrust (for inevitable Wizard Duels) Dispel Magic (an excellent general-purpose spell) Free Slot (usually Flame Arrow, put in a Trigger and it can do MASSIVE damage) 4th level Spider Spawn (combine with Web to make sushi out of your foes) Stoneskin (absolute essential for the soloing sorcerer) Greater Malison (essential for late game when saves are made frequently) Spirit Armor (good AC bonus, but more important, a +3 to save vs. magic attacks!) Free slot (usually Polymorph Self, Mustard jelly confers 100% magic resistance, or Secret Word if you cannot wait for Ruby Ray of Reversal) 5th level Breach (Essential for enemies with buffing spellcasters) Lower Resistance (needed for many late game bosses/enemies) Animate Dead (15th level summon: Skeleton Warrior is AWESOME!) Spell Immunity (an extremely potent and versatile spell... if used correctly) Free Slot (usually Spell Shield for Wizard Duels, but Cloudkill is always a highly effective spell) 6th level True Sight (this will help in SO many situations) Tenser's Transformation (go to town with the Staff of Rynn or Magi) Mislead (this spell is an excellent diversionary tactic) Death Fog (persistent Death Spell, guaranteed 8 hp per round damage, and makes a good replacement for Cloudkill if you don't have it or even combined WITH Cloudkill) Free Slot (good choices include Invisible Stalker, and any Elemental Summons) 7th level Mordenkainen's Sword (arguably the best summon in the game) Ruby Ray of Reversal (replaces Secret Word, hope you waited) Summon Hakeashar (better than Nishruu, and this will basically incapacitate ANY spellcaster) 2 Free Slots (lot of room here, Finger of Death, Any Summons, Prismatic Spray are all good choices, never personally tried Sphere of Chaos but looks good on paper) 8th level Spell Trigger (this REALLY increases your power) Simulacrum (no Vhailor's Helm...) Abi-Dalzim's Horrid Wilting (excellent damage, no cap, and is just plain cool) Free Slot (good choices are Symbol:Stun, Pierce Shield, Power Word:Blind) 9th level Chain Contingency (abolutely devastating...) Time Stop (very munchkin) Gate (hehe...) Free Slot (good choices are Wish and Spellstrike, Wail of the Banshee depends on a save and many monsters at the point where you acquire 9th level spells will make their saves even with Greater Malison) This is a Summons-Heavy build, which is good for soloing. I tried to include a good number of free slots for variability, and you can obviously choose whichever spell you want out of these lists depending on your situation (i.e. get Breach and Ruby Ray if you are getting pounded by immune Spellcasters...). Comments are welcomed! P.S. Remember, as a Sorcerer, you can still read spells from scrolls, so only pick those you KNOW you will use frequently, so a spell like Limited Wish is only useful for a few things (a specific quest, etc.), and you can usually acquire 2 to 3 scrolls during SoA. |
As a solo Sorcerer, you do not need Identify, period. After you start doing some quests, you will have so much money that you can sell the Glasses of Identification and just ID at temples and stores if you want.
Remember, playing a Sorcerer requires long-term planning, if you pick a spell you won't use, you're up the creek so to speak, as you sacrificed a lot of power by losing one spell. You must be versatile and powerful, and while some say playing a Sorcerer is power-gaming, you really need to learn tactics and creative spell-use later on as the situations become more varied and dangerous. |
Kaleban, thanks for the input. I like your spell list. Many many of the high level spells on your list are also on mine, it just will be a little while till I get there. I kinda see what you are saying about identify, but its first level, and I really am not too worried about that. It sure looks like you did your homework (so to speak) when you came up with your spell list!!!
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U need web for the early game it makes everything easier. Get spider spawn too. U can probably figure out why thats a good idea!!!!
Dont get Identification use the glasses instead |
Time stop, meteor swarm, chain contigency, black blade of disaster, spell trigger.
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Forget Meteor Storm as a Sorcerer, it takes up a valuable 9th level slot, and is easily replaced by the high level abilities in ToB (where you get 9th level spells anyway) such as Comet or Dragon's Breath.
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I took meteor swarm off my list, I also took chromatic orb instead of identify. I sometimes miss identify but chromatic orb has served me well. It works great as a back up spell to keep trolls dead by petrifying them.
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