After much debating with myself and weighing the pros and cons, I finally came up with a spell list for an aspiring solo Sorcerer. This Sorcerer was designed to be able to survive both SoA AND ToB easily. Comments, suggestions and criticisms will be appreciated and evaluated.
Observant people will notice that I left out Breach, this is not an oversight. Breach mostly removes protections that hinder fighters, but not against spells. If you still feel uncomfortable about not having Breach, feel free to replace Sunfire with Breach instead. You may also notice that there is no Dispel Magic or Remove Magic, this is because... well, think about it, if your Sorcerer is incapacitated, you cannot rescue yourself anyway. True, you can store it in a Contingency, but it is much better to ensure that nothing bad happens in the first place. Remove Magic is also kind of useless when you fight against high-level opponents, you might as well use other spells which are sure-fires. The <font color="lime">(7)</font> tags indicate the level at which you get the spell. <font size="5">Solo Sorcerer Spell List</font> -------- Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
I will be making a webpage for this list too. [img]smile.gif[/img] Look out for it soon in my signature in about 2 weeks. [ 11-06-2001: Message edited by: Dundee Slaytern ]</p> |
This spell list looks very good and is similiar to my own especially the higher levels. What do you think of my (revised) choices.
1st level: Magic Missle Identify Blind Spook Protection from petrification 2nd level: Mirror Image Knock Melf's acid arrow resist fear detect invisibility 3rd level: melf's minute meteors skull trap disple magic slow flame arrow 4th level: stoneskin greater malison emotion minor sequencer wizard eye 5th level: breach lower resistance spell immunity animate dead cone of cold 6th level: contingency death spell true seeing chain lightning mislead 7th level: spell sequencer khelben's warding whip ruby ray of reversal prismatic spray protection from the elements 8th level: spell trigger Protection from energy abi-dalzims horrid wilting simulacrum 9th level: timestop chain contingency spell strike meteor swarm |
I agree with pretty much your whole list, mine is very similar, and I definitely agree about time stop, at my sorcerers current level I have the ability to stop time, then pelt my enemies with 5 Dragons breaths, which is quite nasty.
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<blockquote>quote:</font><hr>Originally posted by Fuzzy Animal:
This spell list looks very good and is similiar to my own especially the higher levels. What do you think of my (revised) choices. 1st level: http://www.plauder-smilies.de/happy/xyxthumbs.gif <font color="lime">Looking good.</font> 2nd level: Knock Detect Invisibility <font color="lime">Doh! I feel like an idiot! I forgot about Knock... I changed my list to include Knock, but I chose to replace Detect Invisibility. I will just bite the bullet until I get True Sight</font> 3rd level: Dispel Magic <font color="lime">Why do you want Dispel Magic?</font> 4th level: http://www.plauder-smilies.de/happy/xyxthumbs.gif <font color="lime">Looking good.</font> 5th level: Cone of Cold <font color="lime">Be careful of using Cone of Cold, the spell destroys loot.</font> 6th level: http://www.plauder-smilies.de/happy/xyxthumbs.gif Chain Lightning <font color="lime">Looking good, and will work well. I personally will chose to replace Chain Lightning with Protection from Magical Weapons, but so long as you are extra careful, you should do fine as well.</font> 7th level: Prismatic Spray <font color="lime">Same as Cone of Cold, you run a risk of destroying loot, I would prefer Project Image because that means free extra spells.</font> 8th level: http://www.plauder-smilies.de/happy/xyxthumbs.gif <font color="lime">Looking good.</font> 9th level: Meteor Storm <font color="lime">Trust me on this, replace this with Wish, or the last battle in ToB will be nigh-on impossible.</font><hr></blockquote> |
If you're looking at high-level advancement, then as a Sorcerer it makes no sense to have Contingency or either of the Sequencers. Wait until you can get Spell Trigger and Chain Contingency, since you can only have 1 of each active at any time.
I still say don't pick Identify. Get Chromatic Orb, and once you reach level 12, it does unsaveable acid damage, which can replace Melf's as your Troll killer entirely. Oh yeah, I was looking at the anti-mage spells, does it make sense to get Spellstrike when you have Khelben's AND Ruby Ray? There are only two protection spells of 9th level, Absolute Immunity and Spell Trap. Ruby Ray works on spell trap, Absolute Immunity lasts only four rounds and won't matter much to a solo Sorcerer, and Khelben's Warding Whip takes care of everything else! So really, the only spells you will need to defeat buffing or attack spellcasters number 3 in total: Breach, Khelben's, and Ruby Ray. [ 11-04-2001: Message edited by: Kaleban ]</p> |
Okay this is what I'm gonna do. For first level I think I will take chromatic orb instead of identify because it seems that monsters are always dropping those scrolls. I am going to take lightning bolt instead of dispel magic. Sunfire instead of breach. Feeblemind instead of cone of cold. Protection from magic weapons instead of chainlightning. Project image instead of prismatic spray. Symbol stun instead of simulacrum, and wish instead of meteor swarm. Now please tell me I'm good to go I'm getting squirrely!!!!!!!!
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<blockquote>quote:</font><hr>Originally posted by Kaleban:
If you're looking at high-level advancement, then as a Sorcerer it makes no sense to have Contingency or either of the Sequencers. Wait until you can get Spell Trigger and Chain Contingency, since you can only have 1 of each active at any time. You can have both a minor sequencer and a sequencer stored at the same time. You just can't have two of the same stored. I still say don't pick Identify. Get Chromatic Orb, and once you reach level 12, it does unsaveable acid damage, which can replace Melf's as your Troll killer entirely. Melf's arrows do 2d4 damage per round (after the initial 2d4). Not too bad at 15th level when the extra damage goes 5 rounds. Good spell disruptor. 11-04-2001: Message edited by: Kaleban ]<hr></blockquote> I agree with the Spellstrike though. |
Just one more question. Does the spider spawn/web combo work well against higher level opponents? What I really need to know is will it help out mid to late in the game?
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<blockquote>quote:</font><hr>Originally posted by Fuzzy Animal:
Just one more question. Does the spider spawn/web combo work well against higher level opponents? What I really need to know is will it help out mid to late in the game?<hr></blockquote> After 12th level it turns from a phase spider to a sword spider. A lot faster but still pretty ineffective. Try polymorph other, unless you don't have many summoning spells. You might need the spiders for distractions. I'd change your identify to protection from evil, instead of chromatic orb. More useful in my opinion. |
Cone of Cold destroys loot?
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