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Once again, I am reviewing my spell list for Sorcerers( specifically the solo one). Although the current spell list is already more or less ideal for most situations, I think a few more tweaks can be made, especially in light of the recent mods such as Ascension.
As usual, select the spell that you think is better, and explain why. Your input will be much appreciated, and I thank you in advance for reading this thread. Spell Level 1: ---- <dl> <dt>Friends</dt> <dd>This is the current spell in the spell list, but I usually find that I never seem to use it after Chapter 02( after buying the Robe of Vecna and the Bracers of Defence 3). This is because as a solo character, your Sorcerer will be rich to the brim and I wonder whether short-term gain can justify the eventual long-term mediocrity of it.</dd> <dt>Protection from Petrification</dt> <dd>This was the previous spell in previous spell lists, and like the spell, Friends, it never got to see much action. Only used in perhaps, 4-5 situations in the whole of SoA and ToB. It is nice though, to have a spell that can stop Flesh to Stone cold, and enable you to walk over certain petrifying traps.</dd> <dt>Shield</dt> <dd>This spell looked good, and I tried it. I was a bit angry though. The spell description claimed that it would protect against Magic Missiles, but when I triggered a Magic Missile trap in Jon Irenicus' dungeon, my Sorcerer still got hit and hurt, badly( Insane Difficulty). Can someone please find out if the protection only applies to enemy Mages, and not traps?</dd> </dl> Spell Level 5: ---- <dl> <dt>Feeblemind</dt> <dd>This is the current spell, and it has provided me with funny moments, like the time I feebleminded Abazigal and killed him with Dispel Magic. However, as I reflected upon my Sorcerers' fights, I came to realise that Feeblemind was usually not the killing blow( that award goes to Abi-Dalzim's Horrid Wilting). Feeblemind is good, but it rarely seems to come into play.</dd> <dt>Cone of Cold</dt> <dd>This is a very powerful attack, and deals even more damage than Sunfire, but there is a drawback. If Cone of Cold is the killing blow, it will destroy all the loot. However, as a soloist, I cannot decide whether the loss of loot is inconsequential or unacceptable.</dd> <dt>Spell Shield</dt> <dd>Built with brute force in mind( as in, kill them within 1-4 rounds), my spell list has very little spell protections, just the basic ones. However, I wonder whether I should have Spell Shield so that enemy Mages cannot remove my spell protections immediately.</dd> </dl> Spell Level 8: ---- <dl> <dt>Maze</dt> <dd>Currently the contender, but I dunno whether I will be using this much... since it does not kill the enemy.</dd> <dt>Protection from Energy</dt> <dd>Another spell protection?</dd> </dl> Spell Level 9: ---- Throwing out Spellstrike, because I never use it. <dl> <dt>Imprisonment</dt> <dd>Do I get Xp for imprisoning enemies?</dd> <dt>Black Blade of Disaster</dt> <dd>I thought about combining Time-Stop with this spell, still uncertain whether that is a good idea.</dd> <dt>Shapeshift</dt> <dd>Thinking about the Time-Stop + Mind Flayer trick.</dd> </dl> |
Ok - I've read your origainal thread and thought that your spell selection looked fine. And I have never Solo'ed (and don't plan to)
1. Friends - as a solo I think you'll have plenty of gold so I don't think you need it. Prot. from Petrification. - Yu're right it could be useful, but don't you get a save vs. spell to avoid the petrification Shield - I don't think it works against traps (or wands) - just like wand of Cloudkill ignore MR. 5. Cone of Cold - I never use it, because it is far to dangerous in a party (mages at the back) Spell Shield - I don't think you need it - it is one spell to counter one enemy spell - I think there are better/more necesarry lvl 5 spells Febblemind - Haven't used it a lot - whenever I use such spells, I always seem to get xx saves vs. spell (even after using G. Malison or other similar spells) 8. Maze - It will help to (temporarily) remove one enemy in a group (f.x. the mage - leaving the non-magic users much more vunrable. Prot. from Energy - Like Prot. f. Petrification (and all other Prot.-spells) it is useful, but I don't think it is essensial 9. Black Blade + shapeshift - since you intend to use both spells in combination with timestop, I would say go with shapeshift Imprisonment - Like maze - but permanent. I don't know wether you get Xp or not. I don't use it - I want the loot :D |
Friends is usefull any time you go shopping, not just at the start, to save money, especially if you are playing evil with low rep. If playing with great charisma and reputation already then it's importance is lessened somewhat, and can be cast from scrolls if needed early.
Protection from Petrification is one of those spells that may be needed only a few times, but it's nice to have it ready to cast when you do, that's why it should be on the sorceror. It's not like there is anything else worthy of picking at level 1 anyway. Spell Immunity could be used against petrifying spells, but I don't know whether it works against abilities like beholders. Shield alas only works against the wizard spell magic missile, not traps or innate ability MM. I usually have prot. from magic energy later so it's not needed, plenty of ways to stop magic missile damage anyway. It is worth getting if you want some extra missile AC or melee AC early, as it's better than Armor even if it only lasts 5 minutes. More importantly it stops you from getting hit by magic missile, this is different from just preventing damage. While shielded, magic missiles wont interfere with spell casting. So, if you want to survive traps, Shield wont do it, if you want to stop enemy mages from breaking your spell casting, it will. I never liked Feeblemind either, same saves as Finger of Death. I don't use any spell that could destroy items, cone of cold, disintegrate, flesh to stone etc. Spell Shield doesnt work the way it should. If it protected against Dispel Magic then it would be worth getting. For level 5 pick up Breach again. I know you say you never need to do physical attacks anyway, but your summons do, and who has time to wait around till the enemy's protections wear off? I take Horrid Wilting, Pierce Shield, Spell Trigger and Power Word: Blind for my level 8 spells. I already have prot magic energy and prot elements, dont need prot energy. Maze can be resisted and doesnt last long enough against those you need it to. I never liked Spellstrike to begin with. The enemy don't have that many protections that Pierce Shield, Ruby Ray or a simple remove magic cant get rid off. Wish and Time Stop are pretty much universally taken in level 9. If you are going to take Imprisonment, you'll need Freedom as well, there aren't that many scrolls. If you don't want to bring the bad guys back to loot them then don't worry about Freedom. In big battles imprison the biggest bad guy, take out everyone else then rest. Set some traps, prepare your defenses, then cast Freedom and take out the big bad guy on his own. Very few this wont work on. Black Blade is a waste, good for fighter/mages but that's about it. You could spice things up with Shapechange but the forms aren't really strong enough to cope with normal ToB let alone the improved mods and battles. Try Wail of the Banshee, its nice with Greater Malison and often overlooked as another vs saves spell. |
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