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I'm soloing as a thief dual classed to a mage. I want to know which spells I should buy and memorize. Also, is there a spell that prevents the spell Hold Person? Thanks.
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Magic Missile, Time Stop and Spell Trap and don´t forget Breach. That is the 4 magics that I use the most. :D
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To prevent Hold Person, a Mage can cast Spell Immunity, and set it to Enchantment.
Otherwise, it can also be prevented by the Priest-spell Chaotic Commands. |
<font color = "lightgreen">You might also try Minor Globe of Invulnerabilty, Globe of Invulnerability, Minor Spell Deflection/Turning, etc. These should keep you from being held.
Make sure to obtain Mirror Image, Invisibility, and Stoneskin; you'll be using those spells quite often. Also, Shadow Door, Mislead.... What the heck--just get them all. :D </font color> |
Breach is a good spell for low-level opponents. At higher levels i needed to combine Breach with Pierce Magic to get rid of those pesky immunities, and let my Paladin carve those mages to mincemeat with the lovely Casomyr [img]smile.gif[/img] )
I Would choose (slight spoiler, kinda): . . . . . . . . . .. . . . . . . . . Sorry cant remember the levels, but: Haste, Improved Invisibility, Magic Missile, Chromatic Orb, Breach, Pierce Magic, Flame Arrow, Identify, Spell Immunity, Protection From Evil (i think?), Mordakainens Sword (Sp?), Various Summoning spells (both high and low level for spell disruption and cannon fodder [img]smile.gif[/img] )) Chaos (fun spell), Domination (let em kill erach other), Friends (coz they'll be there for you), There are many others i loved, but the memory is short. P.S. if you got loads of cash, you can buy spells, learn em, delete em, then learn em again for more EXP [img]tongue.gif[/img] |
<blockquote>quote:</font><hr>Originally posted by PoesRaven:
P.S. if you got loads of cash, you can buy spells, learn em, delete em, then learn em again for more EXP [img]tongue.gif[/img] <hr></blockquote> <font color = "lightgreen">With a thief dual-classed to mage, why not steal them instead? [img]graemlins/blueblink.gif[/img] </font color> |
<blockquote>quote:</font><hr>Minor Globe of Invulnerabilty, Globe of Invulnerability, Minor Spell Deflection/Turning<hr></blockquote>
And Spell Shield, Spell Trap. Clerics can cast Free-Action which prevents anything that affacts mobility in any way. There, I think we've covered all spells now. Memorize plenty of fireballs, skull traps, magic missiles, friends (for buying). Cloud kill can be achived effectively through a wand (sell + rebuy for 50 charges - more than enough!). Since you're solo, you'll need some allies, so use animate dead once you get to level 15, and, with project image, you can have around 30 skeleton warriors at you beckon call since project image ignores the summoning limit :D . Use protection from normal weapons, magical weapons, stoneskin and mirror image for defensive purposes (don't need the mantle spells or absolute immunity as magical weapons covers any blessed/enchanted weapons) Remember sunfire - it's 50% more powerful than a fireball, and since you don't have to worry about party members, let em' rip :D Equip staff of the magi for an improved spell trap (better than actual spell - it lasts 8 hours) and removes the need to memorise invisibility spells. Memorize loads of nasty area effect spells like Horrid Wilting for max damage when you're surrounded. Use wizards eye in combination with project image so your summons can see where they're going. (projected image is immobile). Since your solo, dont worry about breach as you won't be attacking melee style. Use Ray of Reversal and spell strike (amazing!) to remove spell protections. Lower Resistance is MANDATORY. Memorized along with a spell trigger and you can lower anythings resistance by 90% (appart from a certain ToB monster....). Use pierce sheild to lower resistance and remove protections. Most importantly, memorize several instances of protect image to effectively give you mage with 5-6 additional castings of every spell. There, I think I've covered most of the decent spells. Opps, I almost forgot, death spell - takes out anything in the area with 8 hit dice or less (umberhulks, mind flayers etc Damn useful) |
Nicely done Jim. I think I'm going to save that information for later use. Will take time to get the cash for all those spells but the information here is just great.
Good list of spells. A rogue/mage may be able to find items that will free up some of those defensive spell slots. On my bounty hunter I have a shortsword, cloak, rings, and finally got him that aegis armor. He has about 8-9 permanent buffs. One of them being free action from the short sword. Not sure if the girdle in trademeet has mindshield on it. This may fudge up things but I've found it to be useful: Have the thief1 script on your character. He or she will be using ranged attacks for the most part and the script will allow you to "attempt" to cloak up. I've been using it on hit and run tactics. Works sometimes. |
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