Well, my spell slots are as thus for a party mage:
level 1: one identify spell (not present if i have the glasses of identifying or a bard) then the rest are filled by magic missile, then after level 12 i add a few chromatic orbs ( instant kills on a failed save).
level 2: one mirror image to be cast if my mage comes under attack followed by melf's acid arrow for the rest of my slots. Unless i want to use the web+spider combo in which case i have 2 webs instead of MAA's
level 3: one or two slow spells, followed by flame arrow and fire ball/skull trap in about a 50-50 ratio.
Level 4: one stoneskin, and then 50-50 greater malison/emotion or spider spawn if using the web+spider combo.
Level 5: Usually devoted to summoning skeletons and breach, however occasionally i'll add lower resistance or a spell immunity (certain traps, some mages, sounds like kangaroo(sort of [img]tongue.gif[/img] ))
Level 6: death spell. use it. love it. oh, improved haste also.
From here on up the spells are chosen based no what i know is coming up, i'll just list some of my favorites, along with what i use them for.
level 7: Mordy's sword, used against mind flayers as well as being cannon fodder. finger of death, the rich man's chromatic orb (or is chromatic orb the poor man;'s FoD??) project image, cast all your spells, then cast them again. Ruby ray of reversal, use it to dispel spell trap, not usually memorized. spell seuencer, usefull for firing a huge amount of magical missiles at something, also good for other things, defensive spells, flame arrows, acid arrows, you name it, this spell is great.
Level 8: spell trigger: see spell sequencer, only better. abi dalzhim's horrid wilting, aside from having a cool name, this spell can be thought of as the party-man's fireball... only this fireball is about twice as big [img]tongue.gif[/img] Simulacrum: think mini-me. all the same items as you, same spells (less of them though) same weapons, its basically a lower-level you. Symbol stun: great for slowing down enemy packs. Power word blind: use it on an enemy caster, suddenyl they cant see you anymore. *evil laugh*
Level 9: wail of the banshee, nice spell, has a chance to instantly kill enemies. time stop, the mother of mage spells, you can unleash hell in those few rounds that time is stopped, especially if you have some items which reduce your spell casting time, add in improved alacrity (ToB ability) and you can empty your entire spell book in the time stop, then they all hit your target at once, not much can survive that, and with a poject image capable of doing it as well, this makes the sorcerer/mage classes virtually invincible. Oh and just on the chance that you actually want to hit something with your stick/dagger, you will always hit while time is stopped.
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It deons\'t mttaer waht oredr the ltteers in a wrod are, it olny mtaetrs taht the frsit and lsat ltteer be croecrt. The rset can be a tatol mses and you can sitll raed it. The huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe.
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