Thread: powerful spells
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Old 01-01-2005, 11:34 PM   #3
solace in fire
Elite Waterdeep Guard
 

Join Date: October 24, 2004
Location: Warner Robins, GA
Age: 36
Posts: 38
From my experience with the spells of the game, I'd rank the following as crucial (mage spells, since I don't know much about priest spells):


Lvl 1 - The only absolute-must spell is Magic Missile. It deals about as much damage as a solid hit from Minsc with a Two-Handed Sword would do, and it has a really fast casting time. Other spells that are good are Spook (to scare enemies) and Chromatic Orb (can instant kill, does elemental damage, etc). Identify is also important.


Lvl 2 - Detect Invisibility is important, because you can't target enemy casters with spells if they are invisible, and this gets really annoying. If you are soloing a caster, get Invisibility--- if you are in a group, don't, and get the level 3 spell Invisibility 10 Radius. Melf's Acid Arrow is a good offensive spell. Mirror Image is an excellent defensive spell. Web is good in conjunction with Area-of-Effect spells (like Fireball and Cloudkill), and Strength is good for buffing up party members.

Lvl 3 - Dispel Magic is crucial. It can remove negative magical effects on party members, and remove positive effects on enemies. It is a lot more versitile than Remove Magic, but Remove Magic has the advantage of you not risking dispelling all the beneficial buffs on your party. Fireball is a powerful offensive damaging spell. Flame Arrow is highly damaging as well, but doesnt affect an area. Haste is an absolute MUST if you are in a group--- the benefits are too numerous to mention.

Lvl 4 - GREATER MALISON! Reducing your enemies saves is such a great advantage! Minor Sequencer is very good as well, as it lets to basically get a few extra spell slots. But perhaps the best spell this level is Stoneskin. No mage should be without it.

Lvl 5 - Animate Dead. It isn't so great to begin with, but at Level 15, you can summon a very powerful skeleton warrior. Breach cancels defensive magics like Stoneskin and Protection from Normal Weapons, which can get really annoying. Cloudkill is an extremely powerful offensive spell. You should get Lower Resistance, for fights with powerful enemies with resistances to different types of damage---it will be almost impossible to kill any Dragon without this spell. Sunfire is a better Fireball.

Lvl 6 - Chain Lightning is a much better version of Lightning. Contingency is an absolute MUST. True Sight is excellent as well.

Lvl 7 - Finger of Death in conjunction with a Greater Malison is an almost guarenteed instant kill...even if it doesn't, it will deal a good bit of damage. Limited Wish is so versatile, it is really worth getting. Mordenkainen's Sword is undeniably useful. Spell Sequencer gives extra spell slots.

Lvl 8 - Abi-Dalzim's Horrid Wilting is an incredibly good area-of-effect offensive spell. Pierce Shield is a must as well, as it combines Lower Resistence with other dispelling effects. Spell Trigger can be the coolest spell in the game, as it allows you to mix-and-match so many different combinations of spells...

Lvl 9 - Imprisonment is excellent. But is isn't recommended to be used to defeat powerful enemies, because it gets rid of all of their loot, so you won't get all of the fancy equipment. Shapechange allows you to assume many interesting forms (it is a lot better than Polymorph Self). Spell Trap is a life-saver. Wish is really neat but not needed. But the most important spell in this level is TIME STOP. You must get that spell, as it virtually stops time for a duration, allowing you to do as you please while everyone else is frozen still!


~

I haven't gotten to Throne of Bhaal yet, so I can't comment on any of the Level 10 spells.
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