Jack Burton 
Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 42
Posts: 5,556
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Quote:
Originally posted by SixOfSpades:
Well, Nature's Beauty isn't on that list, so obviously I'm not listing spells simply for their cheese factor. (Personally, I think Nature's Beauty should be corrected by changing its effects so that it casts Stun, Harm, Hold, Feeblemind, etc., on the caster.)
My reasons for a few spells that other people might have favorable opinions of:
Protection from Petrification: Dang useful in BG1. But you can't even cheat a Basilisk into BG2 without crashing the game. And you can't use it against Beholders because of their Anti-Magic Rays.
Protection from the Elements: Flat-out doesn't deliver the goods. Grants something like 50% resistance to Fire and Acid--and that's it. Wait for Level 8's Protection from Energy, which actually does what it claims to do.
Imprisonment: Spend at least 40% of a round casting a spell within melee range of a really nasty beastie? No thanks. Even under a slew of protections, there are better things to spend Level 9 slots on. The only benefit of this spell is the double EXP you get from killing them again.
Knock / Find Traps: Dude, where's my Thief? So far, the only use that Knock has is opening the bugged chests that can't be opened any other way (such as the one in the Jysstev Estate).
Otiluke's Resilient Sphere: Could theoretically turn even your weakest sap into an unkillable Tank....if only the game would allow your party members to waive their Saving Throw "against" it.
Wizard Eye / Farsight: Invisible scouting is what Thieves and Rangers are for, not valuable spell slots.
Disintegrate: "Would you like to cast a spell that destroys all the cool loot that the boss enemy is carrying?" "Oh gosh YES I sure would!"
Tenser's Transformation: I am a Mage. It will double my hitpoints (hoo boy), grant me a -4 AC bonus (that would be nice if I could wear Plate, too), and improve my THAC0 so that I can hit people with my stick a bit more efficiently than before....but still at only 1 attack per round. And I can't cast any more spells, either. Yeah. No, the only people who have any business casting this are Fighter/Mages.
Glitterdust: If it did what it said and actually PREVENTED the victim(s) from going Invisible for the spell's duration, it would be interesting enough to be useful.
Carrion Summons / Wyvern Call: By the time you can cast it, the results aren't exactly worth your while. Summoning spells are good for crap beasts for sucking up your enemies' spells, or for real nasty critters that can pose a serious threat. Mid-level Summons, like these, are a waste of time.
Know Alignment: Why oh why does it turn the recipient Hostile? No matter the result?
Sleep: Only works on enemies Level 4 or lower. 'Nuff said.
Luck: Boy, what can I do in the next 3 rounds?
Shadow Door: Wow, just like drinking a Potion of Invisibility, except that it sucks!
Phantom Blade: If you're a Mage wandering into melee combat, you're a fool. If you're a Fighter/Mage and you don't have anything better than a stupid Phantom Blade, you're a damned fool.
Meteor Swarm: This is better than Dragon's Breath in what way?
Contagion: The main power of this spell is that the effects are permanent. Given the average lifespan of things that turn Hostile to you, I fail to see the appeal.
Control Undead: By the time you get it, any Undead worth Charming are going to be immune to it. Plain & simple.
Energy Drain: Just like Imprisonment, except that it doesn't kill anything.
Magic Stone: Worst. Spell. Ever. "Hey, lookit me, I just created a Bullet+1! Oh, wait, it's a little bit weaker than a Bullet+1. But I still made a rock!"
Champion's Strength: Sets STR to 1 00). Given the vast array of Cleric buffs that grant more than that, and other benefits besides, I think we know what to do with this one.
Repulse Undead: Hey, what's that "Turn Undead" button at the bottom of my screen for?
False Dawn / Sunray: Useful when in item form, but the long casting time and short range make this practically a touch-damage spell, with high chance of being disrupted halfway through.
Goodberry: Ding0's Tweak Pack, take me away!
Hold Animal: Does not work on giant-sized monsters or monsters. Great. So when I need to hold back a few Wild Dogs, I'll know just what to do.
Shillelagh: Hey, a magical weapon that....doesn't strike as a magial weapon. Hm.
Cause Serious / Critical Wounds: Hmmm....spend a few seconds standing here like a fool before I go up & hit him--or I could just go up & hit him.
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i may more or less agree with you most of it except tenser transformation (if your a dueling mage or blade bard  )
otilukes sphere is handy lifesaver ..
sunray is a cool way to kill undead
wizards eye - handy little bugger if you dont have a ranger or thief.. OR your thief is doing something else important
shadow door- nice instant "improved" invis spell. quicker than casting it yourself.. or using invis potions.
sleep- you were level 1-4 once and you depended on this spell. but it works with higher lvl enemies i think. i did it once with the group in the sewers
champion str - like tenser transformation.. for class/mage dual or multi [img]smile.gif[/img]
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