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Old 05-30-2002, 04:35 AM   #1
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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:
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Friends

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.

Protection from Petrification

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.

Shield

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?


Spell Level 5:
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Feeblemind

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.

Cone of Cold

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.

Spell Shield

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.


Spell Level 8:
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Maze

Currently the contender, but I dunno whether I will be using this much... since it does not kill the enemy.

Protection from Energy

Another spell protection?


Spell Level 9:
----

Throwing out Spellstrike, because I never use it.

Imprisonment

Do I get Xp for imprisoning enemies?

Black Blade of Disaster

I thought about combining Time-Stop with this spell, still uncertain whether that is a good idea.

Shapeshift

Thinking about the Time-Stop + Mind Flayer trick.

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