Thread: Your favorite?
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Old 11-29-2001, 12:42 PM   #8
Nifft the Nimble
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Join Date: October 4, 2001
Location: NYC Forever!
Age: 51
Posts: 520
quote:
Originally posted by Manwe:

And i'd like to know what spells i should choose if i decide to be a Sorcerer. And should i have much Intelligence? (i heard that the sorcerer doesn't need intelligence, that the spell advancement is based on charisma, is that true?)

Thanks!




Hi Manwe!

Sorcerers need a 15 Intelligence to get the +10% XP bonus. In 3E D&D they use Charisma, but in BG2 they just use level.

There are many people who will tell you which spells are best for a Sorcerer... there are even web pages dedicated to it, most of them quite good.

Here's a few guidelines, though:

- Have at least one attack spell per level. Must-haves are Magic Missile, Melf's Acid Arrow and Melf's Minute Meteors.

- Stick with spells that never get obsolete. Armor is a great spell for a young mage, but he'll never cast it after he gets his first set of decent Bracers (AC 6 or better). Sorcerers don't have the luxury of forgetting spells, so don't pick any Armor spell. Also don't pick spells which only work on creatures below some level or HD, like Sleep, since you'll never cast it when you stop meeting creatures that low level.

- Be wary of spells with damage caps. Fireball is a well-loved spell, but it stops getting better at 10th level. Skull Trap doesn't have Fireball's range, but it also has no cap on damage. Ice Storm is a nifty spell, but never improves. Same goes for Aganazar's Scorcher.

- Favor spells which get better with age. Spook looks lame, but the saving throw penalty makes it quite effective against surprisingly powerful foes, including dragons. Other spells which improve with level include Spider Spawn and Animate Dead, and of course Chromatic Orb, Melf's Acid Arrow, Melf's Minute Meteors, and Stoneskin.
- Take a mix of disabling, damaging and protection spells. Chaos, Greater Malison and Emotion are awesome spells, as are Dispel Magic, Remove Fear, Haste and Otike's Resiliant Sphere.

- Know your party. Are you planning on taking a half-decent cleric or paladin with you? Then don't pick Protection from Evil or Detect Evil. Are you planning on bringing an Inquisitor or a Priest of Helm? Then don't take True Sight until very late, if at all.

- Know your equipment. You're going to have five sweet wands fairly quickly. They emulate these spells: cloudkill, fireball, aganazar's scorcher, cone of cold, lightning bolt and monster summoning II. You don't need to pick those spells if you don't mind using the wand versions of them. Sometimes the wands are a little better, sometimes they're a little worse.
- Totally vital spells: You need to have Breach, Stoneskin, Lower Resistance and Dispel Magic. You'll probably want True Sight, and at higher levels you'll like Project Image, Wizard Eye, Mordekien's Sword and Abi-Dalzim's Horid Wilting.

Hope this helps,

-- Nifft
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