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Old 12-02-2001, 05:35 PM   #12
Mitro Jellywadder
Quintesson
 

Join Date: September 5, 2001
Location: Florida
Age: 53
Posts: 1,016
Scott,

Welcome to the board.

Some of the important starting spells...

Magic Missile....any respectable mage has this [img]graemlins/hehe.gif[/img] ..perfect spell disruptor and not too bad of damage.

Melf's Acid Arrow...does extended damage over a period of time. Another good disruptor.

Web...if they can't move, they can't attack you.

Fireball/Skull Trap...starting out, you need to be able to inflict the maximum damage to groups that you can. Skull trap ends up doing much more damage in the long run, but I still like watching the fireballs blow up... [img]graemlins/hehe.gif[/img]

Melf's Minute Meteors...I wouldn't leave home without it. Excellent for hitting and running away. Put some distance between you and the melee attackers, continue to pelt them with MMM and back away. Works very well in conjunction with web or entangle.

These are a few of the offensive spells that are quite useful in the early stages of the game. (And they are available when you create your sorcerer.)
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