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Old 01-30-2002, 11:17 AM   #7
Jim
Quintesson
 

Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 45
Posts: 1,088
quote:
Minor Globe of Invulnerabilty, Globe of Invulnerability, Minor Spell Deflection/Turning


And Spell Shield, Spell Trap. Clerics can cast Free-Action which prevents anything that affacts mobility in any way.

There, I think we've covered all spells now.

Memorize plenty of fireballs, skull traps, magic missiles, friends (for buying).

Cloud kill can be achived effectively through a wand (sell + rebuy for 50 charges - more than enough!).

Since you're solo, you'll need some allies, so use animate dead once you get to level 15, and, with project image, you can have around 30 skeleton warriors at you beckon call since project image ignores the summoning limit .

Use protection from normal weapons, magical weapons, stoneskin and mirror image for defensive purposes (don't need the mantle spells or absolute immunity as magical weapons covers any blessed/enchanted weapons)

Remember sunfire - it's 50% more powerful than a fireball, and since you don't have to worry about party members, let em' rip

Equip staff of the magi for an improved spell trap (better than actual spell - it lasts 8 hours) and removes the need to memorise invisibility spells.

Memorize loads of nasty area effect spells like Horrid Wilting for max damage when you're surrounded.

Use wizards eye in combination with project image so your summons can see where they're going. (projected image is immobile).

Since your solo, dont worry about breach as you won't be attacking melee style. Use Ray of Reversal and spell strike (amazing!) to remove spell protections.

Lower Resistance is MANDATORY. Memorized along with a spell trigger and you can lower anythings resistance by 90% (appart from a certain ToB monster....). Use pierce sheild to lower resistance and remove protections.

Most importantly, memorize several instances of protect image to effectively give you mage with 5-6 additional castings of every spell.

There, I think I've covered most of the decent spells.

Opps, I almost forgot, death spell - takes out anything in the area with 8 hit dice or less (umberhulks, mind flayers etc Damn useful)
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