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Old 07-18-2004, 10:39 AM   #1
Derfel Cadarn
Dungeon Master
 

Join Date: July 13, 2004
Location: Brazil
Age: 40
Posts: 90
'ello, I'm new to the forums (actually, i used to be a former member; it was like two years ago) anyway it's great to be back to the place where i started to understand how to play bgII just beacuse of the great help other members provided me.

Well, with the presentation over lemme get to the point: i've seen many walkthroughs and tips for characters but most of them refers to building up a a char, wich i do not want, as i'm already playing my not-so-tough Fighter. So i'd like to know from you guys a few "recommended spells" if i were to use Edwin or Aerie. A few spells that will help my mage to be, at least, a decent back up for Lord Derfel Cadarn. Thx for any thoughts.

P.s. i didnt use the search engine cuz i wanted to say "hi", hehe.
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Old 07-18-2004, 11:09 AM   #2
Dace De'Briago
Silver Dragon
 

Join Date: December 28, 2002
Location: Wales
Age: 45
Posts: 1,617
A few of my favourites.

Disabling spells: Sleep. Horror.

Offensive spells: Magic Missile. Abi Dalzhim's Horrid Wilting. Acid Arrows/Fire Arrows for Trolls.

Defensive spells: Stoneskin. Mirror Image. Protection from Normal/Magical weapons. Invisibility.

Boost Spells: Improved haste.

Summons: Skeleton Warriors (after level 15). Spider Spawn.
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Old 07-18-2004, 04:17 PM   #3
Lord
Ma'at - Goddess of Truth & Justice
 

Join Date: June 3, 2003
Location: New York
Age: 40
Posts: 3,302
Welcome to IW!!! [img]graemlins/thewave.gif[/img]

If you have ToB, there are some great summons to use
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Old 07-19-2004, 09:56 AM   #4
Zarr
Symbol of Cyric
 

Join Date: June 19, 2002
Location: Northern Ireland
Age: 41
Posts: 1,330
Greater Malison follwed by Emotion or slow is a good combo. As is Greater Malison followed by web and then cloudkill. Casting web at ememies and then sending in spiders summoned by the 4th level spell spider spawn can be effective too.

[ 07-19-2004, 10:00 AM: Message edited by: Zarr ]
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Old 07-19-2004, 12:50 PM   #5
White Lancer
Drizzt Do'Urden
 

Join Date: August 30, 2002
Location: Australia
Age: 40
Posts: 628
Well, my spell slots are as thus for a party mage:

level 1: one identify spell (not present if i have the glasses of identifying or a bard) then the rest are filled by magic missile, then after level 12 i add a few chromatic orbs ( instant kills on a failed save).

level 2: one mirror image to be cast if my mage comes under attack followed by melf's acid arrow for the rest of my slots. Unless i want to use the web+spider combo in which case i have 2 webs instead of MAA's

level 3: one or two slow spells, followed by flame arrow and fire ball/skull trap in about a 50-50 ratio.

Level 4: one stoneskin, and then 50-50 greater malison/emotion or spider spawn if using the web+spider combo.

Level 5: Usually devoted to summoning skeletons and breach, however occasionally i'll add lower resistance or a spell immunity (certain traps, some mages, sounds like kangaroo(sort of [img]tongue.gif[/img] ))

Level 6: death spell. use it. love it. oh, improved haste also.

From here on up the spells are chosen based no what i know is coming up, i'll just list some of my favorites, along with what i use them for.

level 7: Mordy's sword, used against mind flayers as well as being cannon fodder. finger of death, the rich man's chromatic orb (or is chromatic orb the poor man;'s FoD??) project image, cast all your spells, then cast them again. Ruby ray of reversal, use it to dispel spell trap, not usually memorized. spell seuencer, usefull for firing a huge amount of magical missiles at something, also good for other things, defensive spells, flame arrows, acid arrows, you name it, this spell is great.

Level 8: spell trigger: see spell sequencer, only better. abi dalzhim's horrid wilting, aside from having a cool name, this spell can be thought of as the party-man's fireball... only this fireball is about twice as big [img]tongue.gif[/img] Simulacrum: think mini-me. all the same items as you, same spells (less of them though) same weapons, its basically a lower-level you. Symbol stun: great for slowing down enemy packs. Power word blind: use it on an enemy caster, suddenyl they cant see you anymore. *evil laugh*

Level 9: wail of the banshee, nice spell, has a chance to instantly kill enemies. time stop, the mother of mage spells, you can unleash hell in those few rounds that time is stopped, especially if you have some items which reduce your spell casting time, add in improved alacrity (ToB ability) and you can empty your entire spell book in the time stop, then they all hit your target at once, not much can survive that, and with a poject image capable of doing it as well, this makes the sorcerer/mage classes virtually invincible. Oh and just on the chance that you actually want to hit something with your stick/dagger, you will always hit while time is stopped.
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Old 07-19-2004, 04:43 PM   #6
Derfel Cadarn
Dungeon Master
 

Join Date: July 13, 2004
Location: Brazil
Age: 40
Posts: 90
Aye, thats just great thx a lot people. Anyway, i'm having a few probs now with Liches:
1) cast something that make pysh attacks innefective.
R: i cast breach.
2) they get invisible.
R: i cast purge invisibility
3) [not sure on this one] they cast something that makes my offensive spell innefectvie against them, not sure wether it's magic resistance or some other spell. Any clues about it? what is it, how can i counter-attack it?

thx fer any help.

btw: those beholders are a pain in the a***, they cast Death spell or some other death thing that simply gets my party to it's knees.
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Old 07-19-2004, 04:59 PM   #7
teardropmina
Drizzt Do'Urden
 

Join Date: July 23, 2003
Location: West Lafayette, IN, USA
Age: 53
Posts: 681
Derfel Cadarn, Liches are immune to lvl 5 spells and below, and so Breach is useless. You need Peirce Magic (lvl 6 but not as effective as the two lvl 7 ones), Ruby Ray of Reversal, or Warding Whip. If neither Aerie nor Edwin can cast 7th lvl spells, it'd be hell fighting Liches [img]smile.gif[/img]

ADD: What you encountered were Liches' casting spell protection (your magic won't work) and combat protection (physical attack won't work) spells onto themselves. The spells I mention are the protection dispelling spells that would work on Liches.


at any event, you can always run away or use summons, and wait until Liches' spell protections and even spells to run off, and then come back to kick their butt (assuming you're not playing the tactic liches).

As for Beholders, L* do a search and you'll find many beholder hating threads There are cheesy beholder killing items to get in the game; you can also use traps -- skull traps the beholder killing spell [img]tongue.gif[/img]

[ 07-19-2004, 05:03 PM: Message edited by: teardropmina ]
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Old 07-20-2004, 06:00 AM   #8
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
The best way to get a feel of spells, is to cast them in the first place. Considering that you have a party, the odds of you horribly losing a battle is pretty much low.

Memorise spells that catch your eye, read their descriptions and decide whether they appeal to you. When you come across an easy battle, such as muggers, use the opportunity to cast those spells and see whether you like the result(s).

Remember not to neglect Aerie's Clerical spells too!
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Old 07-20-2004, 07:57 PM   #9
Neo the Warrior Cat
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Join Date: July 6, 2004
Location: Wilmington, North Carolina
Age: 37
Posts: 528
Here are my fav's.
1st Level: Magic Missile,Chromatic Orb,Shocking Grasp( This spell is great if your mage can swiftly eneter and exit combat)
2nd Level:Invisibility(Anyone can become a scout with this spell),Melf's Acid Arrow(Kills Trolls, interrupts spellcasters,cast 2 or 3 in succession and watch the damage pile up),Web
3rd Level: Fireball(the first of many spells of mass destruction),Lightning Bolt( as damaging as fireball but bounces off the walls instead),Dispel Magic,Invisibility 10' radius, Melf's Minute Meteors(hits golems!) Haste
4th Level:Ice Storm(again to disrupt spellcasters),Confusion(it works), Stoneskin, Spirit Armor(cast this and stoneskin at the same time and your mage will be the closest thing to untouchable you can get for a short time)
5th Level:Breach, Sunfire, Shadow Door
6th Level:Chain Lightning, Contingency, Death Spell, Mislead, Tenser's Transformation(Bards only)
7th Level:Finger of Death, Mordenkainen's Sword, Prismatic Spray
8th Level:Incendinary Cloud, Abi-Dalzim's Horrid Wilting, Simulacrum, Spell Trigger, Symbol: Stun
9th Level: Time Stop, Meteor Swarm
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Old 07-20-2004, 08:26 PM   #10
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
When most Mages cast Protection from Magic Weapons, there are lots of ways around it:
1) Cast Breach on them
2) Cast Dispel or Remove Magic to try to remove enchantments on them
3) Incapacitate them (using spells like Emotion) for more than 4 rounds, so the PfMW will wear off
4) Use Normal (non-enchanted) weapons on them
5) Hit them with instakill spells, such as Finger of Death
6) Hit them with spells that deal elemental damage, thus bypassing their Stoneskin and hopefully disrupting their spellcasting

But when Liches cast Protection from Magic Weapons, however, you're in for a world of hurt, because:
1) Liches are immune to spells of Levels 1-5, hence they can't be Breached
2) Ditto for Dispel Magic and Remove Magic
3) Ditto for spells like Emotion (you might be able to pull off a Power Word: Stun, though)
4) Liches are immune to all Normal weapons
5) Liches are immune to Death magic
6) Most Liches, especially Weimer Liches, love casting spells like PfFire, PfCold, PfAcid, PfMagicEnergy, etc., granting them immunity to almost every kind of elemental damage--and of course that immunity can't be removed because of the Lich's damned spell immunities.

So, basically, once a Lich has cast PfMW, the only way to kill it is to wait until it runs out of PfMWs. Unless you're a high-level Cleric or Paladin of Good or Neutral alignment.
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