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Old 03-09-2004, 05:04 AM   #11
calon
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Join Date: February 20, 2004
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BBod? what's that?

on which spell lvl is KWW?
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Old 03-09-2004, 06:04 AM   #12
shamrock_uk
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Join Date: January 24, 2004
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Quote:
Originally posted by calon:
BBod? what's that?

on which spell lvl is KWW?
BBoD = Black Blade of Disaster I believe. Kelben's Warding Whip is Level 7.

Quote:
Originally posted by Lord
I didn't see Magic Missile in shamrock's list. That's a must have spell.
He already had it memorised [img]smile.gif[/img] You're absolutely right though, wicked spell. Great for taking down mirror images.

Quote:
Originally posted by Q'alooaith
does no one take is it kebels warding whip?

It's a greatly effective spell often overlooked, takes down spell defences over time, so you need only cast it once and it'll rip down defences as they come up, very very effective if used at the right moment.
I find that apart from those dang Yuan-Ti mages and their stoneskins generally one or two contingencies is all you have to contend with, even from high level liches etc. Usually I find that one round without protections is all it takes if your fighters are on their toes, so they just don't survive long enough to make it a worthwhile level 7 slot IMO. Nothing better than watching a contingency go off when the mage is lying in pieces [img]tongue.gif[/img]
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Old 03-09-2004, 06:04 AM   #13
JrKASperov
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KWW does not take away spell trap, a very common protective spell...
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Old 03-09-2004, 06:06 AM   #14
shamrock_uk
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Quote:
Originally posted by Q'alooaith:
oh not picked Shocking grasp in BG or BG2 yet, but I find it quite deadly in IWD, so that might be another good pick, or chill touch..
Just say no

Vampiric touch on the other hand is suprisingly powerful, will do 50 damage easy and heals you in the bargain. Still, it's a Bhaal power if you're evil i believe, and mages and touch spells aren't recommended in general unless it's in a time stop. But if you're at that level, you wouldn't be casting this [img]smile.gif[/img]

[ 03-09-2004, 06:09 AM: Message edited by: shamrock_uk ]
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Old 03-09-2004, 09:10 AM   #15
Raistlin Majere
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vampiric touch isnt really a touch spell. Its a spell cast directly at the enemy from touch range.
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Old 03-09-2004, 11:06 AM   #16
Q'alooaith
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Quote:
Originally posted by Raistlin Majere:
vampiric touch isnt really a touch spell. Its a spell cast directly at the enemy from touch range.
But is that not a touch spell, casting so close that you are able to touch.. the ainimation's are not totaly detailed for everything, so you can't have it all..
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Old 03-09-2004, 01:36 PM   #17
ZFR
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I'm playing a sorcerer with a party right now and i must say that I find all buffs which affect the caster only (eg mirror image, stoneskin) to be useless (though I suppose for a solo it's completely different. I pick mainly damaging spells and party buffs. I must say I found summons and area damaging spells a little bit more useeles than in Icewind Dale because the former make the latter go hostile.
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Old 03-09-2004, 10:38 PM   #18
Nerull
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Quote:
Originally posted by ZFR:
I'm playing a sorcerer with a party right now and i must say that I find all buffs which affect the caster only (eg mirror image, stoneskin) to be useless (though I suppose for a solo it's completely different. I pick mainly damaging spells and party buffs. I must say I found summons and area damaging spells a little bit more useeles than in Icewind Dale because the former make the latter go hostile.
Mirror Image, though it is not supposed to, protects from AoE spells. Great defense when that enemy mage gets off an ADHW in the middle of your group. Stoneskin is great when defending against archers, or those damn random encounters that just appear right on your butt. Even in a group, I found that I used those spells in tougher encounters (most time not needed, but when the feces hits the fan...).

ADHW, Chain Lightning, etc. do not affect the party (including your summons). Skull Trap does, as does Death Spell, but both are instants (start the combat off with them, then send in the summon). Spells like Cloudkill, Ice Storm, etc. do not make the list for precisely that reason (turn your summons hostile).
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Old 03-09-2004, 11:59 PM   #19
Dundee Slaytern
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Death Spell is party-friendly.

Death Fog however, is persistant AoE and not party-friendly.

Other AoE spells that are party friendly include,

Confusion, Chaos, Emotion:Hopelessness and ToB HLAs.
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Old 03-10-2004, 01:34 AM   #20
Userunfriendly
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Quote:
Originally posted by Dundee Slaytern:
Identify is useful for Sorcerers because...

Bum-bum-bumdum!

Sorcerers only get +1 Lore per level.

Besides... what else do you want to pick? [img]tongue.gif[/img]

Khelben's Warding Whip is useful, but a Sorcerer has limited spell picks and Ruby Ray of Reversal can eliminate any Spell Protection, something a KWW cannot do.
i actually like khelbens better, since with tactics mod the primary concern is spell immunity, which khelbens does remove...and to my experience, it seems to be able to disable creature scripts...not reliably, but i've cast khelbens at tactics mod dragons, and i've gotten some cheap and free attacks...

i've never worried about spell protections, even with tactics mod, since my response is to bash after removing protection from magic weapons...

my cheesy spell list for level 1...

chromatic orb (as good as finger of death since you can load up minor sequencer/spell sequencer/spell trigger with them...i use a massive volley to compensate for the save penalty)
friends (gotta love the spell when you go shopping)
magic missile (everyone loves magic missile)
spook (wonderful spell, even useful against tactics mod dragons)
blindness (used on PARTY!!! cast on jan after he gets spike traps, his sight radius drops to less than 10 feet, so he can set traps right next to red circle enemies...works great!)
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