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Old 02-14-2005, 12:31 PM   #11
bjorn
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Clairvoyance was very usefull back in BG1 with all thoose wilderness areas.

Another spell that was very usefull in BG1 was sleep. Who uses that in BG2?
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Old 02-14-2005, 05:27 PM   #12
Q'alooaith
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Great, nice lists..

I don't agree with most of the items on said lists.

This is not just for wizard spell's, this is for all spells..


Like I said, good that you've got lists, but has anyone got any idea's on what you'd want the spell's to do instead of the current effect, what would make them more usefull?
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Old 02-14-2005, 05:51 PM   #13
SixOfSpades
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Join Date: September 16, 2001
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My nominations, for a whole slew of various reasons.

Wizard spells:

Protection from Petrification
Minor Spell Deflection
Non-Detection
Spell Thrust
Remove Curse
Secret Word
Protection from the Elements
Imprisonment
Burning Hands
Color Spray
Shocking Grasp
Knock
Strength
Otiluke's Resilient Sphere
Wizard Eye
Disintegrate
Tenser's Transformation
Glitterdust
Carrion Summons
Wyvern Call
Infravision
Detect Invisibility
Know Alignment
Detect Illusion
Sleep
Luck
Reflected Image
Shadow Door
Phantom Blade
Meteor Swarm
Chill Touch
Ghoul Touch
Hold Undead
Contagion
Spirit Armor
Control Undead
Energy Drain

Priest spells:
Magic Stone
Aid
Remove Curse
Remove Paralysis
Champion's Strength
Repulse Undead
False Dawn
Sunray
Goodberry
Hold Animal
Shillelagh
Find Traps
Know Alignment
Cure Disease
Cause Serious Wounds
Farsight
Poison
Cause Critical Wounds
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Old 02-14-2005, 06:11 PM   #14
Q'alooaith
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Well, if you gave reasons and things you'd think would make them better please say, otherwise it's just a list of spells the people "don't like"

I like imprissonment personaly.
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Old 02-14-2005, 06:38 PM   #15
Harkoliar
Jack Burton
 

Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 42
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what six means is that the spells he wrote down on is either too useless or too cheesy [img]tongue.gif[/img]
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Old 02-14-2005, 06:42 PM   #16
Q'alooaith
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And that matter's to me because?

I don't care why you want these spell's on this list, but I do want to know why your putting them on the list, and how you think they could be altered.

If you don't tell me the why's and hows I can't do anything for you.
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Old 02-15-2005, 12:41 AM   #17
SixOfSpades
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Well, Nature's Beauty isn't on that list, so obviously I'm not listing spells simply for their cheese factor. (Personally, I think Nature's Beauty should be corrected by changing its effects so that it casts Stun, Harm, Hold, Feeblemind, etc., on the caster.)

My reasons for a few spells that other people might have favorable opinions of:

Protection from Petrification: Dang useful in BG1. But you can't even cheat a Basilisk into BG2 without crashing the game. And you can't use it against Beholders because of their Anti-Magic Rays.

Protection from the Elements: Flat-out doesn't deliver the goods. Grants something like 50% resistance to Fire and Acid--and that's it. Wait for Level 8's Protection from Energy, which actually does what it claims to do.

Imprisonment: Spend at least 40% of a round casting a spell within melee range of a really nasty beastie? No thanks. Even under a slew of protections, there are better things to spend Level 9 slots on. The only benefit of this spell is the double EXP you get from killing them again.

Knock / Find Traps: Dude, where's my Thief? So far, the only use that Knock has is opening the bugged chests that can't be opened any other way (such as the one in the Jysstev Estate).

Otiluke's Resilient Sphere: Could theoretically turn even your weakest sap into an unkillable Tank....if only the game would allow your party members to waive their Saving Throw "against" it.

Wizard Eye / Farsight: Invisible scouting is what Thieves and Rangers are for, not valuable spell slots.

Disintegrate: "Would you like to cast a spell that destroys all the cool loot that the boss enemy is carrying?" "Oh gosh YES I sure would!"

Tenser's Transformation: I am a Mage. It will double my hitpoints (hoo boy), grant me a -4 AC bonus (that would be nice if I could wear Plate, too), and improve my THAC0 so that I can hit people with my stick a bit more efficiently than before....but still at only 1 attack per round. And I can't cast any more spells, either. Yeah. No, the only people who have any business casting this are Fighter/Mages.

Glitterdust: If it did what it said and actually PREVENTED the victim(s) from going Invisible for the spell's duration, it would be interesting enough to be useful.

Carrion Summons / Wyvern Call: By the time you can cast it, the results aren't exactly worth your while. Summoning spells are good for crap beasts for sucking up your enemies' spells, or for real nasty critters that can pose a serious threat. Mid-level Summons, like these, are a waste of time.

Know Alignment: Why oh why does it turn the recipient Hostile? No matter the result?

Sleep: Only works on enemies Level 4 or lower. 'Nuff said.

Luck: Boy, what can I do in the next 3 rounds?

Shadow Door: Wow, just like drinking a Potion of Invisibility, except that it sucks!

Phantom Blade: If you're a Mage wandering into melee combat, you're a fool. If you're a Fighter/Mage and you don't have anything better than a stupid Phantom Blade, you're a damned fool.

Meteor Swarm: This is better than Dragon's Breath in what way?

Contagion: The main power of this spell is that the effects are permanent. Given the average lifespan of things that turn Hostile to you, I fail to see the appeal.

Control Undead: By the time you get it, any Undead worth Charming are going to be immune to it. Plain & simple.

Energy Drain: Just like Imprisonment, except that it doesn't kill anything.

Magic Stone: Worst. Spell. Ever. "Hey, lookit me, I just created a Bullet+1! Oh, wait, it's a little bit weaker than a Bullet+1. But I still made a rock!"

Champion's Strength: Sets STR to 100). Given the vast array of Cleric buffs that grant more than that, and other benefits besides, I think we know what to do with this one.

Repulse Undead: Hey, what's that "Turn Undead" button at the bottom of my screen for?

False Dawn / Sunray: Useful when in item form, but the long casting time and short range make this practically a touch-damage spell, with high chance of being disrupted halfway through.

Goodberry: Ding0's Tweak Pack, take me away!

Hold Animal: Does not work on giant-sized monsters or monsters. Great. So when I need to hold back a few Wild Dogs, I'll know just what to do.

Shillelagh: Hey, a magical weapon that....doesn't strike as a magial weapon. Hm.

Cause Serious / Critical Wounds: Hmmm....spend a few seconds standing here like a fool before I go up & hit him--or I could just go up & hit him.
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Old 02-15-2005, 12:47 AM   #18
timothy trotter
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i think knock is usefull personally, because i dont usually use a theif. and sunray is good too against vampires. i agree goodberry is @#$% i think the only reason its there is to have a level ?2? healing spell. or it might be lvl 3 im not sure.
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Old 02-15-2005, 01:48 AM   #19
Hank Parsons
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Location: Georgia
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Knock is simply polite. [img]smile.gif[/img]


And a classic D&D spell, to boot. I like to have it around, though it is not needed.
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Old 02-15-2005, 05:26 AM   #20
Harkoliar
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Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 42
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Quote:
Originally posted by SixOfSpades:
Well, Nature's Beauty isn't on that list, so obviously I'm not listing spells simply for their cheese factor. (Personally, I think Nature's Beauty should be corrected by changing its effects so that it casts Stun, Harm, Hold, Feeblemind, etc., on the caster.)

My reasons for a few spells that other people might have favorable opinions of:

Protection from Petrification: Dang useful in BG1. But you can't even cheat a Basilisk into BG2 without crashing the game. And you can't use it against Beholders because of their Anti-Magic Rays.

Protection from the Elements: Flat-out doesn't deliver the goods. Grants something like 50% resistance to Fire and Acid--and that's it. Wait for Level 8's Protection from Energy, which actually does what it claims to do.

Imprisonment: Spend at least 40% of a round casting a spell within melee range of a really nasty beastie? No thanks. Even under a slew of protections, there are better things to spend Level 9 slots on. The only benefit of this spell is the double EXP you get from killing them again.

Knock / Find Traps: Dude, where's my Thief? So far, the only use that Knock has is opening the bugged chests that can't be opened any other way (such as the one in the Jysstev Estate).

Otiluke's Resilient Sphere: Could theoretically turn even your weakest sap into an unkillable Tank....if only the game would allow your party members to waive their Saving Throw "against" it.

Wizard Eye / Farsight: Invisible scouting is what Thieves and Rangers are for, not valuable spell slots.

Disintegrate: "Would you like to cast a spell that destroys all the cool loot that the boss enemy is carrying?" "Oh gosh YES I sure would!"

Tenser's Transformation: I am a Mage. It will double my hitpoints (hoo boy), grant me a -4 AC bonus (that would be nice if I could wear Plate, too), and improve my THAC0 so that I can hit people with my stick a bit more efficiently than before....but still at only 1 attack per round. And I can't cast any more spells, either. Yeah. No, the only people who have any business casting this are Fighter/Mages.

Glitterdust: If it did what it said and actually PREVENTED the victim(s) from going Invisible for the spell's duration, it would be interesting enough to be useful.

Carrion Summons / Wyvern Call: By the time you can cast it, the results aren't exactly worth your while. Summoning spells are good for crap beasts for sucking up your enemies' spells, or for real nasty critters that can pose a serious threat. Mid-level Summons, like these, are a waste of time.

Know Alignment: Why oh why does it turn the recipient Hostile? No matter the result?

Sleep: Only works on enemies Level 4 or lower. 'Nuff said.

Luck: Boy, what can I do in the next 3 rounds?

Shadow Door: Wow, just like drinking a Potion of Invisibility, except that it sucks!

Phantom Blade: If you're a Mage wandering into melee combat, you're a fool. If you're a Fighter/Mage and you don't have anything better than a stupid Phantom Blade, you're a damned fool.

Meteor Swarm: This is better than Dragon's Breath in what way?

Contagion: The main power of this spell is that the effects are permanent. Given the average lifespan of things that turn Hostile to you, I fail to see the appeal.

Control Undead: By the time you get it, any Undead worth Charming are going to be immune to it. Plain & simple.

Energy Drain: Just like Imprisonment, except that it doesn't kill anything.

Magic Stone: Worst. Spell. Ever. "Hey, lookit me, I just created a Bullet+1! Oh, wait, it's a little bit weaker than a Bullet+1. But I still made a rock!"

Champion's Strength: Sets STR to 100). Given the vast array of Cleric buffs that grant more than that, and other benefits besides, I think we know what to do with this one.

Repulse Undead: Hey, what's that "Turn Undead" button at the bottom of my screen for?

False Dawn / Sunray: Useful when in item form, but the long casting time and short range make this practically a touch-damage spell, with high chance of being disrupted halfway through.

Goodberry: Ding0's Tweak Pack, take me away!

Hold Animal: Does not work on giant-sized monsters or monsters. Great. So when I need to hold back a few Wild Dogs, I'll know just what to do.

Shillelagh: Hey, a magical weapon that....doesn't strike as a magial weapon. Hm.

Cause Serious / Critical Wounds: Hmmm....spend a few seconds standing here like a fool before I go up & hit him--or I could just go up & hit him.
i may more or less agree with you most of it except tenser transformation (if your a dueling mage or blade bard )

otilukes sphere is handy lifesaver ..

sunray is a cool way to kill undead

wizards eye - handy little bugger if you dont have a ranger or thief.. OR your thief is doing something else important

shadow door- nice instant "improved" invis spell. quicker than casting it yourself.. or using invis potions.

sleep- you were level 1-4 once and you depended on this spell. but it works with higher lvl enemies i think. i did it once with the group in the sewers

champion str - like tenser transformation.. for class/mage dual or multi [img]smile.gif[/img]
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