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Old 03-10-2004, 07:03 AM   #21
Armen
Symbol of Cyric
 

Join Date: February 11, 2003
Location: UK
Age: 55
Posts: 1,375
Quote:
Originally posted by Userunfriendly:
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!)
eugghh! - that's nasty
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Old 03-10-2004, 03:01 PM   #22
calon
Dungeon Master
 

Join Date: February 20, 2004
Location: finland
Age: 40
Posts: 58
What does the Robe of Vecna do? I've seen many write about it..
and staff of the magi? (supposed to have protection from evil and other things?!)
and amulet of power? [img]smile.gif[/img]

where can I get the glasses of identification? I've had them in a previous game but I have forgotten where they are [img]tongue.gif[/img]
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Old 03-10-2004, 04:21 PM   #23
ZFR
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Join Date: February 14, 2002
Location: Ireland
Age: 41
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Rob of Venca sets base AC to 5, gives 5(10?)% magic resistance but most importantly reduces casting time by 4.

Glasses of identification can be bought from the thief who lives above Gaelan or through the limited wish spell.
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Old 03-10-2004, 04:43 PM   #24
Assassin
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Join Date: March 23, 2003
Location: Canada
Age: 37
Posts: 1,134
Sunfire? No one's mentioned Sunfire? I'm very surprised; I usually take it instead of Chain Lightning, and stick Mislead in where Chain Lightning would've been. Sunfire is great, because enemies usually swarm you. When they swarm you, they're all in the radius of Sunfire. Not to mention that it does more damage than Chain Lightning, has a bigger radius, and ignore magic resistance . Granted, more enemies are resistant to Fire than Lightning, but then again, Improved Hasted Planetar(s) can easily take them out.

As for level 9 spells:
Chain Contingency
Time Stop
Spell Strike
Wish

I usually take Spell Strike because there's a rod for RRR, and Spell Strike is the best, IMO, spell protection remover. Some people don't hole much stock in it, but I do. Shapechange just smells too much of cheese for me to use it. =/

Glitterdust is also a real gem against those Thieves that always drink Invisibility Potions, or against the Mislead + SIivination combo, because ít's Conjuration/Summoning. It's very much overlooked.

[ 03-10-2004, 04:47 PM: Message edited by: Assassin ]
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Old 03-10-2004, 10:37 PM   #25
Nerull
Lord Ao
 

Join Date: May 17, 2001
Location: San Antonio, Texas, USA
Age: 54
Posts: 2,069
Quote:
Originally posted by Dundee Slaytern:
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.
Oops, you are correct. I was confusing Death Fog and Death Spell in my mind. Death Spell is party friendly. The only one that is not party friendly is Skull Trap.

Quote:
Originally posted by Assassin:
Sunfire? No one's mentioned Sunfire? I'm very surprised; I usually take it instead of Chain Lightning, and stick Mislead in where Chain Lightning would've been. Sunfire is great, because enemies usually swarm you. When they swarm you, they're all in the radius of Sunfire. Not to mention that it does more damage than Chain Lightning, has a bigger radius, and ignore magic resistance . Granted, more enemies are resistant to Fire than Lightning, but then again, Improved Hasted Planetar(s) can easily take them out.
For a solo sorcerer, Sunfire is great. However, it is not party friendly, so bad in a group. Usually, I'll keep my sorcerer among the ranks instead of letting him wander loose among the enemies. Thus, Sunfire would only be good if you wandered off from the rest of the party, otherwise you roast the rest of the party.
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Old 03-11-2004, 08:25 AM   #26
Assassin
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Join Date: March 23, 2003
Location: Canada
Age: 37
Posts: 1,134
[img]tongue.gif[/img] There's something called 'Protection from Fire' that I cast on my tanks whenever I go up into the frontlines to Sunfire.
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In The Terminator, Sarah Connor is told a speech by John Connor\'s father that John has given in the future. When John is born, Sarah tells John this speech, and John grows up to tell it in the future. So who wrote the speech?!
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Old 03-11-2004, 08:51 AM   #27
Sonic
Zhentarim Guard
 

Join Date: July 9, 2003
Location: Amn
Age: 35
Posts: 352
Cloud kill and death fog *Exelent* Area spells and hurt nearly every one!
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Old 03-11-2004, 12:24 PM   #28
drew_jarvie
Zhentarim Guard
 

Join Date: October 28, 2003
Location: Aberdeen
Age: 37
Posts: 300
Get sunfire asap and death spell asap. Sunfire really really REALLY rocks as a solo sorc as you can get it fairly quickly and fry everything you see with ease in the early levels [img]smile.gif[/img]
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Old 03-11-2004, 06:11 PM   #29
Userunfriendly
Elminster
 

Join Date: October 11, 2003
Location: Sluggy Zone
Age: 59
Posts: 487
Light Bulb

Quote:
Originally posted by Assassin:
[img]tongue.gif[/img] There's something called 'Protection from Fire' that I cast on my tanks whenever I go up into the frontlines to Sunfire.
spell immunity evocation for your mages, and for your front line fighters, use ilbratha, the sword you can get in the umar hills, and have your fighters cast mirror image...this will protect fighters from sunfire as effectively as being immune to fire...

sunfire is an awesome spell...try malison, sunfire, sunfire in a spell trigger, since sunfire will ignore magic resistance, but can be saved against..
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Jansens aren\'t as harmless like everybody supposes! <br />They got them stumpy legs and puffy potato noses! <br />And what\'s with all the turnips? <br />Why do they eat so much root vegetables, anyway? <br />Jansens, Jansens,<br />It must be Jansens!!!<br />(or griffins!)
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Old 03-11-2004, 06:41 PM   #30
Userunfriendly
Elminster
 

Join Date: October 11, 2003
Location: Sluggy Zone
Age: 59
Posts: 487
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here are my sorc picks...chosen for maximum cheese...

Level 1

chromatic orb
spook
magic missile ("Fear my MAGIC MISSILE!!!")
blindness
friends
(explained as per above)

Level 2

Glitterdust (highly effective in blinding beholders)
mirror image (the ONLY elemental/area effect protection you need in the game, imho)
stinky cloud (cast before sending in skeleton warriors...hee hee!)
strength spell (cast on weak party members, and cast on iron golems to reduce their strength to 18...hee hee!)
web (a lot of battles can be ended by web and cloudkill wand)

Level 3

haste (turns skeleton warriors into killing machines...)
flame arrow (works on magic resistant critters, since each arrow rolls against target's magic resistance, so some damage always gets thru)
remove magic (leave dispell magic to inquisitors...party friendly, and in a spell sequencer is as effective as inquisitor dispell, imho)
skull trap (spell sequencer mirror image, skull, skull...cast it on yourself, and you will win many battles...the mirror image will protect you from your own skull traps...)

Level 4

farsight (i prefer it over wizard eye...great for guiding summons out of sight range...)
malison (do i even need to bother explaining?)
stoneskin (ditto)
teleportation field (incredibly effective spell, disables all melee attack enemies in range for 4 rounds...combine with hasted summons for lot of fun)


Level 5

Animate dead (best summons in the game, with the possible exception of mordenkainen swords...lasts all day, haste them and mass invisible skeleton warriors chews up mindflayers.)
breach (do i even need to explain?)
feeblemind (breaks creature scripts...wonderful spell)
spell immunity (alteration protects you from tactics mod liches and their teleportation field, divination from true sight, etc, etc... its actually 7 spells in one...)
sunfire (best direct damage spell short of abi dahzim)

Level 6

Chain lightning (wonderful when you're facing a horde...)
Death spell (kills summons, umber hulks, trolls, orcs, goblins...)
improved haste (cuisinart, anyone?)
Mislead (one of the cheesiest spells around...so many ways to abuse it, its not funny...)
protection from magic weapons (do i even need to spell it out?)

Level 7

delay blast fireball (I use it a lot...evil, evil, naughty naughty...)
mass invisible (at higher levels, lasts longer than improved invisible..and use on hasted skeleton warriors, sit back and enjoy the show.)
khelbens warding whip (yes, it will remove spell immunity abjuration...tested)
mordenkainen swords (cast strength spell, and improved haste on them...uber time...their actual strength is only 15)
project image (the grand cheesy spell of them all...)

Level 8

abi dahzim (yay!)
incindiary cloud (gotta love that spell...)
pierce shield (i tend to grab that instead of lower resistance..)
simulacrum (why have both project image and simmy??? multigenerational clones...)
spell trigger ( )

Level 9

Timestop
wish
shapechange
power word kill (very useful, for finishing off tough creatures)
chain contingency

[ 03-12-2004, 11:24 AM: Message edited by: Userunfriendly ]
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Jansens aren\'t as harmless like everybody supposes! <br />They got them stumpy legs and puffy potato noses! <br />And what\'s with all the turnips? <br />Why do they eat so much root vegetables, anyway? <br />Jansens, Jansens,<br />It must be Jansens!!!<br />(or griffins!)
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