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#11 |
Zhentarim Guard
![]() Join Date: December 19, 2003
Location: sweden
Age: 39
Posts: 381
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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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#12 |
Emerald Dragon
![]() Join Date: December 10, 2003
Location: UK
Age: 41
Posts: 961
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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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#13 |
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
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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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#14 |
Emerald Dragon
![]() Join Date: December 10, 2003
Location: UK
Age: 41
Posts: 961
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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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#15 |
Jack Burton
![]() Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 42
Posts: 5,556
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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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#16 |
Emerald Dragon
![]() Join Date: December 10, 2003
Location: UK
Age: 41
Posts: 961
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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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#17 |
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
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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 1 ![]() 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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#18 |
Drizzt Do'Urden
![]() Join Date: December 29, 2004
Location: south australia
Age: 43
Posts: 603
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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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#19 |
Zhentarim Guard
![]() Join Date: February 14, 2004
Location: Georgia
Age: 49
Posts: 357
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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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#20 | |
Jack Burton
![]() Join Date: March 21, 2001
Location: Philippines, but now Harbor City Sydney
Age: 42
Posts: 5,556
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Quote:
![]() 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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