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#21 |
Zhentarim Guard
![]() Join Date: October 2, 2001
Location: Canton, OH USA!!
Posts: 397
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Fuzzy Animal's Sorcerer spell choices:
1st level: Magic Missle Identify Protection from Evil Charm Person Chromatic Orb 2nd level: Mirror Image Melf's Acid Arrow Stinking Cloud Web Resist Fear 3rd level: Dispel Magic Haste Lightning Bolt Flame Arrow Fireball 4th level: Improved Invisibility Minor Sequencer Spirit Armor Stoneskin Fireshield (Red) 5th level: Animate Dead Breach Lower Resistance Domination Cloudkill 6th level: Chain Lightning Contingency Globe of Invulnerability Pierce Magic True Sight 7th level: Mordenkainen's Sword Spell Turning Prismatic Spray Khelben's Warding Whip Spell Sequencer 8th level: Simulacrum Spell Trigger Improved Mantle Symbol Stun Maze 9th level: Chain Contingency Spell Strike Spell Trap Timestop Wail of the Banshee Opinions? Comments? |
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#22 |
Elminster
![]() Join Date: September 23, 2001
Location: Istanbul (not Constantinople)
Age: 46
Posts: 486
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1st level- I would pick charm person, too easy to save. I'd find friends more useful instead. Or prot. from evil if you are soloing/don't have a cleric to cast it.
2nd level- I might choose invis over stinking cloud...though SC works well with an undead summon. Though don't forget, there are a lot of other undead in the game. 3rd level- I'd probably choose remove magic over lightning bolt, and skull trap over fireball. 4th level- Greater Malison over imp. invis., emotion over fireshield, and maybe secret word over spirit armor 5th level- instead of domination I'd have spell immunity, and I might sub cloudkill for chaos. 6th level- true sight, summon nish. protection from magic energy, summon nish., pierce magic (or death spell), and Chain lightning 7th level- pretty much the same for me. 8th level- Abi Wilting, Spell Trigger, Pierce Shield, Simulacrum 9th level- Time Stop, Spellstrike, Chain Contingiency, Gate or Bibgy's that's my 2 cents. |
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#23 |
Elite Waterdeep Guard
![]() Join Date: September 11, 2001
Location: Toeville
Posts: 32
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Fuzzy, you only get four 8th and four 9th. I'd drop Wail from your 9th list. Horrid Wilting at 8th is good, improved mantle isn't that great. Your 4th level selection could stand to lose spirit armor and fireshield and replace with icestorm and greater mal (I think that one is 4th level). Might want to take a look at melf's minute meteors, that's a good one to have. I'm not a big fan of chromatic orb, creatures get +6 to their save for that spell.
I won't go into more detail. Always seems like that all sorcerers/mages end up almost identical. Same gear, same spells, etc. I think some general guidelines would be better. I'd say have at least one spell per level that does damage (except 9th since you get the quest spells). And go easy on the defensive stuff. Get all of the sequencers and contingencies. Try and cover all the areas of damage, like fire, cold, acid, and so on. I don't see any cold spells on your list. Overall, your choices look pretty good. The Toe |
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#24 |
Zhentarim Guard
![]() Join Date: October 2, 2001
Location: Canton, OH USA!!
Posts: 397
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Thanks for the input, I may
have to revise my selection. I forgot that I have ToB installed and can choose Bigby hand spells. I also forgot to include cold spells, I always did like cone of cold. I thought a sorcerer got 5 spell slots for every level, guess I am mistaken. I am not quite ready to solo the game yet, so I should take that into consideration (less defensive spells, cleric spell backup, fighters to protect me.) I love all the sequencer spells, and contingencies. I will listen to more advice keep up the good work!! Thanks!! |
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#25 |
Elite Waterdeep Guard
![]() Join Date: September 11, 2001
Location: Toeville
Posts: 32
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Technically, they do get 5 of every level. But with the xp cap of 8 million, you only get four 8th and four 9th. And I forgot about Spell Immunity at 5th, but StarVid didn't. That one is sort of a necessity. Otherwise, you have to reload when you get imprisoned by a lich.
The Toe |
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#26 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Just to let everyone know, I am revamping my Sorcerer Spell List webpage. Version 1.03 is on the way.
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#27 |
Avatar
![]() ![]() ![]() ![]() Join Date: October 4, 2001
Location: NYC Forever!
Age: 51
Posts: 520
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Okay here are my sorcerer guidelines:
1) At least one attack spell per level, but try to not have more than two. 2) Don't take too many fire spells! There are more fire-immune monsters as you get farther into the game, especially in ToB. 3) Look for spells which get better as you level up. Fireball is bad, for example, because it maxes out at 10th level (10d6). Skull trap has half the range but has no maximum damage---if you're 20th level it'll do 20d6 damage, and three of them in a sequencer will do 60d6. 4) Ignore spells which can be replicated with items. Cloudkill may rock, but it rocks just as much when it's from a wand. Similar thinking for Aganazar's Scorcher, Fireball, Monster Summoning II, Cone of Cold and Lightning Bolt, though the wand versions of those aren't precisely as effective as the spell versions. There's no reason to take the spell Strength: there are plenty of strength-increasing belts and potions. Haste is tricky---you will have two pairs of Boots of Speed by the end of SoA, and about a hundred in ToB :-D so the only things you'll care about hasting are summoned monsters. How often will you haste a horde of monsters? More than once per day? I doubt it. 5) If you're not soloing your sorcerer, count on having another mage around to cast some support spells. You don't need to select Friends or Knock or any other spell that deals with problems that will be there after you rest. Likewise True Seeing is a great spell, but your local cleric, inquisitor or druid can cast it just fine, too. 6) Take multi-purpose spells! Glitterdust == Blindness + See Invisible. Pierce Magic == Lower Resistance + Ruby Ray. 7) Project Image! This spell increases your firepower sixfold or more. It won't attack, though, so don't cast Melf's Minute Meteors with it. ![]() 8) Don't ever take Protection from Fire, Cold, Electricity, etc.. That's what Clerics and scrolls are for. -- Nifft |
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