01-09-2002, 11:49 AM | #1 |
Elite Waterdeep Guard
Join Date: January 8, 2002
Location: New Jersey
Posts: 6
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Im creating a sorcerer and was wondering what spells in each level I should focus on because you can only choose a max of 6, thanks.
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01-09-2002, 12:16 PM | #2 |
Elminster
Join Date: September 23, 2001
Location: Istanbul (not Constantinople)
Age: 45
Posts: 486
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I made a list for this a while back because I was considering becoming a sorceror. I found 3 really really good lists out there, so I kind of meshed them together to make my own list. I lost this list, but I might still be able to do it from memory. Here it goes:
L1 -- Magic Missle Chromatic Orb Burning Hands (good for trolls) Friends (if you already have a decent Charisma, good for shopping) Spook? (I can't remember if this was the 5th, but with an up to -6 save, it's a pretty nice spell to buy you a few rounds of time) L2 -- Acid Arrow Mirror Image Vocalize (some people disagree, there's an amulet you get later in the game that gives you this automatically) or Resist Fear Invis. Web L3 -- Dispel Magic Haste Skull Trap (not Fireball, ST is physical damage, FB is easily resisted magical damage) Slow I can't remember the 5th slot, either Spell Thrust, Minute Meteors, or something else I can't remember L4 -- Secret Word Stone Skin Greater Malison Emotion I can't remember the 5th here, I think is was minor sequencer L5 -- BREACH (the most important spell of this level) Spell Immunity (particularly for the Abjuration spell of Maze (or was it Imprisonment?) Lower Resist Chaos can't remember the 5th here. It might have been Fire elemental L6- don't remember too well -- True sight Pierce magic Mislead? Summon Nishruu? (make sure someone can cast prot. evil 10') Fire elemental? L7 -- Warding Whip Ruby Ray Mordenkainen's Sword Finger of Death? Project Image? L8 -- Horrid Wilting pierce shield either symbol stun or simulacrum L9 -- Time stop Spell Strike Gate? As I said, this is pretty much from memory and may be a bit inaccurate. Hope it helps though.
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01-09-2002, 12:35 PM | #3 |
Elite Waterdeep Guard
Join Date: January 8, 2002
Location: New Jersey
Posts: 6
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thanks thats a great start!
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01-09-2002, 03:33 PM | #4 |
Quintesson
Join Date: September 5, 2001
Location: Florida
Age: 52
Posts: 1,016
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I soloed the game and this is the end result of my list.
1st Chromatic orb, identify, magic missiles, protection from petrification, spook 2nd Knock,Melf's Acid Arrow,Mirror Image,Resist Fear,Web 3rd dispel magic, fireball, flame arrow, melf's minute meteors, skull trap 4th greater malison, minor sequencer, polymorph other, wizard's eye, stoneskin 5th animate dead, breach, lower resistance, sunfire, spell immunity 6th chain lightning, contingency, death, improved haste 7th mordenkainen's sword, project image, spell turning, spell sequencer 8th abi-dalzim's horrid wilting, maze, summon fiend, spell trigger 9th chain contingency, spellstrike, time stop, wish |
01-10-2002, 03:36 PM | #5 |
Zhentarim Guard
Join Date: November 21, 2001
Location: canada
Posts: 319
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If Dundee was still alive, he has a pretty good list that is on his web page. Adjust your favourite spells accordingly, but he has the essentials down.
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Do not pray for an easy life.<br />Pray for the strength to endure <br />a tough one.<p>:warrior1: |
01-11-2002, 02:14 AM | #6 |
Ironworks Moderator
Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
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Dundee Slaytern is very much alive, but he has school commitments and thus less time for the Internet. You can access my Sorcerer Spell Lists from my signature.
PS: Sorcerers get 5 spells from spell level 1-7, and 4 spells from spell level 8-9. They get all the level 10 spells. This is assuming a max level 31 Sorcerer under ToB. |
01-11-2002, 04:16 AM | #7 |
Quintesson
Join Date: March 17, 2001
Location: Where I am.
Posts: 1,089
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My understanding is that Bigby's Clenched fist (level 8) has no save attached to its damage. Can't say I've ever tried learning it before, but if it really can get through all spell defenses, it certainly should be in a sorc's repertoire. Kind of like a Ring of the Ram that can be used several times: very handy in battles, especially with heavily wounded or mid-casting foes.
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01-11-2002, 05:55 AM | #8 |
Guest
Posts: n/a
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melfs minute meteors is the best spell. i also like all the elemental summoning ones and summon efreeti.
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01-11-2002, 10:39 AM | #9 |
Zhentarim Guard
Join Date: November 21, 2001
Location: canada
Posts: 319
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quote: Good to see you around. I was beginning to worry to might be a christmas grad...
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Do not pray for an easy life.<br />Pray for the strength to endure <br />a tough one.<p>:warrior1: |
01-11-2002, 07:23 PM | #10 |
Silver Dragon
Join Date: March 14, 2001
Location: Agharti. Mountains of Madness
Posts: 1,673
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Ill tell you what I used as welll then, and yes I soloed it with this so as for party playing I forget.
Level 1 Magic missle, how would we do without it. Chromatic orb, useful and with greater mailson later on about level 12 or so it will save your life. Identify, it was ages till I got the glasses of identification. Friends, you need it to go shopping. Grease, can be useful level 2 Melfs acid arrow, is vital for the trolls. Mirror image, for all those traps to feed on. Blur, for the save bonus and being just generally useful. Invisability, because it will be a while before you get the staff of the magi. Knock, for obvious reasons. Level 3 Skull trap, vital spell at higher levels clearly out strips fireball Melfs minute meteors, if you are soloing because tey are +5 Slow, I found to be vital for giving myself space to cast and it gives a nasty save. Fireball, just for the hell of it, I think a wizard type should be able to cast it at will, call it roleplaying Dispel magic, is interesting when removing things Level 4 Stoneskin, essential spell Greater malison, for a soloist who WANTS his spells to work Minor spell sequencer, nice missels Icestorm, for an area affect damage Fireshield (either colour) or wizards eye. Level 5 Sunfire, I found this so useful and it casts so quickly as well. Breach, the defense buster Lower resistance, beware dragons Animate dead, skeleton warriors make good pawns Chaos, with greater malison and a sudden disapearence is cool Level 6 True sight, solo this one is invaluable, no so much in ToB but definatly in SoA Disintegrate, becomes useless after finger of death but against vampires and most things with a greater malison is very effective for a long time. Chain lightening, in a timestop with aclarity on, with the robe of vecna is scarily devestating with multiple casting the order of the day. Death Fog, for those pesky summons Protection from Magical weapons, is pretty good Level 7 Project image, to double your spells and break the summoning limit Finger of death, along with the malison snuffs lots of things. Khelbens warding whip, for mage fights. Mordairakens sword, for all nasty physical encounters because hitting it downt work and neither does mind affecting spells. Ruby Ray of reversal or Spell sequencer, both are good but with the level 8 spell trigger who needs the sequencer that badly level 8 Horrid Wilting, for obvious reasons Spell trigger, for 3 lower resistances or anything else from level 6 and down. Pierce shield to break through the resistance of thigns like the ravager and demogrogan. Incendiary cloud, to hurt lots of people and to slowly break through the magic resistace of the drow. level 9 Time stop, beautiful spell Chain contingency, to hammer all Shape change, combined with time stop, flick into mindflayer form and kill anyone in 3 hits when they cant hurt you, sexy combo. the last slot is debatable, spellstrike isnt really necessary with the khelben and ruby ray. You get spell trap from the staff of the magi. Power word kill is relitavly useless. Absolute immunity when you have protection from magical weapons is very useless. Black blade of disaster? you are a magic person, going toe to toe isnt really a good idea. Energy drain only drops them 2 levels. Meteor storm is too damn vague. pity its not the planescape style one. Freedom, cast it from a scroll. Gate, you might hurt yourself and how often do you want the thing anyway since you cant control it. Wail of the banshee is usefull for low level chars but everyone else will save so there is no real point. With all of that in mind I think the only real choice for the last spell is imprisonment, no save no magic resistance, just gone, alas with the items.
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