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Old 06-18-2001, 07:31 AM   #1
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Join Date: April 28, 2001
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How many spells of each level is a sorcerer at level 20 or 17 or any between is allowed?
I also hear they might give more choice in ToB.
Does ring of wizardry only improve number memorized not variety for a Sorcerer?
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Old 06-18-2001, 07:58 AM   #2
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Does anyone know what bullets Sling of Everard shoots, and how long Melf's Meteors last?
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Old 06-18-2001, 08:02 AM   #3
merc widowmaker
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I played the sorcerer ... great class !!
The ring of wizardry increases the number of spells the sorcerer can cast.
I dont remember the stats exactly, but at 17th level you should have 5 1st 5 2nd 4 3rd 4 4th 3 5th 3 6th 2 7th and 2 8th level spells. Soory of this is not exact, I doing this from memory.

Melfs minut meteors puts the meteors in your quick weapon slots and the number is dependant on your level (2/level ???).
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[This message has been edited by merc widowmaker (edited 06-18-2001).]
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Old 06-18-2001, 08:06 AM   #4
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Oh...same as a mage non-spec then?
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Old 06-18-2001, 08:12 AM   #5
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it should be the same because its not really a seperate class, its more like a sub-class.

the amount of spells you will have learned is mostly based on itelligence so you have to take it from there.

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Old 06-18-2001, 01:24 PM   #6
Xod
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Actually, for a Sorcerer, Int. is not important. It doesn't affect how many spells you can cast or learn (acquire, actually). According to 2ED pNp rules, Charisma is the most important stat for a Sorcerer; again in BG2, it has no effect on how many spells you can cast, it is fixed (barring magical items).

At level 20, a Sorcerer can cast a spell from each level 6 times. I believe the number of spells learned is:

Lv1: 5
Lv2: 5
Lv3: 4
Lv4: 4
Lv5: 4
Lv6: 4
Lv7: 3
Lv8: 3
Lv9: 3

I had a link to a spell progression chart, but I lost it.


The Ring of Wizardry gives you an extra spell memorization for each spell level from 5 to 7.

Melf's Minute Meteors (great Sorcerer Spell) grants one meteor per level; however, they act as +5 missles and you can throw 5/round. Damage is 1d4 + 1d4 fire damage. I think that they are permanent until used up, but sometimes moving to a new area or shapeshifting makes them disappear.

Sling of Everard is a +5 sling, it creates its own +5 phantom bullets. They are +5 in THAC0, but only +3 in terms of damage, so 1d4 + 3.

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