02-28-2005, 07:26 PM | #1 |
Dungeon Master
Join Date: January 27, 2005
Location: Canada
Age: 37
Posts: 83
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i wanna make and elf mage but dont know which if to pick enchie or devie is there anyone or anyplace where i can find out what spells each class cannot scribe?
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02-28-2005, 08:23 PM | #2 |
Zhentarim Guard
Join Date: July 24, 2002
Location: Arm's length from my monitor.
Age: 34
Posts: 367
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Enchanters: Cannot cast invocation/evocation spells like Magic Missile, Fireball, mostly offensive energy types. They must have at least a 9 in intelligence and a 16 in charisma.
Diviners: Cannot cast summoning/conjuration spells like Summon Monster and Melf's Acid Arrow. They must have a 9 in intelligence and a 16 in wisdom. Does that help? Or did you mean a list of every single spell they can't cast? Check the back of your manual if you have one, and then look for spells that are the abovementioned types. -Brainless One |
02-28-2005, 09:32 PM | #3 |
Symbol of Cyric
Join Date: April 20, 2003
Location: Sarasota, Florida, USA
Age: 41
Posts: 1,101
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If you have to pick between the two, be a Diviner. The only thing you'll miss out on are summons and that can easily be fixed with some beefy fighter NPCs or scrolls and wands of monster summoning. (BG1, unlike BG2, still lets specialty wizards use scrolls and wands of their prohibited school--they just can't memorize those spells.)
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03-02-2005, 10:27 AM | #4 |
Zhentarim Guard
Join Date: February 21, 2005
Location: Candlekeep
Age: 37
Posts: 372
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Yep, I'd definitely go with Diviner, although to be honest you couldn't be choosing between two mage types I like less But not having evocation spells is awful, practically makes you feel lame.
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03-02-2005, 01:42 PM | #5 |
Bastet - Egyptian Cat Goddess
Join Date: September 5, 2001
Location: Calgary, AB
Age: 49
Posts: 3,491
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In BG1 Diviners are nice, I don't miss Summon Monster at all. Really all you need is a trusty Fireball and a Diviner is just fine for that.
[ 03-02-2005, 01:43 PM: Message edited by: pritchke ] |
03-02-2005, 06:28 PM | #6 |
Dracolisk
Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 46
Posts: 6,901
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TSR and Wizards of the Coast really screwed up with the Mage kits; instead of classifying them by what they like to do, they judge them by what they can't do. Makes no sense at all.
Anyway. The link in my sig will take you to a very thorough guide to the game. 98.7% Spoiler-Free. Appendix 1 is full of Tables, including a list of all the Wizard spells in the game, organized by spell school. Gosh. How handy. I, personally, would lean toward Enchanters in BG1, simply because so many of the spells you can't cast are available in Wand form.
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03-03-2005, 03:21 PM | #7 |
Jack Burton
Join Date: May 15, 2001
Location: The Netherlands
Age: 39
Posts: 5,888
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Wizards of the Coast and TSR messed up in more things than just the Mage kits, Six
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03-05-2005, 05:52 AM | #8 | |
Zhentarim Guard
Join Date: February 21, 2005
Location: Candlekeep
Age: 37
Posts: 372
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Quote:
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03-14-2005, 12:30 AM | #9 |
Dungeon Master
Join Date: January 27, 2005
Location: Canada
Age: 37
Posts: 83
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nice, thanks for all the info guys, i seriously had no clue what was the difference between the 2 of them because i never really played a mage before.
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