For the...13thish time, maybe? The compulsion just strikes every once in a while. There are some parts of SOA that I've gotten entirely sick of by now, but somehow it always seems worth it to get to the good parts again. I'm just looking for a little party advice and some help remembering a couple of minor details. How much INT does a character need to use green scrolls e.g. protection from magic? Does WIS at least give paladins extra spells per level, or is it useless even to them? Finally, the character I'm wondering about sticking in the party: a totemic druid. In the Icewind Dale series, they are one of my favorite classes, but I'm not nearly as happy with their spell selection in BGII. The only things they have that interest me are on-demand fire elementals, a wannabe Stoneskin spell, the insect plague duo of spells which are heavily nerfed by SCSII, and the elemental princes. Having never taken a druid much farther than the Underdark, I'm not sure just how much these spells or the totemic's spirit animals will really help in the end-game of SOA, much less TOB. I'm not looking for all-out powergaming advice. I've played BG2 enough that it's not necessary. If I really wanted to be as powerful as possible, I'd take a bunch of sorcerers and some flavor of fighter/mage to throw Azuredge. However, a completely useless character is not very fun, so if the druid is hopeless post-Underdark, let me know and suggest a flavorful but useful companion to a cavalier, an undead hunter, a kensai, a blade, and (of course) a sorcerer. Heck, I could just take 5 characters. The sorcerer alone can and often does blow through the entirety of SOA without help if I let him.