List of my lvl 20 Sorcerer's spells

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Zartuul
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List of my lvl 20 Sorcerer's spells

Postby Zartuul » Wed Apr 18, 2001 4:29 pm

1. magic missle, identify, protection from evil (its a long wait for that staff of the magi), shield, burning hands.
2. melf's acid arrow, blur, mirror image, web
3. fireball, slow, spell thrust, melf's meteors
4. minor globe of invulnerability, stone skin, spider spawn, greater malison
5. animate dead, breach, chaos, lower resistance
6. spell deflection, tenser's transformation, true sight
7. Khelben's warding whip, summon efreeti (I think mord's sword is cheesey), ruby ray of reversal
8. spell trigger, abi dalzin's wilting, simulacrum
9. chain contingency, gate, time stop

Spell Trigger combos I use:
for crowd control - greater malison, slow, chaos
for quick help - 3x animate dead
to take down a mobs magic defenses fast - greater malison, 2x lower magic resist. Handy for demons and dragons
quick kill - 3x fireball

Chain contingency is overpowered. When you link 3x abi nalzin's wilting to it **** dies before you even fight it, its not even fair. I've been using it as a defensive measure only otherwise I'll never have a challenge. Hps <=50% triggers Spell turning, Stone skin, Mirror image.

Comments on my spell selection:

1. Inventory space is limited for a solo player and instead of buying the ID glasses its much easier to just get the spell. There's not many first level spells out there that are good anyways. Protection from evil is a handy spell to have and you won't be able to get the staff of the magi until late.

2. Defensive spells are key for a solo mage. Mirror image and blur are great. Knock is also essential. I would use web with min glove of inv and run around with monsters chasing me until they'd get caught in the web then nuke them.

3. Slow is a great defensive spell for large groups of mobs, handy to put in spell contengencies. Melf's meteors rules, mini hand grenades are always good. Spell thrust is necessary until you can get some of the better spell debuffers, after that it becomes obselete

4. I dropped secret word for minor globe of invulnerability. Secret word becomes obselete when you get ruby ray of reversal but minor globe never becomes obselete really unless you choose globe of invulnerability. The globe is also key for many of my spell strategies.

5. I chose all the spells that are in the sorcerer's guide, everyone one of them is essetial.

6. Only change I made was getting spell deflection instead of summon earth elemental. The spell config in the sorcerer's guide was a little low on spell defense so I opted for some type of spell defense here.

7. I didn't get Mord's sword because its overpowered, if you want a good spell get it. Instead I got summon efreeti to sub for it. Instead of project image I got Khellon's warding whip. Short of spell strike its the BEST spell debuffer out there. Dispels everything except spell trap which is what the ruby ray is for. The handy thing about it is it keeps dispelling for several rounds afterwards so when mages recast their spell protections they get nuked again without another spell or time taken from you.

8. Those 3 spells are right on the money, you can't go wrong with those 3.

9. Only change I made was getting time stop instead of the banshee wail. I figure if I can have the flexibility of stopping time to cast 3 spells at my leisure it will be much more useful then banshee wail.

The sorcerer's guide was a great tool for me though as a basis of making my own setup. Any comments?
Zartuul

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Postby Zartuul » Wed Apr 18, 2001 4:32 pm

Err forgot to include KNOCK in my spell list silly me hehe. This forum needs an edit feature.
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Postby KensaiRyu » Wed Apr 18, 2001 4:38 pm

I dont want to sound negative with this, im glad you like your selection and it works good, however keep in mind that the level cap is there for Blance, that is why they do that, if you stop time and drop a chain contingency or two it unbalances the game. That said I have lvl 50 rules also and I use it, mainly cause it is lots of fun, but its not balanced, and Im sure Tob will do a better job of Balancing than Shadows of Amn (IE harder ememies for higher lvl etc).
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Postby Zartuul » Wed Apr 18, 2001 4:43 pm

Well I figure since I'm fighting encounters designed for 6 people with only one person it balances out to have a character that is above the level cap.
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Postby KensaiRyu » Wed Apr 18, 2001 4:58 pm

I agree somewhat, however are six plain fighters at the level cap more powerful than a level 20 Sorceror? Depends on what u use them for...situation, etc. IN MHO the sorercor is more powerful cause he can drop a chain cont(3 greater malisons) and then a spell trigger and kill all the fighters without breaking sweat.Thats why its unbalanced.I agree you should get rewarded for however much exp u get, and if u end up being a level 30 monster then so be it, but Bioware didnt think like that for SOA, and im pretty sure the only reason they capped it was so they could put out TOB.
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Postby Zartuul » Wed Apr 18, 2001 6:33 pm

I capped myself out at lvl 20. Not going to hit the level up button unless I come across encounters that are impossible for me to beat. I've been able to beat Twisted Rune (all at once, none of the cheesey get them solo stuff) without using any contingencies so far. That was probably my toughest fight yet.
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Postby Quecty » Wed Apr 18, 2001 10:03 pm

Here's a list of my 20th level Sorcerer's spells :

1.Chromatic Orb,Identify,Magic Missile,Protection From Petrification,Shield
2.Blur,Horror,Resist Fear,Vocalize,Web
3.Fireball,Flame Arrow,Non-Detection,Protection From Fire
4.Fireshield Blue,Greater Malison,Stoneskin,Teleport Field
5.Breach,Feeblemind,Spell Immunity,Spell Shield
6.Death Spell,Protection From Magic Energy,Protection From Magical Weapons
7.Power Word Stun,Project Image,Spell Turning
8.Abi-Dalzim's Horrid Wilting,Pierce Shield,Spell Trigger
9.Shapechange,Spellstrike,Timestop

Spells in my Spell Trigger are Protection From Fire,Fireshield Blue,Protection From Magic Energy.

1.Chromatic Orb(poor man's Finger Of Death),Protection From Petrification(for all those nasty Flesh To Stone spells)
2.Horror(combined with Greater Malison,becomes Symbol:Fear),Resist Fear(stops annoying mass panic in your party),Vocalize(great when you've been magically silenced)
3.Protection From Fire(nullifies all damage from spells such as Fireball and even Meteor Swarm)
4.Fireshield Blue(used in combination with Protection From Fire),Teleport Field(makes melee more confusing)
5.Feeblemind(reduces target to a puddle of drool,just don't hit them with Staff Of The Magi - I did this with Firkragg),Spell Shield(cancels one magic attack i.e. Breach,Spellsrike,etc.)
6.Death Spell(used against summoned monsters)
7.Spell Turning(used instead of Spell Deflection,absorbs same level of spells,but effect rebounds on caster)
8.Pierce Shield(lowers magic resistance and cancels one spell protection of any level)
9.Shapechange(turn into Greater Wolfwere and leap into the fray)

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Postby Zartuul » Thu Apr 19, 2001 12:41 am

Is that a config for a solo sorceror or a sorceror in a group?
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Postby Quecty » Thu Apr 19, 2001 4:04 am

Sorry Zartuul,my Sorcerer was designed to be part of a group,hence most of his spells were chosen for the purpose of attacking and defending against enemy spellcasters,e.g. Liches,Cowled Wizards,etc.

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Postby TheDude » Thu Apr 19, 2001 6:30 am

@ Zartuul this board has got an edit feature check out the signs above the posts :D :D

a began playing solo sorc yesterday and it IS nice :D :D

my stats are:
str. 14
dex. 18
con. 15
int. 18
wis. 13
char. 10
(took some time rerolling burt i think these are really nice stats for a solo sorc.)
but i didn't got identify or prot.from evil.
i have magic missle, prot from perifiction, burning hands and chromatic orb.

And i have a question when u got to the point were u can cast lvl 5 spells which shoul be picked first?
Breach, Animate Death, Lower Resistants or (what i would pick) Could Kill???
btw why didn't u have Cloudkill i think it is one of the best spells to take out groups or highh lvl monsters: Frikraag, flayers, umber hulks ect.

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Postby zorac » Thu Apr 19, 2001 8:25 am

I would go for Animate dead first. And for cloudkill you could use the wand if you need that, no reason to waste spell slot.
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Postby TheDude » Thu Apr 19, 2001 11:36 am

so what is the fourth spell to use on lvl 5??
first 3 are easy animate death, BREACH, lower resistans
but the fourth?? Spell imunity, chaos, sunfire or cloudkill?
i think i pick cloudkill over Chaos becose those creatures can still attack and doesn't give damage the way cloudkill does.
so could u please give my some advice ?

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Postby Zartuul » Thu Apr 19, 2001 12:55 pm

I picked Chaos for my first lvl 5 spell. Its great for crowd control when your being rushed by a group of mobs, they get a -4 to their saving throws and I've found it to be very effective if not essential to winning some of the fights until you get more powerful spells.

Don't get Cloudkill, just sell a cloudkill wand to Ribald and buy it back. You'll be selling so much loot in the game and with only one mouth to feed the money piles up fast.

Don't get animate dead until your 3rd pick. The spell isn't that hot until you can summon skeleton warriors. After your lvl 15 it becomes a staple spell.

Since I haven't used spell immunity can't really comment on how usefull it would be. I haven't had a need for it yet though I haven't fought Kangaxx yet and will never be able to :( I screwed up the cult of the unseeing eye and am unable to get to the locked areas where the kangaxx quest pieces are.

Sunfire is a decent spell and I looked hard at it. However since its lvl 5 it wouldn't be deflected by minor globe of invulnerability which was the globe that I chose. I couldn't do PB nukes with it like I do with Fireball. Plus once you get Abi Nalzin's wilting you'll forget everything else. That spell is like armageddon and no magic defenses will counter it besides magic resistance.

I personally think its a mistake to not get protection from evil. There's not many instances where petrification is something to worry about. There's no basilisks or medusas in the game, just traps and enemy spell casters. Protection from evil will make you immune to demons, +2 on all your saving throws, -2 ac making it much more general and versatile. Sorcerors don't have much versaility with their limited spell selection so you need spells that have a high general useage rate. Also since you don't have protection from evil forget about ever summoning any demons to help you. The staff of the magi effect doesn't keep the demons from attacking you when you summon.

The Pit Fiend is just too much of a juggernaut to not pull out in times of need.
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Postby zorac » Thu Apr 19, 2001 12:57 pm

I had both sunfire and chaos. I use both a lot, but what you should choose really depends on what other spells you have choosen and how you play your sorcerer. I hate to stand and wait for the cloudkill to dissipate so I never (almost) use it myself.
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Postby Kovi » Thu Apr 19, 2001 1:37 pm

I agree using Animate Dead as only the third 5th level spell. Sunfire is a good damaging spell for solo; it doesn't damage the caster, but deal a good amount of damage against many enemy. I also recommend Spell Immunity early, it is a very versatile spell defense.
About Abi Dalzim: it is a powerful spell, but it doesn't mean you should forget the other spells (at least if you don't want to rest after every battle). Anyway even the Abi Dalzim can be can be catched with a simple mirror image.
If you use the re-purchase of wand of cloudkill, you can do the same with the wand of fire, so you can choose another 3rd level spell instead of the fireball (probably skull trap).

[ 04-19-2001: Message edited by: Kovi ]

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Postby GrimReaper » Thu Apr 19, 2001 4:14 pm

Zartuul-For your level 1 spells with solo I always take chromatic orb and friends. Both can be extremely useful. For level 3 I like haste. Not for you but for your summoned things. Level 4 I have known wizard eye to be very useful although not necessary. For level 6 I like having death to deal with easy enemies quickly. No use wasting other spells. Level 7 I use finger of death with some greater malison's quite often. Also, project image is great, but possibly a bit too powerful due to bugs. For level 8 I don't take simulacrum because of project image and I take symbol stun instead. And level 9 I find spellstrike to be very useful instead of gate, but I suppose this is more taste. I like controlling my summons. Anyways, this is just what I like and I recomend.
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Postby onthepequod » Fri Apr 20, 2001 11:24 am

Zartuul and others contributing to this post,

I just wanted to say, this has been a great post. It has given me some insight. Thanks.
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Postby ThorinOakensfield » Fri Apr 20, 2001 12:43 pm

Here is my list:
1-Magic Missile, burning hands(can do alot of damage at high levels) Chromatic Orb, Shield, Charm person
2- Acid Arrow, blur, knock,Stinking cloud
3- Skull Trap, Flame Arrow, Fireball, Hold Person
4-Stone skin, spider spawn, greator malison, fireshield red
5-animate dead, breach, sunfire(good for soloers) lower resistence
6-fire elemental, mislead,true sight
7-mantle, project image, delayed balst fireball
8-abi dalzin's horrid wilting, spell trigger, spell turning
9- time stop, chain contingency, spellstrike
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Postby Zartuul » Fri Apr 20, 2001 5:52 pm

Just noticed that your only spell debuffer is Spellstrike. Of course its the only one you need since its the ultimate debuffer however it meant you didn't have any way of taking down a mages defenses until you hit lvl 18. Was that a problem?
Zartuul

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Postby TheDude » Sat Apr 21, 2001 3:03 am

Originally posted by Zartuul:
<STRONG> however it meant you didn't have any way of taking down a mages defenses until you hit lvl 18. </STRONG>


uhh when u are ad lvl 10/11 or so u can cast BREACH right?? :rolleyes:
That is youre mean weapon against Mages defenses :rolleyes:

So way should u waite until lvl 18 ?? :D :D :D
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