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Weird Sorceror Protagonist thingy (dealy)

Posted: Tue Oct 16, 2001 12:54 pm
by Roland the Agile
Ok here it is as plain as I can make it.....

My char., brand new to TOB, is a sorceror.
Not the best choice imho, but whatever....

Spell book. Learned a few spells as I went, was given a few to start, no probs.

After a couple of days playing, I noticed a strange condition in the spellbook, and I don't know if it's new rules, or whether the protagonist spellbook is supposed to be that way, or it's a bug.

I now have 9 levels of spells, and please note that every new spell I get is automatically memorized, with no sleep needed....

In my spell book, I just see the memorized spells on the left, and a blank right hand page on every level. At the bottom of the left hand page it simply says "can cast 6/6" or "5/5" depending on the page level....

I could live with automatic spell memorisation (lol), but here's the weird part:

Say I have the following spells in my level 9 left hand page, and the right hand page is blank. Each spell is indicated only once, so it would appear that I can only cast one of each spell.....

Dragon's breath, summon planetar, energy blades, imprison, and time stop.

On the spell casting bar in-game, I show 5 of EACH spell in the spell slots....

If I cast dragon's breath, ALL of the spells drop down to 4 remaining, so in essence, I have my choice of 5 spells, and can choose any from the pool.

Is it normal to have all spells pooled like this for a sorceror?
I didn't see anything in the manual indicating it, but you know.... : - |-~ :rolleyes:

Posted: Tue Oct 16, 2001 4:50 pm
by nael
yes, that is perfectly normal, that is the key difference between a sorcerer and a mage.

Posted: Wed Oct 17, 2001 7:40 pm
by CtrlAltDel
yepperz you explained exactly the difference between an sorc spell bood and a mage spell book

Posted: Wed Oct 17, 2001 8:12 pm
by fable
What I find curious is that you should be surprised by any of this. Haven't you read about sorcerers in the manual? :)

[ 10-17-2001: Message edited by: fable ]

Posted: Thu Oct 18, 2001 3:44 pm
by Roland the 2nd Agile
Errr, *blushes*, still couldn't find the explanation in the TOB manual......
these aren't the high level abilities or spells, but every page in my spell book. I don't have the ability to change my memorized spells, but I guess it's beter in that I can just sleep and gain all the spells in my repuhtwah....
sorry for the hassle, but I must be reading the wrong manual lol.

thanks for the help though..... :)

Posted: Thu Oct 18, 2001 4:34 pm
by Zelgadis
Heh, your thinking of wizards, they are the ones that have to select spells to memorize. Sorcerers have a smaller spell selection, but can cast any of the spells he has in his book. :) Thats the cool thing about the sorcerer.

Posted: Sat Oct 20, 2001 4:49 pm
by Johnny
They get a point-based spell system. They have a limited number of castings for a particular spell level, so they can at any time say, cast 6 spells from the 5th-lvl, which can be whatever spell they like from their known list. This avoids the syndrome of reloading-and-rememorising-a-new-spell-combo-to-beat-the-monster-that-just-kicked-my-ass that mages go through. You can only know a small selection of spells, but then again only a small fraction of the spells in BG2 are really useful. So, just pick the spells you really need, the kind of bread-and-butter ones you cast often (stoneskin, magic missile, etc.)

Posted: Sat Oct 20, 2001 5:01 pm
by fable
You might want to check out Xyx's spell file evaluations, at [url="http://groups.yahoo.com/group/bwscript/files/DOCUMENTS/BGII%20Spells%20Reference/"]http://groups.yahoo.com/group/bwscript/files/DOCUMENTS/BGII%20Spells%20Reference/[/url]

I don't agree with all of Xyx's choices, but he has very valid reasons for his suggestions. And when you're playing a sorc (as I currently am, and you are, too), it's important to choose just the right spell for inclusion in your spellbook. You can't afford to take up a potential spell slot with something that won't aid you the best under most common circumstances.

Posted: Sun Oct 21, 2001 3:14 pm
by Xyx
Originally posted by fable:
<STRONG>I don't agree with all of Xyx's choices</STRONG>
So, you ready to share some of that infinite wisdom? ;)

I'm always in for some feedback. :)

Posted: Sun Oct 21, 2001 9:27 pm
by fable
Originally posted by Xyx:
<STRONG>So, you ready to share some of that infinite wisdom? ;)

I'm always in for some feedback. :) </STRONG>
@Xyx, it isn't a case of my making suggestions to "improve" your list. There is no such thing as a wrong list, provided the player thoroughly knows and analyzes the content of each spell by itself and in combination, in a variety of circumstances. This, you've clearly done. :)

Though I do think Spider Spawn is extremely overrated. ;) :D

Posted: Mon Oct 22, 2001 12:21 pm
by Xyx
Originally posted by fable:
<STRONG>I do think Spider Spawn is extremely overrated. ;) :D </STRONG>
Uh, I didn't really pass judgment on that one... ;D

Next uploads will be considerably harsher on mediocre spells, though.

Posted: Mon Oct 22, 2001 1:56 pm
by THE JAKER
I like spider spawn pretty well: it casts instantly if you're in robe of vecna, and the spiders move quick. Of course they aren't really that tough, but they're good blockers. I think Xyx pretty much has it right - it's better than monster summoning, but save most of your 4th level slots for stoneskin.

I think my mage's (and clerics now) spell lists have become a lot more focussed due to careful reading of Xyx's guide and I recommend it to anyone, I appreciate him having taken the time to do it. His points about the spells with saving throws not being very worthwhile and the limited usefulness of the spell protection removal spells are well made. I think Warding Whip can be very effective, also I really like and use Death Ward and Chaotic Commands, but of course people's opinions are always going to differ.

A couple comments - the level 10 and quest level spells aren't covered yet, love to see that of course. Also I think the 9th level version of "wish" isn't covered. The spell protection removal chart doesn't have breach listed.

Edited: I said Ruby Ray instead of Warding Whip originally - I like Warding Whip on certain enemies who keep raising contingency Protection from Magical Weapons every round like the final Irencus. Warding Whip allows you to keep pounding them without interruption :D

[ 10-22-2001: Message edited by: THE JAKER ]

Posted: Tue Oct 23, 2001 3:10 am
by Xyx
Ah, thanks for the support. Makes me feel all warm and fuzzy inside and all that. ;)

I'll be uploading a new version of the Spells Reference any day now. Lotsa tweaks to the judgment I pass over spells, among other things. After that, I'll have to get through a huge list of things to test / confirm, but I thought I'd squeeze out an update before that.
Originally posted by THE JAKER:
<STRONG>I really like and use Death Ward</STRONG>
I've also developed a whole new appreciation for Death Ward after soloing a Ranger/Cleric. :D Lasts ages and there's not that much else in that level anyway, so it's a good investment.
Originally posted by THE JAKER:
<STRONG>A couple comments - the level 10 and quest level spells aren't covered yet</STRONG>
Coming up! Not the coming update, but certainly the one after that.
Originally posted by THE JAKER:
<STRONG>The spell protection removal chart doesn't have breach listed.</STRONG>
Breach isn't listed because it does not remove "spell protections"; only "combat protections". A bit vague, I agree, that's why it has already been entered into the Glossary for the coming update. :)

There's not much to list about Breach anyway; it simply removes all combat protections in one shot. The manual lists all of the arcane combat protections, the Spells Reference entry for Breach adds the divine ones (like Blade Barrier).

Posted: Tue Oct 23, 2001 3:19 pm
by THE JAKER
Don't worry Xyx, we're going to blow your ego up so big you'll look like one of your beholders :D

Thanks for the info on breach - I never understood the difference but I think I get it now. Looking forward to that update.

Hey BTW I had a weird experience where my minute meteors and energy blades were dispelled. In the 3 seals battle I had Viconia and Haer dalis walk in with energy blades and minute meteors already cast, then a couple rounds later they were gone! I know the spell can't have run out because the whole battle only was taking 15 or 20 rounds.

Posted: Wed Oct 24, 2001 2:56 am
by Xyx
The MMMs were probably dispelled by some enemy Remove Magic contingency, or the Hive Mother's Anti-Magic ray. A lot of spell-created weapons are destroyed by dispel (though not Enchanted Weapon, Phantom Blade or Black Blade of Disaster, I believe).