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Sorcerer , Spells and Magic - GameBanshee Forums

Sorcerer , Spells and Magic

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Midnight
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Sorcerer , Spells and Magic

Postby Midnight » Tue Feb 12, 2002 6:12 pm

A Few Questions and Problems -

I've got a level 13 Sorcerer at the moment, with the following spell list -

Level 1.

Magic M
Chrome Orb
Friends
Shield
Spook

Level 2

Mirror Img
Knock
Web
Melf's Arrow
Blur

Level 3

Melf's Balls
Skull Trap
Spell Deflection
Remove Magic

Level 4

Stoneskin
Spiders
Impov Invisiblity
Great Malison

Level 5

Breach
Lower Resist
Spell Immune

Level 6

Mislead
Contingency

First of all, is there anything in there that is really redundant or not neded. I have yet to use Great Malison, Blur,Shield or Web.. are these spells or any of the others needed?

Secondly, with Mislead and Spell Immunituy, if I do Mislead, Spell Immunity : Div, then Immunity Abj, then i cannot be seen, correct? Im not entirely sure on the Mislead, Immunity combo.

Thirdly, Melf's Ball's to hit affected by my Dexterity?


I've also searched this forum endlessly for information, and read through xyx's spells guide. However, Prot from Magic Energy is one point where every seems to disagree. I know mirror image protects from area affects, but is it still worth it to get Prot From Magic Energy?

Finally, level 6 is a doozy pick, as i want to get about 8 spells. I've already got 2, but the others i want to get are -

Chain Lightning
Death Spell
Improved Haste
Pierce Magic
Prot from Magic Weapons
Prot from Magic Energy
Tenser's Transformation
True Sight

Out of the above list, which 3 would you pick?

Any help, comments or whatever would be appreciated.

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fable
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Postby fable » Tue Feb 12, 2002 6:15 pm

Improved Haste, Tenser's Transformation, and Chain Lightning.

Of course, the choices are also subject to whether you're in a party, or soloing.
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Casius
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Postby Casius » Tue Feb 12, 2002 6:55 pm

Improved Haste is useless in my opinion, Haste is almost as fast, and it covers your whole party. I would pick (In Order), Pierce Magic, Chain Lightning, and Protection from Magic Energy.

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fable
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Postby fable » Tue Feb 12, 2002 6:57 pm

Protection from Magic Energy is easily dispelled, however. :D Improved Haste is a great soloing spell.
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Casius
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Postby Casius » Tue Feb 12, 2002 7:02 pm

Well, I haven't tried this, so I could be easily wrong, but can't Improved Haste be dispelled easily too? If you put it that way, then a lot of good spells are easily dispelled.

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Postby God of Air » Tue Feb 12, 2002 7:48 pm

now this is something i do know about :D
i love sorceres and think i have a good one.
As for your picks if you were doing a solo i would say
improved haste
true sight
and tenser
if your in a group then go for
death spell
chain lighting
and improved haste
even clerics can use true sight and note that improved haste doubles the amount ofattacks u do
protection from magic weapons just seems too short of time and a good old breach will take care of that
if your in a group why do u need tenser?
u already have fighters
oh
on your next sorc do not pass up greater malison, that is great to use right befor death spells and chromatic orbs
and it even works on magic resistant chars.
death spell is great for getting rid of those hakeshars
well i think i covered most of them :D
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Casius
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Postby Casius » Tue Feb 12, 2002 7:53 pm

Bleh, two people against me =\. I say, if you're going solo, Improved Haste is a great spell. However, for a group, it's pretty much useless, and a waste of a good spell.

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fable
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Postby fable » Tue Feb 12, 2002 7:56 pm

Originally posted by Casius
Well, I haven't tried this, so I could be easily wrong, but can't Improved Haste be dispelled easily too? If you put it that way, then a lot of good spells are easily dispelled.


Haven't you ever seen a character wearing boots of speed outrace a spell aimed at them? You can do that with Improved Haste, and not suffer from exhaustion. :)
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Postby God of Air » Tue Feb 12, 2002 8:07 pm

why is improved haste useless for a group?
just out of curousity?
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Postby samcu » Tue Feb 12, 2002 8:07 pm

Hope this helps...

Solo - Tenser transformation (to fight)
True sight (to counter assasins and mislead)
Pierce magic (to use in a trigger against dragons, ie pm/pm/ch orb)


Party with fighters and clerics
-Prot from magical weapons (because they always use magical weapons)
-Chain lighting (for extra punch)
-Pierce Magic (as above)


Melf's meteor should need dex, but not sure.


Blur, GM, shield and the like are usually used in triggers for better effects, ie GM/GM/Web and you can fry them while they are stuck, or stoneskin/M Image/I Invis sequencer before you cast blur + tenser to become a super fighter.


Haven't really use double spell immuities yet...
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Postby Casius » Tue Feb 12, 2002 8:18 pm

Originally posted by Casius
Well, I haven't tried this, so I could be easily wrong, but can't Improved Haste be dispelled easily too? If you put it that way, then a lot of good spells are easily dispelled.




Haven't you ever seen a character wearing boots of speed outrace a spell aimed at them? You can do that with Improved Haste, and not suffer from exhaustion.
Actually, I have 3 people with Boots of Speed, and when I had my people hasted, I didn't notice a difference at all. Infact, I noted that it seems like most the time, the Hasted people outran the people with Boots of Speed.

why is improved haste useless for a group?
just out of curousity?
Well, it only effects one target, Haste is almost as good as it, as well as effects a large area of people.

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Casius
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Postby Casius » Tue Feb 12, 2002 8:24 pm

I find it funny this topic has 10 replies yet only 35 views, that's gotta be a record for best ratio of people who replied when viewed it.

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fable
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Postby fable » Tue Feb 12, 2002 8:45 pm

Improved Haste also affects the rate of attack. Haste affects only the rate of movement.
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Postby samcu » Tue Feb 12, 2002 9:25 pm

My Kensai does nine attacks with improved haste for 10 rounds, so who needs greater whirlwind anyway? :D

Q/If I improved hasted my Kensai and then use greater whirlwind, will I get 20 hits a round? It will be godly if it is possible! :eek:
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Midnight
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Postby Midnight » Tue Feb 12, 2002 9:37 pm

Digesting Information........


Thanks for the tips. I have no fighters howver, so tenser's is looking good.

MY party consists of Me, level 13 sorc, Viccy, level 15 Cleric, Edwin level 13 Mage.

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samcu
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Postby samcu » Tue Feb 12, 2002 10:06 pm

Vic can fight later in the game(righteous magic/champion strength) but you should have two frontline players for a regular fight.

Don't you think a thief will come in handy, ie scout/backstab/finding traps like Jan
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Postby Midnight » Tue Feb 12, 2002 10:18 pm

Well....

Im findind i don't need any fighters. I have Yoshi too, but im thinking of kicking him out, as spell turning and knock does pretty much the same thing (and viccy has detect traps).

With my sorcerer, mislead with a wand of fire, wand of monster summoning, contingency to get meteors, and chucking skull traps, theres no real need to have a fighter. I can do everything either by summoning fighters, or just going misleading.....

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Postby samcu » Wed Feb 13, 2002 1:03 am

Spoiler
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I guess it is in TOB that you need two fighters and there is always Sarevok whose Deathbringer move is unbelievable! :D
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Postby Littiz » Wed Feb 13, 2002 2:50 am

Right Samcu, kensai/mages can easily reach 8 or 9 attacks/round,
no needs of whirlinds!!! :D
And Imp. Haste, unlike whirlwind, lasts 1 round/level!!!!!!!!
Its really one of the best spells.

10 attacks/round id the engine's limit, though.
I think so, at least.
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Postby Silvanerian » Wed Feb 13, 2002 2:50 am

Protection from magical weapons is a great spell. I only found myself dispelled when facing beholders in all of SoA and ToB. (and you can't do much about that...)

After casting this spell you have 3 rounds of non-interupted spellcasting - that's not too bad in my opinion, especially as most other 6th level spells aren't that great.

And, no you can't get more than 10 attacks per round.
With you're party (to mages and a cleric) regular haste is just as good as improved haste, as regular haste gives one extra attack per round, and improved haste doubles your attacks per round, but as all members only have one attack per round regularly, reg. haste is fine.
If you plan on taking Sarevok with you (whom will fit your party quite nicely!) let Edwin improved haste him - no need for you to have this spell.
Let Viconia do the true seeing, and concentrate on the other spells.
In my opinion tensers is only good if in a contingency if you face one of those irritating anti-magic rays from a beholder (no spellcasting for three round, and dispells EVERYTHING) - then the extra HP are nice to survive - but don't use your Sorceror as a fighter this way - you can get in trouble as while tensered you can't cast other spells (therefore I only think it's good for a fighter/mage).

-Sylvanerian

Post Scriptum: Do a seach on sorceror spells by the member "Userunfriendly" - he has some good - although very cheesy at times - tactics.
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