View Full Version : Best Starting Spell for a Sorcerer


Devlish
Fri, 29th Sep '00, 9:40am
Hello. I know not to pick the familiar spell (cast it from scroll), but any suggestions how to spend my first 6 or so spells of the first four levels?

thanks,

Devlish

Sylvus Moonbow
Fri, 29th Sep '00, 1:25pm
Here is my take on making a Wizard. First, don't take any spells in the list provided below because these are all the spells you can find within Irenicus' Dungeon. I suggest taking spells not on this list so your own spellbook has more variety.

As for a Sorcerer's starting spells, I'll have to get back to you on that one ;)

Flame Arrow Spell [Wizard]
Dispel Magic Spell [Wizard]
Know Alignment Spell [Wizard]
Protection from Petrification Spell [Wizard]
Larlock's Minor Drain Spell [Wizard]
Grease Spell [Wizard]
Vocalize Spell [Wizard]
Clairvoyance Spell [Wizard]
Chromatic Orb Spell [Wizard]
Burning Hands Spell [Wizard]
Armor Spell [Wizard]
Dire Charm Spell [Wizard]
Monster Summoning I Spell [Wizard]
Conjure Air Elemental Spell [Wizard]
Fireball Spell [Wizard]
Identify Spell [Wizard]
Charm Person Spell [Wizard]
Magic Missile Spell [Wizard]
Protection from Normal Missiles Spell [Wizard]
Knock Spell [Wizard]
Invisibility Spell [Wizard]
Color Spray Spell [Wizard]
Blindness Spell [Wizard]
Blur Spell [Wizard]

Syl...

[This message has been edited by Sylvus Moonbow (edited September 29, 2000).]

Dak'kon
Fri, 29th Sep '00, 10:23pm
Okay, I forgot how many starting spells they get per level, but I will list the good ones; Level 1; Identify (A must, saves money time, and much more.), Magic Missile, and Chronomatic Orb. Level 2; Mirror Image, Melf's Acid Arrow (I like it for spell disruption, that posion damage over time is not bad.), some other okay ones like Knock and Blur, but those are the big ones. Level 3; Haste, Lightning Bolt, Remove/Dispel Magic, Flame Arrow. Others are good Fireball(Lightning does just as much damage...), summoning (I just don't like to summon, to my own disadvantage.), Melf's Mintue Meteors, but I never used them much.

Devlish
Fri, 29th Sep '00, 10:52pm
Thanks.

Any more guidance is appreciated. I think that eventually Sorcerers get about 6 spells per level.

Also, any opinions on offloading 'utility' spells like Identify to party members? I.e. between teh multi-class mages and other mage NPCs, odds are I will always have a mage NPC in my party who I can also give some spells like Identify to.


thanks... and look forward to more suggestions from all


Devlish

Dak'kon
Sat, 30th Sep '00, 12:57am
Yes, for level 1, I built a Sorcerer, 6 level 1, so rom those I listed, I also used P. from E. for the fact that to summon Deamons later on, you will need this spell, or they attack you! Another, since all those things in Adventure Mart are well worth it, like Bracers of AC 3 for a Mage, I choose the Friends spells, always lower prices!

Mordeth
Thu, 15th Nov '01, 2:31am
havent tried sorcereing but played an invoker 4 a while and narrowed down the pick

1st level: Magic missile, really nothing much to say except that its really good, killed most of the dragons with sequenced MMs
Really didnt memorize other spells aside. but good choices are grease or identify.... chromatic orb is very over rated, its instant death effect never kicked in for me so its better to go for the sure thing
2nd level: Web, Stinkin cloud, Web is the single most used spell in my party since my strategy is to go mass area hold and area damage spells, mostly my fighters are on free action to pick off stragling enemies caught in the web, stink cloud is for times when you really dont want the enemy to do anything particularly mages who still get to do damaging things from afar. Melfs acid is also good for the mages since it deals damage every round it interrupts their spells. Dont bother with the scorcher
3rd level:fireball, the first area effect spell to compliment the area holding strat, its actually pretty long lived even in the late game, dispel magic, Does what it says, your gonna need it sooner or later, flame arrow, for the later stages when enemies dont get caught as easily accuracy shot is a must. Melfs meteor unfortunately sucks since you can miss attempting to chuck them
4th level:Ice storm, another area damge spell although fireball is actually more effective, it covers more ground.Stoneskin; one of the better defense spells since it stops all melee damage and lasts for a good 9 game hours, but dont go to the front line with this spell still.Greater Malison: I actually missed this spell when I played my invoker(opposition school) helps let those saving throw spells kick in like the really cool finger of death spell

Lord Sarevok
Thu, 15th Nov '01, 2:50am
Try reading this FAQ it's compatible with TOB so I found it very usefull.......
http://www.sorcerers.net/Games/BG2/index_tips.htm

Just go there and download it......... it only takes about 5 seconds :)

Demonater351
Thu, 15th Nov '01, 3:44am
I'd recommend adding Greater Malison and Lower Resistance in there somewhere, and some spell stripping spell like Breach or Pierce Magic. Definately Magic Missile, Flame Arrow, and Fireball. Also Stoneskin, Stoneskin, STONESKIN!!!

Laksol
Thu, 15th Nov '01, 4:01pm
Here's my choice:

Level 1: magic missile; protection from evil; protection from petrification; shield; spook.

Level 2: blur; invisibility; melf's acid arrow; mirror image; vocalize.

Level 3: flame arrow; melf's minute meteors; remove magic; skull trap.

Level 4: fire shield (blue); fire shield (red); greater malison; stoneskin.

Hope it can make you decide.:)

[Yep! Last year thread, my eyes be blind somehow.]

[This message has been edited by Laksol (edited November 16, 2001).]

Meester M
Thu, 15th Nov '01, 8:10pm
Dev,

I think there are a few spells that are, "must haves" like magic missle, mirror image, melf's acid arrow, stoneskin, pierce magic etc., but a lot of it will depend upon your own magic strategies: if you like using your sorcerer as a howitzer, take direct damage spells, if you're more of a mage-to-mage combat guy, take protections and spells that remove them, if you're into using magic to support your other characters, get spells like haste and invisibility. With a sorcerer, though, its difficult to be all these things at once; you just aren't allowed the versatility.

Another important question is: who's in your party? If you have Keldorn, for example, there's no need to get dispel magic. Or if you have Haer'Dalis, you really don't need identify.

You probably knew all of this already, but I hope it was helpful nonetheless.

[Probably not to him, since he posted the question a year ago...] -Tal

[This message has been edited by Taluntain (edited November 15, 2001).]

Demonater351
Fri, 16th Nov '01, 6:52am
LAST YEAR?!? Gawd, I feel so STUPID! Why didn't I look at the date. DUH!

Meester M
Fri, 16th Nov '01, 6:26pm
You're not the only one. I hope this doesn't put me in "idiot of the week" candidacy.

Xaelifer
Sat, 17th Nov '01, 6:43am
What will you use most? Why will you use them? Going to fry the enemies before they get a chance to touch you or prevent them from touching you at all? Consider the advantages. If you screw up, download an editor. I know a really good site to get them (wink, wink)