View Full Version : Spell Discussions: Level 1
syuusaru Thu, 2nd Aug '07, 11:06am The plan is to try and discuss each spell, and find their (potential) uses for them. And to end it, we'll choose the top 5 (and sorcerer picks). We'll move up the levels as we start to agree which spells should be chosen, and why. Debate/discussion purpose.
Alright, so what I will do is list all the spells and their school in a format like this:
[Spell] (School)
I think my manual may have some errors, so feel free to correct.
Below, I will add a "-" (dash) and say what I think about the spell. At the end I will summarize which spells should be picked.
Then, what you could do is copy the spell(s) or the whole list with my input. Then below my input, add 2 dashes to argue with whether my choice/opinion was good/bad and why.
EXAMPLE:
ball of ice (evo)
-The damage the ridiculously low, and does not improve.
--On the other hand, it does have a relatively low casting time, and affect a small area. With spell sequencers, it could pack quite a punch.
---Regardless, most enemies in the game are immune to ice.Is this understandable? Hopefully this works out.
Armor (C)
-This buff actually seems useful if the robe of vecna and bracers of AC# weren't available so early on. It lasts 9 hours and you have your base AC set to 6, before any bonuses.
Blindness (I)
-This is a rather useful spell. Lasts for 10 turns, wow. Only problem is getting through the saving throw, instantly disable any archer/mage enemies with a level 1 spell. Relatively short casting time.
Burning Hands (Alt)
-This would actually be a good spell if it affected a wider area. But as it is, it's just horrible. Plus you have to get up close.
Charm Person (Enc)
-I've always thought it'd be better to kill them instead of charming. I am clearly not familiar with this spell.
Chill Touch (N)
-I don't understand what the -2 THAC0 modifier means. I've tested it and it seems you can hit multiple times until the spell wears off. It doesn't inflict a stacking -2 THAC0 penalty. Your weapon becomes a glowing hand and you only inflict fist damage +1-8. Pretty crappy.
Chromatic Orb (Evo)
-I believe this is worth taking. The only level 1 instant death spell.
Color Spray (Alt)
-I've never found a need to have my enemies knocked unconcious. Perhaps this could work on friendly people without them turning hostile? Allow you to do certain things without getting into trouble.
Find Familiar (C)
-I've read a bit about these familiars. They don't seem all that useful, and you gotta be very careful not to get them killed. I can only imagine them being useful as a scout and/or for more HP.
Friends (Enc)
-Can only imagine using it for bartering purposes.
Grease (C)
-Seems too difficult to pull off (keeping party safe) without getting much of a benefit from it.
Identify (D)
-Glasses of ID pretty much throws this out the window.
Infravision (D)
-I have not yet found the effect of this besides making things glow red during the night.
Larloch's Minor Drain (N)
-I learned that if you cast this on yourself, you actually heal. Though 1-4 HP seems insignificant.
Magic Missile (Evo)
-I believe this is a must-have spell.
Protection from Evil (Abj)
-This has its uses. A must for a solo mage type.
Protection from Petrification (Abj)
-The only time I actually knew petrification was coming my way, was trying to get into spellhold without the wardstone.
Reflected Image (I)
-A weaker version of Mirror Image perhaps? It seems some spells effect the real caster even with Mirror Image casted. Would this reflected image absorbs any and all types of attacks/spells?
Shield (Evo)
-Seems pretty bad to me.
Shocking Grasp (Alt)
-This has a rather short casting time, and inflicts elemental damage. And because you always hit, you can interrupt a mage with stoneskin. I wonder if it would count as a spell if you attacked with it though...
Sleep (Enc)
-Really bad.
Spook (I)
-This could be pretty interesting, but only affecting 1 target doesn't seem too useful. With a rather short duration too.
Top 5:
Magic Missile
Chromatic Orb
Protection from Evil
Friends
Blindness/Shocking Grasp
Sorcerer:
Same as above
------New results
Party:
Blindness
Chromatic Orb
Friends
Grease
Magic Missile
Solo:
Blindness
Chromatic Orb
Friends
Magic Missile
Protection from Evil
[ August 05, 2007, 02:23: Message edited by: syuusaru ]
Hethan the Skald Thu, 2nd Aug '07, 3:06pm The problem with most level 1 spells is that they aren't so useful as they were at the lower levels (BG1), either due to enemy saving throws having improved or to the easy access to lots of magic items which make up for some effects. With that in mind, I left some of my favorite like Armor, Sleep and Shield out.
Here are my picks:
Friends: very useful for shopping.
Identify: with or without glasses of ID, it's priceless when you don't have a Bard around.
Magic Missile: quick, does good damage, improves with levels. Need I say more?
Find Familiar: the familiar pretty much never leaves my pack, but a level 1 spell that gives 10-15 permanent HPs instantly? Hell yeah.
Chromatic Orb: one of the few that remain useful as you get access to higher levels.
I'd like to mention Infravision as the one spell I have never cast in years of playing the BG series.
Death Rabbit Thu, 2nd Aug '07, 3:35pm I only ever use Magic Missile, Chromatic Orb, Armor, Shield and Identify (though I usually just rely on the glasses or scrolls so I don't take up the slot).
In general, I try to avoid any spells that require a saving throw. I never use sleep, blind, etc. for that reason. I figure in the time I could try and fail to put them to sleep I could get them that much closer to dying with MM or CO. Yes, I realize CO requires a save, but only for the added effects, not the damage. Plus, I've only rarely had it crap out on me.
Of occasional use are: Burning Hands, Friends, Reflected Image. I would include Shocking Grasp and Frost Touch, but they both require a touch attack to work, a move I've always considered to be the dumbest thing a low-level mage can do. The rest I generally think are a waste of a spell slot.
Felinoid Thu, 2nd Aug '07, 8:59pm BG1 holdovers... Armor: Very useful before you got enough money for a Robe of the [Alignment] Archmagi. In BG2, not so much. Burning Hands: Emergency "stop hitting me!" spell at lower levels; against BG2 enemies, just a nudge. Identify: No Glasses of ID in BG1 and much lower lore due to levels and ability score bumpage due to tomes. And even with them in BG2, you might still run into more than three (or six; I think there's a second pair or possibly more) things that you need to identify in a day. Larloch's Minor Drain: When you've only got single digit HP in the first place, healing 4 HP while doing 1-4 damage to a distant enemy is frickin' incredible. But since it doesn't increase with levels, it quickly becomes outpaced by MM. Protection from Petrification: Roof of Durlag's Tower, last monsters under Candlekeep, and the basilisk area east of the Nashkel Temple. 'nuff said. By BG2, even if you run into petrifying enemies you can just break out the undead summons, which are immune to petrification. Sleep: Useful at lower levels when 2d4 Hit Dice worth of enemies can make the difference in whose ass gets handed to who.
-Grease: Useful for bombing. Cast between you and enemies that you've scouted, and then let the Fireballs / ADHW / Incendiary Clouds / whatever fly.
-Infravision: Most worthless spell in the game because the BG series doesn't implement the penalties for combat in darkness AFAIK. But it's a second level spell in PnP for a reason.
-Reflected Image and Spook: just basically downgraded versions of Mirror Image and Horror. IMO they were created/included to spread out the numerous level two choices into the level one slots a bit.
-Shield: Never underestimate the ability to ignore enemy Magic Missiles. Was especially useful in BG1 when a single disrupted spell could shift the balance of an entire battle and low AC wasn't quite as easy to come by.
All that being said, I just load up on Magic Missile for disrupting enemy spells or quick damage. More refined tactics are for higher level spell slots.
syuusaru Thu, 2nd Aug '07, 11:27pm Hmmm, manual didn't mention the Magic Missile immunity for Shield. Then again, it doesn't mention a lot of other stuff because it's outdated. Though I still can't imagine it being too useful. I find that MM isn't used as much in BG2 as it is in BG1. And you'd then have to find out who it gets used on.
I guess we all agree on Magic Missiles and Chromatic Orb. The rest are personal preference.
Though I would like to have a few more spells we can all share in common. Keeping in mind that we're trying to find their potential in BG2.
I'd like to bring up Protection from Evil one more time. Considering most of the enemies you fight are evil, wouldn't this be one of those must-have spells? It is a mage's only protection from fiend-type summons, and can be cast on others. Though the duration could use some work.
I assuming people have their eyes on a Staff of Magi which grants PfE. (Doesn't seem to protect me from fiend summons, even after re-equipping. Bug maybe.)
Drider Fri, 3rd Aug '07, 1:05am level one top five?
hmmm...
- Magic Missiles
- Chromatic Orb
- Colour Spray
- Protection From Evil
- Burning Hands (it's still damage and works out for trolls...remember the castle full of them?)
Blog Fri, 3rd Aug '07, 5:36am Burning hands could be used to kill trolls, but since a high-level chromatic orb deals acid damage, that usage gets superceded.
The problem about Find Familiar is you only need to cast it once in the game. So it's not useless, but it's not useful sitting there in your spellbook either.
I don't see why they need color spray AND sleep. Both do the same thing it seems. I tried relying on sleep to kill goblins as cheaply as possible, without wasting a fireball. It works, but it's slow watching your mage fight.
People say they use Protection from Petrification against beholder's flesh to stone ray. I thought it'd be dispelled by their anti-magic ray...
Didn't know shocking grasp always hits.
Stu Fri, 3rd Aug '07, 5:52am I agree mostly, with a few exceptions
Armor (C) - Nah, mages shouldn't be in a position to get hit anyway, you get stoneskin soon enough for a sorcerer, though there may be some uses for a fighter mage early on.
Blindness (I) - Made redundant by glitterdust at lvl (which is like party friendly area effect blindness which also has the added benefit of turning invisible enemies visible)
Burning Hands (Alt) - nah, you don't want to get close
Find Familiar (C) - you want to cast this exaclty once and then keep the familar out of harms way, wait for the scroll i guess. Actually on second though you might as well take it - all the other spells you'll be casting less than exactly once anyway.
Protection from evil - I've barely ever cast it - one for the priests imho, and theres the SotM if you're soloing.
Chromatic orb - pretty much no chance of it effecting anything you'd want it to (+6 save or something ridiculous) and it deals less damage than MM. Glitterdust followed by a barrage of darts is a surer way of killing enemies imho
Magic Missile - Too awesome for words, use it to disrupt spells and wear down mirror images/stoneskins. Decent damage for the level too - fill up all 5 slots with it.
Top 5 Spells - 5 Magic Missiles :p ...and I doubt I'd cast anything else, maybe Identify for a little bit, until you get the good old glasses of ID.
syuusaru Fri, 3rd Aug '07, 7:24am I don't see why they need color spray AND sleep.The major differences is the area of effect, and who it effects. Sleep is limited to 4+3 hit dice enemies. While Color Spray affects those with a saving throw. Either way, Sleep is still superior, as you'd want to kill stronger enemies rather than knocking them unconscious. Though, it still has its uses.
I actually never thought of using Sleep to kill off a bunch of weak, annoying enemies. Always used a fireball or something to speed up the process. That's a + for Sleep.
Find Familiar is indeed useful, but like most said, you only cast it once, ever.
With a little more testing, I've determined Shocking Grasp to be a worthy spell. It's on par with Magic Missile in the "disrupting the spellcast" game.
Like I mentioned earlier, it always hits. Pierces Stoneskin due to its electric damage. And this is the important part; it interrupts through Globes of Invulnerability. It won't do damage, but the "always hit" factors in, and shows the person getting hit for no damage. And therefor disrupting the spell cast.
However, it won't work against spell reflections and absorbtions. Examples: Spell Turning and Spell Trap. You'll actually have the damage reflected to yourself if used against Spell Turning. The physical AND electric damage!
Anyway, doesn't look like anyone has anything bad to say about Friends. I'm thinking this should be a top 5 in common. I can't imagine when you'd want to actually pay more for something.
Protection from evil - I've barely ever cast it - one for the priests imho, and theres the SotM if you're soloing.If you're soloing, I highly doubt you will have an easy time getting that staff, and at a low level. Hell, even with a party, you may have some trouble if you aren't at a decent level. You have to go up against a rather strong group of enemies.
It's more of a Sorcerer/solo thing, a cleric with the 10' radius PfE does a better job. Lasts longer too.
Refined top 5:
Chromatic Orb
Friends
Magic Missile
Shocking Grasp
Sleep (party) / Protection from Evil (solo)
So how is that?
Stu Fri, 3rd Aug '07, 2:23pm If you're soloing, I highly doubt you will have an easy time getting that staff, and at a low level. Hell, even with a party, you may have some trouble if you aren't at a decent level. You have to go up against a rather strong group of enemies....and you won't be gating things unless you're a decent level or have a priest in the party (they get pit Fiends sooner). But yeah, its still better than most of the other spells at this level and would probably make then top 5 by default.
With a little more testing, I've determined Shocking Grasp to be a worthy spell. It's on par with Magic Missile in the "disrupting the spellcast" game.But it has to be cast in melee, you need to hit to roll (even at +4 you're chance isn't that good with wizard THAC0) and to cap it all off it does less damage. Magic Missile also has the added bonus of removing layers of protection - what I'm saying is there's no point in memorising it for any situation in the game and even less point casting it if you have a MM memorized.
I also don't like sleep, just because there aren't any enemies in BGII that will fall for it that can't be dispatched far easier by other spells or simple hit/run shenanigans. I reckon Identify should be there - at least it'l get cast once and a while before rest.
syuusaru Fri, 3rd Aug '07, 3:24pm Gating and summoning fiends wasn't the point I was trying to make for Protection from Evil. Most enemies are evil, the -2 penalty to enemies hit rolls and +2 saving throw for you can prove to be valuable.
Alright, Shocking Grasp is off the list. It's actually pretty useless as the information from the manual is quite off.
http://img338.imageshack.us/img338/6134/shockeg6.jpg
I prefered using the manual because it's on paper and much easier to just flip through the pages.
Oh well.
I guess Sleep is pretty useless afterall, outside of the weak enemies that come in groups. Goblins as mentioned above are the most common of them. But a fireball or any decent area attack spell will do a better job.
Identify could be useful, but those Glasses of ID are available so early on, it's kinda pointless to ever have the spell.
Maybe Blindness oughta go back up there. Lasting 10 minutes is pretty hardcore, no bonus/penalty to the saving throw either. Only argument against it was that Glitterdust does a better job. Though it sacrifices a longer duration for the bonus effects.
Having a mage or cleric disabled for 4 rounds may not be enough time if you've got fighters to kill off as well. But having them disabled for 10 turns, surely is.
One more:
Blindness
Chromatic Orb
Friends
Magic Missile
Protection from Evil
So how is this now?
Blog Fri, 3rd Aug '07, 9:40pm Yeah, I was merely pointing out how Sleep could be used, not arguing that it deserves to be in the top 5. I'd rank Identify better than Sleep...
The Mountain Hare Sat, 4th Aug '07, 10:11am syuu:
Chromatic Orb
Chromatic Orb is highly over-rated. The save is so high, you might as well just cast "Blindness", which has similar effects but no bonus to save.
Friends
There is a ring at the start of BG2 which gives you 18 CHR. And having a high CHR isn't such a big deal, anyway.
My 1st level Sorc picks are:
- Magic Missile (no explaination necessary!)
- Spook (-6 to save penalty, disrupts enemy scripts.)
- Blindness (Blindness for 10 turns is pretty much a death sentence).
- Grease (An AoE spell which slows is actually quite nifty, although I use this pick the least.)
- Protection from Evil (Great 1st level protection spell, and useful if you want to demon summon. But you can get this effect permanently from Staff of the Magi, so eh, it's disposable.)
Sometimes I'm tempted to substitute 'Grease' for 'Charm Person'. The bonus to save sucks, but it's still -2 better than Chromatic Orb.
Ironhawk Skylord Sat, 4th Aug '07, 12:09pm I don't find Chromatic Orb overrated. Sure the saving throw is high, but saving throws are usually brought down with Greater Malison and Doom.
I have nailed I.E. Firkraag quite some times with Chromatic Orb.
I don't know if Chromatic Orb is in the 3.5 edition, but I understand why newer CRPG's doesn't have it on the spell list. I find that spell overpowered.
The Mountain Hare Sat, 4th Aug '07, 12:19pm Ironhawk:
--------------------------------------------------------------------------------
I don't find Chromatic Orb overrated. Sure the saving throw is high, but saving throws are usually brought down with Greater Malison and Doom.
ANY spell is viable if you nerf saving throws with Greater Malison + Doom. But when you compare Chromatic Orb with other alternatives in Lvl 1, you find similar spells which don't have such a ridiculous save bonus (blindness).
Caradhras Sat, 4th Aug '07, 12:42pm I like Chromatic Orb a lot. It's instant death when it works and that's always good especially with a level one spell.
Armour, Find Familiar and Infravision are all useless. Find Familiar can be cast from a scroll. Armour is made redundant by bracers and stuff. If you want Infravision that much you'd better play an elf or half elf or whatever.
Shocking Grasp is not a good choice, you don't want to go into the fray just to use it.
Stu Sat, 4th Aug '07, 1:09pm I still think Identify should be on the list; you're going to want to ID more than 3 items/day and to do it in a shop costs 100gp a pot. Also I have serious doubts you'll be casting Blindness, Friend or Prot. from evil more than once in the entire game. I have similar feelings about Chromatic Orb, but people do tend to like it, and if you've used a greater malison/doom combo and run out of other save or else spells, then it could be better than MM.
I guess the following would be my top 5, though I doubt I used anything other than the top 2.
Magic Missile
Identify
Chromatic Orb
Protection from Evil
Friends
Edit: yeah the manual isn't really that great, which I reckon is a real shame, especially considering how awesome it looks. The Baldur's Gate II Spell Reference (http://members.chello.nl/~j.vanthull/BG2SR/Main.htm) is a pretty good unbiased and comprehensive resource. There are also a few guides out there, but they tend to be fairly opiniated and oft conflicting.
sarevok66 Sat, 4th Aug '07, 3:19pm burning hands is great when you start as a solo sorceror
Ironhawk Skylord Sat, 4th Aug '07, 5:26pm ANY spell is viable if you nerf saving throws with Greater Malison + Doom. But when you compare Chromatic Orb with other alternatives in Lvl 1, you find similar spells which don't have such a ridiculous save bonus (blindness). Yes, but Blindness doesn't get better per level, or have Flesh to Stone or instant death effects.
In my book that's what makes Chromatic Orb cost effective.
Besides that, when you are low level, you can stun low level monsters very often.
Sir Fink Sat, 4th Aug '07, 5:50pm Color Spray is useful for mages that can't memorize Enchantment spells (i.e. Sleep). Prot. from Evil becomes fairly useless once you have a cleric in your party who can cast Prot. from Evil 10' Radius which covers the whole party and lasts much longer.
Ironhawk Skylord Sat, 4th Aug '07, 11:37pm Oh I agrre. If you have a cleric in your party, Protection from Evil is not very interesting. IMHO a cleric in the party is a must have.
syuusaru Sun, 5th Aug '07, 1:58am Heh, not the Chromatic Orb argument again. Yeah, it's a +6 save, but it's a level 1 spell. If it was less, it'd be the ONLY level 1 spell you'd use. It's gotta balance out. Instant death at level 1 is a lot to ask for.
18 CHA doesn't give you the best discount at shops. You rarely ever need CHA except for using shops, so the Friends spell works great because you'll be casting it anyway.
Also, when the Glasses of ID says it identifies 3 times/day, it actually means everytime you rest. Which is 8 hours. Think of it as having 3 extra spell slots solely dedicated to identify.
For the future, let's have two top 5 lists. 1 for party, and 1 for solo:
Party:
Blindness
Chromatic Orb
Friends
Grease
Magic Missile
Solo:
Blindness
Chromatic Orb
Friends
Magic Missile
Protection from Evil
Grease makes a rather useful level 1 spell for area incapacitation. And there wasn't too many bad things to say about it, comparing it with other level 1 spells.
[ August 05, 2007, 02:19: Message edited by: syuusaru ]
The Mountain Hare Sun, 5th Aug '07, 5:19am I still don't see the point of 'Friends'. I've never noticed a significant reduction in the prices.
Stu Sun, 5th Aug '07, 7:52am Also, when the Glasses of ID says it identifies 3 times/day, it actually means everytime you rest. Which is 8 hours. Think of it as having 3 extra spell slots solely dedicated to identify.I always want to cast more than 3/rest though :p . I've kind of been arguing it from a sorcerer perspective though, as a mage it's useless (what happens if your in the middle of a battle and have nothing but identify left...?) but as a sorcerer there's often spells left at the end of the day and you can use em to identify all the items you have before selling (which I reckon would save you a hell of a lot more money than friends)
I still don't see the point of 'Friends'. I've never noticed a significant reduction in the prices.Yeah, it's a pretty bad spell, but so are all the other lvl 1 spells that aren't MM (and Identify imho).
The Mountain Hare Sun, 5th Aug '07, 8:44am I think one could make a strong argument for picking Identify. However, I can usually get by without it due to the Glasses of Ident, the Identify scrolls which litter the game, and the high lore.
Still, it's nice not to have to bend over backwards in order to identify stuff. The identify spell pick would probably be more appropriate for a party sorc than a solo sorc.
When it comes to the crunch, it comes down to personal preference, and how often you plan to employ the spell.
I still think Friends sucks. Oh well.
syuusaru Sun, 5th Aug '07, 8:57am Well there certainly isn't a time limit to the game. How many identifies would you possibly need? I usually end up having a character with a rather high Lore, so the only things I DO need to identify are very rare equips, that's where the glasses come in. And if you're in need of identifying THAT much, there are another pair of glasses that are obtainable.
As for Friends, 25 CHA gives better prices than 18 CHA. Doesn't take up inventory space either. There's not many other spells in this level worth taking anyway. The prices DO make a difference when dealing with expensive items. Especially useful early on when you have little gold.
Ironhawk Skylord Sun, 5th Aug '07, 11:55am Actually there is Limited Wish who can give you the glasses too.
And 2 mages can each get a pair of glasses that way. At least that's what I have experienced.
Stu Sun, 5th Aug '07, 12:08pm The limited wish way is done through the 1 time wish of "I wish to see all as it really is" (or something to that effect). Because it's a one time wish the entire party can only cast it once (rather than each caster once). Hence in the game it is only possible to get a total of 2 pairs of glasses (and ID 6 items per day). This is usually enough, however I tend not to rest that much and often like to have a few more up my sleeve courtesy of my sorcerer (If I played a mage I wouldn't bother memorizing it, but as a sorcerer I'm not missing out on anything if I were to cast it at rest).
The Mountain Hare Sun, 5th Aug '07, 12:27pm I honestly don't think we'll come to a consensus regarding Friends/Identify/Chromatic Orb. As I said earlier, it depends on personal preference and playing style. A solo sorc would probably have less use for Friends and Identify (as money isn't a problem) than a party sorc.
By the way, why isn't Spook mentioned on the recommended Lvl 1 spell picks?
syuusaru Sun, 5th Aug '07, 1:57pm Well the duration for Spook isn't that long, and you've have to go and chase it. I'd rather use Blindness instead and kill it.
The Mountain Hare Sun, 5th Aug '07, 2:01pm Spook has a -6 save penalty when it's capped. It also disrupts enemy scripts (eg. dragons can't use wing buffets).
Ironhawk Skylord Sun, 5th Aug '07, 10:52pm The limited wish way is done through the 1 time wish of "I wish to see all as it really is" (or something to that effect). Because it's a one time wish the entire party can only cast it once (rather than each caster once). Hence in the game it is only possible to get a total of 2 pairs of glasses (and ID 6 items per day). This is usually enough, however I tend not to rest that much and often like to have a few more up my sleeve courtesy of my sorcerer (If I played a mage I wouldn't bother memorizing it, but as a sorcerer I'm not missing out on anything if I were to cast it at rest). I am aware of the one-time wishes, but that one, well I got it twice, hence Aerie and Imoen got a pair of glasses each.
Same with the experience wish and the wish for more wealth.
syuusaru Mon, 6th Aug '07, 3:09am Spook causes some kind of fear effect doesn't it? Aren't dragons immune to that sort of stuff?
The Mountain Hare Mon, 6th Aug '07, 4:32am Do you have the game? Try it out on Firkaag. I don't have the game on hand to verify my foggy memory.
Stu Mon, 6th Aug '07, 10:21am I am aware of the one-time wishes, but that one, well I got it twice, hence Aerie and Imoen got a pair of glasses each. lucky - I couldn't get it to work with my current game (BGII+ToB+patch+baldurdash+IA), maybe it was fixed or something.
Ironhawk Skylord Mon, 6th Aug '07, 11:15am Except of IA I have the same installed.
But it sounds like a bug anyway since it is one-time wishes. But it is a nice bug then. :)
On the other hand, more wealth, exp or the glasses of identification is perhaps one-time wishes for the particular mage who cast it? I don't know.
The Mountain Hare Mon, 6th Aug '07, 2:01pm What would happen if different people talked to a djinn summoned by the same caster? Would that = 6 times you could use the same one-time wish?
Truper Wed, 8th Aug '07, 4:09pm I'm always amused that people rate the Glasses of ID so high. You have to identify 22 items with them before you come out ahead, and that's if you don't use the Shadow Thief fence, who identifies for 75 gold. I don't know about you, but early in the game I have a lot better uses for 2200 gold than the Glasses. And dedicating one first level spell slot to Identify doesn't seem very burdensome either.
A bit more on topic, I think Spook doesn't make the recommended spell list since the last thing I want my enemies to do is run away :evil:
Death Rabbit Wed, 8th Aug '07, 4:34pm Disagree completely. 2200 is a bit much at the start of the game, but it's absolute chump change by the time you hit chapter 3. I consider the glasses a great investment, because it's not just "dedicating one first level spell slot to Identify," it's 3. I think of it as 3 free spell slots per day that can now be taken up by the infinitely more useful Magic Missile (which I use like candy).
It's also a convenience factor, too. I want to identify my items immediately when I find them, as usually I put them to use. 2200 is easily worth not having to make constant trips to stores (or especially going clear out of your way to the Shadow Thief fence) whenever I want something identified. That's valuable orc-killin' time I've wasted walking for a mundane task, and the game is full of enough walking as it is. If there were a magic item that cast Identify 5 times a day for 10,000gp, I'd buy it in a heartbeat for the same reason. Convenience is far more valuable than the gold.
The Mountain Hare Thu, 9th Aug '07, 1:14pm If you're going to argue convenience, wouldn't that be an argument for picking Identify as a first level spell?
Stu Thu, 9th Aug '07, 2:04pm Which is what I've been saying from the start - I always like to take it when I'm a sorcerer because I like to ID all my items as soon as i get them, or at least before I next rest. Glasses of ID are awesome (I always grab 'em), but I typically get more than 3 (or 6 if I get 2 pairs) items/rest that need identifying.
The Mountain Hare Fri, 10th Aug '07, 3:10am Stu, I know what you're getting at. If you're collecting a lot of stuff for a 6 person party, then having a sorc with identify is darn handy. But remember, not everyone relies on Identify as much as you do, and they place different values on convenience and gold. People have different playing styles.
Which is why I don't think we'll reach a consensus about Charm Foe/Chromatic Orb/Spook/Friends/Identify. Perhaps they should be listed as recommended picks, whereas the ones we have all agreed upon can be 'required' (or consensus) picks?
SlickRCBD Fri, 10th Aug '07, 8:07am I think all of you are underestimating the following two spells:
Charm Person
Spook
Charm person makes an enemy into your ally. Charm one of the enemey tanks and sic him on their spellcasters. Let them waste their good spells killing their own man. When he dies, who cares? He was going to kill you anyways. That's not the main reason I take it. At least not with a party sorc. If one of my party members gets dominated, charmed or otherwise turned against me, I use this level 1 spell to reverse the effect without dispelling my buffs. Oh, I should note that when I use this one offensively, I almost never do it without first using maleson or doom.
Spook, with the -6 to save means that it almost always works. True, causing Blindness would be better, but there is no save penalty with that spell. Spook is 30% more likely to work rather than waste a spell. It prevents enemies from casting spells, drinking those potions you want to appropriate for yourself, and using any of their special abilities. They run around scared while you pelt them with projectiles.
Identify is a waste for a sorcerer. Even for a wizard, you don't generally keep it memorized. Glasses of ID saves you a precious spell slot that you can spend on Friends, which will save you some GP when buying them. True, I tend to wind up with a bunch of items in need of IDing, but that's only because I tend to avoid resting twice in a row unless my party is REALLY beat up and my cleric needs to memorize extra healing spells. If it bothers you, you can just keep resting until you've IDed all your items.
I already covered that I use friends, and I don't need to extoll the virtues of Magic Missile.
SO, my picks are
Charm Person
Spook
Magic Missile
Friends
The last slot I'm split between Chromatic Orb, Shield, and Blindness. If I were doing a solo sorc, I would have different pics including swapping charm person for protection from evil, and probably dropping friends for Chromatic Orb. I'd probably take shield rather than blind since I have spook. I'm undecided, as I haven't tried a solo yet in SOA. I'll have to see what works for me. Maybe Blind would be more valueable.
The Mountain Hare Fri, 10th Aug '07, 8:29am Heh, good post, Slicky. I agree that 'Charm Person' is usually underestimated.
syuusaru Sat, 11th Aug '07, 4:12am Well if the enemy kills your Charmed Person, you don't get exp that you normally would. You meantioned using Greater Malison with that spell, you might as well use Chromatic Orb. Like most spells, they become viable with a casting of Malison. If you're up against an enemy with the insanely low saving throws, you're not going to be relying on a level 1 spell to do any harm anyway.
If you do plan on retrieving your party member that's been confused or something, they need to make a save, not too reliable. You Greater Malison it, they'll have their saving throws lowered even now that you have them back. Not a good thing.
I suppose Spook could be decent. I'd have to go through the game and find a practical use for it. Only one so far seems to be for weak mages that aren't yet protected.
saros Fri, 19th Oct '07, 10:26am My picks for the solo-sorc are:
Magic Missile
Prot from Petrification
Blindness
Shield
Spook
Capt Massacre Sat, 20th Oct '07, 9:05pm Yes, Protection from Petrification can be handy, for example against Genies/Daos, or some mages, and it can absorb some beholder rays, even if it will eventually be dispelled. In BG1, it was a L2 spell.
Ascendency-Down Mon, 22nd Oct '07, 8:15pm Another little detail which militates in favor of Spook: its range. You can cast it more than a screen away from your foes provided you have means to see them (Farsight, Wizard Eye, another character).
Ascendency-Down Fri, 26th Oct '07, 3:19am Mandatory:
Magic Missile: 17,5 points of damage on average make this spell a rock-solid choice.
Useful:
Chromatic Orb: Combines minor (acid) damage with a very small chance to do something nasty. Personally, I don't care much about the slight possibility of instant slaying, but CO is the cheapest way for a magic-user to dispose of trolls. Protection from Evil: Very nice effect (better than Blur on level 2 in my opinion), reasonable duration. Can be cast on summons and party members. You won't need to memorize this spell in case you have a cleric in your party, otherwise don't skip it. Shield: Better protection, but shorter duration than Armor. More important: Provides immunity to Magic Missile. Especially in case you play with AI-enhancing mods like SCS, your fragile mage should have one of these memorized. Spook: Best save-or-else spell on this level due to its saving throw penalty up to -6. Extreme range, but minor duration - regardless nice to have against strong single enemies like dragons.
Semi-useful:
Blindness: Nice save-or-else spell with very long duration (10 turns) and a decent disabling effect, but Spook is the better choice in the long run. Burning Hands: Solid damage, but getting close to the enemy is usually no good idea for a (pure) mage. Use MM for damage and CO for troll slaying instead. Charm Person: Strong effect, but the +3-saving throw bonus assures that only cannon fodder will be affected. If you like CP, don't memorize it, but cast it via Ring of Human Influence instead. Friends: If you rely heavily on re-charging/buying wands, this spell is important for you. Otherwise you won't really need the extra money, especially when you play without a party. Identify: Convenience spell - nice to have, but not needed at all. If you want to save money, take Friends instead. Protection from Petrification: A lifesaver in BG1, but very rarely needed in BG2. Beholders get rid of it.
Avoid like the plague:
Armor: Becomes redundant with the first pair of bracers you find. Chill Touch: You have to hit the target which even gets a saving throw to avoid the minor effect. Absolutely horrible! Color Spray: Only effects low-level foes, therefore worthless. Find Familiar: Cast it from a scroll once, enjoy your additional hit points and don't bother learning or memorizing. Grease: Would have certain uses, but this spell turns summons hostile. Infravision: Perhaps the most useless spell ever. Rather leave your spell slots blank instead of memorizing this rubbish. Larloch's Minor Drain: Not enough damage and life gain to be worthwhile. Stick to Magic Missile instead. LMD as Bhaalspawn power is better since it is fired with a casting time of 0, therefore it will hit its target a bit faster than Magic Missile. Can be handy in case you have to disrupt a spellcaster. Reflected Image: Mirror Image light, but one meager image isn't worth it. Shocking Grasp: Better than Chill Touch, but what spell isn't? Still a suboptimal touch spell. Sleep: Enemies with 4+3 HD or more are immune to Sleep. That's almost everyone you meet in BG2... Not even that useful in BG1.
Solo Sorcerer picks: Magic Missile - Shield - Protection from Evil - Chromatic Orb - Spook
Party Sorcerer picks: Magic Missile - Shield - Friends - Chromatic Orb - Spook
[ October 26, 2007, 15:49: Message edited by: Ascendency-Down ]
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