Zu finden auf:
http://www.gamefaqs.com/computer/doswin/game/25804.html
Da steht noch so einiges anderes drin, hier nur der Abschnitt über Spells. Ich hoffe ihr könnt Englisch !
Sehr interessant. Viele Sachen kann ich absolut nicht unterschreiben (Fireshield Red ??? So ein Quatsch !!!), aber es lohnt trotzdem der Lektüre !
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5. Spell Picks
Ahh, this is what makes or breaks a Sorcerer. The first two levels are very forgiving, but beyond that you'll be forced to make a few tough choices.
Spells to avoid:
Charm-type spells: (Dire Charm, Domination, etc.) I find them to be of marginal value. If you like them, put them on your Secondary Mage (you do have a Secondary mage, right?). Personally, I avoid them altogether.
AC-modifying spells: (Armor, Ghost Armor, etc.) Don't get me wrong, these are nice spells, the problem is that you don't need them. What? You want to take your Sorcerer into the heat of a battle? So do I, and there ways to enchant Sorcerer enough to make a Dragon cry. AC spells are NOT the way to do it though.
Various Weapon Immunities: (Normal Weapons, Normal Missiles, Mantle, etc.) The same reason as with the AC-modifying spells.
Damage-over-Time spells: (Cloudkill, Ice Storm, etc.) I'll probably get bashed for this, but I find these spells to lead to cheap tactics. Functional? Sure. Enjoyable? Hardly so. I prefer to take my Sorcerer into the heat of the battle and have him single-handedly destroy, say a group of ten Vampires while watching them make futile attempts to harm him. In short, if you want to have fun, avoid the Damage-over-Time spells.
[NOTE: Funny, they are too strong, so avoid them ? Really, funny argument ! - Gala]
Trigger-type spells: (Sequencers, Contingencies, etc.) Sure, sure, Minor Sequencer is a nice spell to have early on (Double Magic Arrow hurts a lot), however, it is by no means crucial to a Sorcerer. Especially later on in the game (which is when your Sorcerer really shines), when your main spellcaster is used as heavy artillery rather than a sniper. As for the highly acclaimed Contingency, I find it utterly useless. That's right, useless. That stone skin at 50% hitpoints won't save you. Better avoid getting hit in the first place. Save the triggers for your Secondary Mage.
Note: 8th Level Spell Trigger IS worth having.
Summoning Spells: with the notable exception of Hakeashar, all of the remaining summoning spells are a waste of time and spell slots.
[NOTE: I strongly disagree - and Hakeashar is definitely NOT a good idea ! - Gala]
Finally, avoid spell duplication. By that I mean, avoid having two or more spells that do the same thing (unless they can be combined for a cumulative effect.) In other words, if you have Nishruu, you don't need Hakeashar, if you got Pierce Magic you don't need Pierce Shield, etc.
5.1 Level 1 Spells (5 Picks)
Magic Missile: The only must-have in this whole level. Good damage, handy for spell disruption in the early parts of the game.
Chromatic Orb: after you reach level 12, it becomes a poor man's Finger of Death. I did manage to kill Firkraag with 3 Orbs (after a preemptive Greater Malison of course). Yes, you need luck with it, but hey, it's a 1st level spell.
Protection from Petrification: Where does it come into play? Whenever you fight Beholders. Doubly important if you don't have Shield of Balduran or Cloak of Reflection.
[NOTE: also well if the extension pack ToB will contain Basilliks - or Medusae ! - Gala]
Protection from Evil: Sure, it is best left for Cleric's Protection 10', however this way you have a way out if Cleric's spell is dispelled or runs out. Also, it leaves open the option of getting Gate (level 9) which should become available in the expansion.
Burning Hands: Why have it? In case if you ran out of Flame and Melf's arrows vs. Trolls. Also, it seems to do more damage vs. the Undead.
Summary: the most forgiving spell level. Just get the Magic Missile, the rest is up to you. Identify is a good pick, but I did not dare waste Sorcerer's spell slot on a non-combat skill. Spook is nice, but 2nd Level Horror is better. The remaining 1st level spells aren't even worth mentioning.
Note: Find familiar should be cast of a scroll, since you are only going to do it once.
5.2 Level 2 Spells (5 Picks)
Blur: -3 to opponents' chance to hit you, and it lasts a looooong time. Instrumental in making your Sorcerer invulnerable to melee attacks (more on that later).
Horror: area effect with -2 save penalty. Excellent spell to use early on. Far superior to any confusion-type spells, since panicked opponents are far less likely to attack you even when swung upon. Best effect: panicked spellcasters cease casting spells!
Melf's Acid Arrow: Aside from it being a troll killer, there really isn't much to it. Unfortunately, it is the only direct damage projectile in this level. Since it deals damage every round, it can be used for spell disruption (mainly vs. Clerics) early in the game.
Mirror Image: Absolutely essential in buffing up your Sorcerer's defenses. Doesn't last nearly as long as Blur, but still a good pick.
Resist Fear: Awesome spell. Not only does it affect more than one creature, but it also acts as Remove Fear as well, i.e. if you cast it on a panicked party member, their morale immediately returns to normal. Useful throughout the game.
Summary: most second level spells are defense-oriented, which is fine. I recommend having both Blur AND Mirror Image. Other spells worth mentioning...
Knock: are you a thief? No. Let the thief do his job.
Vocalize: when you need it, you can't cast it. When you can cast it, you don't need it. Its pitiful duration makes it useless as a pre-emptive spell. Plus, there's that wonderful Amulet or Power...
Web: Too risky. I see some merit in having this spell, but it can far too easily disable your own party.
[NOTE: One of my favorites. Works wonderful with all the free action items (Keldorns plate, ring of free action, that Shortsword+2 etc) ! - Gala]
Invisibility: nice spell. Except that everybody and their brother can see through it.
[NOTE: The main drawback is, that you can't fight with this normal version. The improved ones give high combat boni ! - Gala]
Stinking Cloud: Does not seem to work against anything stronger than Goblins and Kobolds. Overall, Second level gives you some room to maneuver, but not much. Weigh your spell picks carefully.
5.3 Level 3 Spells (4 Picks)
Dispel Magic: Just an insurance against Confusion/Hold type spells. A must, if you don't have Keldorn in your Party.
Fireball or Skull Trap: You pick it. Fireball has better range, Skull trap has better damage. Both are pretty good at wiping out clusters of ranged attackers. Overall, Skull Trap has more potential, but requires more care when using.
Flame Arrow: The only 3rd level projectile that is not affected by THAC0, so it's a must have. Decent damage at levels 16 and up. Good for testing enemy's magic resistance.
Slow: Oh my God. This is the most potent and most debilitating 3rd level spell. It literally turns impossible fights into cakewalks. Umber Hulks, Vampires, tough war parties, all become weak as kittens after I apply this spell. Excellent way to counter an ambush. -4 THAC0 penalty and +4 AC penalty, AND halved attack rate all on top of the -4 save penalty? This is the best 3rd level spell, bar none.
[Note: But Haste would work ALWAYS, while slow doesn't work on the really tough opponents. - Gala]
Summary: This is the first spell level where we have to make some tough choices.
Haste: I forego it in favor of Slow (leave Haste for your Secondary Mage). If you absolutely MUST have Haste on your Sorcerer, drop Fireball/Skull Trap in favor of it.
Remove Magic: you CAN take this instead of Dispel Magic, however, I find the latter to be more versatile.
Lightning: I do not like this spell, mostly because I find it difficult to use without inflicting some heavy casualties on my party. All those Lightning wands that I get, usually end up on the shelves of the Adventurer's Mart.
[Note: Even if you like it - just take it from wands ! - Gala]
Melf's Minute Meteors: With your THAC0, it's a total waste. Plus, the damage isn't great either. If you like this spell, take it instead of Flame Arrow.
[Note: But an enchantement bonus +6 - i.e. you can hit EVERYONE with them ! - Gala]
Protection from Fire/Cold: there are better ways to accomplish the same thing.
5.4 Level 4 Spells (4 Picks)
Fireshield Red or Blue: I prefer Red, since fire is far more common than cold. Why do I like this spell? Because it is an excellent Offensive weapon. That's right, offensive. Each time someone hits you they get zapped by fire. Instrumental in buffing up the defenses.
[NOTE: Sorry. IMHO an absolutely idiotic choice ! Sorcerers can't even be dualclass like a mage and SHOULDNT BE HIT AT ALL ! NEVER !!! - Gala]
Greater Malison: Extremely powerful, makes all those Horrors, Chromatic Orbs, Fingers of Death, VERY hard to resist. An absolute necessity later in the game.
Secret Word: quick, cheap, gets the job done. If you have this, and Lower Resist, you don't need to worry about having Pierce Magic or Pierce Shield.
[NOTE: Pierce Magic works against more defenses. - Gala]
Stoneskin: the most important defensive spell bar none. An absolute necessity for any spellcaster, since it prevents spell interruptions while active (although it does not protect from area effect spells).
Summary: with no direct damage spells, save for Ice Storm (which is a Damage-over-Time spell), Level 4 is mostly composed of buffing/disabling spells.
Other spells worth considering...
Emotion: not bad, when it works. Doesn't seem to affect spellcasters though.
Enchanted Weapon: early on, I keep one memorized on my Secondary Mage. Not worth having on your Sorcerer though.
Improved Invisibility: same flaw as with regular invisibility, many monsters detect you anyway.
[NOTE: As I mentioned earlier - you get high combat boni ! Personally, I don't want to do without it. - Gala]
Minor Sequencer: I miss it, but not enough to consider spending a spell slot on it. Keep it on your Secondary Mage.
Otiluke's Resilient Sphere: too easily resisted, otherwise would have been a worthy pick.
Polymorph Other: entertaining. Works okay when combined with Greater Malison. Not as good as Finger of Death though.
Wizard Eye: get a cat.
[NOTE: An absolute must. Can't be killed except by death spells ! - Gala]
5.5 Level 5 Spells (4 picks)
Breach: The most important spell in the game. Get it, or else. Seriously. Without Breach, mages will wipe the floor with you over and over, so get it, or face countless reloads and hours of frustration.
Lower Resistance: Works very well, and becomes essential when facing the Drow. If you have this AND the Secret Word, don't bother with Pierce Magic.
[NOTE: Drows appear always in groups. So better use 'Web', summoned monsters etc against them. But 'Lower Resistance' is very good against single opponents, such as dragons and demons. - Gala]
Shadow Door: the only Invisibility spell worth its salt. Makes you untargettable with spells, unless your opponent uses True Sight. Fast casting time makes it very viable in combat. Leave the other "invisibility" spells for amateurs.
[NOTE: Works only on yourself, and the other invisibility spells make you untargettable, too ! - Gala]
Sunfire: one of the most damaging spells in the game. In order to use it correctly, you must be able to properly protect your caster. A no-no, when your party is around. Absolutely devastating when used correctly.
[NOTE: Abi-Dazim is better. Doesn't affect your party, too. - Gala]
Summary: I have to make a few sacrifices here, so I pick the best spells available(imho). Other spells worth looking at...
Cone of Cold: weaker than Sunfire, and still hard to use when your party is around.
[NOTE: Iiiks ! A spell which doesn't become better with levels ! - Gala]
Spell Immunity: pretty nice, although Shadow Door does the same thing, until your Illusion is True-sighted anyway.
[NOTE: An absolute musthave !!! Your only defense against things like Imprisonment from Kangaxx. - Gala]
Spell Shield: see above.
5.6 Level 6 Spells (3 Picks)
Chain Lightning: rather mild damage, but it is a party-friendly spell. Comes very handy when battling the Drow, as a way to disrupt the spellcasting of all Drow Priestesses at once.
Tenser's Transformation: too awesome for words. Makes your Sorcerer useful when facing Magic-immune monsters (like Golems). When combined with other defensive buffs, it turns your Sorcerer into a non-stop killing machine.
Note: don't forget that you lose your spellcasting abilities while TT is active.
[NOTE: Absolutely a no-no for a sorcerer. Very good for bards and multi/dualclass mages, however. - Gala]
True Sight: the second most important spell in the game (after Breach). The only spell capable of dispelling Shadow Door (which enemy mages use extensively), along with any other Illusion. Best of all, it does NOT dispel your party's Illusions (unlike Oracle). An absolutely necessary spell, more so, if you don't have Keldorn in your party (even if you do, it is still worth having).
Summary: only 3 spell picks, ouch. 6th level is brimming with useful spells, but oh well. Here are some other good spells...
Death Spell: useful for killing summoned creatures. Of course, the only summoned creature that you need to worry about, is a Nishruu/Hakeashar, and not many enemies are smart enough to summon those. Keep one spell on your Secondary Mage.
Disintegrate/Flesh to Stone: nice to look at, but they lack a saving throw penalty (which makes Finger of Death such a nice spell). Also, many creatures carry important loot, making these spells even less useful.
Improved Haste: Keep one memorized on your Secondary Mage. only cast it on your best Fighter.
Invisible Stalker: a decent scout. Unfortunately, you can't waste a spell slot on a scout. Other than being good Mind Flayer fodder, this spell has few other uses.
[NOTE: He forgot to mention, that this one, together with 'Animate Dead', will stay 8 hours. This is not the case with most other monster summoning spells. - Gala]
Pierce Magic: I'd go for Pierce Shield. Only pick this one if you didn't pick either Secret Word, or Lower resist.
Mislead: a nice spell, actually. Far more useful than Simulacrum, since it comes a lot earlier. Don't get this if you have Shadow Door, and vice versa.
Summon Nishruu: I prefer Hakeashar, but if you want to spend a 7th level pick on something else, this is acceptable.
Power Word Silence: if it had a decent area effect or longer duration, I'd consider it.
Spell Deflection: ask yourself, what is the first spell an enemy mage sends at you? Something to counter this spell. Cast Shadow Door instead.
5.7 Level 7 Spells (3 picks)
Finger of Death: Dragons, Greater Wolfweres, Elder Beholders, Kuo Toa Princes, and anything else I can think of, will fall to this spell, provided that you bust their spell protections and cast a pre-emptive Greater Malison.
Summon Hakeashar: the only summoning spell worth having. Excellent for disabling tough spellcasters. Hakeashars are useful even against warriors, because they come with a few of their own spells (including Lightning) and are immune to normal weapons.
[NOTE: DONT USE THAT SPELL ! Its buggy in the unpatched BG2, and it destroys the enemies useful items even in the patched one. - Gala]
Khelben's Warding Whip: I keep this one for extra tough spellcasters, for times when I can't cast enough Secret Words to eliminate their defenses. As a rule of a thumb, if after 3 Secret Words The enemy is still not vulnerable, it's whipping time.
[NOTE: Here he recognizes that Secret Word is in fact not as universal as he has believed. - Gala]
Summary: 7th level is surprisingly disappointing when it comes to spells, with only a few incantations worth mentioning...
Power Word Stun: it would be a nice spell if the opponents that are worth casting this spell on, had fewer hitpoints. Not a bad pick though.
Limited Wish: a great spell... for your Secondary Mage. Don't even think of wasting a spell pick on it. It's too... err... limited.
[NOTE: Very great spell if you have high wisdom. You can cast 'Globe of invulnerability' on the whole group, for example. - Gala]
Mordenkainen's Sword: summon it, kill it with two Magic Missiles, collect the Greenstone Amulet. Repeat as needed. Good for your Secondary Spellcaster, absolutely worthless in combat (the sword has a pitiful THAC0).
[NOTE: My favorite monster spell. With it, many opponents become indeed very easy. - Gala]
[NOTE: HE DOESNT EVEN *MENTION* THE MOST IMPORTANT 7TH LEVEL SPELL ! It's 'Ruby Ray of Reversal', and its the lowest level spell to fight against 9th level defenses ! - Gala]
5.8 Level 8 Spells (2 picks)
Abi Dalzim's: this spell is just too cool for words. I took down half of the Underdark with it (including the Mind Flayers' Elder Brain). Cruel, brutal damage, and totally party-friendly! Long casting time though (but that can be countered).
Spell Trigger: out of all trigger-style spells this is the only one worth having. I used it mostly to queue Secret Words and then release the trigger on a particularly nasty spellcaster (mostly Irenicus, and a couple of Rakshasa mages in Suldanesselar).
Summary: Yuck! 8th level proves to be even more useless than 7th... other than those two aforementioned spells there's hardly anything here to lay eyes on...
Maze: cool effect, no save. What the spell description doesn't say however, is that this spell CAN be countered by magic resistance. By the time you can cast this spell, most of your adversaries will have TONS of magic resistance, making this spell far less than what it seems to be.
Pierce Shield: not bad, not bad at all. One can always use another defense-breaching spell, although Warding Whip is better, and of lower level.
[NOTE: Wrong. Pierce Shield works against 9th level defenses, and is therefore FAR stronger than Pierce Magic or Warding Whip ! - Gala]
Symbol Stun: also an okay spell. Good effect and good saving penalty.
However, by this time melee opponents are no longer a threat, and Mages don't seem to be affected by it.