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Convince Me to play as a Mage

i have never played a mage character in any of the BG or IWD sagas. I usually play fighters or thieves or Fighter/thief. The mages I usually use in BGEE are Edwin, Neera, or Baeloth. But I alwys equip them with ranged weapons and the only spells I use are identify, and haste which I know isn't optimizing their abilities.
So Can someone give me a small tutorial/analysis on using a mage to their greatest potential.
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  • ZeratulZeratul Member Posts: 575
    charme! Charme everyone!!
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  • NifftNifft Member Posts: 1,065
    1/ Read the spell list.

    2/ Find the spells which make the bad people fall down.

    3/ Cast the spells!
  • kansasbarbariankansasbarbarian Member Posts: 206
    Good job guys lol
  • reedmilfamreedmilfam Member Posts: 2,808
    I can't. I don't enjoy mages and find myself particularly annoyed by their squishy nature and relatively low number of spells. If you use them and rest, a random encounter will come and you'll be useless. Good thing fighters don't have to rest to memorize swords, right, Boo?
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited February 2013
    Mages aren't overly strong in BG1. You have defensive spells (e.g. Mirror Image, Blur, Stoneskin), offensive spells (e.g. Magic Missile, Melf's Acid Arrow, Flame Arrow), and crow-control spells (e.g. Sleep, Blind, Hold Person/Monster). Out of that you build whatever you need for the given situation.

    You are right though that BG1 has little incentives for your CHARNAME to go caster. Sorcerers are very strong but you have Baeloth; Edwin is a very decent mage; Neera is a decent mage as well, if you can live with the randomness, and also a new, appealing character.

    It's unlikely you will want too many mages in BG1, given how fragile and relatively weak they are.

    It all changes in BG2, though. There, mages rule supreme. I rarely make parties with less than 3, and they are especially deadly in dual-class combinations (Kensai->Mage comes to mind). They quickly become nigh-invulnerable killing machines; Protection from Magic Weapons and Stoneskin alone void most enemy attacks, with Spell Immunity thrown in now and then for specific fights. With Abi-Dhalzim's Horrid Wilting, you can level entire areas, and Time Stop just makes things silly, doubly so when paired with Improved Alacrity.

    Essentially, though the above-mentioned pattern remains the same: defensive-offensive-crowd control. Pick whatever you need for a given situation! If you don't like sleeping before fights to re-learn the spells you will need (for RP reasons or convenience), roll a Sorcerer.
  • RedWizardRedWizard Member Posts: 242
    Contingencies, Spell Sequencers and Projected Images and Simulacra casting those contingencies and spell sequencers. But yeah, they haven't got much going for them in BG1 since you'll be a crappy bullet/dagger throwing machine for most of the time unless you engage in degenerate resting.
  • the_spyderthe_spyder Member Posts: 5,018
    The thing you have to start off with is understanding that your Charname is not going to be the #1 damage dealer in the party. If that is a requirement, you are probably going to be disappointed. Wizards, particularly in BG1, are much more strategic in nature than fighters or other types of characters and HAVE to be by the very nature of their abilities.

    Second, wizards don't have a boat-load of spells to start off with. Once you get the Ring of Wizardry, you have more, and when you find scrolls you have still more, but even then you aren't casting spells every single round.

    Be mindful of what wands you have available. Use them to supplement your casting abilities. The same with scrolls.

    If you are playing a pure class caster, you will not want your wizard to be in the front ranks. keep this in mind when choosing spells for your day. Ranged spells are "Almost" always superior to touch spells. Buffs are also useful, particularly if you can get either some time (Mage armor lasts 6 hours) or some significant boost (Haste effecting the entire party).

    Next consider battlefield control. At first thru fourth levels, sleep is invaluable. This spell will incapacitate opponents in the area of effect (including your own party, so be careful) so that you can go around and attack them at significant bonuses and without them attacking back, but it won't effect anything above (I think) 4th level.

    Grease and Web likewise incapacitate, but make the area difficult to move over. Be prepared with ranged weapons before casting these. Hold person/monster also incapacitate but on individuals. These can really hose up enemy combatants while you dice them or their compatriots. At higher levels Otiliks sphere also incapacitates one opponent, but it protects them from all damage. it takes practice for this to be a good plan. Also at higher levels, Chaos and confusion are great ways to disrupt your enemy.

    Melf's acid arrow is a great enemy incapacitator. Cast it on an enemy wizard and they will not be able to get off long casting time spells very effectively. The continuous damage ruins their concentration. Other than that, it is an OK damage spell, but it's real power is in slowing down enemy casters.

    Be aware of enemy caster hosers. Silence will destroy your caster's ability to cast spells unless you have cast vocalize. A Melf's acid arrow will hurt you as much as enemies when cast on your caster.

    that should be a good start.
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  • FafnirFafnir Member Posts: 232
    Do not play your mage as an archer. Lobbing magic missiles and fireballs is much less effective than laying down a Sleep or Glitterdust.
  • AranthysAranthys Member Posts: 722
    Install Sword Coast Stratagems.

    You'll quickly learn why mages > all
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Aranthys said:

    Install Sword Coast Stratagems.

    You'll quickly learn why mages > all

    Because CC effects in BG last ridiculously long and effectively equal death if they land? Yeah, it's fun when the outcome of a battle hinges on a single save vs. spell roll...

    Snark aside, I agree that mages can be quite powerful, especially if you play with difficult mods. Question is though whether they are powerful enough you will want a lot of them, or whether 1, 2 mages are enough for the job.
  • atcDaveatcDave Member Posts: 2,387

    Aranthys said:

    Install Sword Coast Stratagems.

    You'll quickly learn why mages > all

    Because CC effects in BG last ridiculously long and effectively equal death if they land? Yeah, it's fun when the outcome of a battle hinges on a single save vs. spell roll...

    Snark aside, I agree that mages can be quite powerful, especially if you play with difficult mods. Question is though whether they are powerful enough you will want a lot of them, or whether 1, 2 mages are enough for the job.
    Yeah I often (not always mind you!) play BG with only a single Mage (or even sometimes a single Bard). Two or three are needed for BG2, but one is plenty for BG.
  • kansasbarbariankansasbarbarian Member Posts: 206
    Thanks for all those responses those are very helpful than the first few I recieved. i am always the main damage dealer with open locks and find traps at 100. I guess I will have to learn to let others be the DPS machines and I will try more of a support role.
    Right now I am leaning towards a Sorceror. I will try the spells suggested above. Again thanks for the detailed replies.
  • CorvinoCorvino Member Posts: 2,269
    edited February 2013
    You could always try a fighter/mage (Or fighter/Illusionist!) for a halfway house. That way you can just wear armour and tank early on, or use a bow and snipe until you get access to spells and robes that make you viable as a melee caster.

    I ran one for the first time recently and he turned into a solid powerhouse by the end of the game. Half his spellbook was dedicated to self-buffs such as mirror image and stoneskin which combined with multiclass XP-splitting toned down the offensive power. He was effectively unhittable later on though, and could still chuck out disabling save-or-suck spells as needed.

    Greater Malison + Glitterdust + Slow + Blind will really ruin any high-level baddie's day. Perma-blindness makes them a very easy target for your dual-wielding fighter/mage.
  • jessewqjessewq Member Posts: 5

    At first thru fourth levels, sleep is invaluable. This spell will incapacitate opponents in the area of effect (including your own party, so be careful) so that you can go around and attack them at significant bonuses and without them attacking back, but it won't effect anything above (I think) 4th level.

    Actually, sleep is party-friendly, so it won't affect your own characters.

  • the_spyderthe_spyder Member Posts: 5,018
    jessewq said:


    Actually, sleep is party-friendly, so it won't affect your own characters.

    It depends on what difficulty level you play (I think).

    @Kansasbarbarian, the way I always play it, my Charname Wizard is the architect. He is the guy who 'Leads' the group. Most of the rest of the party are little more than hired mercs for his protection. he acts like a general to their soldier. Now this is a tiny bit self serving, but you can modify the outlook to be more 'goodly' if you like. Basically, he is the smartest (or most charismatic for a Sorcerer) and therefore the one most reasonable to direct the tactics.

    But definitely don't undersell the power of a Wizard used properly. Once you get the hang of it, you will find that almost any encounter will go a lot smoother with them around. If you are facing resistant opponents, a well placed Haste will turn your combat troops into absolute monsters. If you are facing hoards, the ability to web them can mean the difference between winning and taking no damage.

    Also, your familiar (and you really MUST have a familiar) can in some cases serve as scout/spy. Just be very careful with the little critter. If he/she dies, you lose a point of CON permanently. In some cases, they can pick pockets as well.

    Another thing that will happen once you focus on your wizard will be the ability to identify what disables other casters. If it hoses up your party, it will hose up your opponents. Observe what works and use it against the opponents.

    One thing i would add, you may be tempted to become a specialist mage for the extra spells it affords. This can be a double edged sword. Pick the wrong school and you block key spells. I personally like Necromancers, but you lose the illusion school and wonderful things like Blur and mirror image. Until you get a real hang for what spells work for your style, i would stay away from specializing. Just my two cents.
  • DJKajuruDJKajuru Member Posts: 3,300
    edited February 2013
    Watch a movie / read a book about wizards or witchcraft (a good one, of course) - if you're as much of a roleplayer as I am, you'll be convinced.

    Red a dragonlance book and think about raistlin.
  • helmo1977helmo1977 Member Posts: 366
    Are you kidding? Mages are great once they reach mid levels. And at high they are awesome. Dual them to be a commando, much like the fighter/thief but killing enemies by dozens at the same time. It is great!
  • Stargazer5781Stargazer5781 Member Posts: 183
    Fireball

    image
  • NocturneNNocturneN Member Posts: 123
    edited February 2013
    Stargazer makes a solid point. ;) Here's another, this is from ToB using the "Death Spell":

    Baldr1936deathspell

    Mages vary in the series from powerful to completely off the chart at higher levels. Look at the level 9-10 spells to see for yourself. A small selection feats they can perform:

    Become completely invurnable to damage, magic and physical!
    Double their HP and get a warrior's thac0.
    Stop time.
    Cast meteors...
  • OzzyBotkinsOzzyBotkins Member Posts: 396
    Do Not Ever Ever Play A Mage
    Once You Play A Mage
    You Will Never Ever Be Able To Play Any Other Class Again
    You Have Been Warned
  • IkMarcIkMarc Member Posts: 552
    Sleep and horror will effectively disable almost any group of enemies on early levels. As soon as you advance, spam fireballs or haste your party.

    Id say that's pretty much the core approach you'd be looking for.
  • Oxford_GuyOxford_Guy Member Posts: 3,729

    Do Not Ever Ever Play A Mage
    Once You Play A Mage
    You Will Never Ever Be Able To Play Any Other Class Again
    You Have Been Warned

    Although Bards (at least the kits) are quite fun! :-)

    I'm having great fun with a Blade and a Jester in different games
  • DinoDinDinoDin Member Posts: 1,597
    I think if you're worried a good start is to dual into a mage. You can take 3 levels of fighter then dual. Or you can take 5 levels of thief then dual. You won't miss out on any mage levels if you do this in bgee, and you will regain the first class abilities quickly.

    A good BG EE build for someone starting as a mage is swashbuckler to level 5, then dual to a mage. It'll make for a pretty powerful combination. Level 5 is only 10k experience. Not hard to get 20k.
  • IkMarcIkMarc Member Posts: 552
    On a side note: wands are extremely powerful and if you have trouble with a battle, they can pretty much always help you advance. Wand of paralysis helps you beat almost any boss with ease. Honorable mentions go to a wand of monsters summoning + wand of fire combination. Keep summoning a "wall" of monsters and shoot fireballs in front of them on the group of enemies.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited February 2013
    Here's my spellcasting tactics 101:
    • Have mages cast spells that disable opponents. Disabling Area-of-Effect spells are especially effective against mobs, eg, Sleep, Glitterdust, Horror, Emotion: Hopelessness, Chaos. Spells that do nothing but dispense damage are great. But when enemies are hampered or entirely stopped from attacking you they're easy pickins'. Disable first, then dole damage.

    • Have mages target the most powerful enemies (their spellcasters and tanks) with disabling spells such as Spook, Chromatic Orb, Blindness, Hold (clerics can cast this too), Slow, Confusion, Feeblemind. Priests can use Doom, Summon Insects, Rigid Thinking, Insect Plague. In other words, shut down the opponents' magical attacks.

    • Have mages take control of enemies and make them attack their own comrades via Charm, Dire Charm, Domination. Once enemies are charmed, take control of them and make change their weapon to fist. When the charmed enemy is a spellcaster, use up his or her most powerful spells--against his/her own comrades, naturally.

    • For a ranged approach (i.e., attacking from a distance) mages and clerics can initiate the battle by casting Grease, Entangle, or Web. Then use Stinking Cloud, Cloudkill, or Ice Storm. All the while pelt the enemy with arrows, fireballs, incendiary potions, and arrows of detonation.
    All but the last of these basic strategies will serve you well both in the vanilla game and when using tactical AI mods. Except for the last one (i.e., the ranged attack with enemies outside fog of war) they don't depend on any exploits. With the exception of the last one they'll work just as well when enemies behave smarter, as with the SCS mod.

    Since we're talking about BG:EE the focus above is on lower level play. However, the higher the level of play, the greater your command of spellcasting should be. And to really excel in combat in BG2, although you will still use much of the above, it requires much more spell knowledge.
    Post edited by Lemernis on
  • NocturneNNocturneN Member Posts: 123
    edited February 2013
    Could always try the infamous Kensai/Mage, if you like fighters.

    But to not make it too OP I think a Swashbuckler/Mage or a Blade is indeed what you'd be looking for. :) I'd roll a Blade, myself, because then you will stay useful as a fighter longer - if you dual in BG:EE you wont reach your full potential in the sequels. Ofcourse, there are ways to edit your save or you could simply recreate the char in BG2, but there is something special in playing the very same char throughout the entire series. xD

    Also, a char imported from BG1 will reach higher xp in ToB where it's nigh impossible to cap when playing with a 6man party.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Gnome illusionist/mage is also good - bonus Con-based saves and the only race that can have a specialist multiclass mage
  • EnterHaerDalisEnterHaerDalis Member Posts: 813
    I would like to recommend playing as a Lawful Evil mage of your choice and using the Find Familiar spell and rocking out with the Imp form. He can transform into a tanky brown or black bear with permanent haste, a Flind with permanent haste and a chance of 1-2 bonus fire damage, a wolf with permanent haste, an ogre albeit without haste which still hits pretty hard, a spider without haste but a naturally quick apr, a good combo is to use Web and spider form AND the mustard jelly form is immune to magic which laughs in the face of mages.
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