Saturday spellcaster strategies #6: 1st level spells
XerxesV
Member Posts: 187
Another thread touched on this subject, but I was wondering about a few 1st level spells that I consider to be useless. Can they be used properly to better advantage?
Chill touch: my main problem with this spell is having to use Thaco to make it work. Could a fighter/Mage use this in any scenario to make it better?
Chromatic Orb. This is one spell that sounds good, especially at higher level, but I never get it to work correctly. I just stock up on MM instead. Are there specific enemies when CO is more useful?
Shocking grasp: same problem as chill touch. Is there a good time to use this?
Thanks! In case you were wondering, my game is improving considerably since you started helping me with these questions.
Chill touch: my main problem with this spell is having to use Thaco to make it work. Could a fighter/Mage use this in any scenario to make it better?
Chromatic Orb. This is one spell that sounds good, especially at higher level, but I never get it to work correctly. I just stock up on MM instead. Are there specific enemies when CO is more useful?
Shocking grasp: same problem as chill touch. Is there a good time to use this?
Thanks! In case you were wondering, my game is improving considerably since you started helping me with these questions.
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I always take MM too, though, so I'm largely going on the 'on paper' effects.
Chromatic Orb is a perfectly withstanding 1st level spell. At around level 5-7 (not sure when), it begins to paralyze enemies that it hits successfully. A Mage with the Evermemory ring should memorise multiple Chromatic Orbs and multiple Magic Missiles, using Magic Missile to deal quick, guaranteed damage in a tight spot or to take down fringe threats in big encounters, and attempting to disable heavy-hitting foes (ogres, enemy fighters etc.) who pose a particular threat to the groups frontliners. Chromatic Orb can't be guaranteed to work, but in the early game enemies do not have stellar saving throws, so you can at least assume a 50% chance of success
Edit: Corrected.
A number of level 1 spells (Sleep especially) are pretty devestating. Blind can be very effective too. For years I didn't really understand that mages are far better at debuffing and disabling than they are at damage dealing, and loaded up on magic missiles at low levels.
Divine level 1 spells similarly have a number of great bread-and-butter examples. Remove fear is always useful, Cure light wounds is fairly mandatory and Command is just plain broken early on. Sanctuary interestingly allows you to lockpick, find/remove traps and open containers without becoming visible which is great.
Cleric/Illusionists with good wisdom and a ring of wizardry can spam disabling spells all day long, too. I should really play as one of those again.
Y'see, Xan can't cast Magic Missile, so mostly I make up with Larloch's Minor Drain (caster interruption), Charm Person, a debuff perhaps like Blindness, maybe a copy of Grease for encounter control, and one touch spell in case something gets too close for comfort. Chill Touch is probably superior to Shocking Grasp because Shocking Grasp is one-and-done, if you miss it's just gone. However, on the rare occasion that Xan lands a Shocking Grasp, it brings a smile to my face.
I haven't tried a fighter/mage touch build, but I would relish the challenge... and it WOULD be a challenge.
Chromatic Orb seems gimmicky to me, although I admit it would be fun to go around petrifying things with a bard in BG:EE.
Shocking Grasp can do more damage than magic missile in some situations, which means it could have some use. That said, I don't think I've ever wished I had one instead of a magic missile.
I don't like Chromatic Orb but I'll admit that's because it's competing in the category of "good" spells, not the Special Olympics of Shocking Grasp and Infravision. If you want a powerful save-or-else, Spook and Blindness are where it's at (Sleep at low levels) and if you want damage, Magic Missile is your man. It does instakill stuff at high levels which is never a bad thing but my counterpoint is this: if you've broken through all the spell defenses of your enemy and lowered his saves to the point that you can make a +6 spell stick, then just about anything else will work. Sure, it won't kill them immediately, but the fight is already won and it doesn't really matter if they die this round or a couple rounds later because they're no longer a threat.
First lvl for xan: chromatic, charm , image? (if you use him in melee) , grease, identify
Btw: xan cant use evocation is it? so no fireball or magic missile or delayed fireball... not so bad (use skull trap), but no spell sequencer, spell triger is TERRIBLE
The problem with Chill Touch is that the spellcasters who want to be in melee (mainly multiclass) can just equip a weapon and end up with better damage.
The touch spells, requiring a successful hit is really a downside on them, and I don't know if even with a fighter/mage they count as any profiency, so high strength is really needed to make good use of them most likely...
Let's say an enemy has 60% magic resistance, for example. Your Chromatic Orb has a 60% chance to do no damage at all, and a 40% chance to do full damage. Your Magic Missile will check individually for each missile, so you're likely to do *some* damage with every casting. It means you've got some a consistent way to do damage against high MR foes, as well as strip away mirror images at low level.
It has a good chance of working against weaker enemies but those same enemies would probably be outright killed by a higher level magic missile casting. Five 1d4+1 attacks = 10 - 25 damage. Personally I don't generally use either spell much anymore, but to each their own.
Touch/weapon creating spells should have been fixed so that the mage is considered having proficiency during the attack. Having higher strength would still be a good idea.
Oh well, they can't rewrite every spell. I'd love to see BG3 incorporate quickened and maximized spells. That would make these more versatile.
I thought I read somewhere that these spells, in Baldur's Gate, have an unwritten THAC0 bonus to sort of make up for it.
As for Chromatic Orb, it is not worth using a 4th-level spell and a 1st-level priest spell, even if we pretend for a moment that that would make it land. I think you are vastly overestimating the chances of this spell landing. :P
For BG2, I rarely if ever use anything other than MM. Enemies will simply save too often for any spell that allows a negating save to be worth memorizing.
One exception (in an unmodded game) is Spook: due to its innate saving-throw penalty, it can hit even enemies with high STs, and fear-effects tend to break AI scripts. Watch Firkraag run around like an idiot, then stand there doing nothing! This is of course fixed by various mods, and for good reason.
I suppose you could pick Spook even with mods and roll the dice on the CC, but I prefer to limit the random factors as much as possible. And besides, damage is king anyway, isn't it?
One EXTREMELY notable exception, however, is Firkraag. His saving throw vs spells sits at a natural 6 and he has magic resistance, but he isn't immune to instant-death effects and aside from his natural MR, he has no real spell defenses. His Save v Spells is also a rather-high 6. With a pre-emptive pair of Lower Resistances and GM/Doom combination, every Orb you toss has a ~30% chance of instant-killing him. If you're encountering him at a low level, this is probably actually one of the easier ways to take him down (barring cheese tactics like mass traps/CK spam)
I believe the same tactics may work against the other Dragons in BG2, but I haven't looked into their stats.
I think it's pretty safe to assume Firkraag (or any dragon) not being immune to insta-death is an oversight, not an intended feature.
So, one or two notably powerful boss-type creatures having holes in their armor could very well be an intentional feature, because otherwise, what's the point of knowing an instant-death spell if there is nothing to cast it on? Also, we should be aware that not everything should be a puzzle only the highest echelons of players can solve. I'm sure Firkraag will mop the floor with people that don't understand the value of contingencies and sequencers, and he's probably still plenty challenging even if you do know the broken combos.
Anyway, while I agree that prolific immunities are a bad thing, that doesn't mean you should be able to reduce a boss fight to a five-second dice-roll. That's not creative use of game mechanics anymore, that's completely invalidating the entire encounter.