1-blindness-if it sticks it is debiliating 2-mirror image-essential buff 3-melf's minute meteors-you can kill anything with these, even demi-liches. 4-stoneskin-nuff said 5-breach-try playing bg2 without this spell 6-protection from magic weapons-tank these ancient vampires all day long 7-finger of death-slayer of dragons and pretty much anything 8-abi dalzim's horrid wilting-cruel, cruel damage. 9-time stop-has so many uses 10-dragon's breath-if a critter is not immune to fire damage, this will kill it so bad.
@Quartz I totally forgot about slow, and was shocked that I had to wait until half way down the first page for someone to mention it! Love slow - arguably the best debuff in the game in my opinion, as it keeps enemies clustered rather that scattering them like Chaos. If you can land it early, you can generally rely on a Mage to end the entire encounter without scarcely having to relocate them outside of enemy's reach once.
1. Sleep (until level 4ish), then Spook 2. Glitterdust (Mirror Image a very close second) 3. Melf's Minute Meteors 4. Stoneskin 5. Chaos 6. Mislead 7. Prismatic Spray 8. Spell Trigger 9. Time Stop 10. Improved Alacrity
Divine Magic:
1. Armor of Faith 2. Chant 3. Holy Smite 4. Protection from Evil 10 ft (Call Woodland being if druid) 5. Mass Cure 6. Heal (Insect Plague if druid) 7. Sunray (Creeping Doom if druid)
Note: I play SCS AI mod - very few game changes, much harder battles (especially with mages), straight blasting is less efficient use of spells Standouts less oft mentioned here:
Power & Fun:
Nahal's Reckless Dweomer : Out of combat casting sequencers, contingencies, or lim.wish/wish spells early. Spell Trigger @ level 10? Slight Cheese: no Wild Surge upon casting sequencers - only upon triggering. Still great.
and Time Stop can be grabbed in the Underdark which, I feel, IS worth use in battles early on
Spook: -6 to save.
Polymorph Self: 1st/2nd highest utility spell in game! (Standouts: Sword Spider - 4APR & web immunity & Mustard Jelly - almost everything immunity - including magic. In BG Bear is very powerful (18/00 STR & 4 APR) and wolf is great to get away quickly (for no/minimal reload games). [animal forms are permanently hasted])
Tele Field: No save. Stacks. Resets enemy initative. Party friendly. (I don't use it much, but deserves mention!)
Spell Immunity: Versatile & Anti-Cheese spell. Block's Dispel Magic. Blocks Imprisonment/Trap Soul. (Note: ~Breaks the game on vanilla if used with imp.invis. - SCS allows magical workarounds for this.)
Chaos: Maybe OP...
Mislead: Unbreakable invisibility. Decoy to lure attacks. (Note: I consider moving decoy out of enemy's sight while doing invs. breaking things an exploit.)
Power Word Blind: No save, makes mages inept, decreases saves (even with SCS [no area affect] it's great)
Shapechange: highest utility spell now lvl 9 version. Improved Haste + Mindflayer : 8 APR that drain INT... Iron Golem is *actually* immune to everything except physical damage .
----------------
Silence: Great spell in the early game. Doesn't aggro enemies. (it's not a "loud" spell :P )
*Bolt of Glory*: IGNORES Magic Resistance I play SCS and demons are horrendous on that. This is great for them. (Okay against liches.) (High level point: Cleric/Mage (e.g. Aerie) can put these in sequencers or chain contingency - great if you're expecting demons.)
Firestorm: IGNORES Magic Resistance. Subject to common Fire resistance; worth mentioning. (*cough* Underdark)
ALL Sequencers: Versatile & Fun. Can 'cast' spells when you otherwise could not. e.g. under Tensers's Transformation or Polymorph Self. (Note: roleplay consistent; not an exploit). IMO.
Contingencies: Great for no reload. (Cleric spells are great if you've got them - e.g. remove paralysis.) Chain contingency is the ultimate battle kickoff spell. [Note: I consider the "free" casting to be a bug. I don't use Chain Contingency a steroided Time Stop, personally.]
Fun & semi-Practical:
Enfeeblement: Dragon with 5 STR. Fighter encumbered by their own armor.
Vampiric Touch: HP buff. Good Damage. Kills Mord. Swords. Surprisingly satisfying.
Otiluke's Sphere: Saves allies from death/chunking. (no reload) Great in a contingency (helpless/x% hp) if you're not solo.
Chaos Sphere: Disintegration and loot don't go well together - but it's got style.
Limited Wish: Life saving 1 time wishes (great for no reload runs). Bunnies are fun for confusing enemy targeting.
Mage: 1: Sleep 2: Glitterdust use with slow and blackguard aura to turn elite fighters into gibberlings 3: Skulltrap 4: Stoneskin about as interesting as watching grass grow, but atleast it wont make you IMMUNE.... 5: Cloudkill and PS: Fuck Breach, I hate stuff that makes people 100% immune to anything 6: True sight Because invisible shit is almost as annoying as the immunity spells 7: Khelben's Warding Whip, Khelben is an awesome character and his spell makes breaching possible.... 8: Abi-Dalzim's Horrid Wilting, No friendly-fire AOE that has no level cap... 9: Bigby's Crushing Hand, good for...fisting..and.. never mind. Because all the other level 9 spells are so boring to use it disgusts me. HLA: Dragon`s breath: See Abi-Dalzim's Horrid Wilting + epic animation and a funky knockback.
PS: Did I mention I hate 100% immunity bullshit and Russian-roulette-1-shot-shit ? I sure hope so.
Priest: 1: Command aka The-Best-Spell-In-Baldurs-Gate-1 Hands down. Only can match this godlike spell 2: Nothing, everything in here is utter rubbish exept holy might at absurdly high levels. I only throw in remove poison, chant and protection from fire, mandatory stuff. Not exactly the most awesome spells. 3: Summon Insects can be a fun thing to play with in BG1, but no personal favorites here either.. 4: Free action and Cure Serious Wounds(not a favorite, but my god I cast this a lot) 5: Chaotic Commands, because mind flayers are the most stupidly designed and boring mob in the entire series (close second would be clay golems and beholders).
A SPECIAL SHOUTOUT TO LEVEL 6 !!! Conjure Animals: Have you ever seen these 2 bears in action? If you have not, than you have missed the most amazing thing ever. Nothing in the entire game suprised me as much as this spell. Why on EARTH it is the same level as animal summoning 3 is beyond me...
*Here you will also find Insect plague, to annoy the shit out of people who like to spam immunity shit all day long every day all day... *Sol's Searing Orb, another cool spell. *Dolorous Decay is cool spell to use sometimes.
Oh my sweet, sweet level 6
7: Regeneration can be a funky spell that is very underrated Also Creeping Doom (see level 6).
HLA: Greater Elemental Summoning (Yes, I like druid summons )
Comments
2-mirror image-essential buff
3-melf's minute meteors-you can kill anything with these, even demi-liches.
4-stoneskin-nuff said
5-breach-try playing bg2 without this spell
6-protection from magic weapons-tank these ancient vampires all day long
7-finger of death-slayer of dragons and pretty much anything
8-abi dalzim's horrid wilting-cruel, cruel damage.
9-time stop-has so many uses
10-dragon's breath-if a critter is not immune to fire damage, this will kill it so bad.
2 - Mirror Image
3 - Melfs Minute Meteors
4 - Stoneskin
5 - Breach
6 - Protection From Magic Weapons
7 - Finger of Death
8 - ADHW
9 - Chain Contingency
10 - Energy blades.
Extra special mention goes to Simulacrum, BBOD and Time Stop.
1. Sleep (until level 4ish), then Spook
2. Glitterdust (Mirror Image a very close second)
3. Melf's Minute Meteors
4. Stoneskin
5. Chaos
6. Mislead
7. Prismatic Spray
8. Spell Trigger
9. Time Stop
10. Improved Alacrity
Divine Magic:
1. Armor of Faith
2. Chant
3. Holy Smite
4. Protection from Evil 10 ft (Call Woodland being if druid)
5. Mass Cure
6. Heal (Insect Plague if druid)
7. Sunray (Creeping Doom if druid)
1 - Magic Missle
2 - Invisibility
3 - Haste
4 - Minor Sequencer
5 - Breach
6 - Contingency
7 - Spell Sequencer
8 - Spell Trigger
9 - Chain Contingency
10 - Improved Alacrity
In case it isn't apparent I have a fondness for metamagic
For Divine Spells:
1 - Bless
2 - Hold Person
3 - Remove Paralysis
4 - Call Woodland Beings
5 - Chaotic Commands
6 - Wondrous Recall
7 - Shield of the Archons
Standouts less oft mentioned here:
Power & Fun:
Nahal's Reckless Dweomer :
Out of combat casting sequencers, contingencies, or lim.wish/wish spells early. Spell Trigger @ level 10?
Slight Cheese: no Wild Surge upon casting sequencers - only upon triggering. Still great.
Spook:
-6 to save.
Polymorph Self:
1st/2nd highest utility spell in game!
(Standouts: Sword Spider - 4APR & web immunity & Mustard Jelly - almost everything immunity - including magic. In BG Bear is very powerful (18/00 STR & 4 APR) and wolf is great to get away quickly (for no/minimal reload games). [animal forms are permanently hasted])
Tele Field:
No save. Stacks. Resets enemy initative. Party friendly. (I don't use it much, but deserves mention!)
Spell Immunity:
Versatile & Anti-Cheese spell. Block's Dispel Magic. Blocks Imprisonment/Trap Soul.
(Note: ~Breaks the game on vanilla if used with imp.invis. - SCS allows magical workarounds for this.)
Chaos:
Maybe OP...
Mislead:
Unbreakable invisibility. Decoy to lure attacks.
(Note: I consider moving decoy out of enemy's sight while doing invs. breaking things an exploit.)
Power Word Blind:
No save, makes mages inept, decreases saves (even with SCS [no area affect] it's great)
Shapechange:
highest utility spell now lvl 9 version. Improved Haste + Mindflayer : 8 APR that drain INT... Iron Golem is *actually* immune to everything except physical damage .
----------------
Silence:
Great spell in the early game. Doesn't aggro enemies. (it's not a "loud" spell :P )
*Bolt of Glory*:
IGNORES Magic Resistance
I play SCS and demons are horrendous on that. This is great for them. (Okay against liches.)
(High level point: Cleric/Mage (e.g. Aerie) can put these in sequencers or chain contingency - great if you're expecting demons.)
Firestorm:
IGNORES Magic Resistance. Subject to common Fire resistance; worth mentioning. (*cough* Underdark)
ALL Sequencers:
Versatile & Fun. Can 'cast' spells when you otherwise could not.
e.g. under Tensers's Transformation or Polymorph Self.
(Note: roleplay consistent; not an exploit). IMO.
Contingencies:
Great for no reload. (Cleric spells are great if you've got them - e.g. remove paralysis.)
Chain contingency is the ultimate battle kickoff spell.
[Note: I consider the "free" casting to be a bug. I don't use Chain Contingency a steroided Time Stop, personally.]
Fun & semi-Practical:
Enfeeblement:
Dragon with 5 STR.
Fighter encumbered by their own armor.
Vampiric Touch:
HP buff. Good Damage. Kills Mord. Swords. Surprisingly satisfying.
Otiluke's Sphere:
Saves allies from death/chunking. (no reload) Great in a contingency (helpless/x% hp) if you're not solo.
Chaos Sphere:
Disintegration and loot don't go well together - but it's got style.
Limited Wish:
Life saving 1 time wishes (great for no reload runs).
Bunnies are fun for confusing enemy targeting.
Harm:
Because it's awesome/hilarious.
1: Sleep
2: Glitterdust use with slow and blackguard aura to turn elite fighters into gibberlings
3: Skulltrap
4: Stoneskin about as interesting as watching grass grow, but atleast it wont make you IMMUNE....
5: Cloudkill and PS: Fuck Breach, I hate stuff that makes people 100% immune to anything
6: True sight Because invisible shit is almost as annoying as the immunity spells
7: Khelben's Warding Whip, Khelben is an awesome character and his spell makes breaching possible....
8: Abi-Dalzim's Horrid Wilting, No friendly-fire AOE that has no level cap...
9: Bigby's Crushing Hand, good for...fisting..and.. never mind. Because all the other level 9 spells are so boring to use it disgusts me.
HLA: Dragon`s breath: See Abi-Dalzim's Horrid Wilting + epic animation and a funky knockback.
PS: Did I mention I hate 100% immunity bullshit and Russian-roulette-1-shot-shit ?
I sure hope so.
Priest:
1: Command aka The-Best-Spell-In-Baldurs-Gate-1 Hands down. Only can match this godlike spell
2: Nothing, everything in here is utter rubbish exept holy might at absurdly high levels. I only throw in remove poison, chant and protection from fire, mandatory stuff. Not exactly the most awesome spells.
3: Summon Insects can be a fun thing to play with in BG1, but no personal favorites here either..
4: Free action and Cure Serious Wounds(not a favorite, but my god I cast this a lot)
5: Chaotic Commands, because mind flayers are the most stupidly designed and boring mob in the entire series (close second would be clay golems and beholders).
A SPECIAL SHOUTOUT TO LEVEL 6 !!!
Conjure Animals: Have you ever seen these 2 bears in action? If you have not, than you have missed the most amazing thing ever. Nothing in the entire game suprised me as much as this spell.
Why on EARTH it is the same level as animal summoning 3 is beyond me...
*Here you will also find Insect plague, to annoy the shit out of people who like to spam immunity shit all day long every day all day...
*Sol's Searing Orb, another cool spell.
*Dolorous Decay is cool spell to use sometimes.
Oh my sweet, sweet level 6
7: Regeneration can be a funky spell that is very underrated
Also Creeping Doom (see level 6).
HLA: Greater Elemental Summoning (Yes, I like druid summons )
Arcane:
1. Nahal's Reckless Dweomer.
2. Glitterdust.
3. Slow.
4. Stoneskin.
5. Chaos.
6. True Sight.
7. Ruby Ray of Reversal.
8. Abi-Dalzim's Horrid Wilting.
9. Improved Alacrity.
Divine:
1. Armor of Faith.
2. Hold Person.
3. Animate Dead.
4. Call Woodland Beings.
5. Insect Plague.
6. Fire Elemental.
7. Greater Elemental Summoning.
Clerics have much better low level spells but Druids have tremendous high level spells.
2. Invisibility
3. Melf's Minute Meteors
4. Minor Globe of Invulnerability
5. Chaos
6. Tensor's Transformation
7. Mordenkainen's Sword
8. Spell Trigger
9. Chain Contingency