Blade Spell Selection
Kastion
Member Posts: 44
So I'm running through the game and since we only get so many spells per spell level, I was curious what other blades used in their slots? I'm aware stoneskin and mirror image get pretty high regards but what about the rest of it?
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Generally protection spells needed and buffs: Tenser, PfMW, PfME, SI, Fire Shield, Imroved Haste, Improved Invis, Globe spells.
Level 3: Dispel and Remove Magic
Level 4: Stone Skin
Level 5: Spell Immunity
Level 6: PFMW
But this holds only if you have other mages in group, who can cast spell like Web, Secret Word, True Sight etc.
Shocking Grasp (caps at higher damage than MM; ignores MR, Stoneskin, and Spell protections [Note: lightning damage])
Spook (+6 save penalty)
2
Ghoul Touch (with save debuff and high APR this can be very dangerous when in a party)
Web (with polymorph or any invulnerability globe = CC & instant hits; webs stack - put 'em in a sequencer)
3
Remove Magic (high level as bard)
Minute Meteors (one of best spells for damage and spell interruption (fire bypasses stoneskin); in unmodded game can hit any creatures [treated as +6 enchantment])
Vampiric Touch (very high damage & health buff (nominal avg: 21); no attack required [Note: spell is bugged and repeates often - causing extra damage and/or giving extra health ])
4
Polymorph (BG1: bear = 4attacks @ 18/00; BG2: Spider + ImpHaste = web immunity +8 attacks w/ Poison (ignores stoneskin); Jelly = 100% Magic and Missile Resitance + Very High elemental resistances and piercing resistance)
Greater Malison (if you use web or Ghoul Touch; or to synergize with another caster [quick CC])
Minor Sequencer (last indefinitely - excellent for attack (double spook or web), excellent for defense (blur + mirror image), etc.) [...double Ray of Enfeeblement on someone with heavy armor or dragon because it's funny...]
5
Spell Immunity (because spell immunity)
Chaos (because Chaos; Note: affected won't use spells/abilities - *cough*beholders*cough*)
Contingency (free conditional spell; Stoneskin/Mislead when health = 1/2, Otiluke's/Dispel when disabled, ImprovedHaste when view enemy (for specific battles), etc.)
6
Tenser's Transformation (double HP, Thaco of fighter of same level [can't activate abilities or cast spells after])
Improved Haste (because 2x is a lot more than x)
Mislead (as long as double lives: invisibility attack bonuses, save bonuses, and enemies won't target you)
I would generally leave things like Breach, True Sight, and spell protection removal to other spell casters or to scrolls.
There are so many spells you can make unique use of because of your combat abilities that I'd prefer my slots go to those. [Though in unmodded (no SCS) game I think Breach ignores spell protections (?), which makes it a bit more useful in a striker's slots I suppose...]