Top Tier? Mid Tier? Bottom Tier? Level 1-9 Arcane Spells (talking about 10th lvl right now)
bbear
Member Posts: 1,180
The focus of this thread is to discuss the merits of level 1 to 9 mage spells. I'm interest to see how players view the ranking and gain insight if there are disagreements. I plan to do one for every mage level and priest/druid spells. The ranking is divided into 3 tiers: top, mid and bottom tiers. Top tiers are the most consistent and effective spells. Mid tiers are outclass by top tiers and other spells, or there is simply no spell slots for them. Bottom tiers are just fillers or spells that put the caster in danger.
A score out of five is given and the spells are ranked by score within each tier. I list comments next to some spells.
Top Tiers
-Magic Missile: 5/5
-Blindness: 4.5/5 (There are few, if any are immune to blindness and it lasts for 10 turns!)
-Sleep: 4.5/5 (BG1 only)
-Shield: 4/5 (while short duration, it offers better protection than Armor)
Mid Tiers
-Armor: 3.5/5
-Chromatic Orb: 3.5/5 (the ultimate luck spell; save +6 penalty but kill)
-Spook: 3.5/5
-Charm Person: 3/5 (useful, but save +4 penalty and humanoids only)
-Color Spray: 3/5
-Grease: 3/5 (mage version of entangle, level 1 version of web, but the effect is slow)
-Identify: 3/5
-Protection from Evil: 3/5 (provides additional defensive bonus, but a priest can do a better job)
-Larloch's Minor Drain: 2.5/5 (at least this is range, grants temporary minor HP and potentially disrupt spellcasters)
Bottom Tiers
-Burning Hands: 2/5
-Reflected Image: 2/5
-Chill Touch: 1.5/5
-Friends: 1.5/5
-Protection from Petrification: 1.5/5
-Shocking Grasp: 1.5/5
-Infravision: 1/5
-Find Familiar: 1 or 5 (a one time spell for protagonist mage/bard/UAI thief)
-Nahal's Reckless Dweomer: 1.5 or 5 (a desperate and suicidal spell!)
Edit: I forgot about Spook, Grease and Nahal's Reckless Dweomer.
Top Tiers
-Mirror Image: 5/5
-Web: 4.5/5 (great disabling spell over time at save -2 penalty but not party friendly, combo with spiders)
-Blur: 4/5 (+3 AC and +1 saves bonus)
-Chaos Shield: 4/5 (Wild Mage only, short duration)
-Glitterdust: 4/5 (one time mass blindness, but 4 rounds short duration and shorter casting range)
-Melf’s Acid Arrows: 4/5 (meant to be stacked together for spell disruption)
Mid Tiers:
-Stinking Cloud: 3.5/5 (no save bonus or penalty)
-Agannazaar’s Scorcher: 3/5 (use the fire wand)
-Horror: 3/5
-Invisibility: 3/5
-Resist Fear: 3/5 (let the priest memorize this spell)
-Strength: 3/5 (most NPC will benefit from this spell)
Bottom Tiers:
-Detect Invisibility: 2/5
-Ghoul Touch: 2/5 (Fighter Mage only)
-Luck: 2/5 (three rounds duration)
-Deafness: 1.5/5
-Power Word Sleep: 1.5/5
-Ray of Enfeeblement: 1.5/5
-Vocalize: 1.5/5
-Know Alignment: 1/5 (save vs spell just to see if someone is good or evil?)
-Knock: 1.5 or 5 (necessary in solo setting)
Top Tiers:
-Haste: 5/5 (drawback is fatigue)
-Melf’s Minute Meteors: 5/5 (early access to +5 weapons)
-Flame Arrow: 4.5/5
-Remove Magic: 4.5/5
-Skull Trap: 4.5/5 (high damage potential, but casting range is dangerously short)
-Fireball: 4/5 (use the fire wand)
-Slow: 4/5 (-4 save penalty, solo character should take this over haste)
Mid Tiers:
-Dispel Magic: 3.5/5 (eclipsed by Remove Magic and Dispel Magic from other classes)
-Invisibility 10 Radius: 3.5/5 (party first strike capability)
-Vampiric Touch: 3.5/5 (use this on self or container for extra HP, duration lasts for 5 turns)
-Dire Charm: 3/5 (humanoids only)
-Hold Person: 3/5 (priest can get this as level 2 spell)
-Lightning Bolt: 3/5 (unpredictable, use the lightning wand)
-Minor Spell Deflection: 3/5
-Monster Summoning 1: 3/5
-Protection from Normal Missiles: 3/5
-Spell Trust: 3/5
-Ghost Armor: 2.5/5 (Kensage only before access to Spirit Armor)
Low Tiers:
-Clairvoyance: 1.5/5 (outdoor only)
-Detect Illusion: 1.5/5
-Hold Undead: 1.5/5
-Protection from Cold: 1.5/5
-Protection from Fire: 1.5/5
-Non-Detection: 1/5
A score out of five is given and the spells are ranked by score within each tier. I list comments next to some spells.
- LEVEL 1 -
Top Tiers
-Magic Missile: 5/5
-Blindness: 4.5/5 (There are few, if any are immune to blindness and it lasts for 10 turns!)
-Sleep: 4.5/5 (BG1 only)
-Shield: 4/5 (while short duration, it offers better protection than Armor)
Mid Tiers
-Armor: 3.5/5
-Chromatic Orb: 3.5/5 (the ultimate luck spell; save +6 penalty but kill)
-Spook: 3.5/5
-Charm Person: 3/5 (useful, but save +4 penalty and humanoids only)
-Color Spray: 3/5
-Grease: 3/5 (mage version of entangle, level 1 version of web, but the effect is slow)
-Identify: 3/5
-Protection from Evil: 3/5 (provides additional defensive bonus, but a priest can do a better job)
-Larloch's Minor Drain: 2.5/5 (at least this is range, grants temporary minor HP and potentially disrupt spellcasters)
Bottom Tiers
-Burning Hands: 2/5
-Reflected Image: 2/5
-Chill Touch: 1.5/5
-Friends: 1.5/5
-Protection from Petrification: 1.5/5
-Shocking Grasp: 1.5/5
-Infravision: 1/5
-Find Familiar: 1 or 5 (a one time spell for protagonist mage/bard/UAI thief)
-Nahal's Reckless Dweomer: 1.5 or 5 (a desperate and suicidal spell!)
Edit: I forgot about Spook, Grease and Nahal's Reckless Dweomer.
- LEVEL 2 -
Top Tiers
-Mirror Image: 5/5
-Web: 4.5/5 (great disabling spell over time at save -2 penalty but not party friendly, combo with spiders)
-Blur: 4/5 (+3 AC and +1 saves bonus)
-Chaos Shield: 4/5 (Wild Mage only, short duration)
-Glitterdust: 4/5 (one time mass blindness, but 4 rounds short duration and shorter casting range)
-Melf’s Acid Arrows: 4/5 (meant to be stacked together for spell disruption)
Mid Tiers:
-Stinking Cloud: 3.5/5 (no save bonus or penalty)
-Agannazaar’s Scorcher: 3/5 (use the fire wand)
-Horror: 3/5
-Invisibility: 3/5
-Resist Fear: 3/5 (let the priest memorize this spell)
-Strength: 3/5 (most NPC will benefit from this spell)
Bottom Tiers:
-Detect Invisibility: 2/5
-Ghoul Touch: 2/5 (Fighter Mage only)
-Luck: 2/5 (three rounds duration)
-Deafness: 1.5/5
-Power Word Sleep: 1.5/5
-Ray of Enfeeblement: 1.5/5
-Vocalize: 1.5/5
-Know Alignment: 1/5 (save vs spell just to see if someone is good or evil?)
-Knock: 1.5 or 5 (necessary in solo setting)
- LEVEL 3 -
Top Tiers:
-Haste: 5/5 (drawback is fatigue)
-Melf’s Minute Meteors: 5/5 (early access to +5 weapons)
-Flame Arrow: 4.5/5
-Remove Magic: 4.5/5
-Skull Trap: 4.5/5 (high damage potential, but casting range is dangerously short)
-Fireball: 4/5 (use the fire wand)
-Slow: 4/5 (-4 save penalty, solo character should take this over haste)
Mid Tiers:
-Dispel Magic: 3.5/5 (eclipsed by Remove Magic and Dispel Magic from other classes)
-Invisibility 10 Radius: 3.5/5 (party first strike capability)
-Vampiric Touch: 3.5/5 (use this on self or container for extra HP, duration lasts for 5 turns)
-Dire Charm: 3/5 (humanoids only)
-Hold Person: 3/5 (priest can get this as level 2 spell)
-Lightning Bolt: 3/5 (unpredictable, use the lightning wand)
-Minor Spell Deflection: 3/5
-Monster Summoning 1: 3/5
-Protection from Normal Missiles: 3/5
-Spell Trust: 3/5
-Ghost Armor: 2.5/5 (Kensage only before access to Spirit Armor)
Low Tiers:
-Clairvoyance: 1.5/5 (outdoor only)
-Detect Illusion: 1.5/5
-Hold Undead: 1.5/5
-Protection from Cold: 1.5/5
-Protection from Fire: 1.5/5
-Non-Detection: 1/5
Post edited by bbear on
3
Comments
@element: It does have -6 save potential penalty, but many creatures are immune to fear. Unlike Sleep, it's single target and only becomes useful later in the Saga. At this stage, Magic Missile becomes the Level 1 Spell and there are simply no slots for Spook.
also what about grease
And Chromatic Orb in my opinion remains more useful throughout the games more than Magic Missile does... While Magic Missile is fun, Triple Chromatic Orb from a sequencer is such glorious cheese.
Chromatic orb is also literally a killer. With average 9 instead of 17.5 damage for MM it does only half the damage (which doesn't really matter in the endgame) but when you get the killing effect in SoA most enemies have saves around 10 so a 20% chance to kill. Even in the endgame enemy saves after bonus will be 1-2 so a 5-10% chance of killing. And you can interrupt casters just as well as with MM...
I almost always throw in a greater malison in fights making it and chromatic orb even more useful, giving orb a 20-25% killing chance even in ToB. Just took out 2 uninjured fire giants with Imoen that way!
Grease is pretty nice. Very useful if you've got a ranged attacker (or if you're one yourself, e.g. a s a figheter/mage). Plus it can help you escape if necessary. I think it makes innocents go hostile though.
-Magic Missile
-Chromatic Orb
-Spook
-Grease
Mid Tiers
-Blindness
-Sleep
-Shield
-Armor
-Identify
-Protection from Evil
-Larloch's Minor Drain
-Friends
-Nahal's Reckless Dweomer
Bottom Tiers
-Color Spray
-Charm Person
-Burning Hands
-Reflected Image
-Chill Touch
-Protection from Petrification
-Shocking Grasp
-Infravision
-Find Familiar
Though in Icewind Dale, I'd rate Shocking Grasp at Top Tier. :P
There are other spells may initially be more useful, but their usefulness is too short-lived IMO to merit top tier status..
EDIT: a solo mage or one in a priestless party might promote PfE to the top tier.
To really give some ranking :
- top tier
Magic missile : good for interruption mostly and to kill sarevok.
Mid tier
Sleep is useful for the first levels of the game but can be easily replaced with the wand of sleep
Shield is very nice early bg (especially againsy tarnesh and nimbul) but is replaced easily by the amulet of shielding
Chromatic orb : for troll killing and occasionnal lucky roll
Spook : good saving throw penalty but duration is too short.
Blind : no penalty but good duration
Protection from evil : good buff.
Low tier : friends and identify. Saves you some money which is not bad but not needed at all.
Crap tier : all the rest.
Grease may be nice but web is much better.
Top Tier
- Charm Person (if this works, having an enemy cleric, mage or druid charmed usually ends a fight most favorably)
- Spook (Great for making the same foe, whom had a saving throw before, flee in panic)
Mid Tier
- Magic Missile (Neat)
- Chromatic Orb (Nice, if somewhat random)
Bottom Tier
- Identify ( I haven´t counted it yet, but saving a trip to a temple and 100 gold feels good)
I've never used Grease and rarely use CO. I'll have to bring them into the mix next time. I enjoy threads like these that shed new light on various aspects of the game I may be underutilizing.
While Web is very effective, they may roll their saving throw at some point and walk out of it. Grease adds a second layer of saving throws to make, and thus I will often see enemies save for Web and fail with Grease, resulting in them basically being totally doomed to inevitably failing versus Web all over again.
Also, I'm not totally sure on this, but it would appear to me that when someone fails their save versus Grease, they end up affected for longer than other such AoE spells where they can successfully roll their saving throw fairly soon after. Anyone want to confirm or deny this?
ID may save you gold but think about how many times you found a great wand in a dungeon but can't use it until you get back to town because you don't have a bard or ID memorized.
Blindness is IMO one of the most OP spells for BG1. There are several really powerful fighters that can be completely neutralized with a single failed save and for scripted battles that are saved beforehand, you can just reload until they fail that save. Then sit back and pepper them from afar. So easy it should be illegal.
Magic Missile after level 5 is pretty much the staple for most of my mages. Although, sequencing Chromatic Orbs greatly increases your chances of an instakill.
It's really all in how you use them.
A score out of five is given and the spells are ranked by score within each tier. I list comments next to some spells.
Level 2:
Top Tiers
-Mirror Image: 5/5
-Web: 4.5/5 (great disabling spell over time at save -2 penalty but not party friendly, combo with spiders)
-Blur: 4/5 (+3 AC and +1 saves bonus)
-Chaos Shield: 4/5 (Wild Mage only, short duration)
-Glitterdust: 4/5 (one time mass blindness, but 4 rounds short duration and shorter casting range)
-Melf’s Acid Arrows: 4/5 (meant to be stacked together for spell disruption)
Mid Tiers:
-Stinking Cloud: 3.5/5 (no save bonus or penalty)
-Agannazaar’s Scorcher: 3/5 (use the fire wand)
-Horror: 3/5
-Invisibility: 3/5
-Resist Fear: 3/5 (let the priest memorize this spell)
-Strength: 3/5 (most NPC will benefit from this spell)
Bottom Tiers:
-Detect Invisibility: 2/5
-Ghoul Touch: 2/5 (Fighter Mage only)
-Luck: 2/5 (three rounds duration)
-Deafness: 1.5/5
-Power Word Sleep: 1.5/5
-Ray of Enfeeblement: 1.5/5
-Vocalize: 1.5/5
-Know Alignment: 1/5 (save vs spell just to see if someone is good or evil?)
-Knock: 1.5 or 5 (necessary in solo setting)
Short casting time. Lasts 24 hours. In BG1 there aren't that many invisibility potions. And only in BG2 will mages start casting oracle, true sight etc.
Also I like having the initiative in a battle, invisibility helps here.
Stinking Cloud is a conteder for top tier as well. Fantastic combined with web, or for example with summoned skeletons.
I personally never use Glitterdust, because of its short duration, and would put in the mid tier category.
But these are personal preferences I suppose. All in all a very good list!