Skip to content

Spell selection for a ninja

VakarianVakarian Member Posts: 94
So, I'm thinking about rolling an elven FMT that I'm going to play with a sort of mystical ninja bent. Start with specialization in scimitars (for wakizashis and ninja-tos, mostly) and darts (as a stand-in for shurikens), get two-weapon profs at 3 and 6. Thief skills focusing on Hide/MS initially, picking up detect illusions, set traps, and maybe find traps later (will likely have another thief in the party most of the time for traps/locks)

For the mage levels, I'd like to limit her to roughly the spell selection available to sorcerers (give or take a spell or two here and there) and to spells that make sense from a flavor standpoint. I'm thinking mostly illusion spells, with some buff/debuff spells and maybe a few others that fit the character. Not completely ruling out direct damage spells, but they shouldn't be her forte. I'm not looking for the most powerful spells, but I'd rather not have ones that have extremely limited utility either. (Also, I don't have much experience with higher level spells, so I'm just guessing from level 6 on up.)

Here is what I've come up with so far [updated from suggestions below]:

Level 1 - blindness, sleep, spook, grease, shield, friends

Level 2 - blur, glitterdust, mirror image, knock, invisibility, stinking cloud

Level 3 - haste, slow, minor spell deflection, wraithform, skull trap, MMM

Level 4 - confusion, improved invisibility, greater malison, wizard eye, spirit armor

Level 5 - shadow door, spell immunity (divination only), cloudkill, chaos

Level 6 - improved haste, mislead, contingency, death fog, PW: silence, invisible stalker

Level 7 - Mass invisibility, project image, PW:stun

Level 8 - Incendiary cloud, PW:blind, maze, simulacrum

Note that this character will not be the only mage in the party, so the job of spell protection removal can be elsewhere. Any spell suggestions (or suggestions about thief skill progression or weapon proficiencies) are welcome.
Post edited by Vakarian on

Comments

  • lunarlunar Member Posts: 3,460
    Lvl 8-pw:blind is nice. Incendiary cloud can be added in for quite a bit of damage, think of it as a ninja's explosive smoke bomb that hinders and hurts enemies. You can add stinking cloud and cloudkill spells in the same way, too.

    Lvl9-time stop and black blade of the disaster backstabs for the win!!! You might not be able to reach these high lvls as a mage, however there are always scrolls and simulacrum tricks.
  • VakarianVakarian Member Posts: 94
    edited April 2014
    @jackjack @lunar - good call. I like those choices, especially thinking of incendiary clouds (and the other cloud spells) as smoke bombs. You could extend the concept to cover things like blindness and glitterdust (blinding powders), sleep (sleep powder), and web (alchemical goo grenade), maybe think of a few others as mind-affecting alchemical concoctions (spook, confusion)
    @elminster - I like minor spell deflection at 3, but I think that non-detection might be in the "extremely limited utility" category.

    Could use a few more to fill out lvls 3-6...
    Post edited by Vakarian on
  • CrevsDaakCrevsDaak Member Posts: 7,155

    MMM (arcane ninja stars).

    And Energy Blades of course!
  • VakarianVakarian Member Posts: 94
    edited April 2014
    Thanks for all the suggestions. Some really good ideas in there - I want to stay at around 4-6 spell options per level, so a few might need to be cut out.
    CrevsDaak said:

    Skulltrap and Fireball seem to me like a Fire-bomb or a Magical-trap a Ninja could throw/set.

    I agree these both fit well, but I'm running low on lvl 3 slots (especially since I just remembered about wraithform). I'll go with skulltrap and leave fireball out, since there actually are fire-bomb potions already in the game.
    jacobtan said:

    How about Chaos, Ghost Armor, Protection from Normal Missiles, and Invisible Stalker?

    Good call on chaos. Limited slots for lvl 3, so I'll go with spirit armor at 4 instead of ghost armor, and no room for prot from normal missiles. Not sure how I feel about summoning spells for this character...if I go that route, I agree that the invis stalker would mesh well.

    If I'm right in seeing your ninja as a bit of a saboteur, then Glitterdust, MMM (arcane ninja stars), Wizard Eye, Sunfire, Invisible Stalker, Improved Haste, True Sight might make sense.

    Love the idea of MMM as magic shuriken (wish I could get energy blades, but no mage HLAs). Glitterdust and improved haste are both must-haves. Wizard eye is interesting - I could see it as using heightened senses (whether sight, hearing, or whatever) to observe their surroundings from a distance. True sight would fit well, but will be redundant with detect illusions from thief levels. Not sure about sunfire.

    Rolled the character and started playing yesterday - just hit lvls 3/3/4, and she's just getting to the point where she's starting to feel ninja-like.

    [updated list above]
  • jacobtanjacobtan Member Posts: 655
    edited April 2014
    For L2, instead of Web, have you considered Stinking Cloud? It reminds me of those gas bombs that ninjas use to help in escaping tight spots.

    For L6, if you're going the cloud spell route, Death Fog is also an option. It's gassy and feels like something from a trap. Other candidates are Contingency (a cunning ninja will have escape hatches) and Power Word Silence (for someone whose job involves silence and silencing people).
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @Vakarian‌ Wraithform isn't in BG2:EE, I don't know why but it haven't been added, so you can use other spells for BG2.
  • VakarianVakarian Member Posts: 94
    edited April 2014
    @jacobtan - I actually had stinking cloud in the lvl 2 list until a couple of minutes ago (realized I had seven spells up and wanted to limit myself to six.) Will have to think about switching. [edit: You're right - if I'm going with cloud spells as gas bombs, I should have them all.] I like those choices for lvl 6.

    @jackjack - not sure what all the options are for late SoA into ToB, but I was thinking of main-handing that wisdom-draining wakizashi and off-handing the scarlet ninjato after getting UAI. Definitely going with darts for ranged. Not sure what to do with the leftover profs - either 3 or 4 left depending on if I put 2 or 3 pips in two-weapon style.

    @CrevsDaak - yeah, I saw that about wraithform, but @Dee put up a fix to include it at http://forum.baldursgate.com/discussion/23821/7007-core-no-wraithform

    [updated spell list]
    Post edited by Vakarian on
  • VakarianVakarian Member Posts: 94
    Apologies for the thread necromancy, but I wanted to solicit some opinions on weapon proficiencies. My character currently has two pips in scimitar/wakizashi/ninja-to, darts, and 2-weapon style. Just about to hit fighter-9 for the next prof, and I'll have a total of four more at the XP cap. I'm mainly considering two options right now - either two pips in both daggers (mostly for throwing daggers, but potentially another melee option) and quarterstaves (occasionally need to use a blunt weapon, and it seems like the best fit for a ninja) OR two pips in quarterstaves, one in two-handed weapon style, and the third pip in 2-weapon style. So, basically daggers vs better use of staves and off-hand weapons. Or am I missing something else that would fit better for this character?

    Also, just want to note that this has probably been the most enjoyable character I've played (and probably my best chance of making it to the end of the game before my restartitis kicks in.) A strong sense of character has made it much easier to roleplay (rather than metagame) my way through in terms of selecting companions, choosing which quests to go on/how to complete them, and even how to approach battles. It's been a lot of fun.
  • jackjackjackjack Member Posts: 3,251
    One thing I will say is that the third pip in dual-wielding is better spent elsewhere, as it only affects your offhand weapon's Thac0.
  • wizzywazzowizzywazzo Member Posts: 33
    I might add that level 4 teleport would synergize well with the style of play you described. Set down the teleport field on top of yourself and throw your darts or MMM at incoming enemies without fear of becoming completely surrounded- Very ninja like.
  • elminsterelminster Member, Developer Posts: 16,317
    I'd go with the ** in daggers and quarterstaves.
  • mumumomomumumomo Member Posts: 635
    for character flavor : daggers and quarterstaves (i really like the look of a character dual wielding a sword and a dagger. It's much better than 2 swords).
  • AnduinAnduin Member Posts: 5,745
    Your a ninja and your not going to take the awesomeness of the wraith form spell?
  • AnduinAnduin Member Posts: 5,745
    Actually you are... just spotted it...
  • VakarianVakarian Member Posts: 94
    edited May 2014
    Thanks everyone - I appreciate all the suggestions. Like @Blackraven and @CrevsDaak I usually go for the third pip in TWS with my dual-wielding characters (even with it's questionable benefit), but with the limited proficiency points for a FMT, I agree with the majority opinion that ** in both daggers and quarterstaves are a better fit for the character.
  • ElrandirElrandir Member Posts: 1,664
    jacobtan said:

    CrevsDaak said:

    MMM (arcane ninja stars).

    And Energy Blades of course!
    A ninja will call them "shuriken" LOL
    Shuriken energy blades? What is this, Naruto? ;p
Sign In or Register to comment.