Themed Sorcerers
Dave35
Member Posts: 3
I've been wanting to play through the whole trilogy (using BGT and SCS) with a themed sorcerer for a while, but have been struggling with spell selection... It seems impossible to get a consistent repetoire of spells together without leaving nasty gaps in attack or defense, and as I've yet to play a char past level 12 I've only really got the spell desciptions to work from. So, bearing in mind he's not meant to be anywhere near optimal, how badly would this guy do (party or not)?
1st
Magic Missile
Shield
Identify
Protection from Petrification
Protection from Evil
2nd
Agannazar's Scorcher
Detect Invisibility
Strength
Melf's Acid Arrow
Blur
3rd
Lightning Bolt
Minor Spell Deflection
Spell Thrust
Melf's Minute Meteors
Remove Magic
4th
Ice Storm
Stoneskin
Fireshield (Red)
Fireshield (Blue)
Spirit Armor
5th
Cone of Cold
Breach
Lower Resistance
Phantom Blade
Spell Shield
6th
Chain Lightning
Spell Deflection
Improved Haste
Tenser's Transformation
True Sight
Contingency
7th
Ruby Ray of Reversal
Mordenkainen's Sword
Spell Turning
Khelben's Warding Whip
Spell Sequencer
8th
Spell Trigger
Incendiary Cloud
Simulacrum
Protection from Energy
9th
Chain Contingency
Black Blade of Disaster
Spell Trap
Spellstrike
He's meant to focus on spell duels, elemental attacks, and getting stuck into melee late game.
1st
Magic Missile
Shield
Identify
Protection from Petrification
Protection from Evil
2nd
Agannazar's Scorcher
Detect Invisibility
Strength
Melf's Acid Arrow
Blur
3rd
Lightning Bolt
Minor Spell Deflection
Spell Thrust
Melf's Minute Meteors
Remove Magic
4th
Ice Storm
Stoneskin
Fireshield (Red)
Fireshield (Blue)
Spirit Armor
5th
Cone of Cold
Breach
Lower Resistance
Phantom Blade
Spell Shield
6th
Chain Lightning
Spell Deflection
Improved Haste
Tenser's Transformation
True Sight
Contingency
7th
Ruby Ray of Reversal
Mordenkainen's Sword
Spell Turning
Khelben's Warding Whip
Spell Sequencer
8th
Spell Trigger
Incendiary Cloud
Simulacrum
Protection from Energy
9th
Chain Contingency
Black Blade of Disaster
Spell Trap
Spellstrike
He's meant to focus on spell duels, elemental attacks, and getting stuck into melee late game.
1
Comments
I played a Necromancer on a PW in NWN2 for a while. He was pretty cool, but had some definite holes in his spell list owning to the fact that 90% or more were necromancy in nature. Made for a fun play though.
If you are worried about holes, simply have a second arcane caster to fill the gaps though. That will work out nicely.
Your sorc lacks crowd control. No web, no slow, no emotion:hopelesness and no chaos. No greater malison either. I would ditch phantom blade (only useful against undead but you will still suck at melee unless you tenser's) and get chaos for it is very very useful against groups of enemies. Two fireshields are a waste, IMHO, pick one (cold one is good for offense as cold damage is resisted only by undead. warm one is better for defense as fire damage from enemies is more common) and get malison or emotion instead the other one. No Abi Dalzim and pw:blind really undermines your power at lvl 8, but it is workable. And, uhh, wait, no Time Stop? It is one of the most powerful, useful and cool spells IMHO.
Lvl1:
Identify - it is possible to know the properties of some objects through The Force.
Spook - inspire fear with The Force.
Larloch's Minor Drain - drain Living Force with The Force (i know, sounds redudndant).
Shocking Grasp - low level Force-lightning-like spell.
Infravision - living creatures detection through The Force.
Lvl2:
Mirror Image - Self-image distortions through The Force.
Blur - same reasons as Mirror Image.
Strength - use of The Force to enhance physical capabilities.
Knock - use of The Force's Telekinesis power to open a door.
Ray of Enfeeblement - massive Living-Force drain.
Lvl3:
Vampiric Touch - more life-draining stuff.
Haste - incrase of physical capabilities through The Force.
Hold Person - hold through Force-based Telekinesis.
Hold Undead - same as Hold Person, Undead aren't immune to Telekinesis.
Lightning Bolt - first serious Force-lightning spell.
Lvl4:
Spirit Armor (altrough you might prefer to f*ck this up and go with Stoneskin) - Force telekinesis and self-image distortions.
Minor Globe of Invenrability - Force protection from low-energy Force attacks.
Farsight - use of the Force as a divination device.
Confusion - like fear and other mind-tricks, it can be induced by the Force.
Contagion - more life draining/necromantic stuff here.
Lvl5:
Breach - destroying enemy defenses by interrupting their focus on the Force.
Domination - more mind trickery ahead!
Spell Shield - use of the Force as a mental barrier to prevent enemy disturbances.
Shadow Door - use of The Force as a mental/visual cloak for enemies.
Spell Immunity - concentration of a mental Force barrier to prevent different attacks from enemies.
Lvl6:
Chain Lightning - the real lightning spell, a must for every Sith!
Death Spell - use of the Force to kill their minds.
Improved Haste - more spells that enhance physical abilities trhough the Force.
Tenser's Transformation - use of the Force to increase physical capabilities.
True Sight - creature-detection through the Force.
Lvl7:
Finger of Death - for more Force mind-killing enemies.
Power Word Stun - more Force-based mind attacks to incapacitate the opponent.
Mass Invisibility - more Force-based cloaking spells.
Ruby Ray of Reversal - destroying enemy defenses by interrupting their focus on the Force.
Project Image - Force-based creation of a... Naah, it's just for powergaming reasons.
Lvl8:
Bigby's Clenched Fist - more Force-based mind/telekinesis attacks
Symbol, Death - more mind Force-based attacks.
Symbol, Stun - same.
Symbol, Fear - same.
Abi Dalzim's Horrid Wilting or Incendiary Cloud - uhm, powergaming reasons, anyway ADHW might have more RP flavor here.
Lvl9:
Energy Drain - more life draining spells, even if useless.
Power Word Kill - Force-vased mind-killing.
Bigby's Crushing Hand - same as Bigby's Clenched Fist.
Spell Trap - absorb the energy of enemy attacks.
Wish - powergaming reasons and nothing else was fitting enough anyway.
Lvl10:
Sorcerers get all the level 10 spells so this does not matter.
The only changes I would make are that the Jedi or Sith needs Charm Person at level one, and Dire Charm at level three. Or is that more of a Jedi thing than a Sith thing? Come to think of it, in the movies, only the good Jedi do it.
*waves hand at @CrevsDaak and intones* "You will use the Force for knowledge and defense, *never* for attack, and to exert a strong influence on the weak-minded."
What list of themed sorcerer spells would you suggest for a good Jedi? Or, I wonder if fighter-mage would be better than sorcerer for that?
For a Jedi I'd say the best combo is Fighter/Mage/Cleric, but their way of casting spells (through the Force) is much more like the Sorcerer, I think a Sith would also be more accurate as a Fighter/Mage/Cleric, since it opens up more spells of the type they could use (Harm, Chaotic Commands, Jedi might also want Defensive Harmony and of course, Healing Spells) and are more accurate than the Mage spells I gave the Sith Lord in my other post. Thanks you
You could use quarterstaff I guess, but it's less damage. On the other hand, quarterstaff kind of fits the theme that the Jedi/Sith are able to defeat fighters with far superior technology (blasters) using a quaint, outdated, "...elegant weapon, from a more civilized time." Also, the +3 and +4 staves glow like lightsabers, so a quarterstaff wielding "Jedi" in BG, be it sorcerer, or fighter-cleric-mage, does kind of look the part.
We could even add whips since some Sith use lightships, and others even prefer bladed weapons instead of lightsabers (of course, they are covered in cortosis to be able to parry lightsabers, and most probably vibroblades or nastier), but I don't see how whips could be implemented in the infinity engine so I'd rather leave them out.
Focus on Melee and Dragon attacks
Lvl1: Chill Toutch, Shocking Gasp, Burning Hands, Armor, Shield
Lvl2: Ghoul Touch, Agannazar Scorcher, Blurr, Mirror image, Strength
Lvl3: Vampiric Touch, Ghost Armor, Haste, Fireball, Flame Arrow
Lvl4: Fireshield Red, Stoneskin, Polymorp self, Spirit Armor, Enchanted Weapon
Lvl5: Phantom blade, Sunfire, Lesser Fire elemental, prot. from normal weapons, spell shield
Lvl6: Fire elemantal, Prot from magical weapons, Improved haste, Tenser"s Fransformation, Mislead
Lvl7: Delayed fireball, Mordenkainen's sword, Summon Efreeti, Project Image
Lvl8: Incendiary cloud, Simulacrum, Inproved Mantle, Bigby's
Lvl9: Black blade, Meteor swarm, absolute immunity, shapechange
Lvl10: Dragons Breath, Energy blades
Did I miss any melee (touch range, defence) or Red Dragon (fire) oriented spell?
Enchanted Weapon is a waste of a level 4 slot. Why not Improved Invisibility? Red dragons can be invisible if they want to, can't they? You could reimagine it slighty if you want, since it will amount to being a +4 defensive spell using your suggested playstyle. It could represent your skin getting harder, and the magic defense (cannot be directly targeted by spells) could represent your draconic magic resistance.