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Top three spells?

I found these three spells the best/most useful in the game
1. Stone-skin: I found this to be absolutely the best spell in the game, its low lever, instant cast, and makes you ultimatly impervious to any blow taken! By far my favorite and has no downsides!
2. Skull-trap: I find this spell second best due to its major group damage tolls and gets even stronger the more you level up. I makes packs of anything non magic resistant easy kills. Its only downside is it can really hurt your party so you must be careful!
3. Summon plantar/fallen plantar: This spell rocks! Its so good, your basically summoning a goddess to kill everything in her path while you sit back and watch. She also has a chance to steal the soals of victims each hit instantly killing them. Only reason its not number one is its a level 9 spell so you gotta wait up until tob almost to even use it.

Id love to hear any other top three you may have in mind, thank you(:
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Comments

  • FinneousPJFinneousPJ Member Posts: 6,455
    Good list. I would list True Sight, Breach, Remove Magic etc. as very important. High level opponents are all about protective spells.
  • GoturalGotural Member Posts: 1,229
    1 : Chain Contingency. Limitless possibilities !
    2 : Spell Immunity. Unique spell with many uses, can completly negate some encounters.
    3 : Mislead. Insane cheese potential.
  • MoomintrollMoomintroll Member Posts: 1,498
    emotion hopelessness, hold monster, slow
  • ZanianZanian Member Posts: 332
    Mirror Image, Greater Malison and Mordenkainen's Sword. Just to pick 3 that haven't been listed yet.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    I agree that Stoneskin is extremly powerful. Fighting a dragon? Mage stands there all day, eating the hits. Melissan clobbering you? No problem for the Stone! Protection from Magic Weapons is also strong, but only lasts a short time - situationally useful.

    For other spells, I'd definitely have to go with Improved Haste. Nothing cranks up your damage output like double APR, particularly with the right fighter classes, particularly with enough +APR mods to reach 10 APR. Bye-bye... anything!

    Sadly spells can't usually match attacks in damage output (see above) - EXCEPT when it comes to large numbers of enemies. For that, Skull Trap is definitely a great choice (so great it's even nerfed by SCS), but there's also Abi-Dhalzim's Horrid Wilting for more party-friendly bombing, and Dragon's Breath for the really pesky enemies (it ignores magic resistance).

    But yeah, I think Stoneskin and Improved Haste cover about 80% of my spell usage. The rest is mostly dispels (Breach in particular) and the odd situational tool.

    While we're at it: most overrated spell imo is Time Stop. Don't get me wrong, it can be great in some scenarios, but very often it just reduces your damage output by sooo much...
  • deltagodeltago Member Posts: 7,811
    Iron Skin
    Call Woodland Being
    Summon Planar

    Honorable mention goes to Limited Wish and Wish spells.
  • NimranNimran Member Posts: 4,875
    My favorite spells are more fun-based than useful. Polymorph other, because squirrel. Fireshield blue, because enemies take damage every time they hit you, and it's blue. Finally, flesh to stone, because I love turning ordinary goons (not important enemies, mind you) into statues, then smashing them.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    1. Firestorm. Just reshapes the battlefield, utterly crushing any spellcasters in your way since they can't cast while getting pummeled and their low hitpoints make them vulnerable to dying outright. Ignores magic resistance, and a fire-protected character can become a one-man kite with this spell in play. Just a ton of fun.

    2. Improved Haste. Turn your fighter into an unstoppable killing machine. The extra speed also allows them to pull off other tactical chicanery, especially with Boots of Speed.

    3. Death Spell. Sooo many encounters are instantly trivialized by this one, I just love it. Especially since I hate Umber Hulks as much as I do. Clear them off the board immediately, I say!
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    edited October 2014
    @Abi_Dalzim‌
    It somehow feels wrong that you didn't pick Horrid Wilting, especially as it's actually a very strong spell. :P
  • elminsterelminster Member, Developer Posts: 16,317
    1) Stoneskin
    2) Nature's Beauty
    3) Time Stop.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    edited October 2014
    Heindrich said:

    @Abi_Dalzim‌
    It somehow feels wrong that you didn't pick Horrid Wilting, especially as it's actually a very strong spell. :P

    Well, neither did you, so bleh. Firestorm's 2 main advantages are that it ignores magic resistance (I forgot to mention how much I hate Golems) and that it inflicts damage over time, so spellcasters can get disrupted multiple times. I find it very underrated, honestly.

    Hell, I could take issue with your pick of Melf's Meteors. They're nice in theory, but they do so little damage that it just isn't worth it at high levels, with a few situational exceptions. Plus, all that time your mage spends attacking with them, they could be casting more spells. Opportunity cost is a consideration here.

    I actually have never tried Nature's Beauty, for some reason. Good thing I'm running with a Druid right now, so I'll get to see it soon enough. ;)

  • HeindrichHeindrich Member, Moderator Posts: 2,959
    @Abi_Dalzim‌
    I wouldn't dream of imposing my favourite spells on others...

    I meant that given your name... u'd have picked your signature spell. :P
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    Heindrich said:

    @Abi_Dalzim‌
    I wouldn't dream of imposing my favourite spells on others...

    I meant that given your name... u'd have picked your signature spell. :P

    Oops, that last bit caused me to miss the joke. Stupid, stupid stupid. :P

    I do like Horrid Wilting a lot, it's just I wanted something original to top my list. Plus, I've been using more divine casters than arcane these days...at this point, I feel like bonus spells from Wisdom negates a lot of the mage's advantages.
  • elminsterelminster Member, Developer Posts: 16,317
    edited October 2014



    I actually have never tried Nature's Beauty, for some reason. Good thing I'm running with a Druid right now, so I'll get to see it soon enough. ;)

    Its best hidden aspect is that it can be cast while invisible, without breaking invisibility.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    edited October 2014
    elminster said:



    I actually have never tried Nature's Beauty, for some reason. Good thing I'm running with a Druid right now, so I'll get to see it soon enough. ;)

    Its best hidden aspect is that it can be cast while invisible, without breaking invisibility.
    But...but the POINT of the spell is that the Nymph is SEEN! Does not compute! DOES NOT COMPUTE!

    Even if you were soloing, you could combo it with Pixie Dust. Hmm...
  • kaguanakaguana Member Posts: 1,328
    Spells that I like to use:

    Arcane spells
    1. Stoneskin
    2. fire ball
    3. Summon Planetar

    If it Priest / druid spells (beside cure ofc )

    1. Summon Insects
    2. Defensive Harmony
    3. Summon Deva
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    I just can't bring myself to like Divine casters somehow. Everything they do seems so... not worth it. I mean sure there's some nice spells (Firestorm, Iron Skins, Righteous Magic, Draw upon Holy Might) but are they enough of a reason? Just not sure. Perhaps the problem I'm having is that their support spells basically scream "dual class!", and that if you're dualing a fighter you might as well dual it into a mage...
  • JLeeJLee Member Posts: 650
    edited October 2014
    The spells I would select if I could only have three:

    1) Breach
    2) Improved Haste
    3) Pierce Shield (there are other spells that basically have the same function, but I like this one best)

    These choices are influenced by role of course. I usually play in a party, with a non-multi/dual class.

    I agree that True Sight is also very useful. But, since some classes have it as an innate ability, I figured I could go without it on the list.

    Project Image is a major convenience and I considered choosing it. However, it wouldn't be worth very much without the others.

    Enjoyed reading people's responses :)
    Post edited by JLee on
  • SionaSiona Member Posts: 79
    Horror has saved my butt more than any other spell in the game. Summon woodland being is a Druids best spell for a looooooong time. Next best for me would be iron skins.
  • lunarlunar Member Posts: 3,460
    Timestop:Lets you do all sorts of tactical things with ease. Cool beyond words. Only like 3 bosses immune to its effect.
    Horrid wilting:Cruel, cruel damage. In a chain contingency triple wiltings obliterate anything not immune to magic.
    Summon Planetar: Holy! They are overpowered to the max, cast improved haste on it and it will kill most anything. Immune to most everything, has swords that dispel and vorpal, and has spells to put many clerics to shame.

    Melf's minute meteors IS overpowered. It hits as +5, has +5 to hit, does absurd damage per hit:1d4+3 missile plus 3 fire? and its fire damage ignores magic resistance. Helloo, even energy blades spell (high level ability) has lightning damage that does not ignore magic resistance. My fix:only +3 enchanted, +2 to hit as per pnp, does 1 missile damage and plus 1d3 fire damage (that is subject to magic resistance) (pnp version does flat 1d4 damage:I guess it only does fire damage but the text is unclear. So 1 piercing plus 1d3 fire is closer) It should not be able to hit a demilich nor its fire damage should bypass a golem's magic resistance IMHO.
  • MoomintrollMoomintroll Member Posts: 1,498
    Line em up!
    zerglings and hellions, rejoice!
  • dunbardunbar Member Posts: 1,603
    For blood on the walls;
    Mirror Image
    Haste
    Blur
    All at once.
  • DetectiveMittensDetectiveMittens Member Posts: 235
    Web - by far the most potent level 2 wizard spell in the game, exceptionally useful in the early stages in the games where you can get by with a mundane sling or shortbow, a useful bit of free action on your main melee tank makes web the perfect battleground! Progressing into BG2 it loses it's favour for me (for mirror image and melf's acid arrow for those pesky trolls. But it carries me through BG1.

    Chant - useful at all points in the game +1 for 5 rounds. Hell to the yes!

    Insect Plague - So damn OPOP. Makes getting celestial fury easy and completely ignoring Mid-High Level spell-casters for 6 rounds is very useful in those particularly difficult battles. Almost always is in my spellbook as a 1 or 2 of whenever I have a Druid with me.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    1) Spell Immunity
    2) Chain Contingency
    3) Spell Shield
  • MoomintrollMoomintroll Member Posts: 1,498
    Greywackey outfit!
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