Top Tier? Mid Tier? Bottom Tier? Rate Arcane Spells. IWDEE edition (Currently mage level 2)
elminster
Member, Developer Posts: 16,317
Some time ago on the forum @bbear put up a thread where we gave ratings for all the different arcane spells (there was another one I believe for divine spells that someone else might have put up). That was regarding BG1 and BG2. However, I've found that there aren't that many spell guides for Icewind Dale compared to BG1/2, so I was hoping to see what the community thought of various spells. The enemies you face in Icewind Dale are also different and and as many of you have been discovering there are a number of spells in IWD that work differently compared to BG1/2.
Anywho, just like the old thread 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.
Anywho, just like the old thread 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.
Post edited by elminster on
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Top Tier
Armor - 5/5
Burning Hands 5/5 - (largely due to how many trolls you'll encounter)
Identify 5/5 (especially when used with a sorcerer)
Nahal's Reckless Dweomer - 5/5 (lets you cast spells you learn way sooner than you otherwise could)
Spook - 5/5
Grease - 5/5
Chromatic Orb - 4/5
Find Familiar - 4/5 (unlike bg2 it doesn't get better with level)
Friends - 4/5 (money is tight and this lets you save money)
Mid Tier
Shield - 3.5/5 (duration is based on level)
Magic Missile - 3.5/5
Shocking Grasp - 3/5
Color Spray - 3/5
Protection from Evil - 3/5 (only this high because it gives charm protection)
Sleep - 3/5
Expedious Retreat - 3/5
Chill Touch - 2.5/5
Bottom Tier
Larloch's Minor Drain - 2/5
Charm Person - 2/5
Reflected Image - 1/5
Infravision - 0/5
As for the spell "Friends", I'm not sure if it's a bug or not but I have noticed no change to prices when my sorcerer used a scroll to boost his charisma from 17 to 22. (The price remained the same when I used my 9 charisma Thief to speak to the merchants)
Otherwise I pretty much agree with Elminster's list.
Chromatic orb is a 5/5. I use it more than magic missile with the stun effect being how it is. Identify is ok I guess but now everyone has a pure class bard so it's kinda obsolete.
I generally prefer shield over armor because of the protection from magic missile and now in iwd... That other magic missile spell with the one dudes name. Force missile or something. Otherwise pretty good.
Any character can now summon a familiar (if he can use the spell) though you may still only have one familiar per party.
Find familiar. It works only for one character, and it only provide some HP bonus, everything else isn't very useful. 3,5/5
Shield. Protects from magic missile. Many enemies love magic missile, and if you play Insane (not to mention HoF Mode) a single Magic Missile almost kills you. 5/5
Magic Missile. You didn't mention it. Less useful than Chromatic Orb. 3,5/5
Sleep. It's useful only in the very first part of the game. 3/5
Friends. It should work, but you high charisma character should be the leader to get the discount.
Shield is lower because its duration sucks compared to Armor (5 rounds/level). With Armor you only take up 1 spell slot/rest, which is a huge advantage.
There are enemies that cast magic missile but not that many and they are later on.
Shield is better for Mages that spend most of the time in the front line as well as solo Mages.
Magic Missile isn't really that good anymore. No Mirror Images or Stone Skins to strip. No Improved Aclarity to turn it into a machine gun. There are better damage skills at high level. Eh.
Identify should come with a disclaimer, anyone with a decent lore score will turn this into a 0/5
Ditto with PfE and Clerics.
Not impressed with spells so far, particularly since scrolls are apparently VERY rare. I literally got my mage to 3rd level spells with 0 spells known, and only 1 on 2nd level spells, too. Also, since I'm doing HoF about 99% of the spells are completely useless. Wohoo my Magic Missile did 10 damage to that 100hp goblin! That's quite the performance.
So far the only spell I've been able to use at least somewhat effectively is Horror, though of course it seems that a lot of the time feared enemies just keep on fighting anyway. At this point I'm really hoping that my mage will be vindicated at higher levels and start wrecking stuff if and when I find the right spells...
Maybe the first group will use armor, but it's not going to be crucial.
The fighter/mages will use armor until they can use better spells (even if shorter).
In both cases armor is a decent spell but not a game-breaking spell.
In my experience, my mages suffers more from magic missile (or ranged weapons) than from other physical attacks.
And in IWD you reach level 5 quite soon, so you'll be able to cast ghost armor (AC 3).
BUT I see your point. Armor Last one full day, and it's a first level spell. and for some reason I thought Ghost Armor had a longer duration (it's just 1 round per level).
Or well, I guess Grasp deals more damage on lvl 1 and 2?
Chromatic Orb - 5/5 (Don't other with it early, but by 5th level it's a solid stun spell. The removed save bonus makes it so much better than in BG2.)
Find Familiar - 5*/5 (No good reason not to cast it once. No good reason to ever cast it again.)
Shield - 4/5 (Solid defense against the things most likely to kill your mage. Magic Missile immunity is also fantastic for dealing with Imbued Wights, especially on higher difficulties.)
Magic Missile - 4/5 (Still a solid, fast-casting damage spell, but there aren't quite as many Mirror Images to strip as in BG2. Nonetheless, not a good candidate to skip.)
Armor - 3/5 (Crucial for fighter/mages, otherwise just makes your mage die in 10 seconds instead of 5 and is quickly rendered obsolete by robes/bracers.)
Burning Hands - 3/5 (Solid damage, AOE, and trollkilling, offset by the fast that your mage won't last long that close to the action. As with Armor, better for fighter/mages.)
Identify - 3*/5 (Fantastic unless you have a bard, but let's face it, you probably have a bard.)
Grease - 3/5 (While somewhat useful, grease fails to live up to its BG2 counterpart, and is easily replaced by better spells.)
Friends - 2/5 (Alright if you didn't roll anyone with a high Charisma, but even then, not game-changing. Ultimately forgettable.)
Sleep - 2/5 (Weaker than in BG2 and loses its effectiveness more quickly. The fact that the first major "dungeon" is undead-based doesn't help matters.)
Reflected Image - 2/5 (Not that I'd argue it's *good*, mind you, but it does chump a hit. That's worth something. Kind of.)
Shocking Grasp - 1/5 (Would be 3/5 except that Magic Missile is strictly better for most of the game.)
Magic Missle:
(1d4+1)/Missle, Extra missle per 2 caster levels, Maximum of 5 missles at level9
Shocking Grasp:
1d8+(1/level), no damage maximum (
Let's compare their damage (neglecting distance) at Level 1, 2, 3, 5, 9, 15, and 18
MM: 2-5
SG: 2-9
-lvl2-
MM: 2-5
SG: 3-10
-lvl3-
MM: 4-10
SG: 4-11
-lvl5-
MM: 6-15
SG: 6-13
-lvl9-
MM: 10-25
SG: 10-17
-lvl15-
MM: 10-25
SG: 15-22
-lvl18-
MM: 10-25
SG: 18-25
So Shocking Grasp (damage-wise) is superior from level1 to level4, but starting at level 5 it will be outscaled by Magic Missle until level 18.
So unless people plan to go over level18, shocking grasp is only good for the initial 4 levels provided the mage isn't hacked to pieces on the frontlines! But it will still be a better choice for damage (not distance!) much later in game. Though it takes 18 levels to have the maximum damage potential as magic missle whereas Magic Missle only takes 9 levels to max out its potential, this spell is perhaps at best better for mages to scribe on their spellbook, not for sorcerers.
Edit: To put things in perspectives, 5 missles also mean 5 chances of bypassing %-based magic resistance, whereas shocking grasp only has 1 chance. A creature with magic resistance may resist shocking grasp all at once but it may take at least some damage from magic missle. Combined with magic missle's distance, it's probably still a better choice than shocking grasp throughout the game.
But I don't remember Fireball being so powerful.
Did they tweak some of its hidden, internal mechanics?
It's ludicrously strong! I'd dare say even more so than Skull Trap.
High Tier:
Mirror Image - 5/5 (Easily one of the best defensive spells in the game.)
Web - 5/5 (Good for setting up killing fields, and free action will let your characters move through it. Doesn't work against big enemies, but will still save you butt.)
Chaos Shield 4/5 (Great spell to use with Nahal's, but not worth it on its own. Nahal's is incredibly powerful, though, so Chaos Shield ends up being pretty good.)
Glitterdust - 4/5 (Solid crowd control. Stuff like this is what 2nd level is for.)
Horror - 4/5 (See Glitterdust. Seems weirdly unreliable in its effects, though.)
Stinking Cloud - 4/5 (Good for setting up killing fields. Bad in that it doesn't affect undead.)
Middle Tier:
Cat's Grace - 3/5 (Not bad, but not great. The long duration helps a lot, but powergamed parties will see limited returns.)
Invisibility - 3/5 (Great for scouting if your rogue isn't up to it. Also good for getting your fighters into positions they couldn't get otherwise.)
Melf's Acid Arrow - 3/5 (Decent damage spell, useful for disrupting spells and killing trolls. Not spectacular at either.)
Resist Fear - 3/5 (Somewhat useful sometimes, but a number of other spells provide similar effects, so it's not great.)
Snilloc's Snowball Swarm - 3/5 (Basically pre-fireball. Not bad, not great.)
Strength - 3/5 (Better for high-strength characters than in BG, but worse for everyone else. As such, it loses its primary utility and becomes merely an okay buff for one fighter.)
Agannazar's Scorcher - 2/5 (Not bad when you first get it, and can kill many trolls at once, but ultimately forgettable.)
Blindness - 2/5 (Not bad on its own merits, but is overshadowed by Chromatic Orb. This won't be the last time you hear that.)
Detect Invisibility - 2/5 (There aren't a lot of invisible enemies in IWD, but when there are this spell is handy.)
Ghoul Touch - 2/5 (Oh, look, it's Chromatic Orb but a level higher and melee.)
Knock - 2/5 (Your thief should be able to handle this, with the sole exception of the box in Conlan's smithy, and you might as well just use a scroll for that.)
Ray of Enfeeblement - 2/5 (Chromatic Orb, as usual, is better.)
Low Tier:
Blur - 1/5 (Why would you cast this when you can cast Mirror Image instead?)
Deafness - 1/5 (Blindness does a better job of gimping spellcasters, and Chromatic Orb does a better job of gimping literally everything.)
Decastave - 1/5 (If you're down to whacking enemies with a staff, draining 1d2 points of damage per hit isn't gonna help.)
Detect Evil - 1/5 (It's like using Invisibility to scout, only less informative.)
Know Alignment - 1/5 (Utterly unhelpful.)
Luck - 1/5 (The bonus provided is fantastic, but too broad in its effects to be leveraged in the minuscule duration.)
Power Word, Sleep - 1/5 (No one thing with less than 20 hit points is worth wasting a spell on.)
Protection from Petrification 1*/5 (I honestly don't remember if there are any basilisks in IWD. If there are, this has fringe uses. But overall it's awful.)
?? Tier:
Vocalize - ??/5 (Haven't used this, so I don't know if it can be cast while Silenced. If yes, 3/5. If no, 1/5.)
-Top Tier-
Glitterdust 5/5
Snilloc's Snowball Swarm - 5/5
Web 5/5
Blur - 4.5/5
Melf's Acid Arrow - 4.5/5
Mirror Image - 4.5/5
Horror 4/5
Invisibility 4/5
Stinking Cloud - 4/5
Strength 4/5
-Middle Tier-
Agannazar's Scorcher - 3.5/5
Blindness - 3.5/5
Cat's Grace - 3.5/5
Ghoul Touch - 3.5/5
Deafness - 3/5
Luck - 3/5
Protection from Petrification 3/5
Ray of Enfeeblement - 3/5 (4/5 when used against Large opponents such as giants)
Vocalize - 3/5 (I'd still have 1 memorized just in case)
Power Word, Sleep - 2.5/5
Resist Fear - 2.5/5
-Bottom Tier-
Decastave - 2/5
Detect Invisibility - 2/5
Knock - 2/5
Detect Evil - 1/5
Know Alignment - 1/5
Well yeah Mirror Image is better, but who says you can't use both? I think Shield is way better than Armor: better missile defense, much shorter casting time AND magic missile protection. Also, although Shield doesn't last as long, it still lasts a really long time. 5 rounds per level ends up being a lot.
In HoF, I hate to run anywhere hostile without [i]shield[/i] - it gives me the AC I need to survive a buncha hits, and it blocks [i]magic missile[/i]s that seem so prevalant from caster enemies. [i]Chromatic orb[/i] is [i]vital[/i] in HoF once I hit Mage level 7 since, on a failed save, it paralyzes a non-Undead foe for [i]13 rounds[/i]!