Ultimate Sorcerer Spell Selection Guide
Pecker
Member Posts: 28
Hi, I'm a professional Icewind Dale:EE player and I thought I'd make a guide for choosing the most powerful spells for your sorcerer. I know there have been discussions on this topic before, but they're all wrong. So to help fight the spread of misinformation and to provide a helpful resource for newer players, here are my picks for the best spell for each level:
Level 1 - Infravision
No contest here, this is one of the best spells in the game, and it's available right from the start! Icewind Dale is a very dark game at times and the ability to make things glow in the dark should not be underestimated.
Level 2 - Detect Evil
There are a few other very good spells here, such as protection from petrification, but for me the choice is clear. Icewind Dale is a very deep game with complex characters making this spell essential. How terrible would you feel if you accidentally killed a good lizard man, or a friendly boneguard skeleton. This spell has also, on one occasion, saved me from complete catastrophe. I once cast it and found an evil person hiding within my own party of adventurers, undoubtedly biding his time, waiting for the perfect opportunity to stab me in the back. However, I was able to take him out before this could happen thanks to this wonderful spell.
Level 3 - Clairvoyance
This let's you see the entire map in any outdoor area. Knowledge is power. I probably don't have to say anything else to convince you how insanely powerful this spell is.
Level 4 - Farsight
Level 4 is pretty crap in terms of spell selection, not much to look at here with the notable exception of this great spell. Farsight and clairvoyance together is one of the most powerful combinations in the game. Don't be fooled into picking wizard eye instead, farsight is much better.
Level 5 - Contact Other Plane
Now we are starting to pull out the big guns. This spell is amazing. After every rest I always cast this as many times as possible. I always learn so many things I'd never figure out on my own. It's also good if you get lonely and just need some one to talk to. Extra dimensional beings are always there for you when you need them.
Level 6 - Stone to Flesh
Very powerful spell and useful all game. Especially strong during the final battle. Cast this along with clairvoyance and maybe throw down a couple of infravisions and you'll wonder what the hell an easy enemy like Behlifet is doing at the end of the game and not in the orc cave.
Level 7 - Spell Sequencer
This is one of those spells imported from Baldur's Gate that everyone seems to think is too powerful and almost feels like cheating to use since it makes the game so easy, and I agree 100%. Load it up with infravision, detect evil, and farsight and most encounters become trivial. I'll leave it up to you as to whether or not you feel too dirty using it.
Level 8 - Iron Body
As soon as you get this spell just dismiss all of your fighters, you don't need them anymore, they'll just get in the way and slow you down. Just constantly stay in iron man mode and the rest of the game will be a breeze.
Level 9 - Freedom
Here it is. What you've been building up to all game. The ultimate spell. This is another extremely overpowered spell that should not have been brought over to this game. Do not use this if you want the game to be a challenge
Well that's it for now. I spent a lot of time researching, theory crafting, and play testing to bring you guys this ultimate guide, so I hope you all enjoyed reading it and learned something.
Level 1 - Infravision
No contest here, this is one of the best spells in the game, and it's available right from the start! Icewind Dale is a very dark game at times and the ability to make things glow in the dark should not be underestimated.
Level 2 - Detect Evil
There are a few other very good spells here, such as protection from petrification, but for me the choice is clear. Icewind Dale is a very deep game with complex characters making this spell essential. How terrible would you feel if you accidentally killed a good lizard man, or a friendly boneguard skeleton. This spell has also, on one occasion, saved me from complete catastrophe. I once cast it and found an evil person hiding within my own party of adventurers, undoubtedly biding his time, waiting for the perfect opportunity to stab me in the back. However, I was able to take him out before this could happen thanks to this wonderful spell.
Level 3 - Clairvoyance
This let's you see the entire map in any outdoor area. Knowledge is power. I probably don't have to say anything else to convince you how insanely powerful this spell is.
Level 4 - Farsight
Level 4 is pretty crap in terms of spell selection, not much to look at here with the notable exception of this great spell. Farsight and clairvoyance together is one of the most powerful combinations in the game. Don't be fooled into picking wizard eye instead, farsight is much better.
Level 5 - Contact Other Plane
Now we are starting to pull out the big guns. This spell is amazing. After every rest I always cast this as many times as possible. I always learn so many things I'd never figure out on my own. It's also good if you get lonely and just need some one to talk to. Extra dimensional beings are always there for you when you need them.
Level 6 - Stone to Flesh
Very powerful spell and useful all game. Especially strong during the final battle. Cast this along with clairvoyance and maybe throw down a couple of infravisions and you'll wonder what the hell an easy enemy like Behlifet is doing at the end of the game and not in the orc cave.
Level 7 - Spell Sequencer
This is one of those spells imported from Baldur's Gate that everyone seems to think is too powerful and almost feels like cheating to use since it makes the game so easy, and I agree 100%. Load it up with infravision, detect evil, and farsight and most encounters become trivial. I'll leave it up to you as to whether or not you feel too dirty using it.
Level 8 - Iron Body
As soon as you get this spell just dismiss all of your fighters, you don't need them anymore, they'll just get in the way and slow you down. Just constantly stay in iron man mode and the rest of the game will be a breeze.
Level 9 - Freedom
Here it is. What you've been building up to all game. The ultimate spell. This is another extremely overpowered spell that should not have been brought over to this game. Do not use this if you want the game to be a challenge
Well that's it for now. I spent a lot of time researching, theory crafting, and play testing to bring you guys this ultimate guide, so I hope you all enjoyed reading it and learned something.
27
Comments
Level 7 was still kind of a tough choice though. I almost went with Ruby Ray of Reversal. This might surprise some people since it was completely useless in BGII, but it is very powerful in IWD.
I would never select it with a Sorcerer though. It's the cleric version I prefer.
http://www.giantitp.com/comics/oots0890.html
do you have a certificate tio priove that?
that you earn money by playing the game... i really doubt that you do...
Sorcerer is really weak unless you dual it to Beastmaster.
Beastmaster/Sorcerer can Infravision its summons for great synergy.
I am grateful for the necro. This thread really made me laugh and was good to see again.
where does one sign up for this job?
This is just a friendly reminder for everyone to read the site rules.
The feel when you have to use your cat to do your scouting