Fill your spell slots for me.

You have a mage, a cleric and a druid.
The progression is as follows:
Mage: 7/7/7/6/6/5/4/3/2
Cleric: 7/6/6/5/4/3/2
Druid: 7/6/6/5/4/3/2
I want to see how you fill your spell slots for an average unspecified day of adventuring in bg2.
The important part is the justification, so I and everyone else can benefit from your wisdom.
The progression is as follows:
Mage: 7/7/7/6/6/5/4/3/2
Cleric: 7/6/6/5/4/3/2
Druid: 7/6/6/5/4/3/2
I want to see how you fill your spell slots for an average unspecified day of adventuring in bg2.
The important part is the justification, so I and everyone else can benefit from your wisdom.
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Comments
Cleric: Heal Minor Wounds x 7, no further spells needed.
Druid: Don't use druids. What is this, 1992? Come on.
Magic Missile, Chromatic Orb, Identify, Knock, Mirror Image, Dispel Magic, Fireball, Haste, Hold Person, Protection From xy, Greater Malison, Improved Invisibility, Otiluke's Resilient Sphere,Stoneskin,...
(that`s only Mage Lev 4 Spells -> Lev 5 and Cleric to lev 5 missing)
I can recall maybe enough to kill a Dragon with that "average unspecified day"
I change my spells constantly. Rarely a day goes by in Baldur's Gate where I have not switched up my spells for the challenge at hand.
The only things I always, always, always have on my guys:
Stoneskin/Iron Skins
Blur + Mirror Images for mages
Armor of Faith + at least one Lesser Restoration for Clerics
Breach/Ruby Ray of Reversal/Lower Magic Resist (basically always, always make sure I have a bunch of spells prepped to strip buffs off casters)
Summon Woodland Being is another spell I frequently make use of for druids. A level 4 spell that summons a creature with level 5-7 divine spells? Nerf now, plz.
Cleric first lvl doom druid entagle, second lvl Duhm and chant, third animate dead for cleric call lightning/dispel for druid, fourth lvl defensive harmony and poison (for druids poison switched to call woodland being), fifth lvl true seeing,chaotic commands for cleric iron skin and insects for druid, sixth lvl aerial servant and blade barrier for cleric for druids this is the most useless lvl in my oppinion but elementals for druid, sevents lvl GATE!!
1. Magic Missile x7
2. Mirror Image x4, Melf's Acid Arrow x2, Resist Fear x1
3. Skull Trap x3, Melf's Minute Meteor x3, Dispel Magic x1
4. Stoneskin x2, Improved Invisibility x1, Greater Malison x1, Secret Word x2
5. Chaos x2, Breach x2, Spell Immunity x1, Sunfire/Cone of Cold x1
6. Flesh to Stone x3, Contingency x1, True Sight x1
7. Finger of Death x2, Prismatic Spray x1, Sphere of Chaos x1
8. Abi Dalzim's Horrid Wilting x3
9. Spell Trap, Time Stop
Note: For defense all you really need is mirror images, stoneskin, spell trap, and a ring of fire resistance. Put a Mislead, Invisibility or Stoneskin in your Contingency.
Alarm/Mount/Detect Secret Doors/Disguise Self/Jump
Arcane Lock/Locate Object/Detect Thoughts/Spider Climb/Rope Trick
Water Breathing/Tongues/Arcane Sight/Tiny Hut/Fly
Minor Creation/Secure Shelter/Scrying/Illusory Wall/Hallucinatory Terrain
FMT's Private Sanctum/Teleport/Secret Chest/Sending/Mirage Arcana
Wall of Iron/Veil/Control Water/Move Earth/Guards and Wards
FMT's Magnificent Mansion/Ethereal Jaunt/Forcecage/Reverse Gravity
Discern Location/Temporal Stasis/Screen
Etherealness/Astral Projection