Sorcerer Spell Selection BG1 to BG2
jflieder
Member Posts: 115
I've read in various discussions that when you pick spells for a sorcerer, the spells are "permanent" for that character. I understand that when I pick a spell for a sorcerer, he/she has taken that spell. That spell can't be removed/replaced with another spell, and it is permanently one of the limited number of spells the sorcerer can use for that specific level.
My question is whether or not these spell selections, if they are made in a BG1 game, are remade upon importation to BG2. Weapon proficiencies are re-picked, and even an un-kitted character could select to be a kit retroactively upon importing to BG2. Are sorcerer spell selections in the same boat, or are sorcerer spells selections for BG1 kept without exception upon importing to BG2?
My question is whether or not these spell selections, if they are made in a BG1 game, are remade upon importation to BG2. Weapon proficiencies are re-picked, and even an un-kitted character could select to be a kit retroactively upon importing to BG2. Are sorcerer spell selections in the same boat, or are sorcerer spells selections for BG1 kept without exception upon importing to BG2?
0
Comments
I don't think that the developers have decided how to handle BG2EE yet.
Don't worry, you'll always use magic missiles, melf's arrow and fire arrow , leave Haste and Strength for your backup mages to cast ;D
In general, don't take spells that eventually lose their usefulness, like Sleep. As amazing as it is early, it's useless once you fight level 12 and above monsters. If there's an HD component to it, it's probably not a solid permanent spell choice.
1 - Magic Missile, chromatic orb and spook
2- Melf's arrow, aganazzar , mirror image
3- skull trap, remove magic and slow
4- stoneskin , polyphorm self, greater malison
5 - breach, lower resistance , animate dead
6 - prot form magic weapons , true sight , chain lightning
7 - finger of death , mordekainen's sword , project image
8 - abi dhalzim, power word blind
9 - time stop, improved alacrity
1. Protection against evil, shield
2. Web, Resist Fear
3. Flame Arrow
4. Spider Spawn (recommend this as your first summon, and spiders level up with the sorcerer)
5. Sunfire, Spell Immunity
6. Mislead (if you want cheesiness), Death Spell
7. Kelbein's Warding Whip
8. Incendiary Cloud (my favorite spell in lvl 8, does 1-4 damage per level of caster every round for 1 turn), Protection against energy
9. Wish, Spellstrike
10. Planetar, Dragon Breath (like sunfire, ignores magic resistance and it kills kangaxx)
Evoker (DPS/AOE)
Necromancer (CC/Auto-Kill)
Abjurer (Debuff/Dispel)
Transmuter (Buffs)
Conjurer (Summons/DPS)
Enchanter (CC)
Low levels would suck, but once you got lvl 3 spells all around, should be cake walk from there. Hmm, might try this sometime, damn shame they all have to be Human, good thing for Shadowkeeper, edit me up some Elven, Gnome, and Hafling Sorcerers ..... pitty no room for Illusionist maybe trade him in/out for the Enchanter or Transmuter....
Also this group would probably take someone very strong willed to not take spells outside of their School, granted it would be for a RP/Challenge perspective to stay in school, but still. Seems like that would be the whole point/fun of it.
They only all have to be human if you're using actual specialist mages. And even then I believe Transmuter can be half elf, I know Enchanter is something that elves can pick. I think Abjurer might be a half-elf one too.
I believe that in the IE engine for TOB, Elves, Half-Elves and Humans could all be Sorcs.
If enhanced edition allowed us to play bg1 on bg2 engine, developers cut most of them (i hope so, if they don't want to ruin spellbalance, because sorcerer chose betwen allowed spells not find them in the world)
I'm fairly certain it had resist fear in level 2. It might have Pro Fire/Cold as well but I don't remember as my mage ain't there yet. That said you did name a large portion that are missing and that are VERY useful in game.