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BG 2 spell choices for a BG 1 graduate

Hi, I never played BG2 back when it first released. However, I played BG 1 a ton. I'm having trouble with spell choices late in BG 2 and feel like I'm wasting slots with ineffective spells. I'm attempting a solo run with fighter mage. Any suggestion for high levels spells ? I don't mind cheese effects as I'm newbie to all things BG2. I found out the hard way sleep no longer dominates baddies in BG 2...

Comments

  •  TheArtisan TheArtisan Member Posts: 3,277
    Fighter/mage spell selections should differ from regular mages. Also, it'll be more helpful if I knew whether you're dual-classed or multi-classed. A long time ago I posted my personal list of favorite fighter/mage spells, which I've changed a little:

    L1: Armor, Shield, Magic Missile, Reflected Image
    L2: Mirror Image, Blur, Invisibility, Web, Strength (if your strength < 18)
    L3: Slow, Vampiric Touch
    L4: Stoneskin, Improved Invisibility, Fire Shield, Minor Globe of Invulnerability, Polymorph Self
    L5: Breach, Shadow Door, Spell Immunity, Spell Shield, Sunfire
    L6: Mislead, Improved Haste, Protection from Magical Weapons, Contingency, True Sight
    L7: Mordenkainen's Sword, Spell Sequencer, Finger of Death, Limited Wish
    L8: Improved Mantle, Power Word: Blind, Simulacrum, Maze, Spell Trigger
    L9: Time Stop, Black Blade of Disaster, Chain Contingency, Imprisonment (if it's your style, it isn't really my thing), Shapechange
  • JustLeftJustLeft Member Posts: 76
    Check this thread, its for SCS but still applies and very well done.
  • mf2112mf2112 Member, Moderator Posts: 1,919
    A lot of spells are still very useful, they just last even longer now. With a F/M I use Stoneskin. A lot. Like all the time since it lasts so long. Also Mirror Image and Blur, Haste and later Improved Haste once you get 6th level spells. I use wands of fire and cloudkill and scrolls I have already memorized quite a bit to save my memorized spells. I use Invisibility with scrolls and potions since 2nd level is tight and then Improved Invisibility later.

    I use Greater Malison followed by Slow on mobs as it gives a total -8 to their save penalty at that point so slow can be effective even into late game. I will frequently follow that up with Confusion (4th level) or better yet Chaos once I can cast 5 level spells.

    A fun tactic is summon a group of skeletons with Animate Dead and then Haste them. I usually wear the Free Action ring the first couple times I cast Haste on them so I can go for a few battles before resting.

    Once I get Protection from Magic weapons (6th level spell) I (ab)use it. For 4 rounds no magic weapon can touch you. If you are Improved Hasted and dual wielding a couple of long swords or something you can do good damage in a crowd and they won't be able to hurt you. I will use it and run past the front line a lot of times to get to the mage in back before he can do something I won't like. That is, if I am not already invisible and able to sneak round them and get the mage first, then I cast the PfMW and take on the mob. :)

    Later, Mordenkainen's swords will be your best friends. Project image and Simulacrum are also awesome, as is Abi-Dalzim's Horrid Wilting. I like casting Incendiary Cloud into a room and then closing the door.

    The main thing doing solo is protections though, try to keep them up as much as possible. Stoneskin always. I alternate between the free action ring and haste, depending on the fight. Getting slowed or held is typically a quick death sentence so I try to keep the ring on and haste against "safe" enemies that can't paralyze me. I usually keep Protection from Magic Energy (6th level) running since it lasts a turn per level. I use Spell Turning sometimes but almost always from the Book of Infinite Spells. I use Spell Trap but usually only from the Staff of the Magi since it lasts for 8 hours instead of 18 rounds.

  • mf2112mf2112 Member, Moderator Posts: 1,919
    Also make sure to set up a Spell Sequencer and a Spell Trigger for extra spells! 3x Skull Trap or 3x Chain Lightning in the right places can be devastating. Also Contingency and Chain Contingency will save you, always keep them set up. I usually set Contingency to Stoneskin at 50% HP to start with since it will stop you taking damage from hits while you get into a better position. Later I upgrade it to PfMW at 50% HP. Chain Contingency, I usually set to 25% health and have it cast Simulacrum, Protection from Magic Weapons, and Protection from Magic Energy.
  • ArunsunArunsun Member Posts: 1,592

    Fighter/mage spell selections should differ from regular mages. Also, it'll be more helpful if I knew whether you're dual-classed or multi-classed. A long time ago I posted my personal list of favorite fighter/mage spells, which I've changed a little:

    L1: Armor, Shield, Magic Missile, Reflected Image
    L2: Mirror Image, Blur, Invisibility, Web, Strength (if your strength < 18)
    L3: Slow, Vampiric Touch
    L4: Stoneskin, Improved Invisibility, Fire Shield, Minor Globe of Invulnerability, Polymorph Self
    L5: Breach, Shadow Door, Spell Immunity, Spell Shield, Sunfire
    L6: Mislead, Improved Haste, Protection from Magical Weapons, Contingency, True Sight
    L7: Mordenkainen's Sword, Spell Sequencer, Finger of Death, Limited Wish
    L8: Improved Mantle, Power Word: Blind, Simulacrum, Maze, Spell Trigger
    L9: Time Stop, Black Blade of Disaster, Chain Contingency, Imprisonment (if it's your style, it isn't really my thing), Shapechange

    I overall agree with the list, I'd add a couple of spells though:
    Lvl1: Spook: Provides a quick cast control that requires HUUUGE saves.
    Lvl3: Remove magic: quick cast buff removal that'll take care of Fire Shields for example (Breach doesn't) and can work against any enemy (Breach does not work against enemies immune to level 5 spells such as lich)
    Lvl 4: Grand Malison: Extremely good with Celestial Fury+3 and your other control spells.
    Lvl 7: Sphere of chaos: Decent control spell that'll ask for one save per round.
    Lvl 8: Protection from energy: An all-in-one protection spell that does not get removed by either Breach or Spellstrike etc... It provides good tankiness against most offensive spells.
  • lunarlunar Member Posts: 3,460
    edited June 2016
    Have stoneskin active all the time, and have a couple breach spells memorised all the time. Breach is essential to peel off protections off a mage. Does not work on liches so don't bother.

    Mirror image and blur are always good spells to have. İnvisibility can help but note that dragons/demons can see through it.

    Spell immunity is an awesome spell, spell immunity:abjuration makes you immune to enemy dispel/remove magic, it locks in your buffs. Spell immunity:divination protects your illusion buffs from true sight.

    Protection from magic weapons is a must to have, it makes you invulnerable to vampires, golems, mind flayers, ie:icky yucky monsters that you don't want to be touched by.

    Project image allows you to double up your whole spell book at the cost of a lvl 7 spell. You can cast all of your buffs and damaging spells with your image. Mordenkainen sword is the best damage sponge, it is totally invulnerable to all damage save pure magical like magic missile or horrid wilting. Speaking of, horrid wilting (level 8) is the best area damage spell except hlas.

    Contingencies and sequencers/triggers have a lot of uses. You may experiment with them. Contingency:invisibility when helpless (paralysed) can be a life saver, for example. A sequencer with stoneskin+fireshield+improved invisibility can be cast as a quick buff. Spell deflection+pro from magic weapons+improved haste in a trigger can be excellent, as well. Offensively, 3xskull traps is the single most deadly sequencer you can prepare, or 3xflame arrows for single targets not resistant to fire. Sequencer with 3xsunfires or 3xcone of colds also wreak havoc.
  •  TheArtisan TheArtisan Member Posts: 3,277
    edited June 2016
    Arunsun said:

    Fighter/mage spell selections should differ from regular mages. Also, it'll be more helpful if I knew whether you're dual-classed or multi-classed. A long time ago I posted my personal list of favorite fighter/mage spells, which I've changed a little:

    L1: Armor, Shield, Magic Missile, Reflected Image
    L2: Mirror Image, Blur, Invisibility, Web, Strength (if your strength < 18)
    L3: Slow, Vampiric Touch
    L4: Stoneskin, Improved Invisibility, Fire Shield, Minor Globe of Invulnerability, Polymorph Self
    L5: Breach, Shadow Door, Spell Immunity, Spell Shield, Sunfire
    L6: Mislead, Improved Haste, Protection from Magical Weapons, Contingency, True Sight
    L7: Mordenkainen's Sword, Spell Sequencer, Finger of Death, Limited Wish
    L8: Improved Mantle, Power Word: Blind, Simulacrum, Maze, Spell Trigger
    L9: Time Stop, Black Blade of Disaster, Chain Contingency, Imprisonment (if it's your style, it isn't really my thing), Shapechange

    I overall agree with the list, I'd add a couple of spells though:
    Lvl1: Spook: Provides a quick cast control that requires HUUUGE saves.
    Lvl3: Remove magic: quick cast buff removal that'll take care of Fire Shields for example (Breach doesn't) and can work against any enemy (Breach does not work against enemies immune to level 5 spells such as lich)
    Lvl 4: Grand Malison: Extremely good with Celestial Fury+3 and your other control spells.
    Lvl 7: Sphere of chaos: Decent control spell that'll ask for one save per round.
    Lvl 8: Protection from energy: An all-in-one protection spell that does not get removed by either Breach or Spellstrike etc... It provides good tankiness against most offensive spells.

    Spook is a good spell. It's not my favorite, but I admit I overlooked it.
    Remove Magic is not something I recommend for early BG2 especially as a multi F/M because you're not going to be high enough level for it to be reliable - it's worth taking a few casts at higher levels but it almost never works for me in most instances where I need the effect. It's better on bards and single-class mages.
    Greater Malison is only useful to support other mages - very few of the spells on my list require saving throws, so it's only useful in specific cases.
    Sphere of Chaos is a fun gimmick but in no world would I take it over an extra cast of Mordy's sword or even Limited Wish.
    Protection from Energy is not something I use very often but I suppose it's not a bad spell.
  • ArunsunArunsun Member Posts: 1,592

    Arunsun said:

    Fighter/mage spell selections should differ from regular mages. Also, it'll be more helpful if I knew whether you're dual-classed or multi-classed. A long time ago I posted my personal list of favorite fighter/mage spells, which I've changed a little:

    L1: Armor, Shield, Magic Missile, Reflected Image
    L2: Mirror Image, Blur, Invisibility, Web, Strength (if your strength < 18)
    L3: Slow, Vampiric Touch
    L4: Stoneskin, Improved Invisibility, Fire Shield, Minor Globe of Invulnerability, Polymorph Self
    L5: Breach, Shadow Door, Spell Immunity, Spell Shield, Sunfire
    L6: Mislead, Improved Haste, Protection from Magical Weapons, Contingency, True Sight
    L7: Mordenkainen's Sword, Spell Sequencer, Finger of Death, Limited Wish
    L8: Improved Mantle, Power Word: Blind, Simulacrum, Maze, Spell Trigger
    L9: Time Stop, Black Blade of Disaster, Chain Contingency, Imprisonment (if it's your style, it isn't really my thing), Shapechange

    I overall agree with the list, I'd add a couple of spells though:
    Lvl1: Spook: Provides a quick cast control that requires HUUUGE saves.
    Lvl3: Remove magic: quick cast buff removal that'll take care of Fire Shields for example (Breach doesn't) and can work against any enemy (Breach does not work against enemies immune to level 5 spells such as lich)
    Lvl 4: Grand Malison: Extremely good with Celestial Fury+3 and your other control spells.
    Lvl 7: Sphere of chaos: Decent control spell that'll ask for one save per round.
    Lvl 8: Protection from energy: An all-in-one protection spell that does not get removed by either Breach or Spellstrike etc... It provides good tankiness against most offensive spells.

    Spook is a good spell. It's not my favorite, but I admit I overlooked it.
    Remove Magic is not something I recommend for early BG2 especially as a multi F/M because you're not going to be high enough level for it to be reliable - it's worth taking a few casts at higher levels but it almost never works for me in most instances where I need the effect. It's better on bards and single-class mages.
    Greater Malison is only useful to support other mages - very few of the spells on my list require saving throws, so it's only useful in specific cases.
    Sphere of Chaos is a fun gimmick but in no world would I take it over an extra cast of Mordy's sword or even Limited Wish.
    Protection from Energy is not something I use very often but I suppose it's not a bad spell.
    Well, it does depend mostly on whether the OP is dualled (in which case Remove magic is good) or multi ( not so good).
    Greater Malison (always thought it was grand malison for some reason :neutral: ) is a spell I really like. Works very well with spook, web, slow, sphere of chaos and Celestial fury.
    Sphere of chaos is not that reliable indeed (A little too.. chaotic) but it's still quite good, mostly with Greater Malison, and it works better against mages than the spells you mentioned, as it bypasses their protections.
  • MerrepiMerrepi Member Posts: 6
    I'm a human. So dual? I'm using crom fayer.
  • ArunsunArunsun Member Posts: 1,592
    If you are a human then dual it is, which means you'll be able to use remove magic rather reliably and may want to consider the spell
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,760
    I've been playing with a sorcerer in a party of 6 people, with Aerie as as the only other arcane caster besides my sorcerer lately. I have SCS installed. This is what I've chosen so far (I'm at 1,9 mln ready to go to Brynnlaw) - my sorcerer doesn't have many damage spells but he can deal with any spellcaster in the game till Brynnlaw (except for liches, of course) for the rest of the party to be able to finish the job. Also, he can help disable groups of enemies.

    Lvl 1: Spook, Magic Missile, Shield, Protection from Petrification, Identify
    Lvl 2: Mirror Image, Melf's Acid Arrow, Resist Fear, Detect Invisibility, Web
    Lvl 3: Invisibility 10R, Remove Magic, Slow, Spell Thrust
    Lvl 4: Greater Malison, Improved Invisibility, MGoI, Stoneskin
    Lvl 5: Breach, Chaos, Spell Immunity, Spell Shield
    Lvl 6: Pierce Magic, Spell Deflection, True Sight
    Lvl 7: Project Image, Ruby Ray of Reversal
  • RelSundanRelSundan Member Posts: 918
    edited June 2016

    I've been playing with a sorcerer in a party of 6 people, with Aerie as as the only other arcane caster besides my sorcerer lately. I have SCS installed. This is what I've chosen so far (I'm at 1,9 mln ready to go to Brynnlaw) - my sorcerer doesn't have many damage spells but he can deal with any spellcaster in the game till Brynnlaw (except for liches, of course) for the rest of the party to be able to finish the job. Also, he can help disable groups of enemies.

    Lvl 1: Spook, Magic Missile, Shield, Protection from Petrification, Identify
    Lvl 2: Mirror Image, Melf's Acid Arrow, Resist Fear, Detect Invisibility, Web
    Lvl 3: Invisibility 10R, Remove Magic, Slow, Spell Thrust
    Lvl 4: Greater Malison, Improved Invisibility, MGoI, Stoneskin
    Lvl 5: Breach, Chaos, Spell Immunity, Spell Shield
    Lvl 6: Pierce Magic, Spell Deflection, True Sight
    Lvl 7: Project Image, Ruby Ray of Reversal

    Unless you use Aerie for massive boost of Protection from Evil, you really should consider bringing Protection from Evil on your character to avoid summoned Demons and such. This might not happen to you a lot, but just casting a protection from evil to flee demons can be life saving, even late game. That is why it is worth it for being a level 1 spell. It has saved me a couple of times.

    EDIT: Would you mind arguing for the use of Project Image as one of the first level 7 spell choices? Your sorcerer already has enough spells to wreck most enemies and last the entire battle. Sure Project Image *is* a good choice, but I would rather not take it as a top priority.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,760
    I prefer the clerical 4th spell level Protection from Evil spell, yes, because it covers the whole party and lasts for ages, to the wizard 1st spell level version.

    Why Project Image? - Because I like to play cautiously (no-reload) and don't want to get my main character into any trouble.

    One example: the Warden of the Astral Prison.

    I casted Project Image far away from the battle, then this Project Image casted every protection it could and entered the fight against the Warden. This enemy activated Time Stop and then followed with quick insane attacks with his level-draining sword. It required 3 Project Images for this fight while all other party members tried to survive running from the Warden in circles till all the Warden's protections were taken off so that others could hit him. I couldn't risk my main character there - not even once. This is why I prefer to act through Project Image first. Also, a high-level SCS mage needs numerous removals of her spell and battle protections.
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    That's an excellent spellbook for a support sorcerer.

    Not sure about Protection from Petrification though :D. What's that about?! Short term pick for BG1 basilisk hunting?
  • magisenseimagisensei Member Posts: 316
    To add to the list not given yet:

    Levels:

    1) chromatic orb, blind

    2) stinking cloud, glitterdust (blinds monsters and reveals invisibility if saved are missed and is party friendly combine this with greater malison ), horror

    3) invisibility (personal), remove magic (only if pure class), I don't use detect invisibility (because I bring a thief along with that ability or use true sight at higher levels), fireball, skull trap, MMM, minor spell deflection, dispel magic (a must to have), haste (one of the better level 3 spells a must have). hold person (can be useful), slow and vampiric touch (if you don't mind getting too close to the monsters - good for fighter mages)

    4) confusion (is okay), minor sequencer (cast a bunch of instant spells), spider spawn (mix with web for some fun), wizard eye (if you are too lazy to scout with a thief or worried about traps), teleport field (for masses of monsters)

    5) cloud kill, minor spell turning, lower resistance, spell immunity, shadow door, sunfire (if you are a thief mage who scouts and wants the first strike against a room full of monsters), domination

    6) chain lightning, contingency (helps you survive when conditions are meet), death spell, improved haste (cast on your fighter or yourself if you fight), mislead (nice defense), invisible stalker

    7) limited wish, mantle, mordenkainen's sword (best summon to get), spell sequencer





  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,760

    That's an excellent spellbook for a support sorcerer.

    Not sure about Protection from Petrification though :D. What's that about?! Short term pick for BG1 basilisk hunting?

    Actually, it's for beholders ;)
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 614
    Anti-magic ray sir. Byebye spell ;)
  • RelSundanRelSundan Member Posts: 918

    I prefer the clerical 4th spell level Protection from Evil spell, yes, because it covers the whole party and lasts for ages, to the wizard 1st spell level version.

    Why Project Image? - Because I like to play cautiously (no-reload) and don't want to get my main character into any trouble.

    One example: the Warden of the Astral Prison.

    I casted Project Image far away from the battle, then this Project Image casted every protection it could and entered the fight against the Warden. This enemy activated Time Stop and then followed with quick insane attacks with his level-draining sword. It required 3 Project Images for this fight while all other party members tried to survive running from the Warden in circles till all the Warden's protections were taken off so that others could hit him. I couldn't risk my main character there - not even once. This is why I prefer to act through Project Image first. Also, a high-level SCS mage needs numerous removals of her spell and battle protections.

    Well, that really convinced me. I'm getting Project Image.
  • ArunsunArunsun Member Posts: 1,592
    I used not to pick project image, but then I picked it once and now I can't make a mage playthrough without using it. Best spell in the game, really.
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