What does everybody else like to put in their Contingency and Sequencer spells? Making this post largely out of curiosity and to see if perhaps there's some awesome combo that I overlooked. Minor Sequencer
- I used to put double Magic Missiles in this slot ("Say hello to my Ten-Shooter! PEW PEW!"), but after encountering a certain Planeswalking Rakshasa in Siege of Dragonspear, I've since changed it to a combined Web+Stinking Cloud. I've found it to be quite a nasty combo for hurling into the back of a large group of enemies and having them permanently incapacitated from one spell or the other.Contingency
- You can't really go wrong with the classic "Stoneskin at 50% health", but I got a bit tired of having to recast my Contingency every time my Mage took a lucky high-rolling Fireball to the face, so I instead changed it to "Improved Invisibility at 25% health". This not only tends to take my Mage out of immediate danger (primarily because it also prevents spellcasters from directly targeting me), but it also gives me time to re-position and perhaps cast some other defensive spells before attacking again.Spell Sequencer
- I used to put 3x Flame Arrow into this to provide a heavy hitting puncher, but more recently I've started putting 3x Skull Trap thanks to the Tweaks mod that improves the detonation trigger for Skull Traps if you cast it into an area where enemies are standing. Much fewer creatures are immune to Magic damage, and it packs a small (so it's less likely to hurt your front line fighters) AOE burst into the bargain.Spell Trigger
- I usually use this as my "Shield Breaker", with a combination of Pierce Magic+Breach+Lower Resistance, for use against spellcasting foes like Liches. At higher levels though I usually need to throw in a Pierce Shield first to remove any high-level wards before casting this.Chain Contingency
- This one I'm torn about. My current plan is to put in a 3x Horrid Wilting (since BG's version of Horrid Wilting doesn't affect party members) on "Enemy that last hit the Mage" when my Mage falls to 10% HP (again, I'm trying to avoid having to recast my Contingencies too often) as a "Doomsday Nuke" when things get really desperate, but there are lots of other defensive strategies I could use too.