Not sure where to put this really, but can somehow help me how to use magic?
odessa333
Member Posts: 59
So I admit, I'm still working my way to BG 2 EE. I have made my way through BG 1 EE, and working my way through Siege, and I've noticed: I don't use magic much. I rarely use potions, wands, scrolls, nada. For BG 1 my main character as an archer has 55% of the total kills/exp for the party, with my tank (Ajantis) having another 20 something percent. My mage (Neera) mostly cast identify and had a pitiful 4% of kills/exp despite being on my team nearly the whole game. On the other side of things, my druids and cleric mostly cast healing. I'm trying to change that around in Siege, as looking ahead to BG 2, half the characters I'm interested are magic casters.
So yea, I'm rambling here, but I'm looking for some magic tips, a guide, something to level up my magic skills. Thank you for your time!
3
Comments
Keep in mind that you'll have to have your mage of choice re-learn these spells in BG2 - only Gorion's Ward will carry over all their skills and abilities, everyone else will "reset" to their BG2 self.
+1 to haste, that's the first spell to look at.
Web and Stinking Cloud are potent spells, but they can backfire. I would recommend Slow. It's simple, party friendly, highly effective when it hits and has a great save penalty.
Per this post by @semiticgod, fatigue itself only impacts "Luck" (which has a few other effects but the most important ones are that it impacts damage taken and received), and only after you have so much of it. In Baldur's Gate, the only characters that would get and remain fatigued after a single Haste wears off are characters of weak constitution - specifically, of CON 7 or weaker. The emblem should disappear after the next Fatigue calculation reminds the game "hey, they're not actually fatigued enough to take penalties"
For the fatigue penalty to be overwhelming, you would need to not rest for about three days in-game. Post-Haste Fatigue is negligible at worst.
For party-unfriendly AoE spells, there are a few things you can do.
First, and most applicable to BG1, aim for a party composition high in ranged attackers. If most of your party is shooting arrows into the fray and you only have one or two melee tanks to worry about, it's not so hard to get them out of the way.
Second, and most applicable to BG2, find ways to protect your party members. Resistances to damage types, saving throws, specific immunities. Cast a web? Spider forms, free action effects, or unbeatable saves will let your people fight in it. A fireball? Now it's fire immunity you're looking for, or something like the cloak of mirroring..
Third, with instant effects like fireball, you can target places your party simply isn't at yet. Obviously, this isn't such a good idea with effects that stick around, unless you plan on staying away for the full duration.
After my current no-spellcasting run finishes, I plan on hitting the opposite extreme with a theme of "Kill it with Fire". Five out of six party members capable of casting Fire Storm or Incendiary Cloud once the party matures, and all of them fire immune so they can fight while those are running. Even in the BG1 portion, I'll have two fire-immune tanks so I can throw fireballs into melee.
I am not sure if BG/BG2 implement it, but in the PnP game, it's a true volumetric spell. If you cast it in a narrow tunnel or hallway, it will expand until it reaches the specified *volume*, and if your party happens to be within that volume... Needless to say, my first real "fail" in that game was using Fireball in an area where it was not wise to do so... After that lesson, my mage character stuck with more practical spells - invisibility, haste, knock, etc.
Of course, the thing about fireballs in this series is that you don't need to spend a spell slot, or even have a mage. There are potions, necklaces, and wands that all let you throw fireballs. They're not quite as powerful as a mage's fireball can be, but they're certainly good enough - especially if you stack a few of them.
The mage's role is more to facilitate kills. They might knock the enemies unconscious with a sleep spell, or debilitate them with a slow spell, or dull their senses with a blind spell, and that'll be when your archer or paladin swoops in for the kill.
Since your main guy is an archer, a fun thing to point out is that if the enemy is blinded, they literally can't find you. Your archer can just shoot them from a distance and they'll stand there like an idiot all "What was that? Who goes there?". You've gotta get right up in their face for them to see you and start trying to attack you, after which of course they'll chase you for as long as they can without losing track of you, but for somebody like your archer who can murder from a distance the advantage is even greater than normal.
As you move into BG2, dismantling enemy-mage defenses will get added to this list. I'm sure people will be happy to help with that when the time comes, but for now the key is to get a basic handle on how using magic can benefit your party.