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Larloch's Minor Drain

Does anyone use this spell with their Mages/Specialist Mages?

Pretty sure the guides I've read say just to skip it, but looking at the description it looks pretty good.

vs. Magic Missile

Magic Missile does 1d4+1 at levels 1 & 2 (av. 3.5 damage) and 2 x (1d4+1) at levels 3 & 4 (av. 7 damage)

But Larloch's Minor Drain does 4 damage, plus heals you for 4 - or gives you 4 extra hp that last for a full turn.

So, at levels 1 & 2 Larloch's drain looks much better than Magic Missile, and it can be comparable at levels 3 & 4.

Does Larloch's Drain have a bit shorter range?

I'm just wondering why, at character creation, you would pick Magic Missile over Larloch's Minor Drain. Surely LMD would be the better choice - given you can pick up Magic Missile on your journey and then start using MM instead of LMD later.

Any thoughts?



Comments

  • GodGod Member Posts: 1,150
    Don't listen to the Kensai/Mage crowd. Larloch's Minor Drain ftw.
  • Grond0Grond0 Member Posts: 7,319
    I agree it can be useful, but remember that you are normally aiming to avoid taking any damage as a low level mage - so the extra HPs may not be that useful to you. I did use the spell quite a bit when running a solo sorcerer that was only allowed to kill things with melee attacks, but found then the spell was bugged (all extra HPs were lost as soon as those gained from the first spell ended, even if half a dozen spells had been used subsequently) - I haven't checked if that's been fixed in the last update though.
  • GodGod Member Posts: 1,150
    That's right, the Infinity Engine is well known for such shenanigans. But it gets even more fun with Wild Mages, when an unfortunate wild surge makes the spell backfire twice, promptly killing the caster instead of healing them.
  • GallengerGallenger Member Posts: 400
    It's a fine spell for a mage/specialist mage and you also get access to a scroll of it almost immediately - that's the only reason I wouldn't bother taking it as one of the freebies at the start. But until you get your second or certainly 3rd MM, LMD is *generally* preferable because you'll get your guaranteed 4 damage on a quick cast - which is nice for interrupting enemy casters or just dealing 4 damage.

    The only time to actively avoid the spell is if you're playing Sorc or have a mage with an exceptionally low INT (and so your memorized spell list will be tinier than normal).
  • DJKajuruDJKajuru Member Posts: 3,300
    At lower levels it is a great way to heal your mage , considering that cure light wounds heals 9 damage and it may better spent on a wounded fighter.
  • RaduzielRaduziel Member Posts: 4,714
    It's a hell of a spell, let me tell you. Quick cast, fix damage, heals (don't think it heals 4 HP, it heals one hit dice).

    And it is also great for disrupting! I use it always with my Enchanter (Sleep + Larloch's will get you in places).

    Magic Missile is a good spell to get rid of Mirror Image and Stoneskin, but it takes time to overcome Larloch's.

  • JumboWheat01JumboWheat01 Member Posts: 1,028
    Raduziel said:

    It's a hell of a spell, let me tell you. Quick cast, fix damage, heals (don't think it heals 4 HP, it heals one hit dice).

    Mages and Sorcerers use a d4 for their hit dice, so...
  • 10Bazza1110Bazza11 Member Posts: 169
    I agree with Gallenger very good spell to use at low levels but when you start to accumulate the extra magic missiles it will get used less and less.
  • RaduzielRaduziel Member Posts: 4,714

    Raduziel said:

    It's a hell of a spell, let me tell you. Quick cast, fix damage, heals (don't think it heals 4 HP, it heals one hit dice).

    Mages and Sorcerers use a d4 for their hit dice, so...
    I know, but when we think "oh, it's just four hit points" we tend to forgot what this really means for wizards & sorcerers.
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