For sequencer then i am pretty much 100% 3 x Skull Trap
At higher levels i will use:
Greater Malison Lower Resistance Lower Resistance as my spell trigger, even though it's only useful for big boss fights like dragons, demons etc.
Luck is definitely under-rated as a spell IMO, the short duration sucks, but if you can pop it into a minor sequencer or use during improved Alacrity it can make a pretty decent improvement to minimum damage.
Note that while each spell is cast simultaneously, different spells have different projectiles with different speeds. If you put Doom, Greater Malison, and Feeblemind in a Spell Trigger, then Feeblemind will hit before Doom or Greater Malison, regardless of which order you put them in.
Also note that while the range of spell sequencers and triggers is only limited by your visual range, if you try to use a short-range spell in it, it will fail when you activate the sequencer. Likewise, invalid targets will also cause spells to fail. So, if you put Chant and Barkskin in a Minor Sequencer and used it on somebody far away, the Barkskin spell would fail due to the high range and the Chant spell would fail because Chant is on-self only.
Um... interesting idea, with Luck being a targeted spell rather than self-cast wouldn't this cause the spell to go towards the enemy rather than the caster?
Anyways, here's some of my own.
Greater Malison + Chaos + Emotion Solid area of effect control. Would be GM+Chaos+Slow but slow has no travel time which means it will hit before the GM. Alternatively, GM+Chaos+Chaos
Domination + Hold Monster This is pretty nice. Hold Monster doesn't affect allied creatures so it won't bite you if the domination succeeds. Also benefits from no cast time so the Hold Monster can hit enemies in a small cluster.
Magic Resistance + Lower Magic Resistance + Lower Magic Resistance No, not a typo. This is actually better than LMR x3 as Magic Resistance sets the target's MR to lower than 40%, where afterwards the two LMR spells reduce it to zero (guaranteed due to spell scaling) Useful against enemies with MR in the 90% or 100%. Needs a cleric/mage (hi Aerie!)
Healing spell x3 Cuts down on casting time and provides an emergency button. Again, needs a cleric/mage.
Greater Malison + Doom* + Chant* 4+2+1 = 7 penalty on Saving throws. Great to have to make those Negate on Save type spells work. A Finger of Death can follow nicely.
Slow + Glitterdust + Doom* 4+4+2 = 10 penalty on AC and Attack rolls. However there's a save vs. spell allowed for the first two spells.
Doom + Doom + Doom* and again Doom + Doom + Doom* and again... Just because it stacks... [Sorry, it doesn't stack. I was mistaken. Thanks to @semiticgod for correcting this.]
Stoneskin + Blur + Mirror Image Saves you in melee if you have forgotten to memorise PFMW or just haven't got it yet.
Stoneskin + Fireshield(Red) + Fireshield(Blue) Let them hit you for some time...
Animate Dead + Animate Dead + Animate Dead At your service, my Lord!
Wyvern Call + Wyvern Call + Wyvern Call Where did those dragons come from...?
Spell Immunity:Conjuration + Spell Immunity:Necromancy + Spell Immunity:Abjuration Now Kangaxx can't harm you at all. For a time though.
Strength + Invisibility + Spell Immunity:Divination (For Mage/Thieves) Go back-stab a mage at your leisure. Even True Sight can't find you.
Web + Coudkill (or Death Fog) + Coudkill (or Death Fog) Stand and see your enemies die. Might cast greater malison first.
Sunfire + Sunfire + Sunfire Become a bomb. Best keep your friends away.
Tenser's Transformation + Improved Haste + Protection from Magical Weapons If you fancy going into melee. I don't use it though.
[ * = needs a Cleric/Mage]
In a chain contingency,
Horrid Wilting + Horrid Wilting + Horrid Wilting The pinnacle of destruction.
Project Image + Project Image + Project Image Defies the laws of Optics. Probably the best. This used to work in the original game. But the EE has sent this to its grave. Let us observe a minute of silence to mourn for this great combo that is no longer with us any more.
Protection from Energy + Protection from Energy + Protection from Magical Weapons Makes you invincible to elemental and physical onslaughts for a short time.
I can only think of this much at the moment. I'll add more if I remember later.
Doom does not stack in any version of the game and Project Image can no longer be cast multiple times in EE. I think Protection from Energy no longer stacks in EE.
Doom does not stack in any version of the game and Project Image can no longer be cast multiple times in EE. I think Protection from Energy no longer stacks in EE.
The few seconds of my life between reading these two posts were beautiful. Dreams - so easily created, so easily crushed.
@semiticgod I cannot say how thankful I am to you for this information. All these days, I was playing with the misconception that it stacked, and felt so complacent about it. (I had read in a few places that it did stack, but now having checked the wiki, I found out that you are right.) You just saved my party by clearing this doubt.
...Project Image can no longer be cast multiple times in EE.
So they changed this in the EE. I know that they have done this to maintain the "balance", but I feel utterly ruined. The only reason I would take Chain Contingency over Time Stop was this Project Image x3 application, but now that it no longer works.....Alas!
I think Protection from Energy no longer stacks in EE.
I don't know if you consider the Baldur's Gate wiki to be a reliable source of information, but this is what it says about Protection from Energy :
"This spell stacks with itself, offering up to 127% resistance to fire, cold, electricity, acid, and magic damage, at which point the above damage types will heal the character by 27% of the damage number they should have caused, but may still interrupt actions such as spellcasting."
"There’s a lesser version of this spell [Protection From The Elements], which excludes magic damage resistance, nor does it stack with itself."
Maybe you've confused between the two?
Nevertheless, I'll immediately edit my previous post so that it no longer contains fallacious information that may serve to confuse others. Thanks once again.
Chant + Luck = Whatever spells you cast in the next few rounds is at +2 minimum damage per damage die (yes, all 20 of 'em). Combine with Improved Alacrity next turn for maximum carnage. Mirror Images + DUHM: Tank mode Jr.
Sequencer:
Fireshield Red + Fireshield Blue + Stoneskins = Tank mode Sr. Perfect for a Projected Image to get right to work tanking everything.
Polymorph shenanigans:
Strength + Draw Upon Holy Might = 24 Strength spider with 4 APR. DUHM + Spiritual Hammer = 22 Strength spider with a magic +3 hammer. DUHM + Flame Blade = 22 Strength spider with a PfMW bypassing flaming sword. Web + Web = The spider now has a place to play.
Mislead + Improved Haste + Tenser's Transformation = Spiders can backstab, 8 times a round, and have -1 base THAC0. Righteous Magic instead of Mislead = Can't backstab, but can hit 8 times a round, has 22 Strength, and hits for maximum damage every strike.
Combine with Tank Mode Jr and Sr for 25 Str, defensive buffs and shields, and a Contingency: Enemy sighted for either Enchanted Weapon or Spiritual Hammer for those occasions where, honestly speaking, you could probably have killed everything with a Projected Image and spells, but wanted to make the party fighters feel bad about themselves.
Here's another interesting application of Spell Trigger that I found just now: Conjure X Elemental + Conjure X Elemental + Conjure X Elemental where X = Air/Earth/Fire, as per the requirement.
I know that elementals are probably not the best summons, but when you really need them in large numbers, use this. This not only cuts down the casting time by 1/3rd, but you will have to engage into that "psychic contest for 3 rounds" only once, and not every time for each summoned elemental.
I'm not sure the double Web actually works any better than one Web, because my understanding is that a single saving throw is made for all the spells in the sequencer. That means any stacking of save-or-else spells in sequencers is wasted.
Maybe enemies only save once against the initial casting of multiple Webs, but then have to save against each Web separately in following rounds? What about Stinking Cloud and Cloudkill?
Maybe enemies only save once against the initial casting of multiple Webs, but then have to save against each Web separately in following rounds? What about Stinking Cloud and Cloudkill?
Hello @BelgarathMTH, I can't tell about Webs and Stinking Clouds, but here's a simple experiment that I've done to confirm the fact that multiple Cloudkills stack.
I got Aerie and Jan to cast Cloudkills using wands, and made my protagonist stand amidst those fumes. Now, if they didn't stack, he would have received damage from only one of them. But, as can be seen from the screenshot below, he's receiving damage from both the Clouds.
As for single-target spells, whether or not they will force two saving throws is another question. Unless an EE update has changed it, the only way for a double Charm Person Minor Sequencer, for example, to force two saving throws is to have Spell Revisions installed.
Same goes if you use the Wand of Lightning trick to hit somebody with multiple Wand of Paralyzation charges simultaneously. They'll only need to make one saving throw.
Likewise, two spells in the same sequencer will strike as if they were one spell for the purposes of burning through spell protections. A double Aganazzar's Scorcher Minor Sequencer will only take 2 spell levels out of Minor Spell Turning, instead of 4. Spell Revisions will also prevent this from happening; that Minor Sequencer would strike as 4 spell levels.
Hi @BelgarathMTH. It is thanks to you that I no longer try Spell Sequencer - 3x Polymorph Other on Firkraag as it doesn't work as expected. You mentioned that in some older post.
I do have problems getting many combos to work correctly. I often get the message that some of spells failed, even when it's stuff like summons, etc.
When you use the trigger on a spot which is farther away than the spell's actual range, the spell fails. Stick two burning hands and one magic missile in a sequencer and cast it on a far away target. Magic missile will work, but you will get 'one of the spells has failed' message twice as burning hands spells fail, they can not hit a target not close by. Normally, when you cast burning hands, your character will walk towards the target and cast it closely. This is not checked in sequencers, sequencers try to cast the spell from where you actually are, and sometimes it fails if the spell requires close proximity. You need to get close and use the sequencer directly on contact to burn with multiple burning hands. Skull trap is also tricky, since its range is a bit shorter than fireball, too. Also, if you use a personal only spell on a target other than yourself, it will also fail. Like using mirror image spell on another target. Or invisibility on a far away target also fails, since invisibility requires close contact like burning hands. You can use invisibility+mirror image directly on yourself, though.
Comments
Luck + Magic Missile
Luck + Acid Arrow
For sequencer then i am pretty much 100% 3 x Skull Trap
At higher levels i will use:
Greater Malison Lower Resistance Lower Resistance as my spell trigger, even though it's only useful for big boss fights like dragons, demons etc.
Luck is definitely under-rated as a spell IMO, the short duration sucks, but if you can pop it into a minor sequencer or use during improved Alacrity it can make a pretty decent improvement to minimum damage.
@malachi151 You might find previous threads interesting as well: https://forums.beamdog.com/discussion/44257/7-3x4-8-3x6-9-3x8-do-unto-the-ai-as-you-would-have-the-ai-do-unto-you
https://forums.beamdog.com/discussion/38076/your-favorite-spell-sequencer-combos
https://forums.beamdog.com/discussion/48214/share-your-favorite-sequencer-trigger-contingency-combos
https://forums.beamdog.com/discussion/31923/so-how-do-you-use-contingencies-and-sequencers
Also note that while the range of spell sequencers and triggers is only limited by your visual range, if you try to use a short-range spell in it, it will fail when you activate the sequencer. Likewise, invalid targets will also cause spells to fail. So, if you put Chant and Barkskin in a Minor Sequencer and used it on somebody far away, the Barkskin spell would fail due to the high range and the Chant spell would fail because Chant is on-self only.
Anyways, here's some of my own.
Greater Malison + Chaos + Emotion
Solid area of effect control. Would be GM+Chaos+Slow but slow has no travel time which means it will hit before the GM. Alternatively, GM+Chaos+Chaos
Domination + Hold Monster
This is pretty nice. Hold Monster doesn't affect allied creatures so it won't bite you if the domination succeeds. Also benefits from no cast time so the Hold Monster can hit enemies in a small cluster.
Magic Resistance + Lower Magic Resistance + Lower Magic Resistance
No, not a typo. This is actually better than LMR x3 as Magic Resistance sets the target's MR to lower than 40%, where afterwards the two LMR spells reduce it to zero (guaranteed due to spell scaling) Useful against enemies with MR in the 90% or 100%. Needs a cleric/mage (hi Aerie!)
Healing spell x3
Cuts down on casting time and provides an emergency button. Again, needs a cleric/mage.
- Greater Malison + Doom* + Chant*
- Slow + Glitterdust + Doom*
-
- Stoneskin + Blur + Mirror Image
- Stoneskin + Fireshield(Red) + Fireshield(Blue)
- Animate Dead + Animate Dead + Animate Dead
- Wyvern Call + Wyvern Call + Wyvern Call
- Spell Immunity:Conjuration + Spell Immunity:Necromancy + Spell Immunity:Abjuration
- Strength + Invisibility + Spell Immunity:Divination (For Mage/Thieves)
- Web + Coudkill (or Death Fog) + Coudkill (or Death Fog)
- Sunfire + Sunfire + Sunfire
- Tenser's Transformation + Improved Haste + Protection from Magical Weapons
[ * = needs a Cleric/Mage]4+2+1 = 7 penalty on Saving throws. Great to have to make those Negate on Save type spells work. A Finger of Death can follow nicely.
4+4+2 = 10 penalty on AC and Attack rolls. However there's a save vs. spell allowed for the first two spells.
Doom + Doom + Doom* and again Doom + Doom + Doom* and again...[Sorry, it doesn't stack. I was mistaken. Thanks to @semiticgod for correcting this.]Just because it stacks...
Saves you in melee if you have forgotten to memorise PFMW or just haven't got it yet.
Let them hit you for some time...
At your service, my Lord!
Where did those dragons come from...?
Now Kangaxx can't harm you at all. For a time though.
Go back-stab a mage at your leisure. Even True Sight can't find you.
Stand and see your enemies die. Might cast greater malison first.
Become a bomb. Best keep your friends away.
If you fancy going into melee. I don't use it though.
In a chain contingency,
- Horrid Wilting + Horrid Wilting + Horrid Wilting
- Project Image + Project Image + Project Image
- Protection from Energy + Protection from Energy + Protection from Magical Weapons
I can only think of this much at the moment. I'll add more if I remember later.The pinnacle of destruction.
Defies the laws of Optics. Probably the best.
This used to work in the original game. But the EE has sent this to its grave. Let us observe a minute of silence to mourn for this great combo that is no longer with us any more.
Makes you invincible to elemental and physical onslaughts for a short time.
"This spell stacks with itself, offering up to 127% resistance to fire, cold, electricity, acid, and magic damage, at which point the above damage types will heal the character by 27% of the damage number they should have caused, but may still interrupt actions such as spellcasting."
"There’s a lesser version of this spell [Protection From The Elements], which excludes magic damage resistance, nor does it stack with itself."
Maybe you've confused between the two?
Nevertheless, I'll immediately edit my previous post so that it no longer contains fallacious information that may serve to confuse others. Thanks once again.
Chant + Luck = Whatever spells you cast in the next few rounds is at +2 minimum damage per damage die (yes, all 20 of 'em). Combine with Improved Alacrity next turn for maximum carnage.
Mirror Images + DUHM: Tank mode Jr.
Sequencer:
Fireshield Red + Fireshield Blue + Stoneskins = Tank mode Sr. Perfect for a Projected Image to get right to work tanking everything.
Polymorph shenanigans:
Strength + Draw Upon Holy Might = 24 Strength spider with 4 APR.
DUHM + Spiritual Hammer = 22 Strength spider with a magic +3 hammer.
DUHM + Flame Blade = 22 Strength spider with a PfMW bypassing flaming sword.
Web + Web = The spider now has a place to play.
Mislead + Improved Haste + Tenser's Transformation = Spiders can backstab, 8 times a round, and have -1 base THAC0.
Righteous Magic instead of Mislead = Can't backstab, but can hit 8 times a round, has 22 Strength, and hits for maximum damage every strike.
Combine with Tank Mode Jr and Sr for 25 Str, defensive buffs and shields, and a Contingency: Enemy sighted for either Enchanted Weapon or Spiritual Hammer for those occasions where, honestly speaking, you could probably have killed everything with a Projected Image and spells, but wanted to make the party fighters feel bad about themselves.
Conjure X Elemental + Conjure X Elemental + Conjure X Elemental
where X = Air/Earth/Fire, as per the requirement.
I know that elementals are probably not the best summons, but when you really need them in large numbers, use this. This not only cuts down the casting time by 1/3rd, but you will have to engage into that "psychic contest for 3 rounds" only once, and not every time for each summoned elemental.
@semiticgod , @JuliusBorisov , @Grond0 , Can any of you confirm whether this is true or not?
Maybe enemies only save once against the initial casting of multiple Webs, but then have to save against each Web separately in following rounds? What about Stinking Cloud and Cloudkill?
I got Aerie and Jan to cast Cloudkills using wands, and made my protagonist stand amidst those fumes. Now, if they didn't stack, he would have received damage from only one of them. But, as can be seen from the screenshot below, he's receiving damage from both the Clouds.
So the inference? Cloudkills stack.
Same goes if you use the Wand of Lightning trick to hit somebody with multiple Wand of Paralyzation charges simultaneously. They'll only need to make one saving throw.
Likewise, two spells in the same sequencer will strike as if they were one spell for the purposes of burning through spell protections. A double Aganazzar's Scorcher Minor Sequencer will only take 2 spell levels out of Minor Spell Turning, instead of 4. Spell Revisions will also prevent this from happening; that Minor Sequencer would strike as 4 spell levels.
I started a new thread to discuss the effect of sequencers on saving throws: https://forums.beamdog.com/discussion/66870/sequencers-vs-saving-throws
I did a plenty of tests and observed (sometimes) surprising results..