Skip to content

What's your favourite spellcaster class?

Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
Since each has its own strengths and weaknesses, it's not necessary that you choose the one which is most powerful, but rather the one which you like the most.

Please note:
1. I've only included the base classes but the terms include their respective kits as well, which is obvious.
2. I've not included Bards, since in that case I'd have to include Paladins and Rangers as well, and they are all quasi-casters.
3. While giving your opinion, please don't consider such exceptional cases as a certain obnoxious Red Wizard who's got an amulet that gives him additional spells. (In my opinion, it endangers the Balance, both of Toril and the game.) Just consider the actual classes.
  1. What's your favourite spellcaster class?56 votes
    1. Cleric
      12.50%
    2. Druid
        5.36%
    3. Mage
      44.64%
    4. Sorcerer
      35.71%
    5. Shaman
        1.79%
«1

Comments

  • malachi151malachi151 Member Posts: 152
    Hard call really between Mages and Sorcs, but I really hate spell memorization (I typically set difficult back to Normal, do it, then sometimes forget to set it back to the real difficulty), so I'm saying Sorc.
  • PantalionPantalion Member Posts: 2,137
    1: Mages can multiclass, sorcerers and bards can't. Automatic pick.
    2: Divine magic is far, far weaker than Arcane magic.
    3: Edwin is actually kind of a wuss in terms of Charop. Divination might not be one of the top three schools in the game, but lacking it means pretty much any of the other arcane spellcasters could straight up ruin him if played competently.
  • ArtonaArtona Member Posts: 1,077
    Mages, because I prefer versatility over raw power.
    But my true spellcasting love is warlock.
  • ThacoBellThacoBell Member Posts: 12,235
    Druids, they lay waste to all with nature's wrath.
  • ProontProont Member Posts: 141
    Sorcerer is by far my favorite caster class.
    @Artona I would love for Warlocks to be an option in the IE games and NWN1.
  • PantalionPantalion Member Posts: 2,137
    Proont said:

    Sorcerer is by far my favorite caster class.
    @Artona I would love for Warlocks to be an option in the IE games and NWN1.

    Bards and Warlocks in NWN2 were always my favourites. Hopefully they'll be at very least moddable in NWNEE.
  • ArunsunArunsun Member Posts: 1,592
    Mages. But with Mods, especially Faiths and Powers, I prefer clerics
  • KhyronKhyron Member Posts: 627
    For out and out power, of course a mage.. but i still land on cleric.

    Playing a cleric just.. i dunno, it's more satisfying somehow.
  • unavailableunavailable Member Posts: 268
    Edwin isn't that bad. He's the only mage class with no rogue levels, he can't use true sight and he doesn't get that other amazing amulet of power. +2 spells per level is a fair trade.
  • ButtercheeseButtercheese Member Posts: 3,766
    Close call between Mages and Sorcerers for me. I mainly like them for lore and roleplaying reasons.
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited December 2017
    @Pantalion and @tbone1, I definitely agree with what you both say, but please note that when I said "more powerful", I did say:

    ...a protagonist mage more powerful than Edwin...

    and I meant pure mages. (Ah, I should have mentioned that more clearly.)

    Pantalion's builds are surely great, but the specialities they have come from thief and cleric classes respectively, which empower the mage class further, and without doubt most multi-classes are more powerful than most pure classes.
    Pantalion said:

    "
    Use Limited Wish.
    Use Wish.
    Have infinite spells (to be fair, Edwin or any other caster that gets 2 level 9 spells can also have infinite spells).

    I'm not supporting Edwin, but even he can cast those wishes with a potion of insight.
    Pantalion said:


    Or just be a wild mage with 18 Wisdom.
    High level Nahal's + gear + chaos shields = Infinite numbers of any spell without casting time or preparation, and -2 saves for all HLA spells that allow saves.

    You mean casting Wish with NRD? Yeah, that's powerful, even if slightly unreliable.
    Pantalion said:

    You may not cast as many spells as Edwin, but you're sure as heck more powerful than he is on pretty much every possible metric, because losing Divination bars you from being able to handle invisibility and mirror images, while losing Necromancy bars from two spells that are marginal improvements over what you get already.

    Hmm, about Divination... Let's say Edwin can dispel mirror images with a couple of magic missiles, or land an AOE spell or conjure summons to handle that illusionist. Do any of the summons have any kind of "Detect or See through Invisibility" type of feature? If not, he needs a companion to help him there (Everyone needs help, right?). But wait, the EE has introduced a Gem of True Seeing! That's not much, but still a life-saver for any conjurer. And suppose he casts Sunfire just when your'e right behind him and about to backstab him. Well, I never played with him, so I cannot possibly say more. (I need to try a game with him, but I just can't tolerate him!)

    "Marginal Improvements"? You must be joking! There's never a better non-HLA, party-friendly AOE spell than Abi Dalzim's (upto 200 magical damage at level 25 over a 30 ft radius)! And Finger of Death after a Saving throw reducing sequencer (Greater Malison+Spook and perchance a Doom from a cleric) is fatal to even the toughest of creatures! And oh, I forgot to say about those magically-resistant, brainless (and thus obedient and immune to intelligence drain) skeleton warriors that you get from that level 5 necromancy spell. But of course, you can get that as a cleric, but not as a plain illusionist or illusionist/thief. And Skull Traps don't cap in their damage limit like those fireballs! Another thing is Spirit Armour that gives the best AC at lower to mid levels. That's a lot forsaken for being an illusionist.

    Important Disclaimer: By no means do you think that all that I've said is to support the fact that Edwin is the most powerful mage. It's not Edwin who's powerful, but it's that damned amulet of his!
    Post edited by Rik_Kirtaniya on
  • somethingsnazzysomethingsnazzy Member Posts: 6
    edited December 2017
    Have to go mage because they can really excel with a dual class. Berserker dualed to mage at level 9 is severely overpowered and underrated.

    By mid game, you are as strong as any pure caster but with three times the health and the ability to use shields, helmets, Elven chain and all sorts of weapons. This is actually more important than you'd think considering that there are very few powerful mage items. Being able to dual wield Dak'kon's and Defender while wearing Aslyferund is great by itself but it also frees up the Robes of Vecna, Staff of Magi, bracers of AC 3, etc. for someone like Edwin.

    Oh, and berserk itself is underrated. It covers so many forms of crowd control, whereas many spells and items only cover one or two. Even late game, when you have low saving throws, berserk will prevent imprisonment, which has no saving throws and cannot be resisted. Do you see imprisonment often? No, but you do see it during some of the hardest fights.
    Post edited by somethingsnazzy on
  • PantalionPantalion Member Posts: 2,137
    I'm not supporting Edwin, but even he can cast those wishes with a potion of insight.

    Aerie with Limited Wish and a few Project Image spells memorised can recover multiple spells of levels 1-4 every image (or use Lum's Wisdom machine + Silver Ioun stone for 18 Wisdom herself).
    A CHARNAME with 18 Wisdom can roll for wish rest every single projected image, and has a high probability of getting other good outcomes if they don't get the result.

    Edwin's low wisdom means he has to rely on the finite number of Insight potions to try and use Wish. He has access to other infinite spell options (as does everyone, which is why I'm fairly blasé about the spell slots thing, so long as you don't mind spending a few minutes, a level 9 spell slot on spelltrap and carrying a stack of Power Word Kill scrolls you have infinite spells without rest).

    Hmm, about Divination... Let's say Edwin can dispel mirror images with a couple of magic missiles, or land an AOE spell or conjure summons to handle that illusionist.

    Mirror Images + Improved Invisibility means Edwin cannot target the enemy with magic missiles. You can try to burn through the images, but you're using one AOE per image.
    Improved invisibility means Edwin cannot breach that lich who's just PfMW'd.
    Conjured Summons generally can't pierce PfMW + Imp Invis.

    Do any of the summons have any kind of "Detect or See through Invisibility" type of feature? If not, he needs a companion to help him there (Everyone needs help, right?).

    Dark Planetar or Pit Fiend are the only thing that can see through unbroken invisibility as far as I can recall.

    But wait, the EE has introduced a Gem of True Seeing! That's not much, but still a life-saver for any conjurer. And suppose he casts Sunfire just when your'e right behind him and about to backstab him. Well, I never played with him, so I cannot possibly say more. (I need to try a game with him, but I just can't tolerate him!)

    I'm definitely not trying to say he can't handle these sorts of thing at all, just that they are significant hurdle for him to overcome that other characters don't need to deal with that shackle him from an optimisation perspective.


    "Marginal Improvements"? You must be joking! There's never a better non-HLA, party-friendly AOE spell than Abi Dalzim's (upto 200 magical damage at level 25 over a 30 ft radius)!

    I appreciate you've excepted Multiclasses, but as they're the ones that are barred from necromancy (Wild Mage can wilt just fine):

    Spell Sequencer: "Holy Smite x3". Party Friendly AOE, 60d4 Magic Damage, save for half. Blinds on a failed save.

    Set Snare: Party Friendly. Party Friendly AOE. Available on an Illusionist/Thief around when a pure Mage gets level 8 spells: 28D8+28 with four snares per Projected Image at level 16. That's shortly before the Spike Traps and their 20d6, again stackable. And as I mentioned, "Blindness" on the thief: Trap setting is restricted by what the character can see, rather than what can see the character. Blind thieves can't see squat.

    Alternatively, just give up "party friendly", make your tank fire immune and sent them to go stand in the middle of your Incendiary Cloud, which deals 20d4 per round for ten rounds, making it pretty great for the 95% of the enemies in the game that don't have fire resistance.

    And Finger of Death after a Saving throw reducing sequencer (Greater Malison+Spook and perchance a Doom from a cleric) is fatal to even the toughest of creatures!

    As far as I'm aware, Spook does not lower saving throws (the -6 penalty applies only to its own save). The maximum save reduction would be -7 from Doom, Malaison, and Chant, plus an additional -2 penalty from Specialists on their appropriate school. Honestly my personal preference is Feeblemind, since almost nothing is immune to it, it's a lower level than FoD, and anything struck by it is just as dead.

    However, since we're dealing with a Mage/Thief (Clerics can get FoD if they want), their Set Snare come level 20 "downgrades" from 7D8 to to "3d8+5 missile damage +20 poison damage, slays target if a Save vs. Death with a -4 bonus is failed" as an AOE that bypasses MR - So basically hardcore Wail of the Banshee.

    And oh, I forgot to say about those magically-resistant, brainless (and thus obedient and immune to intelligence drain) skeleton warriors that you get from that level 5 necromancy spell.

    I do love Animate Dead (especially for Clerics), but Skeletons are, sadly, not immune to intelligence drain last I checked. It makes no sense, but there y'are. Mordenkainen's Swords, on the other hand, are immune to everything except magic damage, have 25 intelligence for the int drain, -20 AC, have a greenstone amulet attached, strike as +5, and don't turn hostile when caught in an AOE - skeletons actually can do that.

    Another thing is Spirit Armour that gives the best AC at lower to mid levels. That's a lot forsaken for being an illusionist.

    I don't tend to care much about AC or the spells that give it at the best of times, but I will note that Ghost Armour is a 1 AC difference and a lower spell level, meaning you're not giving up Stoneskin or Fireshield in exchange for AC.

    Important Disclaimer: By no means do you think that all that I've said is to support the fact that Edwin is the most powerful mage. It's not Edwin who's powerful, but it's that damned amulet of his!

    It's certainly a powerful amulet. My only contention is that Edwin, amulet included, is far from the most powerful NPC, let alone most powerful mage possible, even pure, which is a wild mage with decent Wisdom.
  • tbone1tbone1 Member Posts: 1,985
    Pantalion said:

    It's certainly a powerful amulet. My only contention is that Edwin, amulet included, is far from the most powerful NPC, let alone most powerful mage possible, even pure, which is a wild mage with decent Wisdom.

    Hm, that’s an interesting thought. I’d say that Edwin and a wise wild mage are close, though I think I’d still give the edge to Edwin. Those wild surges really bother me, though, and I think I’d prefer the reliability. My experiences with Neera are that she will somehow wild surge in a bad way at THE most inopportune time, particularly on no-reload runs.

    Having said that, I rarely take Edwin as I prefer roleplay runs these days.
  • Montresor_SPMontresor_SP Member Posts: 2,208
    Sorcerer, for no other reason than the one thing I love more than savescumming is spellspamming!
  • ZaghoulZaghoul Member, Moderator Posts: 3,938
    edited December 2017
    Hard to pick one, but it would have to be between sorcerer and shaman (some very nice kits), so I just chose the first on the list.
    After playing them more I have gotten used to having all spells at my disposal as these two do.
    (honorable mention and exceptions go to oozemaster druids and alchemist mages for their darn fine RP ideas they generate)
  • PantalionPantalion Member Posts: 2,137
    tbone1 said:

    Pantalion said:

    It's certainly a powerful amulet. My only contention is that Edwin, amulet included, is far from the most powerful NPC, let alone most powerful mage possible, even pure, which is a wild mage with decent Wisdom.

    Hm, that’s an interesting thought. I’d say that Edwin and a wise wild mage are close, though I think I’d still give the edge to Edwin. Those wild surges really bother me, though, and I think I’d prefer the reliability. My experiences with Neera are that she will somehow wild surge in a bad way at THE most inopportune time, particularly on no-reload runs.

    Having said that, I rarely take Edwin as I prefer roleplay runs these days.
    You're completely right that Wild Mages are noticeably riskier than regular mages, but even accounting for that risk there is no spellcaster that can compare to the sheer power and speed that a wild mage can lay down at any given time, especially a CHARNAME.

    Nahal's is instant cast, ignores aura (much like Improved Alacrity, except available from level 1) and by level 20 with just the basic Chaos Shield robe and headwear has a 50% chance of casting with no wild surge at all (I don't need to say how useful it is before this, getting a cloudkill or the like well before being able to cast it).

    Having had moderate success on a hardcore run with Domino the wild mage (one of my only single class characters ever), generally the key thing to wild mages for me is to go full God Wizard: Always have a backup plan, always prepare for the worst (including buffing the heck out of your saves), always try to win encounters with single spells, use Project Image to cast with, and use wands and lowly peons (aka Fighters) to handle the wetwork.
  • Son_of_ImoenSon_of_Imoen Member Posts: 1,806
    edited December 2017
    I wouldn't call bards quasi-casters. Even though they don't get to cast spells at level 1 and the number of spells they get progresses slowly, because of their fast level progression, they're the ones to memorize the spells that get more effective with increased caster level. This includes for instance chromatic orbs, fireballs, but also spells that require a save, when you have the Add Save Penalties for Spells Cast by High-Level Casters component of The Tweaks Anthology (a.k.a. cdtweaks) installed.

    Another favourite of mine is the fighter-mage. She's the opposite of the Bard in caster level progression, but gets the better Thac0 and may specialize in weapon proficiencies and I like spellblades.

    As for pure casters, mage is my favourite for her versatility. Buff, debuf, crowd control, AoE damage, it's all there. The only downside is the management of choosing spells depending on what encounters you expect after resting. That's why I dislike the later chapters of Shadows of Amn as well as Throne of Bhaal. With four to five spellcasters in the party, like I usually have, picking spells becomes a chore at high levels.
  • MyragMyrag Member Posts: 328
    edited December 2017
    For me its always been a sorcerer.

    While I always use mage duals and I love wild mages, it is a sorcerer that I just can't make myself not to bring on every playthrough.

    I do also bow my hat towards higher maximum potential outcome of what wild mage can do but for NRD to have 71% success chance you have to have 8mil XP and TOB side quest done. For this sole reason Wild Mage will bloom pretty much end game.

    There are different stages at different parts of the game where one is better than the other.

    In BGEE you can get cloud kill scroll in hidden stash which means you potentially can cast cloud kills at level 1. You can also abuse NRD to summon demon which will kill your enemies if you are protected by PFE. In BGEE you also get access to level 5 spells which sorcerers won't.

    In BG2EE tables turn because sorcerers catch up on access to spells of same level. Basically sorcerers peak at around 4mil XP where wild mages at 7-8. They also once they get 3mil XP can get timestop and planetar/ia/dragons breath with 3 casts per day instead of 2 for mages. Few levels later they get 6 casts of level 9 spells where mages get 6 at I think level 28 which is in TOB. And yes I do know that wild mage can potentially cast 8NRDs and 2 level 9 spell at 3mil xp but then again, what are the odds with 45% surge change.

    In TOB potential of wild mage still grows while sorcerers slows down drastically as they continue gaining levels and get circlet from neera tob quest for pretty sweeet 71% positive surge chance. At this point ability to cast 12 dragon breaths under time stop might turn the tables around, although it's pretty much guaranteed to get surge with this many NRD casts.

    For me since sorcerer is super close to wild mage but I get their endgame strength still in SOA and for that reason reason I feel they are better overall.


    Post edited by Myrag on
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited December 2017
    Pantalion said:


    "Marginal Improvements"? You must be joking! There's never a better non-HLA, party-friendly AOE spell than Abi Dalzim's (upto 200 magical damage at level 25 over a 30 ft radius)!

    I appreciate you've excepted Multiclasses, but as they're the ones that are barred from necromancy (Wild Mage can wilt just fine):

    Spell Sequencer: "Holy Smite x3". Party Friendly AOE, 60d4 Magic Damage, save for half. Blinds on a failed save.

    Set Snare: Party Friendly. Party Friendly AOE. Available on an Illusionist/Thief around when a pure Mage gets level 8 spells: 28D8+28 with four snares per Projected Image at level 16. That's shortly before the Spike Traps and their 20d6, again stackable. And as I mentioned, "Blindness" on the thief: Trap setting is restricted by what the character can see, rather than what can see the character. Blind thieves can't see squat.

    Alternatively, just give up "party friendly", make your tank fire immune and sent them to go stand in the middle of your Incendiary Cloud, which deals 20d4 per round for ten rounds, making it pretty great for the 95% of the enemies in the game that don't have fire resistance.

    @Pantalion It takes 3 spells and a sequencer (so effectively 4 spell slots) to deal the damage comparable to a single casting of Horrid Wilting! You may argue that they are lower level spells, but let's add up all the levels of the components of that sequencer: 3 x 3 (3 Holy Smites) + 7 (Spell Sequencer) = an effective level of 16.

    Blinded trap-laying is a silly bug (they should fix it some day), but since you're exploiting it, I wonder if it is possible to play with a solo blinded thief. As it can be seen, on casting blindness, the thief's radius of vision becomes very small, so basically if you are alone you can't see what's there, say about 60 ft. away from you, and that can be a problem, because you might lay those traps, but you won't know where your enemy is! It's only possible if you're playing in a party where there are party members to tell you where to lay the traps (because the thief and his party members share a common field of vision.)

    Also, I wonder how you blind your gnome thieves. Their save vs spells are so low. I tried blindness on Jan but he always seems to make a Save. Above level 20 a mage has Save vs. spells = 4, and a gnome with 16 constitution gets a further -4 reduction, so a effective ST of 0, means Blindness (level 2) cannot affect him. I hope you don't use Power Word: Blind, for that would require the use of a level 8 slot (same level as Horrid Wilting) and moreover I'm not sure if it works on party members.

    Oh, if you say "give up party friendly", there's something better than Incendiary Cloud. How about 8 Skull Traps from Edwin? (Yes, he's the only one who can cast 8 of them. With Improved Alacrity and Robe of Vecna, the castings becomes almost instantaneous) Say he's on level 25, each Skull Trap does 25d6 damage. So that's 200d6 damage in all. And it's instantaneous! Damage over time can be inconvenient if your enemy starts moving outside the cloud. Indeed if enemies had a smarter AI they would always have got out of the cloud.

    I believe that percentage is far less than 95... Fire resistance is pretty common, especially in ToB. But Magic Damage resistance cannot be achieved other than by mages with Protection from Magical Energy (and by some bosses perhaps). And in case a monster is resistant to fire, there's no good option for the illusionist then for mass damage.

    I once saw a video where Edwin cast Time Stop, IA, and then dropped 3 to 4 HWs and killed the noble dragon Adalon. I really felt bad seeing it. :'(
    Pantalion said:

    And Finger of Death after a Saving throw reducing sequencer (Greater Malison+Spook and perchance a Doom from a cleric) is fatal to even the toughest of creatures!

    As far as I'm aware, Spook does not lower saving throws (the -6 penalty applies only to its own save). The maximum save reduction would be -7 from Doom, Malaison, and Chant, plus an additional -2 penalty from Specialists on their appropriate school. Honestly my personal preference is Feeblemind, since almost nothing is immune to it, it's a lower level than FoD, and anything struck by it is just as dead.

    I guess the same applies to FoD ( "nothing is immune to it"). As for bosses who are immune to death magic, they are also immune to Feeblemind.

    And why disable someone when you can directly kill them? It offers a painless and humanitarian departure for the victim from the mortal realm.

    Though you're right about Spook. The description is rather confusing. But still FoD is a great thing to have.


    Another great Necromancy spell that I forgot to mention is the Death Spell, which illusionists can't have. Let's consider a situation: the enemy summons 5 Earth Elementals, 5 Fire Elementals, 5 Air Elementals, 5 Nishruus, 5 Mordy's Swords, 5 Skeleton Warriors (well, I'm stopping here, but probably the enemy can summon more since he's not bound to the summoning limit as us). What would the illusionist do in that case? Even if he goes invisible, the Nishruus can still sense him. But, if you have the Death Spell, throw it in, and... POOF! They all vanish into thin air! (I love that animation of the soul vaporizing out of the body. It's so satisfying.) That's the only spell available for mass dismissal of enemy summons.

    However, Wail of the Banshee is disappointing, especially as a level 9 spell.
    Pantalion said:

    My only contention is that Edwin, amulet included, is far from the most powerful NPC, let alone most powerful mage possible, even pure, which is a wild mage with decent Wisdom.

    Who's that?
    Post edited by Rik_Kirtaniya on
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742

    I wouldn't call bards quasi-casters. Even though they don't get to cast spells at level 1 and the number of spells they get progresses slowly, because of their fast level progression, they're the ones to memorize the spells that get more effective with increased caster level. This includes for instance chromatic orbs, fireballs, but also spells that require a save, when you have the Add Save Penalties for Spells Cast by High-Level Casters component of The Tweaks Anthology (a.k.a. cdtweaks) installed.

    @Son_of_Imoen, I said bards are quasi casters because they don't get to cast spells higher than level 6 and that's when real powerful spells come. Also, I was talking about the original game, so no tweaks and mods.
  • unavailableunavailable Member Posts: 268

    I wouldn't call bards quasi-casters. Even though they don't get to cast spells at level 1 and the number of spells they get progresses slowly, because of their fast level progression, they're the ones to memorize the spells that get more effective with increased caster level. This includes for instance chromatic orbs, fireballs, but also spells that require a save, when you have the Add Save Penalties for Spells Cast by High-Level Casters component of The Tweaks Anthology (a.k.a. cdtweaks) installed.

    @Son_of_Imoen, I said bards are quasi casters because they don't get to cast spells higher than level 6 and that's when real powerful spells come. Also, I was talking about the original game, so no tweaks and mods.
    Here is what you do instead of casting time stop:

    1. pick time trap HLAs
    2. blind your bard
    3. proceed laying traps in the middle of the fight with your unblind team spotting for you

    I know thats cheating, but the result is as effective as any mage could hope for.

    Blades can even do some pretty good damage if that blades name is haer dalis with the kundane and belm
  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,742
    edited December 2017
    @unavailable Time Stop is not the only thing. A bard loses many other things. Most notably Project Image and there are many other things as well.

    And well, cheating is cheating.
  • unavailableunavailable Member Posts: 268

    @unavailable Time Stop is not the only thing. A bard loses many other things. Most notably Project Image and there are many other things as well.

    And well, cheating is cheating.

    I'm aware, but is that really necessary? Is there anything too difficult in this game for 15 time stop traps to conquer?
Sign In or Register to comment.