411 Custom Content & Community Exp Pack.Knock: 1.5 or 5 (necessary in solo setting) Know Alignment: 1/5 (save vs spell just to see if someone is good or evil?) Strength: 3/5 (most NPC will benefit from this spell) Resist Fear: 3/5 (let the priest memorize this spell) Agannazaar’s Scorcher: 3/5 (use the fire wand) Stinking Cloud: 3.5/5 (no save bonus or penalty) Melf’s Acid Arrows: 4/5 (meant to be stacked together for spell disruption) Glitterdust: 4/5 (one time mass blindness, but 4 rounds short duration and shorter casting range) Chaos Shield: 4/5 (Wild Mage only, short duration) Web: 4.5/5 (great disabling spell over time at save -2 penalty but not party friendly, combo with spiders) Bottom tiers are just fillers or spells that put the caster in danger.Ī score out of five is given and the spells are ranked by score within each tier. Mid tiers are outclass by top tiers and other spells, or there is simply no spell slots for them. Top tiers are the most consistent and effective spells. Although, sequencing Chromatic Orbs greatly increases your chances of an instakill. Magic Missile after level 5 is pretty much the staple for most of my mages. There are several really powerful fighters that can be completely neutralized with a single failed save and for scripted battles that are saved beforehand, you can just reload until they fail that save. ID may save you gold but think about how many times you found a great wand in a dungeon but can't use it until you get back to town because you don't have a bard or ID memorized.īlindness is IMO one of the most OP spells for BG1. Your character just can't make their saves often enough and it only takes a single failed save to instakill your character. Try getting through a single Basilisk battle without prot/petrify. For this, I think it should be a tier2 spell. While the need for it in BG1 is rare (Lindin area, Candlekeep, Baldurs Gate warehouse, and Durlag's Keep) it's duration is long. Protection from Petrification is a situational spell. Ghost Armor: 2.5/5 (Kensage only before access to Spirit Armor) Lightning Bolt: 3/5 (unpredictable, use the lightning wand) Hold Person: 3/5 (priest can get this as level 2 spell) Vampiric Touch: 3.5/5 (use this on self or container for extra HP, duration lasts for 5 turns) Invisibility 10 Radius: 3.5/5 (party first strike capability) Dispel Magic: 3.5/5 (eclipsed by Remove Magic and Dispel Magic from other classes) Slow: 4/5 (-4 save penalty, solo character should take this over haste) Skull Trap: 4.5/5 (high damage potential, but casting range is dangerously short) Melf’s Minute Meteors: 5/5 (early access to +5 weapons) Nahal's Reckless Dweomer: 1.5 or 5 (a desperate and suicidal spell!)Įdit: I forgot about Spook, Grease and Nahal's Reckless Dweomer. Find Familiar: 1 or 5 (a one time spell for protagonist mage/bard/UAI thief) Larloch's Minor Drain: 2.5/5 (at least this is range, grants temporary minor HP and potentially disrupt spellcasters) Protection from Evil: 3/5 (provides additional defensive bonus, but a priest can do a better job) Grease: 3/5 (mage version of entangle, level 1 version of web, but the effect is slow) Charm Person: 3/5 (useful, but save +4 penalty and humanoids only) Chromatic Orb: 3.5/5 (the ultimate luck spell save +6 penalty but kill) Shield: 4/5 (while short duration, it offers better protection than Armor) Blindness: 4.5/5 (There are few, if any are immune to blindness and it lasts for 10 turns!)
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