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What's your favorite spell combos?

Discussion in 'BG2: Shadows of Amn (Classic)' started by Kull, Jun 3, 2002.

  1. Kull Gems: 5/31
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  2. Donovan Bane Gems: 2/31
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    At lower levels: Minor Sequencer with Web and Stinking Cloud... as long as they're not undead this stops most enemies dead in their tracks.
     
  3. I like to play Mage/Theives, so spells taht help you sneak around/boost stats/lower AC/increase THAC0 and all those come in really handy. Such as Spirit armor, and Mislead, and others like those

    Attacking spells, Im quite fond of Flame Arrow, esspecially at higher lvls.
    Magic Missle is good, I dont use it that much though. Chromatic Orb is better IMO. Spell Immunity: whatever school comes in quite handy on occasion. I prefer Skull Trap over Fireball, but they both have their uses at times.
     
  4. TheBlackRose Gems: 13/31
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    Fireshield Red&Blue
    Protection from Fire + Sunfire
    Stoneskin + Tenser's
     
  5. Mr. Fluffy Gems: 1/31
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    Lower Resistance (if needed), then Skull Trap.

    At high levels: Cone of Cold
     
  6. aldekeuk Gems: 2/31
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    Sanctuary + Blade Barrier
     
  7. Kull Gems: 5/31
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    Yes, I agree that Sanctuary+Blade Barrier is extremely deadly. I also do not use that combination because it is cheesy. Third edition rules (AD&D) fixes Sanctuary somewhat.

    Even allowing you total immunity while you are doing healing (non-offensive) activities is a bit much for a first level spell in my opinion.
     
  8. aldekeuk Gems: 2/31
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    Can't disagree with you that combo is on the cheesy side... how did 3rd level rules alter the sanctuary spell?
     
  9. TheBlackRose Gems: 13/31
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    How is it cheesy if I may ask?

    Blackthorne: you aren't attacking, the blades are.

    Well, Blackthorne, the point remains that Sanctuary + Blade Barrier is perfectly legal - the same as Sanctuary + a powerful summon spell. Other things are doing the dirty work for you. Is Sanctuary + Gate cheesy?

    [This message has been edited by TheBlackRose (edited June 04, 2002).]
     
  10. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Because aggressive moves such as attacking someone are supposed to break the spell. Getting chopped into mincemeat by spinning blades would constitute an attack I would say... :)

    Hehe. That's like saying "I didn't attack him, the bullet did!" :)


    [This message has been edited by Blackthorne TA (edited June 04, 2002).]
     
  11. Hardcase Von Crudd Gems: 5/31
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    Two low level spells I like are Bless and Chant. They're slow to cast (1 round each), but my Cleric/Mage puts them in a minor sequencer.
    When we're attacked, she fires the sequencer and immediately:
    ...friends are bless/chanted (+2 to hit, +1 to damage, +1 to all saves, +1 save vs fear)
    ...enemies are cursed (-1 to hit, -1 damage, -1 to saves)
    The effects last 5-6 rounds. This can give the party a nice little edge for very low cost.
     
  12. Kull Gems: 5/31
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    Reply to Aldekeuk and those interested:
    Change in third edition AD&D to the cheesy second edition Sanctuary spell:
    Upon making a will save the attacker may carry through his attack on a person in Sanctuary (spell).
     
  13. Lord Sarevok Guest

    3 Flame Arrows in a spell sequencer usually takens out any mage before he can get his defenses up. Well, it takes out just about anyone but it works best on mages :).

    3 Fireballs is also a classic, great for destroying large groups of enemies very quickly.

    Death Spell + Greater Malison + Slow is also a good combo for large groups of enemies, and totally party friendly.
     
  14. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    TheBlackRose, I didn't dispute it was legal in the game, I gave reasons for why it's cheesy, and yes Sanctuary + Gate is cheesy. Here's the AD&D spell description for Sanctuary:
    Sanctuary
    (Abjuration)

    Sphere: Protection
    Range: Touch Components: V, S, M
    Duration: 2 rds. + 1 rd./level Casting Time: 4
    Area of Effect: 1 creature Saving Throw: None

    When the priest casts a sanctuary spell, any opponent attempting to strike or otherwise directly attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful, the opponent can attack normally and is unaffected by that casting of the spell. If the saving throw is failed, the opponent loses track of and totally ignores the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. Note that this spell does not prevent the operation of area attacks (fireball, ice storm, etc.). While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use nonattack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to bless, perform an augury, chant, cast a light in the area (but not upon an opponent), and so on.
    The components of the spell include the priest's holy symbol and a small silver mirror.

    Note the part I put in bold. I would say Blade Barrier used to attack someone and Gate are offensive spells.

    [This message has been edited by Blackthorne TA (edited June 04, 2002).]
     
  15. Sirdan Gems: 7/31
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    Actually it depends on the creatures I am fighting.

    -Undead: Sunfire,False Dawn, Fire Seeds (in general fire works well in undead)

    -Demons: Bolt of Glory (it does 10d6 dmg to them), and party enhancing spells.

    -Dragons: Sequencer with 2 Lower Resistances and a Greater Malison (and a Doom from the Clerics) then Finger of Death and ...

    -Other: I love casting Time Stop, Abi Dalzim's and ofcourse the veeeeery powerful Wish and Limited Wish.
     
  16. Errol Gems: 23/31
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    [​IMG] If i'm playing an Mage/Cleric:

    Party Booster: early on in the game you can cast Bless and Chant in a spell sequencer (that's +3 to all party saving throws, and -1 to enemies')

    Vulnerability: cast Doom, Doom, Greater Malison and Lower Resistance in a Contingency/Sequencer...works wonders.
     
  17. vier Gems: 2/31
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    My combo:

    grease+web+slow+cloudkills

    :D
     
  18. Alex Gems: 12/31
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    If you can get to a high enough level in SoA Improved Haste + Time Stop + Black Blade of Disaster is quite a formidable combination. :)
     
  19. Errol Gems: 23/31
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    As opposed to the debate above, i think Bioware made a great little system for determing the Offensive use for spells.
    Look a the images.
    Red: Offensive, see Magic Missile, Flame Arrow, Mord's Sword, Animal Summoning.
    Blue: Defensive, see Stoneskin, Protection from Magical Weapons, Armor.
    White: In-Between, see Chant, Sequencer (offensive or defensive), and True Sight.

    I don't know about Sanctuary, but Gate and Blade Barrier are both red, and therefore offensive.
     
  20. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    [​IMG] You have to use scrolls to cast 9th level spells in SoA. Just to remind you that this isn't the ToB forum!

    Besides, BBoD is IMO a weak 9th level spell.

    Would you really use a Time Stop (3 round duration) scroll to enable a mage to do roughly two rounds of melee fighting with BBoD? With Improved Haste - which makes you waste/spend a round casting this spell on a mage :eek: - that means about 4 attacks at base THAC0~13 (modified to ~8).
    Say you score two hits before the Time Stop ends. This forces target to save twice vs disintegration at +4. A guesstimate is that in 70-80% of the cases the monster will make both saves and your very expensive combo will be all for naught.

    * * * * * * * * * * * * * * * * * * * *

    Back to the topic...
    A combo that might be useful is Protection from Magic Energy and Skull Traps. Contrary to what the manual says PfME gives 100% protection (not 50%) and also protects against Skull Trap.
     
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