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Zurück Foren Foren-Index Neverwinter Nights NWN 1: General Discussion (No Spoilers Allowed) The Sorcerer Guide: Handbook to Proper Spell slinging
NWN 1: General Discussion (No Spoilers Allowed)
Knight_ofLimbo
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Beigetreten: 21 Mai 2006 Von: Outpost of Insanity |
Gepostet: Donnerstag, 06 Juli 2006 08:56 |
The Sorcerer Guide: Handbook to Proper Spell slinging
While the author of this guide is a devout Sorcerer supporter, this guide is written to help young Sorcerers to start their journey towards Aracane mastery, this guide itself is NOT a promotion of Sorcerers over Wizards or any other spellcaster classes.
Contents
- Class Description
- Race Selection
- Attributes
- Skills
- Feats
- Meta-magic feats
- Magical feats
- Other feats.
- Spells
- Spell Mechanics
- Defensive Spells
- Offensive spells
- Area of Effect spells
- Single target Spells
- Other Spells
- Battle Guide
- Acknowledgements.
Sorcerer
Description: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.
Alignment Restrictions: None
Hit Die: d4
Proficiencies: Armor (Robes), Weapons (Simple)
Skill Points: (Int mod * 4 at 1st level) 2 + Int mod
Skills: Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Spellcraft
Primary Saving Throw(s): Will
Base Attack Bonus: +1/2 levels
Spellcasting: Arcane (Charisma-based, no need for preparation, armor related chance of spell failure is a factor). Must have a Charisma score of 10 + the spell’s level to cast a spell. |
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Knight_ofLimbo
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Beigetreten: 21 Mai 2006 Von: Outpost of Insanity |
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Races:
For complete listing of races go to here Or Go to here for in-game screenshots
Disclaimer: The following list does not have the full listing of each race’s special abilities only the ones that has an effect on this class.
Human : ---------------------------------
Pros: - extra feat and skill points allow for more versatile character - No multiclass penalties
Cons: - None
Comments: Humans are quite good Sorcerer material, the extra feat and skill points will help jumpstart many young Sorcerers and give a little breathing room in feat selection.
Elves: ---------------------------------
Pros: - High Dexterity scores will give a boost to AC - Immunity and hardiness bonuses are very useful against enemy spell casters - Skill affinities and keen sense are nice to help detect traps and saves skill points.
Cons: - Low Constitution score reduces maximum hp
Comments: The main penalty for a Elven sorcerer is the constitution bonus, by having 2 less CON a character loses 1 hit point/ level, and this further reduces Sorcerer’s already pitiful hp. However, the dexterity bonus will give a extra +1 to AC and you can now put that standard-issue crossbow to good use.
Dwarves: ---------------------------------
Pros: - Extra Con score means more hp - Hardiness v.s. Spells makes dwarves tough opponents for enemy spell casters
Cons: - Cha penalty reduces dwarven sorcerer’s spell casting capability.
Comments: The dwarves’ greatest virtue is their durability, more hp and better saves against spells will help you survive many battles. The charisma penalty will reduce the effectiveness of a sorcerer’s spell(see stat section).
Gnome: ---------------------------------
Pros: - Extra Con means more hit points - Small Stature adds +1 AC and allows Gnomes to ignore the effects of Evard’s Black Tentacles - Free spell focus(Illusion) - Skill Affinity on concentration can help gnomes avoid spell disruptions
Cons: - Low strength means they are more easily encumbered.
Comments: Gnomes are one of the best races for Sorcerers, their natural Con bonus and AC bonus greatly help Sorcerers to survive in the heat of the battle. Because of their small size, a gnome Sorcerer with Evard's Black tentacles can be a deadly enemy.
Half-Orc ---------------------------------
Pros: - +2 Str means higher carrying capacity. and better melee capability.
Cons: - Low Cha reduces effectiveness of spells.
Comments: Half-orcs can make pretty good melee-Sorcerers, the CHA penalty can be overcome by two great-charisma feats, and they are very interesting to role-play. But for normal sorcerers stay away from this race.
Halfling --------------------------------- Pros: - More Dex means higher AC and better hit rate when using ranged weapons. - Small Stature adds +1 AC and allows Halflings to ignore the effects of Evard’s Black Tentacles - Lucky: +1 saving throws are always welcome to help avoid traps and save against spells.
Cons: - Low STR means low encumbrance limit
Comments: Halfing Sorcerers have a surprisingly high AC compare to other mages, their size bonus and their Dex bonus help towards avoiding being hit while in physical combat. |
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Knight_ofLimbo
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Attributes --------------------------------------- The Stat descriptions are taken from in-game, full listing can be found at: Bioware Creation guide or at Gamebanshee’s Attribute page .
- Strength : Strength measures the muscle and physical power of your character. Determines Chances to hit and damage in melee combat and the maximum Encumbrance weight.
Comments: Unless you are making a exotic build such as the Melee mage, this attribute is useless to a Sorcerer, Recommended: 8 (10 if you have no loot-luggers around).
Remember: Mages should not be in physical combat of any kind, if your spell fails then you are as good as dead any way.
- Dexterity: Dexterity measures agility, reflexes and balance. It determines the chance to hit in ranged combat and also the reflex saves of a character. Dexterity also provides a bonus to the AC of a character (restricted by armour).
Comments: DEX is quite useful for a AC starved mage, and the extra saving throw is an added bonus. Spend your loose change here, recommended: 10+.
- Constitution: Constitution represents the health and stamina of your character. It determines the number of hit points(hp gain= Class HD + Constitution modifier) a character has his/her Fortitude saving throw.
Comments: A very important attribute for the Sorcerer. With only 1d4 HD Sorcerers are very fragile beings, beefing up the Constitution score will help keep the Sorcerer alive in the heat of battle. Recommended: 14+.
- Intelligence:: Intelligence Determines how well your character learns and reasons. It affects how many skill points your character gain per level, and it is the prerequisite of many feats helpful to the Sorcerer. Note: An intelligence lower than 9 means that your character is unable to speak properly.
Comments: Contrary to popular myth, not every Sorcerer are dumb-as-rock human-magnets. The INT score is actually quite useful to the Sorcerer, it allows them to learn more skills per level, and more importantly allows them to take the Expertise feat-family. Recommended: 9+, no higher than 14.
- Wisdom : Wisdom Describes a character’s willpower, common sense, perception and intuition. It affects the will-saving throws of a Sorcerer.
Comments: Considering will saves are already the main saving throw for a Sorcerer Wisdom does not really help benefit nearly as much as other Attributes can. Also most mind-affecting spells can be warded using protection from alignment and mind-blank. Recommended: 8
- Charisma : Charisma measures a character’s force of personality, persuasiveness, ability to lead, and physical attractiveness. Charisma determines the maximum spell level a Sorcerer can cast, the number of spell a Sorcerer can cast per day and each spell’s Effectiveness.
Comments: Charisma is a Sorcerer’s Primary Attribute, every spell a Sorcerer cast is revolved around the Charisma score. A pure Sorcerer should also invest most if not all the level-up stat gain on Charisma. Recommended: 16+.
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Knight_ofLimbo
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Skills: ---------------------------------
Skill description taken from official bioware’s Character creation guide For in-game screenshots go to Gamebanshee’s Skill guide
Appraise: This skill determines the barter ability of the character, the higher the character’s skill the better the price received when sellingor purchasing goods. Put a few points into this skill if you have no where else to spend it, its always nice to have extra cash in your pockets.
Concentration: This is the primary skill for any spell caster, concentration allows you to avoid spell disruptions during combat. Maximize this Skill even if you only have one point to spend on skills, this is a must for any mage.
Diplomacy skillsp (Persuade/Intimidate/Bluff): Diplomacy skills can help you learn additional information from NPCs, get better rewards for quests and sway one’s opinion. These skills are here for purely role playing purposes, and their usefulness changeaccording to different mods, take these skills only when you are going to be needing them.
Theiving Skills(open lock/disable trap/pickpocket/Set traps) : Allows you to find/handle traps, open locked doors and steal from NPCs. These skills belong to the domain of theives and rogues, to obtain these skills you can simply summon your trusty famaliar and have him/her do the job for you. Hide/Move silently: These skills allows player to be hidden from the enemy. Don’t sneak around your enemies, blow them to pieces instead.If you really must become invisible take the invisibility spells.
Lore: knowledge with the arcane lore allows players to identify magical items found on their adventures. By drinking the potion of lore or using the spell ‘identify’ you effectively nullify the need for putting any points into this skill. Listen/Spot: These skills allows the player to detect hidden or invisible characters. These skills are only useful if you have no access to ‘True seeing’, once you have that spell these skills will become obsolete.
Spellcraft: Spellcraft is the character’s ability to identify spells and perform counter-spells.The only way a spell caster can cast counter-spells is when they made a successful Spellcraft check to identify the spell. As a bonus for every 5 spellcraft points you recieve a +1 to all Saving throws against spells, very useful if you want to survive a spell-battle. Also note: You can only take epic-spells if you have a high enough Spellcraft.
Discipline: Allows players to stay focused in melee combat, the Discipline skill provides defense against combat feats like Knockdown and Disarm. Unless you are a melee mage, keep away from this spell, a Sorcerer is not suppose to be in physical combat so this is of no use to them.
Parry: Allows the player to defend against enemy projectiles in combat, possibly making a Counter-attack in doing so. See Discipline for comments.
Search: This skill allows the character to detect traps. Use Famliars instead, use your skill points elsewhere.
Heal: With this skill a character can use a healing kit to cure wounds and healing poisons and diseases. This skill is useful if you are in a potion-starved world with no clerics around, put a few points in here if you have any spare.Edited By Knight_ofLimbo on 07/06/06 21:17 |
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Knight_ofLimbo
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Beigetreten: 21 Mai 2006 Von: Outpost of Insanity |
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Feats: --------------------------------------- Metamagic Feats: Feat descriptions have been Taken From NWNwiki
- Quicken Spell: Quickened spells can be cast instantaneously, making them invulnerable to counterspells or interruption. A quickened spell is cast as a free action, and another action can be attempted within the same round, including the casting of another spell. Only one quickened spell can be cast per round. Quicken spells occupy spell slots four levels higher than normal.
Comments: Due to a bug the quicken spell does cause attacks of opportunity and can be interrupted, also the quicken spell does not work in conjunction with haste therefore rendering it almost completely useless other than using it to shift spell slots.
- Maximize spell: A Maximized spell occupies a spell slot three levels higher than normal. Saving Throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.
Comments: A wonderful feat, its like rolling dice in a cheating cup, you’ll always get the most out of every spell.
- Empower Spell: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration. An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when dispel magic is cast, are not affected.
Comments: This feat will increase your already monstrous damage by 1.5 times, what is not to like? This also works nicely with Maximized feat as they are one spell level apart and thus can be used jointly (You can have both empowered Fireball and Maximized Fireball at the same time)
- Extend Spell: Extended spells have their duration doubled, lasting twice as long as normal. An Extended Spell occupies a spell slot one level higher than normal. Spells with a duration of instantaneous or permanent are not affected.
Comments: This spell will double the duration of anything you cast, with extend spell most of your buffs will last almost indefinitely unless dispelled. Grab this feat if you find that your shields and hastes seem to run out at the most inopportune time.
- Still Spell: Still spells are cast without a somatic component. Any penalties incurred from casting in armor do not apply to a spell prepared with this feat. A Still Spell occupies a spell slot one level higher than normal.
Comments: Still spell means bye! Arcane failure and Hello! Armoured mages. Very useful if you need to cast spells while in armour.(mostly for multiclassed fighter/mage builds).
- Silent Spell: Silent spells are cast without a verbal component. A Silent Spell occupies a spell slot one level higher than normal.
Comment: This spell feat has one use: countering the spell silence, if a mage is unfortunate enough to get hit by a silence spell and fails the save the he will be completely striped of his arsenal. That said there are very few situations where the Sorcerer is alone, and his/her minions will most likely rip that mage to pieces before they can get another spell off.
Note: Since you can still use scrolls and items when you are silenced the use of this feat diminishes even further.
- Automatic Metamagic Feats: Automatic Stilled, Silent and quicken spells can be taken by a spellcaster in epic levels, which allow all spells to have the property of the feats without being specifically prepared as one. The most useful of them is the Automatic Stilled spell, which removes the arcane failure penalty of armour mages, and allow complete spellcasting freedom while in armour.
Edited By Knight_ofLimbo on 07/06/06 21:18 |
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Knight_ofLimbo
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Beigetreten: 21 Mai 2006 Von: Outpost of Insanity |
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Magic Feats:
These feats work passively to improve many of your spells or your spellcasting in general.
- Spell Focus (School of magic):, A character with this feat is adept in a certain school of magic, granting a +2 bonus to spell save DC for all spells that they casts from that school. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case. This family of feats also include Greater Spell focus(Magic School) and Epic Spell focus (Magic school) which gives a respective +4 and +6 to DC of the chosen school.
Comments: This feat greatly increases the DC of the chosen school and is a must have for any competent spellcaster.
- Spell penetration: A character with this feat gains a +2 bonus to caster level checks to beat a creature’s Spell Resistance.
This family of feats also include Greater Spell penetration and epic spell penetration which gives a respective +4 and +6 to caster levels to beat Spell Resistance.
Comments: Do you often find your spells bouncing off baddies? This feat will help prevent that from happening. This feat is next in line from spell focus, some mages even prefer to take spell penetration before focuses.
- Arcane Defence (School of magic) :The character gains a +2 bonus to saving throws versus the chosen school of magic.
Comments: you get +2 saving throws for one school of magic, 10 pts on Spellcraft will achieve the same thing on ALL spells, so unless you Really want security against one spell school leave this feat alone.
- Combat Casting: Character is adept at casting spells in combat, removing the standard -4 penalty to concentration checks when within four meters of an enemy.
This family of feats also include: Improved Combat Casting, ICC removes the attack of opportunity enemy gets when your Sorcerer casts a spell in melee combat.
Comments: This feat is useful only if you are going to take Improved Combat casting other wise take Skill Focus(Concentration) which improves all concentration checks by 3 points.
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Knight_ofLimbo
Game Owner
NWN NWN: SoU NWN: HotU
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Other Feats:
- Expertise : A character with this feat can make defensive attacks, gaining a +5 bonus to AC but receiving a –5 penalty to Attack Rolls. This family of feats also include: Improved Expertise. Improve Expertise provides +10 to AC and –10 to Attack Rolls.
Note: By default, NWN allows spellcasting while using Expertise; however, BioWare included a switch to disable it via scripting using the spell hook
Comments: These two feats will save your life time and again from level 1 to level 40, since mages don't need attack rolls you essentially get the +10 to AC for free. Get these if you cannot find a tank or if you find yourself in physical combat alot.
- Craft Items(Craft wand, Scribe Scrolls): These feats allow the character to create magical items of any spell he/she already knows, these items are created at a cost of gold and exp, the amount of which depends on the level of the spell and the level of the resulting item.
Comments: These feats are highly useful on mage-unfriendly servers with limited rests stops. They allow you to “store” spells in items to be used again later.
- Skill Focus: A character with this feat is adept at a certain skill, gaining a +3 bonus on all checks with it.
Comments: These feats are useful to conserve skill points for the Sorcerer or to get extra safety for certain skills(Concentration for example).
Note: The following spells are only available with the SoU expansion pack: Greater spellfocus, Expertise, improved expertise, Arcane Defence.
The following feats are only available with HotU expansion pack: Craft wand, Scribe scroll, Brew potion, Epic Spell penetration, Epic Spell Focus, Automatic metamagic feats, Improved Combat casting. |
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Knight_ofLimbo
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Spells: ------------------------------------- Spells are the arsenal of a Sorcerer, they are the lifeblood of any mage, and instead of swining a sword or shooting a bow, Sorcerers excel in harnessing the power of arcane magic.
Sorcerers Greatest advantage over the average Wizard is that they do not have to memorize spells before-hand to cast them. During a battle, A Sorcerer has the capability of choosing any spell from his repertoire and cast it at will. This gives the Sorcerer maximum flexibility during a fight to allow for sudden situation changes. Although Sorcerers gain less spells than the Wizard(who has the potential to learn all the spell selection), they are capable of casting more spells per day than the average Wizard. This allows them to be much more effective in a prolonged battle.
A Sorcerer’s Spell repertoire should contain at least two different elemental attacks, if a Sorcerer concentrate on ‘fire’ spells they will become quite useless when facing fire-immune creatures. Generally balance the spell repertoire to have all four elements, and enough defensive spells to see the Sorcerer safely cast those offensive spells.
Spell Mechanics
There are a few things every mage should know about spells:
Spell Resistance Spell resistance is a character’s ability to resist magical energy, allowing them to neglect the effects of a spell completely. A spell must over come the creature’s Spell resistance to have any effect over them.
Caster Level + 1d20 + Modifier* v.s. Creature Spell resistance.
* From spell penetration feats. (+2 from Spell penetration, +4 from Greater Spell penetration, +6 from epic Spell penetration.)
Spell Difficulty Class(DC)
From NWNwiki: Difficulty Class (DC): is a number that determines how hard a particular action is. When a character's action has a DC, that action will only be successful if the character rolls a d20, adds all relevant modifiers, and ends up with a number that is greater than or equal to the DC. If the result is less than the DC, then the action fails. (So the higher the DC, the harder the action.)
For a spell: DC= 10+ Spell level + Attribute modifier(CHA for Sorcerers)+ Spell Focus modifier.
e.g. For a 18 CHA Sorcerer with spell focus(evocation) to cast fireball the DC is: 10+3+4+2=19
Spell level The Spell level of a spell is listed on the spell description, a Sorcerer must have Charisma of 10+ Spell level to cast a spell. For example: To be able to cast TimeStop (lvl 9) a Sorcerer must have a Charisma score of 10+9=19.
A Sorcerer’s highest possible casting level increases every 2 levels after the 2nd. Ie. A Sorcere can cast level 1 Spells at level 2, but at level 4 (s)he can cast level 2 spells, and at level 6 (s)he can cast level 3 spells.
Spell Casting per day This Chart explains the Sorcerer Spell casting per day.
This Chart explains the Charisma score and resulting bonus spell castings per day. |
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Knight_ofLimbo
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The following guide to spells is written to help a Sorcerer balance his(her) spell selection, it should be used as a guideline and are suggestions only, it is not a strict cookie-cutter mould. Note: not all spells are listed below.
The spell descriptions are taken from NWNwiki For a complete list of spells please visit Gamebanshee’s Spell listing
Defensive Spells
- AC buffing spell:
- Mage Armor (lvl 1): This spell gives a +1 bonus to : Armor, Dodge , Deflection and Natural AC. This is the only AC buffing spell that will work all the way into the epic levels, a must have for any mage.
- Shield (lvl 1): This spell gives a +4 to deflection AC, furthermore it gives immunity to the spell “magic missle”. Very useful at the beginning of the game.
- Haste (lvl 3): This spell allows the character to move 50% faster than normal and allows 1 extra action per round (attack, spell ect.).This spell is your friend! One extra spell per round doubles your damage output and extra speed will allow easier escape from dangerous situations. This spell is a must have for any mages.
- Damage Reduction Spell:
- Stoneskin (lvl 4):Gives the character 10/+5 damage reduction from all physical attacks. This spell is the reason mages can live through melee fests, this spell will save your life time and time again, get this at the earliest possible time.
- Also in the family: Greater Stoneskin (lvl 6, 20/+5 reduction), Premonition(lvl 8, 30/+5 reduction)
- Endure Elements(lvl 1): The target creature gains damage resistance 10/- against all elemental forms
of damage and absorbs a total of 20 damage. These spells are very useful against elemental traps and against enchanted weaponry, in an all out Mage-battle however, the pitiful absorption limit will only dampen the first one or two spells hurled at you.
-Also in the family: Resist elements(lvl 2, 20/- resistance, 30 pts total), Protection from elements(lvl 3, 30/- resistance, 40 pts total), Energy buffer(lvl 5, 40/- resistance, 60 pts total).
- Ability boosting spells:
The following spells increases ability scores by 1d4+1 points. - Eagle’s Splendour: Increases CHA Increases Spell DC - Endurance: Increases CON. Increases health - Cat’s Grace: Increases DEX. Increases AC
- Immunity Buffs:
- Protection from alignment (lvl 1): +2 deflection AC, +2 to saving throws , Immunity to all
mind affecting spells and spell-like abilities against the creature of chosen alignment. For low level mages without mind-immune equipments and no access to mind-blank.
- Lesser Mind blank (lvl 5) : Grants total immunity to all mind affecting spells and spell like
abilities, and removes all negative effects caused by such spells. This is a very useful spell that will save you and your buddies from those pesky Fear auras and mind-mages. -also in the family: Mind blank (lvl 8, Grants immunity to all allies within area of effect).
- Shadow Shield(lvl 7) : Grants +5 to Natural Ac, immunity to necromancy spells and instant death
spells. Grants 10/+3 damage resistance. Very useful spell this will make those necromancers think twice before taking a swing at you again. Note that Necromancy spells also include Shadow’s Level drain and ability drain.
Edited By Knight_ofLimbo on 07/06/06 21:23 |
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Offensive Spells
Area of effect spells:
- Non-targeting: Explosions :
These spells rains death and destruction upon everything within the Area of effect, allies and enemies alike, they must be carefully positioned to yield the maximum effect. Spells in the Family include:
Fireball(lvl 3)- 1d6 fire damage/ lvl, 10d6 max, Area: Huge.
Negative energy burst (lvl3)- 1d8+1/lvl Negative energy(+20 max), +1 strength damage per 4 levels, Area: Huge.
Scintillating sphere(lvl 3)- 1d6 electric damage/lvl, 10d6 max, Area: Huge.
Ice Storm(lvl4)- 3d6 budging+ 1d6/3 lvls cold damage, no cap, Area: Huge.
Undeath to death (lvl 6)-Slays 1d4 HD of undead/lvl, max 20d4, Area: Colossal.
Circle of Death(lvl 6)- Kills 1d4/lvl creatures that has 9HD or less, fortitude negates, Area: Colossal.
Delayed blast Fireball (lvl 7)- Creates a magical trap that detects enemy movements, will explode with 1d6/lvl of fire damage when enemy triggers trap. 20d6 maximum, Area: Huge.
Horrid Wilting(lvl 8 ) - 1d8 of magical damage, 25d8 max, Area: Colossal.
Sunburst (lvl 8 ) - 1d6/lvl (25d6 max) damage to all udnead (3d6 to non-undeads), vampires must make reflex save or be destroyed, all creatures within the area must make a reflex save or be blinded permanently.
Meteor Swarm(lvl 9)- 20d6 fire damage, Area: Colossal
Power word, Kill(lvl 9): Slays a single creature with 100 hp or less, or Targets a large area and kill all creature with 20 hp or less, to a maximum of 200 hp.
Wail of the Banshee (lvl 9): Creature in the area of effect must make a fortitude save or die, to a maximum of 1 creature/ lvl.
Weird( lvl 9): All creature within the area must make a Will-save or die, those who succeed the will save must make a fortitude save or take 3d6 points of damage.
- Non-targeting: Cones :
These spells releases a cone of magical energy extending form the caster. These spells are easier to target than then Explosion spells because you can control its damaging direction, the cost of accuracy however, is that they affect less area than the explosive spells. Spells in the Family include: (list) Burning hands (lvl 1): 1d4 fire damage/lvl up to 5d4.
Mestil’s Acid Breath (lvl 3): 1d6 acid damage/ lvl up to 10d6
Cone of Cold (lvl 5): 1d6 ice damage/ lvl up to 15d6.
- Non-targeting: Clouds :
Upon impact these spells release a noxious cloud of gas that inflicts pain to anyone dare entering, these spells usually have a plethora of effects that help render the enemy helpless while they are within the cloud. Spells in the Family include: (list) Cloud of bewilderment(lvl 2): stuns and blinds all within the cloud for 1d6 rounds. Fortitude save negates. 1 round/lvl, Area: Huge.
Stinking cloud(lvl 3): Dazes all who enters the cloud, for as long as they remain in the cloud and for 1 round after they leave. Fortitude save negates, 1 round/lvl. Area: Huge.
Cloud Kill(lvl 5): Affects acoording to HD, 1-3 HD: Instant death, 4-6 HD: Fortitude save or die, 6+ HD 1d10 damage/ round. 1 round/2 lvls, Area: Huge.
Mind Fog(lvl 5): Creatures entering the cloud must make Will save or take a –10 penalty to all their will saves, effect remains as long as creatures are within the cloud and remains 2d6 rounds after they leave. 2 + 1/2 lvls rounds, Area: Colossal.
Acid Fog( lvl 6): 4d6 acid damage to all enters, +2d6/round for creature who stays inside the fog. Creature must make fortitude save or be slowed by 50%, Area: Large.
Incendiary Fog(lvl 8 ) : 4d6 damage to all who enters, Reflex for 1/2 damage, Area: Large.
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Knight_ofLimbo
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Auto target AoEs : These Spells Will automatically find foes and will not harm your allies in the carnage.
Spells Within the family:
Firebrand (lvl 5) : masses of flame (1/ lvl) appear and randomly target and hit any hostile creature in the area of effect. One creature will only be hit by one ball of flame, excess fireballs disappear, each fireball does 1d6/lvl (15d6 max) points of fire damage. Reflex save for 1/2 damage. Area: Colossal.
Chain Lightning (lvl 6): A bolt of electricity arcs through the caster’s enemies(1/level) for 1d6 electric damage per caster level(20d6 max). First target recieves full damage, all others recieve 1/2, Reflex for 1/2 damage, Area: Colossal. |
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Single target Spells
- Death Armour(lvl 2)- upon a successful melee attack the enemy receives 1d4 +1/ 2 levels of reciprocal damage. This spell is very useful if you want to conserve spells in a low-level mob dungeon, See Battle Guide for details.
-Also in the family: Elemental Shield (lvl 4, 1d6 +1/lvl dmg, 50% immunity to cold and fire), Mestil’s Acid sheath (lvl 5, 1d6+2/lvl dmg).
- Isaac’s Lesser Missle Storm (lvl 4)- Energy missles (1/ caster lvl, max 10) appear and randomly strikes any target creatures within the area, each missle does 1d6 damage. If there is only one creature in the area all the missles will target it. Most people consider this spell to be cheesy, spamming missle storms can cause horrific damage to a single creature it is a true boss-killer, for strategy see Battle Guide .
Also In the family: Issac’s Greater Missles Storm (lvl 6, max 20, missles does 3d6 damage).
- Melf’s acid arrow (lvl 2) : This spell Deals 3d6 acid damage upon impact and deals 1d6 points of acid damage for number of rounds equal to 1+1/3 lvl. This spells are extremely useful at earlier game to interrupt mages due to its continuous damage.
Also in the family: Combust (lvl 2, 2d6 + 1/lvl max +10 fire damage on touch, +1d6/ round until reflex save.)
- Magic Missiles(lvl 1): Energy missles (1 per 3 levels of caster) each doing 1d4+1 damage slams into a single target. At its prime these spells can drop an enemy dead in its tracks with a single casting, but they quickly gets replaced by the Isaac’s storms.
Also in the family :Flame arrows(lvl 3, 4d6 fire damage/ 4 lvls, no cap), Ball lightning (lvl 5, 1d6 electric damage/ lvl, max 15d6),
Note: These and the Isaac’s Storms fires many projectiles that deals individual damage instead of one large chunk, therefore an enemy with even small amount of damage resistance can render these spells useless. Also note: Flame arrows can become very powerful because it is uncapped but because it allows for a reflex save it is nearly useless in epic levels, where nearly every enemy has evasion.
- Phantasmal killer (lvl 4, illusion): Upon casting the target must bake a will save to dispelieve the spell to avoid all ill effects, failing that the target then makes a fortitude save to avoid instant death. A successful fortitude save sill inflicts 3d6 points of damage. At earlier levels this spell can kill anything short of a mini-boss. But because of its low spell level it has a horridly low DC and thus becomes obsolete as monsters gets tougher. One major problem of this spell is that it forces two saving throws and thus has a much higher chance of failure.
- Finger of Death (lvl 7, necromancy): Upon casting the target creature must make a fortitude save or die. On a Successful save the creature still receives 3d6+ 1/lvl damage. Compare to Phantasmal killer this spell has a much higher DC and is less likely to fail because it only requires one saving throw.
- Bigby’s Forceful hand (lvl 6): A giant hand appears and attempts to bull rush one target. The hand gains a +14 bonus on the Strength check. A target that is Bull rushed sufferes 1d8 points of damage and is dazed for the duration of the spell. Duration: 1 round/level. The bigby’s hands are very powerful anti-fighter spells, and will usually stop them dead in their tracks.
Also in the family:
- Bigby’s Interposing Hand (lvl 5): -10 to all attack rolls for the target. 1 round/lvl
- Bigby’s Grasping Hand (lvl 7): A Giant hand appears and attempts to grapple the target, if the check succeeds the opponent will be held. 1 round/lvl.
- Bigby’s Clenched fist(lvl 8 ) : A giant hand attacks the target, each round causes 1d8+12 damage, they must also make a fortitude save or be stunned for the round.
- Bigby’s Crushing hand (lvl 9): A giant hand attempts to grapple a target, if succeeds the target is held and suffers 2d6+12 damage each round.
Edited By Knight_ofLimbo on 07/06/06 21:20 |
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Knight_ofLimbo
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 21 Mai 2006 Von: Outpost of Insanity |
Gepostet: Donnerstag, 06 Juli 2006 09:01 |
Other Spells
- Summons
----------------------------- Summon Creature: These spells summons a creature to the Sorcerer’s side to become his faithful and loyal servant. They will remain there for 24 hours or until slain. Spell level: Creature: I- Dire badger II- Dire boar III- Dire Wolf IV- Dire Spider V- Dire bear VI- Dire Tiger VII- Huge elemental VIII- Greater Elemental IX- Elder elemental.
Planar summoning: These spells conjures an otherworldly creature to the caster’s side, they are more powerful than the Creature summons but they also last a much shorter duration.
Greater Planar Binding (lvl 8 ) : Summons a Planar creature according to the caster’s alignment. Evil casters: Vrock Neutral Caster: Death Slaad Good Casters: Celestial Avenger. Summon duration 1 round/lvl.
Gate(lvl 9): This spell summons a powerful Balor, if the caster is not protected from evil (spells, auras ect.) the Balor will attempt to kill the caster, if he is protected the Balor will become a faithful and loyal servant of the caster. Summon duration: 1 round/ lvl.
Black blade of Disaster : The caster creates a black blade shaped planar rift, resembling a greatsword which fights at her side. The blade cannot be harmed by physical attacks, but it can be affected by Dispel Magic or similar effects. For the purpose of bypassing damage reduction, the sword is considered to be a +5 weapon. The spell requires the caster to concentrate on it -- casting spells or performing any other action than walking or talking may result in a concentration failure and end the spell. For more information on strategies using BboD refer to Battle guide
- Invisibility:
----------------------------- (lvl 2) This spell makes the target creature become invisible and impossible to detect using normal vision. These spells are very useful strategically, A proper use of invisibility will allow you to position yourself to get the best results from that cone of cold or that Acid breath. For more information see Battle Guide
-Also in the family: Improved Invisibility(lvl 4, invisibility and 50% concealment while visible.) This spell is a must-have for any mages hoping to survive a melee brawl, the 50% concealment means monsters will miss you half the time in physical combat.
- Weapon improvements:
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- Flame weapon: Adds 1d4+1/level (+10 max) fire damage to a melee weapon
- Magic weapon: Adds 1 enchantment to a selected melee weapon. (Greater magic weapon adds +1/3 level)
- Traps : Similar to clouds, These spells leave behind a trap like field that inflicts its effects to all who enters the area. Usually the effects serve to slow down opponents trying to get into melee range of the Sorcerer.
- Grease(lvl 1): all who enters must make reflex save to avoid either falling down or move at a reduced speed. 2 +1/3 lvls Rounds, Area: medium.
- Web (lvl 2): All who enters must make a reflex save to avoid being entangled, those succeeding the save still move at a reduced speed according to their Strength. 1 round/lvl, Area: Huge.
- Slow (lvl 3): (instant ) All creatures effected must make a will save or be slowed by 50% and loses one attack/round.
- Evard’s Black tentacles(lvl 4): Every round 1d4+1/lvl tentacles each doing 1d6+4 damage, Target must make a fortitude save or become paralysed. Small creature are not affected by this spell. 1 round/lvl. Area: large.
Comments: After 1.67 update, An Empowered version of Evar’ds Black tentacles is the single most damaging spell in the game, capable of doing 100+ damage per found, since gnomes and halflings are not affected they can simply lead mobs through fields of Evard’s tentacles and watch them squeal.
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Knight_ofLimbo
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 21 Mai 2006 Von: Outpost of Insanity |
Gepostet: Donnerstag, 06 Juli 2006 09:01 |
The Battle Guide
Tips and hints Things a Sorcerer (or any mage for that matter) must always remember:
- You are Fragile Thus keep your buffs up at all times. If your buffs die, you are likely to die very soon.
- Keep your distance: Do not let the enemy get into melee-range, if caught in a brawl fighters gets Attacks of opportunity on casting Sorcerers, and with a pitiful hp and AC you are more likely to die before you can get off another spell. Use spells such as Web, grease or darkness to keep the enemy away from you. Always have a meat-shield of some sort to keep the enemy busy. When you DO get caught by a fighter, run, or cast invisibility. There is no shame in that, preserve your life and fight another day. So long as you come back and finish him, no honour is lost.
- Know your enemies: Know their weaknesses and exploit them in combat, breathing fire on a hell-hound isn’t going to make it wince, trying to freeze a white dragon is just as bad. Use the proper spells against the proper enemies, always have a diverse spell repertoire and always have a back-up plan.
- Buff your companions: A Dire badger may be weak, but a dire badger buffed with Bulls, Stoneskin, haste and improved invisibility can rip a Red dragon into pieces(slightly exaggerating). Give them the best protection you have to offer, it will keeps them alive longer, and makes them more effective in combat.
- Watch where you are aiming!: A fireball isn’t going to be very powerful if it misses the target completely! Always lead your shots , try and predict where the enemies are going, lead them together to make your shots easier.
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Knight_ofLimbo
Game Owner
NWN NWN: SoU NWN: HotU
Beigetreten: 21 Mai 2006 Von: Outpost of Insanity |
Gepostet: Donnerstag, 06 Juli 2006 09:02 |
The following are some strategies a Sorcerer can use to prevail against his(her) foes. (listing on the order of cheesiness)
- The Unseen Killer
Spell required: Timestop(lvl 9), Isaac’s Greater Missle storm (lvl 6), Greater Sanctuary(lvl 8 )
This strategy is used against very tough or very fast single-targets, cast Timestop followed by two Greater Missle storms and then cast Greater Sanctuary, rinse and repeat. This allow you to deal (60d6 X 2) damage in a single round Without exposing you to any danger, this tactics definitely takes the big cheese prize.
- Black blade of Boss killing
Spell required: Greater Sanctuary (lvl 8 ) , Black blade of Disaster (lvl 9)
This strategy is meant for fighting tough magic-immune bosses. Cast Sanctuary during a fight, then summon the Black blade of Disaster, it will not break the sanctuary and the blade is invulnerable to almost all damage, all you have to do is just sit back and wait for it to wear down that pesky boss. For added fun, if you are hasted or has quicken spell then you can buff the sword with one spell (such as haste) making it even more powerful.
- ) Iron Golem of Doom
Spell Required: Shapechange( lvl 9), Damage returning spell (Mestil’s acid sheath [lvl 5], Elemental Shield[lvl 4], Death amor[lvl 2]).
This strategy is meant for Modules or PW that have limited rests, to kill a mob of enemies this strategy works quite well. First Cast all the damage returning spell you have at your disposal on yourself, then Cast shapechange to transform into a Iron golem. Now all you have to do is wade into the middle of an angry horde and watch them rip themselves into pieces. Iron golems have a natural DR bonus and they are immune to Critical hits, death magic, disease, level drain, Mind-affecting spells, paralysis, poision and sneak attacks, if you add a premonition or a Greater stoneskin to that you are virtually untouchable. With all 3 Damage return spells casted, every hit the enemy make will result in 156 points of damage(maximum, 143 minimum at level 40). Also note that reciprocal damage will work on spell immune creatures.
- Gathering of the Lemmings
Spell Required: Invisibility(any form, normal lvl 2/Improved lvl 4/Grt Sanctuary lvl 8 ) , Any AoE spell. For better results have: damage reduction spells, Expertise feats, AC buffing spells.
This strategy consists of three steps. Step 1: After cast all the necessary protection spells you posses, run screaming towards the nearest enemy. Before he can get a hold on you, run to the next enemy, and then the next, and so on. Step 2: Very soon you’ll have a horde of enemy chasing after you, now gather them together by running in circles. When they are all nice and packed together, cast the indivisibility spell and walk away form the mass. Step 3: When you are of sufficient distance, fire your best AoE spell into the mob. Step 4: Repeat the process as needed. Some would consider this tactics as ‘suicidal’ but its effectiveness is unquestioned.
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