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For a second mage, add either a Conjurer (all spells except
Divination
which is not time-critical) or an Invoker (bonuses on MM,
Fireball...
but no Summoning).
The Enchanter has no firepower (except wands), the Abjurer
misses the
vital Haste and Slow, the Necromancer has no Invisibility,
the others
have two schools of opposition so they're even worse.
My party started out with the 'Gnome' package deal
(Thief/Illusionist)
so I immediately had a mage for Sleep, Charm and Identify
(with early thieving thrown in for free!)
The Gnome was later complemented by a dualing Conjurer to
reach
level 5 spells. Haven't regretted that approach.
Just my two franks,
James
nadir wrote in message <37e7c...@news1.mweb.co.za>...
Actually, in Baldur's Gate the bonuses are not implemented. The only
specialist features implemented are the opposition school and the bonus
spell per level.
--
Mark.
mar...@cwcom.net
To e-mail me, remove the 'spamoff.' from my e-mail address.
* The second rule of combat - never over-estimate your enemy
Actually, some are. I've run the full test of level 1
spells.
Magic Missiles (1d4 + 1), when cast by a Conjurer, do up to
6 damage.
This fact can also be observed in Gorion's last stand,
so he must have been a Conjurer as well.
Unfortunately, my test also showed that MM is the _only_
level 1 spell
with the appropriate bonus (IIRC).
(Come to think of it, I have a Conjurer in my party, I
should check
the Fireball bonus sometime).
Evokers suck very much because they have TWO opposing
>schools (Or was it invokers...
Learn what you wish to say, then speak . otherside HUSH
druid
Conjurers and illusionists have access to the best spells
<daw...@ibm.net> wrote in message news:37e6...@news1.prserv.net...
The Necromancy spells :
Level 1 : Chill Touch*, Larloch's minor drain
Level 2 : Ghoul Touch*, Horror
Level 3 : Skull Trap, Vampiric Touch*
Level 4 : Spirit Armor
Level 5 : Animate dead
Of these, Larloch's md is probably the most missed. Skull Trap is useful
but tricky and can be the cause of much collateral damage.
The touch* spells I have no use for at all. I prefer my mages not to
get close enough to those nasty axe and sword thingies to be able to
cast a touch spell - far too vulnerable.
By the time I get to level 4, I have other forms of protection and I
usually work in close harmony with a cleric who has been animating dead
[when necessary] since level 3.
Colin E.
Tim Pope <T...@fermats-last-theorem.freeserve.co.uk> wrote in message
news:7s8evi$kr1$1...@news5.svr.pol.co.uk...
Edwin belongs to the "red wizards of thay". I suggest to read about
the "power groups" in the manual. The mage-party on the eastern side
of the world-map are "red wizards" as well. So they let you pass,
because Edwin is participiating your party. Besides, Edwin is the most
powerful mage technically... I wonder if he has a real friend within
all NPCs... maybe Alora... there should be something special about
every NPC-character.
John