There are 28 level 1 Sorcerer & Wizard spells in ToEE. The best Level 1 Wizard spells are Charm Person, Identify and Magic Missile. I also recommend Empowered Magic Missile for the campaign's duration; it kicks ass.
MM is useful in dispersing Mirror Image as well (rival Wizards and Lamia). Each missile can target a different enemy. That means we can fire one at one guy, one at another, and three at yet another.
Note that some mods, such as Temple+ and moebius2778 temple.dll, allow us to erroneously cast one missile per caster level, meaning that we can cast 10 missiles at 10th level. This may hard-lock/hang the game! Do not cast more than the maximum allowable to you: allocate what you're allowed and then hit the spacebar key.
Charm Person is a king-tier spell which I rank numero uno in this circle. Enemy combat units under its effects are not only controllable but will also area-transition with the party assuming the transition time doesn't exceed spell duration -- which is 1 hour per caster level. All enchantment spells of this kind are king-tier. We'd do well to remember that when we break into higher spell circles.
• Unbolded: the spell may or may not be useful; it depends
• Bolded: the spell is generally worth having
• Blue: King-tier or key spell: a spell we don't want to miss
• Red: Shit-tier or all but useless spell
• Format is: Spell name / Spell school / Item code for scroll / rule
• Burning Hands (Evocation) {9045} [Burning Hands]
• Cause Fear (Necromancy) {9050} [Cause Fear]
• Charm Person (Enchantment) {9056} [Charm Person]
King-tier single target divide & conquer spell
• Chill Touch (Necromancy) {9059} [Chill Touch]
• Color Spray (Illusion) {9066} [Color Spray]
This is a king-tier spell because it isn't HD-capped like Sleep and is therefore useful over the course of the campaign.
• Detect Secret Doors (Divination) {9117} [Detect Secret Doors]
• Detect Undead (Divination) {9120} [Detect Undead]
• Endure Elements (Abjuration) {9149} [Endure Elements]
24 hour, 5-point damage reduction of acid, cold, electricity, fire OR sonic. Since such damage types are rare in the low levels, this spell is of limited utility.
• Enlarge Person (Transmutation) {9152} [Enlarge Person]
This spell is bugged in vanilla in that no +reach or +weapon dmg is granted
• Expeditious Retreat (Transmutation) {9159} [Expeditious Retreat]
• Grease (Conjuration) {9200} [Grease]
Solid crowd control.
• Hold Portal (Abjuration) {9229} [Hold Portal]
• Identify (Divination) {9238} [Identify]
Unlike Read Magic which can only ID scrolls and potions, Identify can ID any magical item.
• Mage Armor (Conjuration) {9280} [Mage Armor]
• Magic Missile (Evocation) {9288} [Magic Missile] [Magic Missile]
Best spell in ToEE after Fireball. Caps out at 2-5 x5. Empowered is 3-7 x5. Maximize is 5 x5. Subject to SR, no-save (See pic at the top of the page).
• Magic Weapon (Transmutation) {9292} [Magic Weapon]
• Obscuring Mist (Conjuration) {9333} [Obscuring Mist]
• Protection From Chaos (Abjuration) {9368} [Protection From Chaos]
• Protection From Evil (Abjuration) {9370} [Protection From Evil]
• Protection From Good (Abjuration) {9371} [Protection From Good]
• Protection From Law (Abjuration) {9372} [Protection From Law]
• Ray of Clumsiness (Transmutation) {} [added by Co8]
• Ray of Enfeeblement (Necromancy) {9383} [Ray of Enfeeblement]
• Reduce Person (Transmutation) {9386} [Reduce Person]
• Shield (Abjuration) {9426} [Shield]
• Shocking Grasp (Evocation) {9431} [Shocking Grasp]
• Sleep (Enchantment) {9438} [Sleep]
Good early on, all but useless later on. Note that enemies can wake each other up:
• Summon Monster I (Conjuration) {9467} [Summon Monster 1]
• True Strike (Divination) {9509} [True Strike]
Early-game 1-level scroll acquisition is as follows:
Thus, players can choose not to select these spells since they can be found in-game. In this way, we can gain a more extensive repertoire.
MM is useful in dispersing Mirror Image as well (rival Wizards and Lamia). Each missile can target a different enemy. That means we can fire one at one guy, one at another, and three at yet another.
Note that some mods, such as Temple+ and moebius2778 temple.dll, allow us to erroneously cast one missile per caster level, meaning that we can cast 10 missiles at 10th level. This may hard-lock/hang the game! Do not cast more than the maximum allowable to you: allocate what you're allowed and then hit the spacebar key.
Charm Person is a king-tier spell which I rank numero uno in this circle. Enemy combat units under its effects are not only controllable but will also area-transition with the party assuming the transition time doesn't exceed spell duration -- which is 1 hour per caster level. All enchantment spells of this kind are king-tier. We'd do well to remember that when we break into higher spell circles.
• Unbolded: the spell may or may not be useful; it depends
• Bolded: the spell is generally worth having
• Blue: King-tier or key spell: a spell we don't want to miss
• Red: Shit-tier or all but useless spell
• Format is: Spell name / Spell school / Item code for scroll / rule
• Burning Hands (Evocation) {9045} [Burning Hands]
• Cause Fear (Necromancy) {9050} [Cause Fear]
• Charm Person (Enchantment) {9056} [Charm Person]
King-tier single target divide & conquer spell
• Chill Touch (Necromancy) {9059} [Chill Touch]
• Color Spray (Illusion) {9066} [Color Spray]
This is a king-tier spell because it isn't HD-capped like Sleep and is therefore useful over the course of the campaign.
• Detect Secret Doors (Divination) {9117} [Detect Secret Doors]
• Detect Undead (Divination) {9120} [Detect Undead]
• Endure Elements (Abjuration) {9149} [Endure Elements]
24 hour, 5-point damage reduction of acid, cold, electricity, fire OR sonic. Since such damage types are rare in the low levels, this spell is of limited utility.
• Enlarge Person (Transmutation) {9152} [Enlarge Person]
This spell is bugged in vanilla in that no +reach or +weapon dmg is granted
• Expeditious Retreat (Transmutation) {9159} [Expeditious Retreat]
• Grease (Conjuration) {9200} [Grease]
Solid crowd control.
• Hold Portal (Abjuration) {9229} [Hold Portal]
• Identify (Divination) {9238} [Identify]
Unlike Read Magic which can only ID scrolls and potions, Identify can ID any magical item.
• Mage Armor (Conjuration) {9280} [Mage Armor]
• Magic Missile (Evocation) {9288} [Magic Missile] [Magic Missile]
Best spell in ToEE after Fireball. Caps out at 2-5 x5. Empowered is 3-7 x5. Maximize is 5 x5. Subject to SR, no-save (See pic at the top of the page).
• Magic Weapon (Transmutation) {9292} [Magic Weapon]
• Obscuring Mist (Conjuration) {9333} [Obscuring Mist]
• Protection From Chaos (Abjuration) {9368} [Protection From Chaos]
• Protection From Evil (Abjuration) {9370} [Protection From Evil]
• Protection From Good (Abjuration) {9371} [Protection From Good]
• Protection From Law (Abjuration) {9372} [Protection From Law]
• Ray of Clumsiness (Transmutation) {} [added by Co8]
• Ray of Enfeeblement (Necromancy) {9383} [Ray of Enfeeblement]
• Reduce Person (Transmutation) {9386} [Reduce Person]
• Shield (Abjuration) {9426} [Shield]
• Shocking Grasp (Evocation) {9431} [Shocking Grasp]
• Sleep (Enchantment) {9438} [Sleep]
Good early on, all but useless later on. Note that enemies can wake each other up:
• Summon Monster I (Conjuration) {9467} [Summon Monster 1]
• True Strike (Divination) {9509} [True Strike]
Early-game 1-level scroll acquisition is as follows:
- Chill Touch, Color Spray, Identify, Mage Armor, Magic Missile, Shield, Shocking Grasp, Sleep, True Strike (Burne, Hommlet)
- Ray of Enfeeblement, Protection From Evil (Moathouse "spider tower")
- Sleep (Moathouse)
Thus, players can choose not to select these spells since they can be found in-game. In this way, we can gain a more extensive repertoire.
ToEE | Level 0 Wizard Spells ToEE | Level 3 Wizard Spells ToEE |
ToEE Wizard Spells | Level 1 Wizard Spells ToEE | Level 4 Wizard Spells ToEE |
ToEE Builds | Level 2 Wizard Spells ToEE | Level 5 Wizard Spells ToEE |
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