Sorcerer's Guide for Baldur's Gate 2

Version 1.1

By: Roman Grigoriev

1. General Information

2. Race

3. Alignment

4. Stat Allocation

5. Spell Picks

 5.1 Level 1
 5.2 Level 2
 5.3 Level 3
 5.4 Level 4
 5.5 Level 5
 5.6 Level 6
 5.7 Level 7
 5.8 Level 8

6. Equipment

7. Battle Tactics

8. Contributors

9. Legal Stuff

1. General Information
   
   Dedicated solely to pursuit of magic, Sorcerer is undoubtedly the most 
   powerful spellcaster in BG2. Having your entire spell list available 
   for casting at all times is incredibly convenient, and makes Sorcerer
   that much superior to the already underpowered plain Mage. As for
   Sorcerer's limited choice of spells; it is not much of a detriment, 
   as even with this weakness Sorcerer will still have more variety of
   spells in any given battle. Sorcerer's main weakness is the fact that
   you can't Dual-Class him or to him, but then again, if you could, it 
   would be a totally unbalanced killing machine (Berserker/Sorcerer? Ouch!)
   All in all, if you enjoy playing a spellcaster, you will immensely enjoy
   this kit, probably to the point of never even looking at a Mage 
   (or Specialist Mage) again. In the party, it definitely pays to have
   a Sorcerer as your main spellslinger, while have someone like Jan or
   Imoen as a support mage.

2. Race
   
   Since it is impossible to Dual-Class a Sorcerer, we are no longer limited
   to Humans as the only racial choice. Other possibilities include Elves and 
   Half-Elves, with the former being the most optimal choice for a Sorcerer.
   Why Elf? Because Elven Sorcerer has a few nifty (albeit minor) perks
   that Humans lack. Infravision aside, you have high resistance to sleep,
   charm (although Domination will still work against the Elf), and 19 Dex.
   All of that with no downside whatsoever. Of course, overall it won't make 
   that much of a difference, but why not grab a free perk? In short, Elf is
   a perfect choice, but any other available race will do.

3. Alignment

   The most obvious effect of your alignment is a familiar that you get. Yes,
   for some reason, Pseudo Dragon (Lawful Good, Neutral Good) got the most 
   attention because of his combat skills. Ask yourself, however, how many
   times should you involve your familiar in combat? The correct answer is
   NEVER. Having said that, I'd opt for Chaotic Neutral which will net you
   a Cat. With 99% in both Hiding and Stealth, this kitty will make a perfect 
   scout, which is the only practical use of your familiar 
   (aside from the HP bonus).
   As for the difference in the starting Rep... Lawful Good starts at 12,
   Chaotic Neutral at 10, boo-hoo. If you want 20 Rep, you still can get it,
   and if you're in a habit of having Evil companions (most wise choice, 
   I might add), then you will never need more than 18 rep anyway. In short,
   don't limit yourself to Lawful Good, see which familiar you like the most
   and pick your Alignment accordingly.

4. Stat Allocation

   Since Sorcerer is a pure spellcaster, he should have the same stats as a
   Mage, right? Wrong! There is one very important difference between the
   two, specifically: Sorcerer does NOT need Intelligence. That's right, 
   Intelligence plays absolutely no part in how many spell picks you get,
   or how high up in spell levels you can advance. With that being said,
   you are left with a few stat points that can be allocated elsewhere.
   Go ahead, and max out Str, Dex, and Con. Keep Int at 9, Wis at 8, and 
   pump the rest into Cha. The Sorcerer I tested when writing this FAQ, had
   the following stats (he was an Elf):

   18 Str, 19 Dex, 16 Con, 9 Int, 8 Wis, 16 Cha.

   Took me about five minutes to roll enough stat points for that character.

   Note: When I was forced to sacrifice a stat point while in Spellhold, I
   did so with Int, which brought it down to 8, and resulted in an interesting
   sideffect; I was no longer able to cast spells from Scrolls. No big deal 
   really, it can be bypassed with a good old potion of Genius, but it is
   something to keep in mind.

5. Spell Picks

   Ahh, this is what makes or breaks a Sorcerer. The first two levels are very
   forgiving, but beyond that you'll be forced to make a few tough choices.
   
   Spells to avoid:
   
   Charm-type spells: (Dire Charm, Domination, etc.) I find them to be of
   marginal value. If you like them, put them on your Secondary Mage (you do
   have a Secondary mage, right?). Personally, I avoid them altogether.
   
   AC-modifying spells: (Armor, Ghost Armor, etc.) Don't get me wrong, these
   are nice spells, the problem is that you don't need them. What? You want to
   take your Sorcerer into the heat of a battle? So do I, and there are ways
   to enchant your Sorcerer enough to make a Dragon cry. AC spells are NOT
   the way to do it though.

   Various Weapon Immunities: (Normal Weapons, Normal Missiles, Mantle, etc.)
   The same reason as with the AC-modifying spells.

   Damage-over-Time spells: (Cloudkill, Ice Storm, etc.) I'll probably get
   bashed for this, but I find these spells to lead to cheap tactics.
   Functional? Sure. Enjoyable? Hardly so. I prefer to take my Sorcerer into
   the heat of the battle and have him single-handedly destroy, say a group of
   ten Vampires while watching them make futile attempts to harm him. In
   short, if you want to have fun, avoid the Damage-over-Time spells.

   Trigger-type spells: (Sequencers, Contingencies, etc.) Sure, sure, Minor
   Sequencer is a nice spell to have early on (Double Magic Arrow hurts a lot),
   however, it is by no means crucial to a Sorcerer. Especially later on in
   the game (which is when your Sorcerer really shines), when your main
   spellcaster is used as heavy artillery rather than a sniper. As for the
   highly acclaimed Contingency, I find it utterly useless. That's right,
   useless. That stone skin at 50% hitpoints won't save you. Better avoid
   getting hit in the first place. Save the triggers for your
   Secondary Mage.
   Note: 8th Level Spell Trigger IS worth having.
   
   Summoning Spells: with the notable exception of Hakeashar, all of the
   remaining summoning spells are for the most part a waste of time and
   spell slots. Finally, avoid spell duplication. By that I mean, avoid
   having two or more spells that do the same thing (unless they can
   be combined for a cumulative effect.) In other words, if you have
   Nishruu, you don't need Hakeashar, if you got Pierce Magic you don't
   need Pierce Shield, etc.

   A word of caution: when deciding in advance which spells to pick, do
   NOT consult the manual; it is riddled with errors and inconsistencies.
   Instead, look up the in-game spell description.

   5.1 Level 1 Spells (5 Picks)

   Magic Missile: The only must-have in this whole level. Good damage,
   handy for spell disruption in the early parts of the game.

   Chromatic Orb: after you reach level 12, it becomes a poor man's Finger
   of Death. I did manage to kill Firkraag with 3 Orbs (after a preemptive
   Greater Malison of course). Yes, you need luck with it, but hey, it's a
   1st level spell.

   Protection from Petrification: Where does it come into play? Whenever
   you fight Beholders. Doubly important if you don't have Shield of
   Balduran or Cloak of Reflection.

   Protection from Evil: Sure, it is best left for Cleric's Protection 10',
   however this way you have a way out if Cleric's spell is dispelled or runs
   out. Also, it leaves open the option of getting Gate (level 9) which should
   become available in the expansion. 

   Burning Hands: Why have it? In case if you ran out of Flame and Melf's
   arrows vs. Trolls. Also, it seems to do more damage vs. the Undead.

   Summary: the most forgiving spell level. Just get the Magic Missile, the
   rest is up to you. Identify is a good pick, but I did not dare waste
   Sorcerer's spell slot on a non-combat skill. Spook is nice, but 2nd
   Level Horror is better. The remaining 1st level spells aren't even worth
   mentioning.
 
   Note: Find familiar should be cast of a scroll, since you are only going
   to do it once.

   5.2 Level 2 Spells (5 Picks)

   Blur: -3 to opponents' chance to hit you, +1 to save and it lasts a
   looooong time. Instrumental in making your Sorcerer invulnerable to melee
   attacks (more on that later). Cumulative with whatever armor you're
   wearing.

   Horror: area effect with -2 save penalty. Excellent spell to use early on.
   Far superior to any confusion-type spells, since panicked opponents are
   far less likely to attack you even when swung upon. Best effect:
   panicked spellcasters cease casting spells!

   Melf's Acid Arrow: Aside from it being a troll killer, there really isn't
   much to it. Unfortunately, it is the only direct damage projectile in
   this level. Since it deals damage every round, it can be used for spell
   disruption (mainly vs. Clerics) early in the game. Acid arrows are
   cumulative with each other, so if you pump your enemy full of them,
   EACH of them will do damage every round. A spellcaster with 3 Melf's
   arrows eating him away will NOT get any spells off. Guaranteed.

   Mirror Image: Absolutely essential in buffing up your Sorcerer's
   defenses. Doesn't last nearly as long as Blur, but still a good pick. 

   Resist Fear: Awesome spell. Not only does it affect more than one
   creature, but it also acts as Remove Fear as well, i.e. if you cast it
   on a panicked party member, their morale immediately returns to normal.
   Useful throughout the game.

   Summary: most second level spells are defense-oriented, which is fine.
   I recommend having both Blur AND Mirror Image. Other spells worth
   mentioning...
   Knock: are you a thief? No. Let the thief do his job.
   Vocalize: this would have been a very important spell, IF Amulet of
   Power weren't around. [Thanks to Rob Sevening and Cheloniophile for
   pointing that out].
   Web: Too risky. I see some merit in having this spell, but it can far
   too easily disable your own party.
   Invisibility: nice spell. Except that everybody and their brother can see
   through it.
   Stinking Cloud: Works okay with Greater Malison, but like Web, it is
   party-unfriendly.
   Overall, Second level gives you some room to maneuver, but not much.
   Weigh your spell picks carefully.
 
   5.3  Level 3 Spells (4 Picks)

   Fireball or Skull Trap: You pick it. Fireball has better range, Skull
   trap has better damage. Both are pretty good at wiping out clusters of
   ranged attackers. Overall, Skull Trap has more potential, but requires
   more care when using.

   Lightning or Flame Arrow: if you're looking for pure damage, get
   Lightning, if you want to play it safe, opt for the Flame Arrow. With
   its brutal damage Lightning looks like a winner, but it is far too easy
   to fry your own party with it in close quarters.
 
   Slow: Oh my God. This is the most potent and most debilitating 3rd level
   spell. It literally turns impossible fights into cakewalks. Umber Hulks,
   Vampires, tough war parties, all become weak as kittens after I apply
   this spell. Excellent way to counter an ambush. -4 THAC0 penalty and
   +4 AC penalty, AND halved attack rate all on top of the -4 save penalty?
   This is the best 3rd level spell, bar none.

   Dispel Magic: you'll need this one to get rid of Confusions, Charms,
   Chaos, etc. Either that, or get Keldorn in your party.

   Summary: This is the first spell level where we have to make some tough
   choices.
   Haste: I forego it in favor of Slow (leave Haste for your Secondary Mage).
   If you absolutely MUST have Haste on your Sorcerer, drop Flame
   Arrow/Lightning in favor of it. Also, there are quite a few Oils of
   Speed in the game [Cheloniophile].
   Remove Magic: you CAN take this instead of Dispel Magic, however, I find
   the latter to be more versatile.
   Melf's Minute Meteors: With your THAC0, it's a total waste. Plus, the
   damage isn't great either. If you like this spell, take it instead of Flame
   Arrow.
   Protection from Fire/Cold: there are better ways to accomplish the
   same thing.
   Protection from Normal Missiles: Good duration and all, but with all of
   your other protections active, you simply won't need this spell.
   Besides, a well-placed Skull Trap or Slow is all it usually takes to
   stop enemy archers.


   5.4  Level 4 Spells (4 Picks)

   Fireshield Red or Blue: I prefer Red, since fire is far more common than
   cold (hence the 50% Fire Resistance that it gives, will aid you more often).
   Why do I like this spell? Because it is an excellent Offensive weapon.
   That's right, offensive. Each time someone hits you they get zapped by
   fire. Instrumental in buffing up the defenses. Blue Fire Shield on the
   other hand is more useful offensively (fewer monsters resist cold) but
   less useful defensively (fewer monsters are cold-enchanted).

   Greater Malison: Extremely powerful, makes all those Horrors, Chromatic
   Orbs, Fingers of Death, VERY hard to resist. An absolute necessity later
   in the game.

   Secret Word: quick, cheap, gets the job done. If you have this, and
   Lower Resist, you don't need to worry about having Pierce Magic or Pierce
   Shield. Keep in mind however, that Secret Word will NOT dispel 9th level
   Spell Trap.

   Stoneskin: the most important defensive spell bar none. An absolute
   necessity for any spellcaster, since it prevents spell interruptions
   while active (although it does not protect from area effect spells).
   Also if you are hit with an enchanted weapon (say, a fire-enchanted axe),
   stone skin will block the damage from the weapon itself, but will
   NOT block the fire damage.

   Summary: with no direct damage spells, save for Ice Storm
   (which is a Damage-over-Time spell), Level 4 is mostly composed of
   buffing/disabling spells. Other spells worth considering...
   Emotion: not bad, when it works. If it had a saving throw penalty,
   it'd be a must-have. Greater Malison alone does not
   amplify this spell enough to make it worthwhile later in the game
   (Chapters 5+). Very potent for the first half of the game
   though.
   Enchanted Weapon: early on, I keep one memorized on my Secondary Mage.
   Not worth having on your Sorcerer though.
   Improved Invisibility: same flaw as with regular invisibility, many
   monsters detect you anyway.
   Minor Sequencer: I miss it, but not enough to consider spending a spell
   slot on it. Keep it on your Secondary Mage.
   Otiluke's Resilient Sphere: too easily resisted, otherwise would have
   been a worthy pick.
   Polymorph Other: entertaining. Works okay when combined with Greater
   Malison. Not as good as Finger of Death though.
   Wizard Eye: get a cat.
   Minor Globe of Invulnerability: There's only one reason to get this spell
   really, and that is if you like to use Lightning. (more on this in the
   Battle Tactics section).
   Spirit Armor: if you can't afford AC 3 Bracers, this is a good
   substitution. With 10 minute duration, you can clear up a dungeon while
   only having to recast it once. The real attraction here is of course
   the +3 to saving throws.


   5.5  Level 5 Spells (4 picks)

   Breach: The most important spell in the game. Get it, or else. Seriously.
   Without Breach, mages will wipe the floor with you over and over, so get
   it, or face countless reloads and hours of frustration.

   Lower Resistance: Works very well, and becomes essential when facing the
   Drow. If you have this AND the Secret Word, don't bother with Pierce
   Magic.

   Shadow Door: the only Invisibility spell worth its salt. Makes you
   untargettable with spells, unless your opponent uses True Sight. Fast
   casting time makes it very viable in combat. Leave the other
   "invisibility" spells for amateurs.

   Sunfire: one of the most damaging spells in the game. In order to use it
   correctly, you must be able to properly protect your caster. A no-no,
   when your party is around. Absolutely devastating when used correctly.

   Summary: I have to make a few sacrifices here, so I pick the best spells
   available(imho). Other spells worth looking at...
   Cone of Cold: weaker than Sunfire, and still hard to use when your party
   is around.
   Spell Immunity: pretty nice, although Shadow Door does the same thing,
   until your Illusion is True-sighted anyway.
   Spell Shield: see above.
   Animate Dead: The effectiveness of this spell varies greatly with your
   level. If you pick this one, don't plan cashing in on it until about
   level 15. That's however, where the magic happens so to speak; instead of
   lowly (and useless) skeletons, you get Skeletal Warriors. These guys have
   an amazing THAC0, about 85% Magic Resistance, 80+ hitpoints, and hit with
   magic weapons. Very tough to say the least.

   5.6  Level 6 Spells (3 Picks)
       
   Chain Lightning: rather mild damage, but it is a party-friendly spell.
   Comes very handy when battling the Drow, as a way to disrupt the
   spellcasting of all Drow Priestesses at once. Do not take this one,
   if you have Lightning.

   Tenser's Transformation: too awesome for words. Makes your Sorcerer
   useful when facing Magic-immune monsters (like Golems). When combined
   with other defensive buffs, it turns your Sorcerer into a non-stop
   killing machine. Do not take this one if you plan to use your Sorcerer
   as a Pure Spellcaster.
   Note: don't forget that you lose your spellcasting abilities while TT
   is active.

   True Sight: the second most important spell in the game (after Breach).
   The only spell capable of dispelling Shadow Door (which enemy mages use
   extensively), along with any other Illusion. Best of all, it does NOT
   dispel your party's Illusions(unlike Oracle). An absolutely necessary
   spell, more so, if you don't have Keldorn in your party (even if you do,
   it is still worth having).

   Summary: only 3 spell picks, ouch. 6th level is brimming with useful
   spells, but oh well. Here are some other good spells...
   Death Spell: useful for killing summoned creatures. Of course, the only
   summoned creature that you need to worry about, is a Nishruu/Hakeashar,
   and not many enemies are smart enough to summon those. Keep one spell on
   your Secondary Mage.
   Disintegrate/Flesh to Stone: nice to look at, but they lack a saving
   throw penalty (which makes Finger of Death such a nice spell).
   Also, many creatures carry important loot, making these spells even
   less useful.
   Improved Haste: Keep one memorized on your Secondary Mage. only cast
   it on your best Fighter.
   Invisible Stalker: a decent scout. Unfortunately, you can't waste a spell
   slot on a scout. And Skeletal Warriors make better Mind Flayer fodder.
   Mislead: a nice spell, actually. Far more useful than Simulacrum,
   since it comes a lot earlier. Don't get this if you have Shadow Door, and
   vice versa.
   Summon Nishruu: I prefer Hakeashar, but if you want to spend a 7th level
   pick on something else, this is acceptable. Apparently, if your mage gets
   charmed, so will your Nishruu/Hakeashar will get charmed as well
   [Cheloniophile].
   Power Word Silence: Power Word Stun is better for disabling enemy mages.
   Spell Deflection: ask yourself, what is the first spell an enemy mage
   sends at you? Something to counter this spell. Cast Shadow Door instead.
   Protection from Magical Weapons: a very potent spell. If you got Level 3
   Lightning, take this one instead of the Chain Lightning.
   Protection of Magical Energy: unlike what the manual says, it gives
   100% spell damage protection. If you don't like Tenser's Transformation,
   pick this one instead.

   5.7  Level 7 Spells (3 picks)

   Finger of Death: Dragons, Greater Wolfweres, Elder Beholders, Kuo Toa
   Princes, and anything else I can think of, will fall to this spell,
   provided that you bust their spell protections and cast a pre-emptive
   Greater Malison.

   Summon Hakeashar: the only summoning spell worth having. Excellent for
   disabling tough spellcasters. Hakeashars are useful even against
   warriors, because they come with a few of their own spells
   (including Lightning) and are immune to normal weapons.

   Khelben's Warding Whip: I keep this one for extra tough spellcasters,
   for times when I can't cast enough Secret Words to eliminate their
   defenses. As a rule of a thumb, if after 3 Secret Words The enemy
   is still not vulnerable, it's whipping time.

   Summary: 7th level is surprisingly disappointing when it comes to
   spells, with only a few incantations worth mentioning...
   Limited Wish: a great spell... for your Secondary Mage. Don't even think
   of wasting a spell pick on it. It's too... err... limited.
   Mordenkainen's Sword: summon it, kill it with two Magic Missiles,
   collect the Greenstone Amulet. Repeat as needed. Good for your Secondary
   Spellcaster, absolutely worthless in combat (the sword has a
   pitiful THAC0).
   Project Image: this spell would have had a HUGE potential, if the
   projected image could see through the fog of war. Since the image
   retains 100% of your spellcasting abilities, it is functionally far
   superior to Simulacrum. Even with this flaw it's a nice spell to
   have (you can combine it with a Wizard Eye or a party member,
   and send it on a suicide mission without endangering yourself).
   Ruby Ray of Reversal: There's only one reason to have this spell, and
   that is to wipe out Spell Trap, which it's supposed to do, but it doesn't.
   At least not from what I've seen so far.
   Power Word Stun: works on anyone with less than 90 hitpoints (provided
   that you have eliminated their spell defences). This means, that most
   mages and clerics WILL be stunned by this spell. Of course, most
   warriors will just shrug it off.
 
   5.8 Level 8 Spells (2 picks)

   Abi Dalzim's Horrid Wilting: this spell is just too cool for words.
   I took down half of the Underdark with it (including the Mind Flayers'
   Elder Brain). Cruel, brutal damage, and totally party-friendly!
   Long casting time though (but that can be countered).

   Spell Trigger: out of all trigger-style spells this is the only one worth
   having. I used it mostly to queue Secret Words and then release the
   trigger on a particularly nasty spellcaster (mostly Irenicus, and a
   couple of Rakshasa mages in Suldanesselar).

   Summary: Yuck! 8th level proves to be even more useless than 7th...
   other than those two aforementioned spells there's hardly anything
   here to lay eyes on...
   Maze: cool effect, no save. What the spell description doesn't say
   however, is that this spell CAN be countered by magic resistance.
   By the time you can cast this spell, most of your adversaries will
   have TONS of magic resistance, making this spell far less than
   what it seems to be.
   Pierce Shield: not bad, not bad at all. One can always use another
   defense-breaching spell, although Warding Whip is better, and of lower
   level. Oh, and this spell is supposed to bust down Spell Trap, but it
   doesn't seem to do that.
   Symbol Stun: also an okay spell. Good effect and good saving penalty.
   However, by this time melee opponents are no longer a threat, and Mages
   don't seem to be affected by it. Also, this spell WILL disable your
   own party.
   Simulacrum: at level 17 this is nothing more than a parlor trick,
   because your "double" will only be at level 9 or so. Hence, it will only
   have access to low level spells. On the plus side, the simulacrum is
   totally independent, can see through fog of war, and (unlike Project
   Image) leaves YOU free to do whatever you want instead of being frozen
   for the spell duration. This spell has a huge potential at levels 25+,
   but that's not something to worry about in BG2.

6. Equipment

   There are a few particularly potent items that will make your Sorcerer
   extremely powerful. Listed in the order of importance...

   Amulet of Power: Vocalize + Immunity to Level Drain + Spellcasting reduced
   by 1. All three effects are VERY handy, making this the most important
   artifact for your Sorcerer (or any spellcaster for that matter). It has
   a magic resistance bonus as well, but that is really unimportant.
   Location: Thieves Guild. A gift from (or loot from) Aran Linvail.

   Robe of Vecna: Spellcasting reduced by 4(!), AC set to 5. Further
   reduction in the spellcasting time makes it possible to cast most
   spells instantly. Spells are literally cast faster than you can finish
   the incantation. AC bonus is nice, but unimportant.
   Location: Sold by Deidre at the Adventurer's Mart (bonus CD).

   Ring of Wizardry: Bonus 5th, 6th, and 7th level spells. A boon, for any
   mage, more so for a Sorcerer. Very nice.
   Location: Harper's Hold. After the first battle with Harpers. Of course,
   for that to happen you need Jaheira in your party. [WheresTheBeef111]
   An alternative way to get it, is to give it as an assignment to your
   apprentices in Planar Sphere, but half the time they will fail at it,
   and in any case there will be heavy casualties among them.

   Ring of Acuity: Bonus 2nd, 3rd, and 4th level spells. Goes very well with
   the ring of Wizardry.
   Location: Planar Sphere, on Lavok's body.

   AC 3 Bracers: These will take care of your AC once and for all. You can
   get them early too.
   Location: Sold by Ribald at the Adventurer's Mart.

   +2 AC Cloak: aside from the AC bonus you also get +2 to saving throws
   which is invaluable.
   Location: Sahuagin city. You'll need to solve the riddle of the imps to
   get the cloak. [WheresTheBeef111]

   Staff of the Magi: +2 AC bonus, Invisibility, special version of Spell
   Trap (lasts all day), Protection from Evil, hits as a +5 weapon,
   dispels magic upon striking, casts Fireball/Lightning 3 times a day.
   Wow. WOW! What's the downside? You'll have to fight Shandalar & friends
   to get this one, so don't plan on having it until Chapter 6.
   Location: Bridge District, Rogue Stone Passage.

   That pretty much sums it up for your Sorcerer's equipment, there are a
   few other items, but these are the best.

7. Battle Tactics

   Total Invulnerability:
   Stoneskin + Blur + Mirror Image + Fire Shield makes your Sorcerer pretty
   much invulnerable to melee attacks.

   Very useful when you don't feel like involving your party in the battle. I
   usually just waltz my Sorcerer in the room jam-packed with tough monsters,
   give them some time to swarm around me, then cast Sunfires until
   everything is dead. I have yet to see this strategy fail, because it's a
   win-win situation: first of all, you are already very hard to hit. If they
   DO manage to hit you, one of the two things will happen; you lose one
   mirror image, AND whoever hit you gets zapped by the fire shield (yes,
   they get zapped even if they hit a mirror image). Or, if you're unlucky,
   you lose one Stoneskin, AND whoever hit you gets zapped by the fire
   shield. This makes Fire Shield a decent offensive weapon, as you can
   just walk in and do absolutely nothing, and still hurt your enemies.

   You can also combine total invulnerability with Tenser's Transformation,
   making your Sorcerer the single toughest warrior in the field. This is
   the way I battle dragons at lower levels (before Finger of Death). I
   Breach the dragon, then cast TT and move in with my Sorcerer... I let the
   dragon beat on me while my REAL warriors do the REAL damage. Haven't had
   a single casualty when battling dragons in this manner. Tenser's
   Transformation also makes killing Golems with my Sorcerer a snap. No
   matter how hard or fast those Golems hit, it's never hard enough or
   fast enough. Yes, this way your Sorcerer can kill Golems all by his
   little self. Sure, you can do the same thing using the Magic route, i.e.
   knock their Resistance with 3 Lower Resists, and then proceed to fire up
   spells, but it takes longer and uses up too many spells.

   Finger of Death:
   This is the ultimate one-shot killer spell, IF you do it right. In order
   for it to work properly, you MUST insure its success, meaning...a  few
   pre-emptive Secret Words a Warding Whip thrown in for good measure,
   and (drumbeat!) Greater Malison. Add Lower resistance when necessary.
   With this setup, Finger of Death usually works on the first try.
   I successfully killed magic-immune Sarevok this way, although he did
   require 4 Lower Resists.

   Lightning Madness:
   Yet another way of turning your Sorcerer into a scythe of death. This
   one works best in small chambers with lots of enemies. Cast Minor Globe
   of Invulnerability then start letting loose as many lightnings as you
   can, as fast as you can. More walls + more enemies = more dead enemies.
   Oh, and your caster better be alone, or your party WILL be BBQed along
   with the bad guys. You'd think that you can use Fireball and Skull Trap
   in the same manner (since they are both 3rd level), but no, Minor Globe
   won't protect you from those. If you want to have fun with Skull Trap in
   close quarters, you'll need Protection from Magical Energy (level 6).

   Skeletons of Doom:
   Summon 5 Skeletal Warriors, haste them, watch your enemies die. And don't
   blink. They are excellent against Both Beholders and Mind Flayers, because
   they are almost totally immune to magic.

   This is how I usually use my Sorcerer when he battles alone. When I feel
   like involving the whole party, I just limit him to Breaching/True
   Sighting/Secret Wording/Slowing my opponents. That is all what is really
   needed from him in a group fight.

   All in all, I find the Sorcerer class to be extremely enjoyable and quite
   easy to play. It is the perfect class to learn the ins and outs of magic,
   as long as you suit your spell picks to your gameplay style. And that
   concludes my Sorcerer's Guide.

8. Contributors

   I would like to thank the following people for contributing
   tips/corrections to this guide:

   Rob Sevening
   Cheloniophile
   WheresTheBeef111

   Thanks, folks.


   Questions? Comments? Drop me a line at rvgrigoriev@mdeintl.com

9. Legal Stuff

   Disclaimer: the writer of this guide is in no way responsible for any
   wrongdoing committed by anyone upon reading this guide, bla, bla, bla.
   In other words, if you do something stupid, don't blame me.

   Copyright notice: this guide is the sole property of Roman Grigoriev.
   Feel free to distribute it, but do not modify it or charge money for it.
   Okay? Thanks.
