Mr White
2007-10-05, 03:32 AM
This is actually an icewind dale II game I’m playing but as my question is about the tactical side and the game uses the 3e edition DnD rules. I thought I’d post it on this forum.
I control a party of six containing a fighter, a barbarian, a rogue, a bard, a cleric and a sorceress. The problem I’ve encountered is that none of my spell casters can learn spells. I got some flexibility with my cleric but with my bard and sorceress I have to choose some spells and I’m than stuck with them.
This is my first time with an RPG that follows DnD so closely. So I’m not entirely sure which spells I should take and which are not worth to bother with. And as I can’t really test them (or a certain combination) out before I make my choice …
These are the spells my party uses:
Bard (7th level): charm person, grease, chromatic orb, identify mirror image (the one with the multiple images), cure moderate wounds, cat’s grace, confusion, sphere of protect from evil (what creatures are this exactly?)
Sorceress (5th level): magic missile, sleep, colour spray, burning hands, scorching ray, snow ball (or something like that affecting an area with cold damage)
+
Fearie fire (special ability)
Cleric (6th level): bless, doom, cure light wounds, summon monster II, chant, dispel magic, bull’s strength, summon undead.
+
(domain spells)) protection from environment (protection from heat and cold), aid, cure serious wounds
+
Turn undead, finger of pain (special ability)
What spells, or effects should I be looking for to be able to face most threats? Should I change my cleric spells?
Thanks in advance.
I control a party of six containing a fighter, a barbarian, a rogue, a bard, a cleric and a sorceress. The problem I’ve encountered is that none of my spell casters can learn spells. I got some flexibility with my cleric but with my bard and sorceress I have to choose some spells and I’m than stuck with them.
This is my first time with an RPG that follows DnD so closely. So I’m not entirely sure which spells I should take and which are not worth to bother with. And as I can’t really test them (or a certain combination) out before I make my choice …
These are the spells my party uses:
Bard (7th level): charm person, grease, chromatic orb, identify mirror image (the one with the multiple images), cure moderate wounds, cat’s grace, confusion, sphere of protect from evil (what creatures are this exactly?)
Sorceress (5th level): magic missile, sleep, colour spray, burning hands, scorching ray, snow ball (or something like that affecting an area with cold damage)
+
Fearie fire (special ability)
Cleric (6th level): bless, doom, cure light wounds, summon monster II, chant, dispel magic, bull’s strength, summon undead.
+
(domain spells)) protection from environment (protection from heat and cold), aid, cure serious wounds
+
Turn undead, finger of pain (special ability)
What spells, or effects should I be looking for to be able to face most threats? Should I change my cleric spells?
Thanks in advance.