Hahahahahahaha! Yes, I'm great at stating the obvious! Absolutely amazing! The best, some would say! I'd only say that it's so much more important for Wizards and Sorcerers due to their severe lack of ability at Levels 1 and 2 compared to Fighters, Thieves, and Clerics. Sitting at 6 HP with no helmet, armor, weapon that does more than 1d6 damage, and very few castings of Level 1 spells can make the very early game rough if a player doesn't know better. Others just get the tiniest bit more on the outset.
**Spoiler ahead** I always select staff as the initial proficiency as being made of wood it does not suffer the iron poisoning of other items. If desiring a familiar select LN alignment as the ferret can pickpocket some goodies early. Sleep and blind for the first two spells as sleep is king in BG1 and blind just makes some opponents toys to play with. (Game hint never turn in Identify scroll at the beginning it is much more valuable scribed in spellbook.)
Nice guide! Been finding some baldur's gate guides for mages and your video is the first one I saw. Your guide is simple but understandable for a beginner like me. Got a new subcriber😉
all these guides are great and all... but you can just run a party through the Black Pitts. save the character you want at any time and then just pull em into the game. team ov 4 can get almost to the third tier ov fights with out buying anything leaving tons ov money to buy scrolls and pump up your wizzy. i took a team ov 5. dropped my wiz out ov the party played the Pits bought my wiz all the spells and sent him out to BG at lvl 1 with a filled spell book. found a way to make NG+
@@Redjoy123 going off ov how nerds disect games and your videos... you'd probably be bored :P its a cute little series ov battles. the characters in theUnderDark are always interesting. but the fights where only difficult in two parts and they can be negated with 'bring fire' thanks for keeping me company
@@Redjoy123 keep talking... ill get to BG1-3 eventually. currently running through Arcanum: ov Steamworks and Majika Obscure. got temple ov elemental evil (solo NG druid/wiz/mystic thurge/archmage)
You are awesome and you should get your hands on BG3 when you get the chance! BG1 and BG2 are great games as well, but I get it. I'm happy that you're enjoying BG1, it's a very different game combat-wise and character-wise but I think the differences give two distinct game styles that complement what different people want or what the same people want at different times. If I need a quick shot of "go there, do the quest, slay the monster, get the gold, move on with the story" that's all BG1 and BG2, if I need a heavy dose of great writing, tactical combat, and cinematic adventure, then BG3 is perfect.
@@Redjoy123i started as a half elf cleric/mage because I wanted access to a lot of spells and I planned on carrying the character over to bg2. The problem is I loathe the sling and I think I'd like to delegate divine spells to Jaheira or someone else. I've got to decide if I want to go pure mage or fighter/mage so I can use bows. I'm almost done in cloakwood but I feel like I gotta restart
@@tjmoon1857 Gah! I'm so sorry to hear that! I absolutely sympathize (even though I don't mind slings, I get it, other weapons are better). While you'd have a similar issue with pure mages, the nice thing about them (and cleric/mages) is that they are perfect for using wands. I imagine that there are playthroughs that people have tried where they've said "No weapons on my main, just rely on spells and other items" and the cleric/mage or the mage are perfect. That being said, you should applaud yourself on tackling both divine spells and arcane spells on the same character! That's not easy but it is a good way to see a ton of spells and to see how they interact.
@@Redjoy123I rerolled as a elf fighter/mage. I'm going to use longbows. I'm happier with this choice, but I do feel a little dirty since I have basically no wisdom :/
2:24 charisma is one thing a luxury for wizard what you need is 18 dex 18 or max int (to learn spells) Cons for hp 16+ i go 18 for saves it may effect. than wisdom 15 min for the wish spell or just so you can use you int*wis modifier to identify, let someone else do the talk. Now for role play I do say a high charisma is a must fort the true leader of any party the wizard :D (but for meta its really not important, let the paladin lead) (str is also useful up to 12+ so the wizard can carry the unidentified items, or 14 to stab disabled enemy's with 2 hand knifes :D)
True, plus there's a ring that you can get if your Charisma is below 9 that brings it right up to 18 in BG1 AND in BG2 a very similar ring can be picked up right at the very beginning of the game. When a character dumps Charisma, they can essentially become a superpowered individual as long as they don't mind losing a ring spot. Otherwise, as you mentioned, get Ajantis or Safana to do the talking.
Good guide, though I would add that slings can be a great option in this game and there are plenty of magic ones and magic ammo, they also do bludgeoning which is a good damage type. Agree that weapons are a last resort for mages mostly but having a ranged option can be good.
Slings are good if a character has a high strength value. I agree that it's not a bad of an option compared to other missile weapons (*cough DARTS cough*). I simply suggest daggers to help with a possible melee option if you have an opponent who is stunned and you want to save ammo. Then again, starting with slings then going to daggers or staves can work as well.
I love that idea! Though I think I beat you to it, check out my playthrough with Hadrian: th-cam.com/play/PLtPoKxuS9rXNA7z6MFzzLUBt2bIJoLqlZ.html (PS - I will definitely make another attempt later on this year)
5:08 .....at lv 1that 1 damage is guaranteed lol get magic missile all the way, and sleep....well sleep is better vs things it works but after that magic missile is the best spell even on low level
Yeah, I'm thinking about putting out a "Favorite Spells" list (not Meta Spellpower per se, just my favorites). Sleep and Magic Missile are both on the top of Level 1 but at different points of the game.
ive built myself an "all magic casting" party. i absolutely rushed the plot to get to the tome of intelligence +1 ignored alot of quests and encounters involving enemies with high xp rewards to keep my party at or around level 4 around entry to baldurs gate the party was My character, Dual class fighter mage with 2 handed sword and dualed him at level 3 so id get my sword back quickly. with the robes of the neutral archmagi, and some spells hes my tank. then its imoen, i went full lock picking till i got to 100 skill (level 4) then dualled her to a mage. Branwen, because i need a healer and shes still a caster, so its still an all magic party. and 12 foot silence absolutely wrecks any of the big bad mage fights. and is hilarous. Xan, cos he just pokes everyones eyes out if he cant put them to sleep. allowing my party to just melee all the sleeping enemies to death even mages are ok in a fight vs sleeping enemies lol. he is actually OP despite his bad stats. garrick, cos he gets better spells faster. and can identify everything so i dont have to spend money on that. he mostly just sings his songs and makes the party immune to fear. then safana, the reason i rush the plot. then go back and level up and complete all the quests later. at level 4 she can have 100 find traps. then with the tome of INT you can dual class her into a mage. completing your all mage party, and giving you a party that can get through the traps and locks of durlags tower. its been really fun to play. i would reccommend a playthrough with a party somewhat like this. later on when people hit level 7 mage, things start getting kinda op for BG1 lol. but the early game can be quite a challenge getting a bunch of useless characters through the game enough that they actually get good and that is the fun part.
All caster parties work really well once you get past the early stages of the game. Once Mages and Clerics are level 5 or so, they can really start to defend themselves.
xan is an absolute bad ass. ive never used him before. but im using him on a new run, and hes just putting everything to sleep. or blinding them, greywolf for example was a pushover. xan blinded him, then my fighter wrecked him. the gnoll stronghold. everything and i mean everything fell asleep and my fighter just went around and mercy killed them. Xan is an incredible mage For a personal character, i like to go human fighter with an INT of 17 and dual him into a mage at level 6. then when he hits mage level 7 he becomes a killing machine mage tank.
I would have much preferred that he were naturally provided with a ranged weapon rather than the amazing sword that he does get. Yes, he can use his spells, absolutely, but he has to keep his distance from enemies unless he wants to have parts of him flying all over the battlefield. The Human Fighter Dual to Mage is an awesome combo!
@@Redjoy123 xan's sword is great, hes actually ok with it when everything is having a nap. give him another 50% fire resist, and he wont be taken by surprise by a fireball ever again.
If you have a Mage, Bard, Cleric, or Druid (as well as Paladins and Rangers at higher levels), when you go into your spellbook from your lefthand side of the screen, you'll see the spells you have learned above as well as the spells you have memorized at the bottom of the screen. To remove any spells you want to replace, click on the spell icon in the Memorized section at the bottom of the screen, this will remove the spell from your memorized spell list. To memorize new spells, click on the spell you want to use (from the spells which you have learned) and click on that icon as many times as you want to have that spell available for you. You can do this for each level of spellcasting you have available to you. Note 1: When you change your memorized spells, you will need to rest in order to rememorize those new spells. Note 2: For Sorcerers and Shamans, you don't change your spells daily. You get specific spells that you cast a certain number of times a day based on that spell level. Note 3: Wizards and Bards learn their spells from scrolls (right click on scrolls in your inventory and click 'Learn Spell' for a chance to learn it). If you are a divine caster (Clerics, Druids, Paladins, and Rangers), you automatically learn all of your possible spells. I hope that this helps!
(Spoilers) These are my favorite and most recommended mages: -Generic Mage if you plan to dual-class. Needs to be human, of course -Wild Mage: Able to cast ANY Mage spell, Great in the beginning and mid-game, and a total powerhouse in the late-game thanks to spells like the Dweomer. -Necromancer: Powerhouse at all stages of the game, gets +2 save penalty in spells like "Horror" and "Skull Trap" and all the other Necro goodies. Very fragile mage though, probably will die a lot. -Enchanter: Powerhouse in BG1 thanks to charm spells, still great but not amazing in BG2. Not as fragile as Necro. -Conjurer: Safest mage you can play. Can cast all mage spells except the very few divination ones. The potential companion "Edwin" is the most powerful Conjurer in the entire series; you may still avoid him because he's evil and/or because a lot of other companions will have conflict with him, which means you may need a Conjurer PC instead of him. I don't recommend the other specialist mages because they are too restrictive.
I'd argue that the Invoker is also a good specialist mage due to the saves of spells and having a useful combo stat. Everything you said up top fits otherwise except I'd add that Wild Mages are really rough for pure spell casting in the early game (better use wands)
@@Redjoy123 Invoker is good. In fact, if I'm not playing any of the types mentioned in OP I would definitely roll with an Invoker. I also have a crush on Dynaheir, but that's because I made this sick portrait for her with AI and I have been pretending that's her. I did that for everyone. The problem with the invoker is when you go higher up in difficulty. I play on Insane and LoB, and most invoker spells turn useless at that level.
Alteration mage (transmuter?), can also be ok if you dual him to cleric when he knows some alteration spells with saves (like "polymorph other", "desintegrate", "flesh to stone"). Its a very weird combination but he can be something (and dual him to a cleric, is his only way to make him a bit better) And illusion its ok, blind gonna make bg1 easy, but in bg2😅 and you lose skull trap and abydazim, so, not worth it (unless youre multiclassing like Jan Jansen) Adjurer, just sucks, you earn nothing and you lose "stoneskin" and "time stop". Better play another type of mage, or just play an standard mage.😅
@@Frendlu Alteration Dual to Cleric is really interesting indeed. I'm gonna have to give that a try one of these days. Spot on on the Illusionist, just good on BG 1 for blind, but very weak on BG2. I guess the illusionist may be good for people that only want to play BG1 in this toon's life cycle. And OMG the Abjurer! What a wasted potential on that one. Sad they never came up with spells to make that worthwhile.
Mage might be one of the hardest classes to master but when you mastered it I think its one of the most powerful and interesting to play. Mage/Cleric also is very interesting. Of course there are easier to play op classes but theyre not as fun to play imo
It's weird to think about this, but Mages make fantastic tanks due to their protection spells. That and the damage they put out there is massive, they're very impressive as long as you get them through the early stages of the game. Yeah, I tried to do a Cleric to Mage dual class for a hardcore SCS run. As always, I wasn't successful due to user error, but it's a cool idea. I might try out just doing a Mage/Cleric multi-class sometime for a hardcore SCS run, so I'll put that on the docket.
here is my spell guide :D based on test experience and what more you need its WSL approved :D ~~~~ Wizard ~~~~~ Specialization that IS a must :( for +1 slot on every level is just un-accaptable not to have - "Abjurer" Its has Wizar PVP Disenchant: Time stop, Haste, slow is "Alteration" (*Abjuration* Black List) - "Trasnmuter/Altreration :(best spels) "Dispel magic, beak magis is "Abjuration" so (*Transmut-er* Black listed) Only wizards can beat wizrds in D&D - "Counjurer" no Ditect invisibility + "Orackle" is Divinateion (*Counjerer* black listed becuse detect Is YOUR job wizard) - Diviner cant use "counjer"/summons Like: , Efreet, elementals, spiders army (super uncomfortable), or "Maze!"and "Power word Scilence" - "Ilusionist" SullTrap (Fáj), Abi-Dalzi Wail (necromancy)(inci cloud) , finger of D (notthat i use it), (Necromancy) (Ilusionist Hurt) (Least painful aside "Invocation") - "Necromancer" : Get a bonus: Abi-dalzi Wail, Finger, Skull get bonus, Benshe -4 over -2. BUT Simular crom, Mislead, is an "Ilusion" spel the best spel of the game, (*Necromancer* Black listed as main, cant use this) - Enchanter cant use "Invocation" (Super Painful....than again my damage spels are necromany) - "Invocation" is all good damage spells (Enchantmenter Sucks, least painful) - NO: charm, freinds, confusion, Chaos, hold monster (is an instant kil if conects), Enfiblement (the only Lv2 spel in the game that dos sometgin its a lasser blind), Maleson !!!(-4 to sawes all), Enchant weapon !! (Esencial for monks and arcchers mid game) ************************ ~~~ Wizarding 5/5* - Lv9 Time stop ! (Alteration)(best thing in game), Planar Alie (limited to one on field its so good) Spel Strike VS boses (Destroy ALL Enchantemnts is a Joker card amaizing), , Energy Blaids, Dragons Breath, Meteror, - Lv8 Simular crom (Ilusion), a copy of you taht can make copy of it...most powerul spell in the game, aside thefact Time Stop is more imortant tool - Lv9 Sumon Planar Alie Best sumon in the game 1 can be out (Ligh Diva/"Planar ally" is better than the dark one) - Lv9 Shape change to (Alteration): Werewolf(grater OP it has regen), "Mind frayer" for the lols (and its one of the best time stop killer combo) "anething that can be hit by this, than can be back stabbed is DEAD from this:Elder dragons, Raksasa, vampires, Planars" Combos : Time astop + Abid + Time stop + abid + abid+ Time stop + abild + abid is the best damageing spell of the game ----- Top faws: - Lv9 Dragon breath : The super wesion of Fire ball - Lv9 Spell Snare : Distroy all enchantement (the only sure to deal with licheds/ Sorceres can afort do hae many) - Lv7 Sumone Ifreet* (on its on Casts Fire ball's), Jin (Incisibility self), Water(dos nothing) - Lv5 Breach (Destroy all low enchantemnts and Anty slep for Sroud(the fuck you wizar sheild) - Lv5 Orackle bit of a luxiary wut its the best detect adn ilusion canseler in the game (wsl faw) - Lv6 Mislead (life saver instant invisibility, Its a must) Lv5 Shadow door is the smaler wersion - Lv4 Improuved invisibility (your best defecne) - Lv2 Web is "Evocatin" : best crod control in game , combo with spiders - Lv2 Stinken cloud : eventualy it will hit and knock enemy down, combine wiith web to reduse defecne on the bound oponents - Lv4 Spider Summon is Insanely good with web theyeven blink ----- Good ones: - Lv8 Power word Blind (side) if oyu need this to kil a warior use regualar blinds - Lv8 Maze, you have to get close but it remuves someone from fight! (for wuit a time) even Dragon bos(for lv8 not bad), you can smaka simular crom to do this (simularcrom+Scrol-maze strongest move) - Lv8 Big'B clung fist (the smaler one) No save stun - Lv8 Pierce Shield (if you dont have enaugh SlepStike and not enaugh ruby rays) it also nerfs resistance (25%+ ish) - Lv7 Ruby Ray (destroy bigest enchanment, for the Speltraps) on paper its nice but worths nothing, to destroya serious enemy you need the big bad Spel Stike and 3-4 of it. (5 sec its just simple and spam it with Simularcrom) - Lv6-7 Spell Sequencer and Spel triggger are insanely powerful (ulike the aoto wersio) with just with 3 fire arrow you can do insane damage (for some reason bugged in arena) - LV6 Prot magical weapons LV5 Chaos save with -4 aria effect or they run in confusion (best lv 5 spel) - Lv5 Fire elemental is Huge (immune to most weapons and attacks) when it dos not chouse to atack you after summoned - Lv4 Stone Skin vs back stabs, or anything really ...(lets break the game gorse) - Lv4 Enchant weapon (grate for bows, and Monk) they hit magic defence now :D - Lv4 Summon phase spiders :D imune to web, teleports, poisons (best summon of the game after Skeleton under Efreet) - Lv3 Slow target has only 1 action and has to save vs-4 - Lv3 Fire Arrow 5d6/5lv on max 105 damage (best direct Late damage dealer spell in Lv3 in game)yes fireball is better - LV3 There is a joke "new age wizard:I can use every spell in the game" "Old age wizard snaps back: Admit you only add fireball for you 3th slot....its that good 3+side(haste/slow/ect) at least for good wizard fireball all the way" best damage on biggest aria no joke, ebaugh blast salws any problem ion the game, you only need 1 Invisibil () - Lv3 Skull trap LV*dK6 dam has a 2/3 range to firrebal until lv 14 ball is better after that ....do you need a Direct damage spell from lv3 slots?:D (better damage on paper than fireball after lv11 but the lass range makes it lass good i say over rated) - Lv2 Invisibility 23 hours !, you give this to you scout lets say monk (it moves faster) see enemy and shoot them with firebbals out of range. best LV2 spell of the game - Lv2 Horror / Confusion-2 / Chaos -4 - Aria crud control (with archers better than web for enemy only) - Lv2 Enfeeblement (the only Lv2 spel in the game that dos something meaningful its a laser blind) - Lv2 Luck Spell short duration 7 shots BUT its commutative with chant wors with chant (save from -1 to -3) - Lv1 Spook has -6 modifier good (if ilu -8, best late LV1 spell of the game) - Lv1 Magic missile deal damage on high level and interupts okay bad sells and why ----- Bad Spels: Lv1-x Every Tuch Spel(exeption Vampiric tuch to heal From alies may be a trick in situations) Lv2 Power word sleep (who dos not hawe 20hp?) Lv2 Glitterdust (reviles invisible and blinds porely for 4 rouds, hard to hit) Detect is way better Lv3 Wraith Form defends but also block spell casting :( Lv3 ghost armore until you have sirit armore than discard it Lv3 Remuve magic is only wornk on enemy its i rather dispel magic (if you have dispel you dont need this) "Lv1,LV5 monster sumoning" is for wizard under wealming (this got nerfed) Lv4 Wizard Eye do NOT detect(use an invisibility and send a scout) but it gives shight for your summons (way better to use a invisible scout from LV2 slot) Lv4 Contagion its gices slow WITHOUt the -4 modifyaer Lv4 "Animate Dead is teruible" Lv4 minior spell Siquencr (best choice 2 magic missiles...justnot worth the prep work) Lv4 Fire abd Blue fire shield (gives resitance and damages who close hit you/"the wizard") I dont like to get hit its bad Lv4 Resilian Spahre "lock up" an oponed but you cant harm it, polimor enems, petrify, feable minad, blind, confusion, horror, just better, - AS TO SAVE someone it ould be grate, to block paths it would be grae if your ally wouldnot have a save role agains it looool T.T Lv4 Hoplesnes is a croud control where confusion-2 is just better Lv4 Ice Strom only damage spel of Lv4-s propblem it desintegrates Lv5-6 Elemental Summmon: On wizard elemental summons are just bad they can go berserk and take time away form wizard on top of that no imunity on web, if anething Efreet. Djin is better Lv7 Khekbens Warping Whip (disenchant) there is no situation where this is better than ruby ray, if you can hit with this, you can hit with Spelstrike and When you need to hit with disecnhant This is NOT enugh. (7 slow cast time) Lv7 Summon Fiend long cast time, sumons a Demon hostile and its weak. Efreet WAY better) Lv8 Summon Fiend long cast time, sumons a Demon hostile and its weak. (Efreet, Simularcrom WAY better) Lv7 Mordekain Sword (as pain in the ass to get rid of with only magic missal) Ifreet better, this thing is slow as turtle Lv8 Improuved Mantle vs +3 weps w8st, Lv8 Protection from energy 75% (from an lv8 spell) is garbage Lv8 Simbol why make a trap, they can save from, if you can Big'b stun, and stun is a death spel - Lv9* Improuved Alacrity (May be good maybe): my experiance with this spell is its totally useless, a Time stop dos the same if you want to spam damage. - Lv9 Big B. hand: not only it has huge cast time, it doslas than a dragon breath with 2 saves 7d10 and blind efect (-4save like blind Lv1 spel) vs Dragons Breath 20D10 it is one of the worst Lv9-s otdone by Fireba 10d6 - Lv9 Absolute imunity : to be fair timstop protets you more (i wuld not use an shield for 9th spel) - Lv9 Enegy Drain if you can hit with this you can hit with ilithad - Lv9 Black Blaid of disaster, as the name imply you get black sword instead of you Wizard wand, and miss with it in time stop :D if you can cut someone with this Ilithad better. - Lv9 Energy Drain Same as Black blaid if youcanmake this happen you can ilithid and its won kil shit. - Lv9 Chain contingency (Evocation) the problem with this spel it reat to a condition adn not under your control also lv9 spel for lover level to activate is to high price (it dos not seam to work if you sleep a lot)
The awesome thing about Mages is that they can totally switch the spells up as needed! They just need to go around learning all of the spells, which can be a lot of fun in itself. It's pretty awesome.
"Objective: gain as much experience as quickly as possible." Excellent observation!
Hahahahahahaha! Yes, I'm great at stating the obvious! Absolutely amazing! The best, some would say!
I'd only say that it's so much more important for Wizards and Sorcerers due to their severe lack of ability at Levels 1 and 2 compared to Fighters, Thieves, and Clerics. Sitting at 6 HP with no helmet, armor, weapon that does more than 1d6 damage, and very few castings of Level 1 spells can make the very early game rough if a player doesn't know better. Others just get the tiniest bit more on the outset.
**Spoiler ahead** I always select staff as the initial proficiency as being made of wood it does not suffer the iron poisoning of other items. If desiring a familiar select LN alignment as the ferret can pickpocket some goodies early. Sleep and blind for the first two spells as sleep is king in BG1 and blind just makes some opponents toys to play with. (Game hint never turn in Identify scroll at the beginning it is much more valuable scribed in spellbook.)
This is good advice, I usually turn in the scroll but the next time I do a full Wizard, I'll keep it!
Nice guide! Been finding some baldur's gate guides for mages and your video is the first one I saw. Your guide is simple but understandable for a beginner like me. Got a new subcriber😉
Thanks so much! Tomorrow I should be releasing the guide for Specialist and Wild Mages so you should check that out!
all these guides are great and all... but you can just run a party through the Black Pitts. save the character you want at any time and then just pull em into the game.
team ov 4 can get almost to the third tier ov fights with out buying anything leaving tons ov money to buy scrolls and pump up your wizzy.
i took a team ov 5. dropped my wiz out ov the party played the Pits bought my wiz all the spells and sent him out to BG at lvl 1 with a filled spell book.
found a way to make NG+
I should do a playthrough of the Black Pits, sad to say I've never gone through the pits.
@@Redjoy123 going off ov how nerds disect games and your videos... you'd probably be bored :P
its a cute little series ov battles. the characters in theUnderDark are always interesting. but the fights where only difficult in two parts and they can be negated with 'bring fire'
thanks for keeping me company
@@nunyanunya4147 Hahahahaha! But bringing fire is how I solve a lot of problems in life!
@@Redjoy123 keep talking... ill get to BG1-3 eventually. currently running through Arcanum: ov Steamworks and Majika Obscure. got temple ov elemental evil (solo NG druid/wiz/mystic thurge/archmage)
I really want bg3 but im too poor so i started bg1 since i already had it on my steam account. Its absolute fire
You are awesome and you should get your hands on BG3 when you get the chance! BG1 and BG2 are great games as well, but I get it.
I'm happy that you're enjoying BG1, it's a very different game combat-wise and character-wise but I think the differences give two distinct game styles that complement what different people want or what the same people want at different times.
If I need a quick shot of "go there, do the quest, slay the monster, get the gold, move on with the story" that's all BG1 and BG2, if I need a heavy dose of great writing, tactical combat, and cinematic adventure, then BG3 is perfect.
@@Redjoy123i started as a half elf cleric/mage because I wanted access to a lot of spells and I planned on carrying the character over to bg2. The problem is I loathe the sling and I think I'd like to delegate divine spells to Jaheira or someone else. I've got to decide if I want to go pure mage or fighter/mage so I can use bows. I'm almost done in cloakwood but I feel like I gotta restart
@@tjmoon1857 Gah! I'm so sorry to hear that! I absolutely sympathize (even though I don't mind slings, I get it, other weapons are better).
While you'd have a similar issue with pure mages, the nice thing about them (and cleric/mages) is that they are perfect for using wands. I imagine that there are playthroughs that people have tried where they've said "No weapons on my main, just rely on spells and other items" and the cleric/mage or the mage are perfect.
That being said, you should applaud yourself on tackling both divine spells and arcane spells on the same character! That's not easy but it is a good way to see a ton of spells and to see how they interact.
@@Redjoy123I rerolled as a elf fighter/mage. I'm going to use longbows. I'm happier with this choice, but I do feel a little dirty since I have basically no wisdom :/
Isn't it I'm playing through 2 now the siege of dragon spear and black pits are fun too
2:24 charisma is one thing a luxury for wizard what you need is 18 dex 18 or max int (to learn spells) Cons for hp 16+ i go 18 for saves it may effect. than wisdom 15 min for the wish spell or just so you can use you int*wis modifier to identify, let someone else do the talk. Now for role play I do say a high charisma is a must fort the true leader of any party the wizard :D (but for meta its really not important, let the paladin lead) (str is also useful up to 12+ so the wizard can carry the unidentified items, or 14 to stab disabled enemy's with 2 hand knifes :D)
True, plus there's a ring that you can get if your Charisma is below 9 that brings it right up to 18 in BG1 AND in BG2 a very similar ring can be picked up right at the very beginning of the game.
When a character dumps Charisma, they can essentially become a superpowered individual as long as they don't mind losing a ring spot. Otherwise, as you mentioned, get Ajantis or Safana to do the talking.
Good guide, though I would add that slings can be a great option in this game and there are plenty of magic ones and magic ammo, they also do bludgeoning which is a good damage type. Agree that weapons are a last resort for mages mostly but having a ranged option can be good.
Slings are good if a character has a high strength value. I agree that it's not a bad of an option compared to other missile weapons (*cough DARTS cough*). I simply suggest daggers to help with a possible melee option if you have an opponent who is stunned and you want to save ammo. Then again, starting with slings then going to daggers or staves can work as well.
*VERY GOOD AND USEFULL VIDEO. KUDOS MATE \m/*
Do beserker mage next!
I love that idea! Though I think I beat you to it, check out my playthrough with Hadrian: th-cam.com/play/PLtPoKxuS9rXNA7z6MFzzLUBt2bIJoLqlZ.html
(PS - I will definitely make another attempt later on this year)
5:08 .....at lv 1that 1 damage is guaranteed lol get magic missile all the way, and sleep....well sleep is better vs things it works but after that magic missile is the best spell even on low level
Yeah, I'm thinking about putting out a "Favorite Spells" list (not Meta Spellpower per se, just my favorites). Sleep and Magic Missile are both on the top of Level 1 but at different points of the game.
ive built myself an "all magic casting" party.
i absolutely rushed the plot to get to the tome of intelligence +1 ignored alot of quests and encounters involving enemies with high xp rewards to keep my party at or around level 4 around entry to baldurs gate
the party was My character, Dual class fighter mage with 2 handed sword and dualed him at level 3 so id get my sword back quickly. with the robes of the neutral archmagi, and some spells hes my tank.
then its imoen, i went full lock picking till i got to 100 skill (level 4) then dualled her to a mage.
Branwen, because i need a healer and shes still a caster, so its still an all magic party. and 12 foot silence absolutely wrecks any of the big bad mage fights. and is hilarous.
Xan, cos he just pokes everyones eyes out if he cant put them to sleep. allowing my party to just melee all the sleeping enemies to death even mages are ok in a fight vs sleeping enemies lol. he is actually OP despite his bad stats.
garrick, cos he gets better spells faster. and can identify everything so i dont have to spend money on that. he mostly just sings his songs and makes the party immune to fear.
then safana, the reason i rush the plot. then go back and level up and complete all the quests later.
at level 4 she can have 100 find traps. then with the tome of INT you can dual class her into a mage. completing your all mage party, and giving you a party that can get through the traps and locks of durlags tower. its been really fun to play. i would reccommend a playthrough with a party somewhat like this.
later on when people hit level 7 mage, things start getting kinda op for BG1 lol. but the early game can be quite a challenge getting a bunch of useless characters through the game enough that they actually get good and that is the fun part.
All caster parties work really well once you get past the early stages of the game. Once Mages and Clerics are level 5 or so, they can really start to defend themselves.
xan is an absolute bad ass. ive never used him before. but im using him on a new run, and hes just putting everything to sleep. or blinding them,
greywolf for example was a pushover. xan blinded him, then my fighter wrecked him.
the gnoll stronghold. everything and i mean everything fell asleep and my fighter just went around and mercy killed them.
Xan is an incredible mage
For a personal character, i like to go human fighter with an INT of 17 and dual him into a mage at level 6. then when he hits mage level 7 he becomes a killing machine mage tank.
I would have much preferred that he were naturally provided with a ranged weapon rather than the amazing sword that he does get. Yes, he can use his spells, absolutely, but he has to keep his distance from enemies unless he wants to have parts of him flying all over the battlefield.
The Human Fighter Dual to Mage is an awesome combo!
@@Redjoy123 xan's sword is great, hes actually ok with it when everything is having a nap. give him another 50% fire resist, and he wont be taken by surprise by a fireball ever again.
Can I use these stats for wild mage?
Yep, they should also work for a Wild Mage!
I can’t figure out how to change memorized spells each day
If you have a Mage, Bard, Cleric, or Druid (as well as Paladins and Rangers at higher levels), when you go into your spellbook from your lefthand side of the screen, you'll see the spells you have learned above as well as the spells you have memorized at the bottom of the screen.
To remove any spells you want to replace, click on the spell icon in the Memorized section at the bottom of the screen, this will remove the spell from your memorized spell list. To memorize new spells, click on the spell you want to use (from the spells which you have learned) and click on that icon as many times as you want to have that spell available for you. You can do this for each level of spellcasting you have available to you.
Note 1: When you change your memorized spells, you will need to rest in order to rememorize those new spells.
Note 2: For Sorcerers and Shamans, you don't change your spells daily. You get specific spells that you cast a certain number of times a day based on that spell level.
Note 3: Wizards and Bards learn their spells from scrolls (right click on scrolls in your inventory and click 'Learn Spell' for a chance to learn it). If you are a divine caster (Clerics, Druids, Paladins, and Rangers), you automatically learn all of your possible spells.
I hope that this helps!
@@Redjoy123 Ty. I never even saw the spell icons at the bottom of the screen
(Spoilers) These are my favorite and most recommended mages:
-Generic Mage if you plan to dual-class. Needs to be human, of course
-Wild Mage: Able to cast ANY Mage spell, Great in the beginning and mid-game, and a total powerhouse in the late-game thanks to spells like the Dweomer.
-Necromancer: Powerhouse at all stages of the game, gets +2 save penalty in spells like "Horror" and "Skull Trap" and all the other Necro goodies. Very fragile mage though, probably will die a lot.
-Enchanter: Powerhouse in BG1 thanks to charm spells, still great but not amazing in BG2. Not as fragile as Necro.
-Conjurer: Safest mage you can play. Can cast all mage spells except the very few divination ones. The potential companion "Edwin" is the most powerful Conjurer in the entire series; you may still avoid him because he's evil and/or because a lot of other companions will have conflict with him, which means you may need a Conjurer PC instead of him.
I don't recommend the other specialist mages because they are too restrictive.
I'd argue that the Invoker is also a good specialist mage due to the saves of spells and having a useful combo stat. Everything you said up top fits otherwise except I'd add that Wild Mages are really rough for pure spell casting in the early game (better use wands)
@@Redjoy123 Invoker is good. In fact, if I'm not playing any of the types mentioned in OP I would definitely roll with an Invoker. I also have a crush on Dynaheir, but that's because I made this sick portrait for her with AI and I have been pretending that's her. I did that for everyone. The problem with the invoker is when you go higher up in difficulty. I play on Insane and LoB, and most invoker spells turn useless at that level.
Alteration mage (transmuter?), can also be ok if you dual him to cleric when he knows some alteration spells with saves (like "polymorph other", "desintegrate", "flesh to stone"). Its a very weird combination but he can be something (and dual him to a cleric, is his only way to make him a bit better)
And illusion its ok, blind gonna make bg1 easy, but in bg2😅 and you lose skull trap and abydazim, so, not worth it (unless youre multiclassing like Jan Jansen)
Adjurer, just sucks, you earn nothing and you lose "stoneskin" and "time stop". Better play another type of mage, or just play an standard mage.😅
@@Frendlu Alteration Dual to Cleric is really interesting indeed. I'm gonna have to give that a try one of these days. Spot on on the Illusionist, just good on BG 1 for blind, but very weak on BG2. I guess the illusionist may be good for people that only want to play BG1 in this toon's life cycle. And OMG the Abjurer! What a wasted potential on that one. Sad they never came up with spells to make that worthwhile.
BG3 ressurecting the old ones 😅
Well, sort of. I had been playing BGEE off and on for 24 years or so but I was encouraged to start a TH-cam channel earlier this summer.
@@Redjoy123 you and me brother, one of my first games on pc was the original bg1
Mage might be one of the hardest classes to master but when you mastered it I think its one of the most powerful and interesting to play. Mage/Cleric also is very interesting. Of course there are easier to play op classes but theyre not as fun to play imo
It's weird to think about this, but Mages make fantastic tanks due to their protection spells. That and the damage they put out there is massive, they're very impressive as long as you get them through the early stages of the game.
Yeah, I tried to do a Cleric to Mage dual class for a hardcore SCS run. As always, I wasn't successful due to user error, but it's a cool idea. I might try out just doing a Mage/Cleric multi-class sometime for a hardcore SCS run, so I'll put that on the docket.
@@Redjoy123 absolutely. Good luck with it!
here is my spell guide :D based on test experience and what more you need its WSL approved :D
~~~~ Wizard ~~~~~
Specialization that IS a must :( for +1 slot on every level is just un-accaptable not to have
- "Abjurer" Its has Wizar PVP Disenchant: Time stop, Haste, slow is "Alteration" (*Abjuration* Black List)
- "Trasnmuter/Altreration :(best spels) "Dispel magic, beak magis is "Abjuration" so (*Transmut-er* Black listed) Only wizards can beat wizrds in D&D
- "Counjurer" no Ditect invisibility + "Orackle" is Divinateion (*Counjerer* black listed becuse detect Is YOUR job wizard)
- Diviner cant use "counjer"/summons Like: , Efreet, elementals, spiders army (super uncomfortable), or "Maze!"and "Power word Scilence"
- "Ilusionist" SullTrap (Fáj), Abi-Dalzi Wail (necromancy)(inci cloud) , finger of D (notthat i use it), (Necromancy) (Ilusionist Hurt) (Least painful aside "Invocation")
- "Necromancer" : Get a bonus: Abi-dalzi Wail, Finger, Skull get bonus, Benshe -4 over -2. BUT Simular crom, Mislead, is an "Ilusion" spel the best spel of the game, (*Necromancer* Black listed as main, cant use this)
- Enchanter cant use "Invocation" (Super Painful....than again my damage spels are necromany)
- "Invocation" is all good damage spells (Enchantmenter Sucks, least painful) - NO: charm, freinds, confusion, Chaos, hold monster (is an instant kil if conects), Enfiblement (the only Lv2 spel in the game that dos sometgin its a lasser blind), Maleson !!!(-4 to sawes all), Enchant weapon !! (Esencial for monks and arcchers mid game)
************************
~~~ Wizarding 5/5*
- Lv9 Time stop ! (Alteration)(best thing in game), Planar Alie (limited to one on field its so good) Spel Strike VS boses (Destroy ALL Enchantemnts is a Joker card amaizing), , Energy Blaids, Dragons Breath, Meteror,
- Lv8 Simular crom (Ilusion), a copy of you taht can make copy of it...most powerul spell in the game, aside thefact Time Stop is more imortant tool
- Lv9 Sumon Planar Alie Best sumon in the game 1 can be out (Ligh Diva/"Planar ally" is better than the dark one)
- Lv9 Shape change to (Alteration): Werewolf(grater OP it has regen), "Mind frayer" for the lols (and its one of the best time stop killer combo) "anething that can be hit by this, than can be back stabbed is DEAD from this:Elder dragons, Raksasa, vampires, Planars"
Combos : Time astop + Abid + Time stop + abid + abid+ Time stop + abild + abid is the best damageing spell of the game
----- Top faws:
- Lv9 Dragon breath : The super wesion of Fire ball
- Lv9 Spell Snare : Distroy all enchantement (the only sure to deal with licheds/ Sorceres can afort do hae many)
- Lv7 Sumone Ifreet* (on its on Casts Fire ball's), Jin (Incisibility self), Water(dos nothing)
- Lv5 Breach (Destroy all low enchantemnts and Anty slep for Sroud(the fuck you wizar sheild)
- Lv5 Orackle bit of a luxiary wut its the best detect adn ilusion canseler in the game (wsl faw)
- Lv6 Mislead (life saver instant invisibility, Its a must) Lv5 Shadow door is the smaler wersion
- Lv4 Improuved invisibility (your best defecne)
- Lv2 Web is "Evocatin" : best crod control in game , combo with spiders
- Lv2 Stinken cloud : eventualy it will hit and knock enemy down, combine wiith web to reduse defecne on the bound oponents
- Lv4 Spider Summon is Insanely good with web theyeven blink
----- Good ones:
- Lv8 Power word Blind (side) if oyu need this to kil a warior use regualar blinds
- Lv8 Maze, you have to get close but it remuves someone from fight! (for wuit a time) even Dragon bos(for lv8 not bad), you can smaka simular crom to do this (simularcrom+Scrol-maze strongest move)
- Lv8 Big'B clung fist (the smaler one) No save stun
- Lv8 Pierce Shield (if you dont have enaugh SlepStike and not enaugh ruby rays) it also nerfs resistance (25%+ ish)
- Lv7 Ruby Ray (destroy bigest enchanment, for the Speltraps) on paper its nice but worths nothing, to destroya serious enemy you need the big bad Spel Stike and 3-4 of it. (5 sec its just simple and spam it with Simularcrom)
- Lv6-7 Spell Sequencer and Spel triggger are insanely powerful (ulike the aoto wersio) with just with 3 fire arrow you can do insane damage (for some reason bugged in arena)
- LV6 Prot magical weapons
LV5 Chaos save with -4 aria effect or they run in confusion (best lv 5 spel)
- Lv5 Fire elemental is Huge (immune to most weapons and attacks) when it dos not chouse to atack you after summoned
- Lv4 Stone Skin vs back stabs, or anything really ...(lets break the game gorse)
- Lv4 Enchant weapon (grate for bows, and Monk) they hit magic defence now :D
- Lv4 Summon phase spiders :D imune to web, teleports, poisons (best summon of the game after Skeleton under Efreet)
- Lv3 Slow target has only 1 action and has to save vs-4
- Lv3 Fire Arrow 5d6/5lv on max 105 damage (best direct Late damage dealer spell in Lv3 in game)yes fireball is better
- LV3 There is a joke "new age wizard:I can use every spell in the game" "Old age wizard snaps back: Admit you only add fireball for you 3th slot....its that good 3+side(haste/slow/ect) at least for good wizard fireball all the way" best damage on biggest aria no joke, ebaugh blast salws any problem ion the game, you only need 1 Invisibil ()
- Lv3 Skull trap LV*dK6 dam has a 2/3 range to firrebal until lv 14 ball is better after that ....do you need a Direct damage spell from lv3 slots?:D (better damage on paper than fireball after lv11 but the lass range makes it lass good i say over rated)
- Lv2 Invisibility 23 hours !, you give this to you scout lets say monk (it moves faster) see enemy and shoot them with firebbals out of range. best LV2 spell of the game
- Lv2 Horror / Confusion-2 / Chaos -4 - Aria crud control (with archers better than web for enemy only)
- Lv2 Enfeeblement (the only Lv2 spel in the game that dos something meaningful its a laser blind)
- Lv2 Luck Spell short duration 7 shots BUT its commutative with chant wors with chant (save from -1 to -3)
- Lv1 Spook has -6 modifier good (if ilu -8, best late LV1 spell of the game)
- Lv1 Magic missile deal damage on high level and interupts
okay bad sells and why
----- Bad Spels:
Lv1-x Every Tuch Spel(exeption Vampiric tuch to heal From alies may be a trick in situations)
Lv2 Power word sleep (who dos not hawe 20hp?)
Lv2 Glitterdust (reviles invisible and blinds porely for 4 rouds, hard to hit) Detect is way better
Lv3 Wraith Form defends but also block spell casting :(
Lv3 ghost armore until you have sirit armore than discard it
Lv3 Remuve magic is only wornk on enemy its i rather dispel magic (if you have dispel you dont need this)
"Lv1,LV5 monster sumoning" is for wizard under wealming (this got nerfed)
Lv4 Wizard Eye do NOT detect(use an invisibility and send a scout) but it gives shight for your summons (way better to use a invisible scout from LV2 slot)
Lv4 Contagion its gices slow WITHOUt the -4 modifyaer
Lv4 "Animate Dead is teruible"
Lv4 minior spell Siquencr (best choice 2 magic missiles...justnot worth the prep work)
Lv4 Fire abd Blue fire shield (gives resitance and damages who close hit you/"the wizard") I dont like to get hit its bad
Lv4 Resilian Spahre "lock up" an oponed but you cant harm it, polimor enems, petrify, feable minad, blind, confusion, horror, just better, - AS TO SAVE someone it ould be grate, to block paths it would be grae if your ally wouldnot have a save role agains it looool T.T
Lv4 Hoplesnes is a croud control where confusion-2 is just better
Lv4 Ice Strom only damage spel of Lv4-s propblem it desintegrates
Lv5-6 Elemental Summmon: On wizard elemental summons are just bad they can go berserk and take time away form wizard on top of that no imunity on web, if anething Efreet. Djin is better
Lv7 Khekbens Warping Whip (disenchant) there is no situation where this is better than ruby ray, if you can hit with this, you can hit with Spelstrike and When you need to hit with disecnhant This is NOT enugh. (7 slow cast time)
Lv7 Summon Fiend long cast time, sumons a Demon hostile and its weak. Efreet WAY better)
Lv8 Summon Fiend long cast time, sumons a Demon hostile and its weak. (Efreet, Simularcrom WAY better)
Lv7 Mordekain Sword (as pain in the ass to get rid of with only magic missal) Ifreet better, this thing is slow as turtle
Lv8 Improuved Mantle vs +3 weps w8st,
Lv8 Protection from energy 75% (from an lv8 spell) is garbage
Lv8 Simbol why make a trap, they can save from, if you can Big'b stun, and stun is a death spel
- Lv9* Improuved Alacrity (May be good maybe): my experiance with this spell is its totally useless, a Time stop dos the same if you want to spam damage.
- Lv9 Big B. hand: not only it has huge cast time, it doslas than a dragon breath with 2 saves 7d10 and blind efect (-4save like blind Lv1 spel) vs Dragons Breath 20D10 it is one of the worst Lv9-s otdone by Fireba 10d6
- Lv9 Absolute imunity : to be fair timstop protets you more (i wuld not use an shield for 9th spel)
- Lv9 Enegy Drain if you can hit with this you can hit with ilithad
- Lv9 Black Blaid of disaster, as the name imply you get black sword instead of you Wizard wand, and miss with it in time stop :D if you can cut someone with this Ilithad better.
- Lv9 Energy Drain Same as Black blaid if youcanmake this happen you can ilithid and its won kil shit.
- Lv9 Chain contingency (Evocation) the problem with this spel it reat to a condition adn not under your control also lv9 spel for lover level to activate is to high price (it dos not seam to work if you sleep a lot)
P r o m o s m
Here is my Mage advice Just play F/M multi. Spell progression? Who cares.
The awesome thing about Mages is that they can totally switch the spells up as needed! They just need to go around learning all of the spells, which can be a lot of fun in itself. It's pretty awesome.
Ignore
Thanks for watching!