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Anyway to revert to an older patch?

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Preparing myself for a full playthrough of BG1, 2 and Siege of Dragonspear and I haven't played any Baldur's Gate in about a full year.

I'm really not too fond of the way the characters look now. It looks like Borderlands art style - very cartoonish... Is there any way to revert back?

Cheers

Your favourite book

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I think that one thing (among many others) which makes this game great is the huge present of books in the game. They are not necessary to finish the game, but provide nice moment to know about history and stuff on the Forgotten Realms.

Which one is your favourite and why?

Mercenaries in Siege of Dragonspear

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I tried playing the expansion, but didn't get very far ahead in it. There are too many things I find to be in bad taste, even if they are mingled with good ideas. One feature which I only learned about by looking at files in a toolset is mercenaries. Apparently you can hire some muscle in SoD. What are they like? Do they travel between maps with you? Do they have personalities? Can they be controlled and directed? Do they cost much?

The great Shadows of Amn conspiracy!

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I bet someone else thought about it... I always have seen some clues on something "bigger" going on in Shadows of Amn, so I gathered some clues here and there :

1) Kalah, the tiny little gnome illusionist, mentions in his final breath that he was promised something. He achieved great power in that tent, even though Aerie said his skills weren't ever that powerful. It is possible that he wanted that in his own ambition, as stated that Gnomes are pretty much just made fun of in Athkatla, or hunted down as criminals. But what if his motives weren't his own, but rather he was controlled?

2) In the de'Arnise hold, Glacias, Lord Arnise's personal bodyguard as well as friend states that his new masters shown him the truth through magic. Incidentally, TorGal didn't have ANY magic, but he *did* have some beasts that made holes through the underground - the Umber Hulks!

3) In the dungeon at Windspear hills, we meet Tazok... *again*, even after having him decapitated, splattered in tiny pieces of minced meat... well, you get my meaning. Interestingly enough, he has new masters and new plans this time around and carries a key with him, key that opens a secret door to the sewers in Athkatla!

I am pretty much sure there are other clues scattered around, but I forgot them by today. Yet one thing is certain - all clues lead to the Illithids indirectly. Are those dudes trying to conquer the world or are they simply testing the protagonist? Cut content? Pretty damn sure it was.

What do you guys think?

Discussion on translating 5e ruleset in to the next RPG

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Was torn between necroing a thread that had it's last post in May or starting a new one...decided to start a new thread since that topic had to do with comparing 2e to 5e whereas I wanted to get thoughts from the community about how 5e mechanics translate in a computer game.

Personally, my opinion of 5e is it's the closest thing to 1st / 2nd ed AD&D we've seen, which is a good thing IMO. The power levels for both characters and magic items in 3.x was ridiculous (at least in the video game adaptations) and I never experience 4e in any way, though heard it was atrocious from an RP standpoint and much more focused on tactical / grid based combat simulation. For the first time in more than 20 years I've been playing P&P, running a game at work every other week as DM and I'm loving the 5e rules. Balance can be a dangerous word, and I don't mean to make it seem that the classes in 5e are 'balanced' since full caster based classes are still leaps and bounds ahead of melee at mid-high level. However, I do feel 5e has bridged the gap in two important ways. First, at lower levels through the mid levels the various caster classes have a slow, but consistent climb toward overtaking melee and, second the ability to use short/long rests within a given time period allows for an important aspect to come in to play with regard to resource management.

Regarding the power increase/leveling process, 5e uses very low 'caps' such as proficiency starting at +2 and only going up to +6, vs. THACO starting at 20 and (for fighters) going in to the negatives and worse, in 3.x having attack bonuses skyrocket, especially with +8 magic weapons and spells. This means that a level 20 Fighter is not that much more skilled than a first level fighter... Many more HP, probably some pretty sweet magic items (the best being +3 enchantment!) and also some special abilities based on what subclass they took (Eldritch Knight, Champion, or Battle Master, if only using the PHB). Meanwhile, the cap on ability score increases at 20 and the limited feats available, while quite good, do nowhere near the insane increases feats from 3.x could accomplish.

Meanwhile, as full casters level, some very good spells become available, but there are some very important differences. First, Concentration rules mean that in most cases one caster can only have one buff available at a time. There are a few notable exceptions such as Mirror Image which doesn't require concentration, but the VAST majority of buff spells do. And any hit requiring a save to avoid losing a concentration spell means that Clerics/Wizards/etc. are much better served applying the buff to the party Fighter/Rogue and staying back out of harms way so the buff doesn't prematurely end. This edition has done a fantastic job of allowing the melee warriors to be the best warriors again... No more Clerics and Wizards being able to buff to god-hood and out fight the fighter. I lament the inability to build an effective/strong Fighter/Mage/Thief type (my favorite 2e class, alongside Ranger), but the Valor Bard does a good approximation, and you could always take 1-3 levels of Rogue if you really wanted to. So, again I'll say, casters do become powerful at the mid/higher levels and probably outshine the melee classes a bit with their ability to buff/control/and lay down fiery death, but they don't lose the NEED for their melee counterparts which is a great feature IMO.

In a video game, resting has always been a point of contention, from the ability in BG to take a shot at resting in the middle of a dungeon hallway to the NWN 5 second 'take-a-knee' so long as no enemy is within a certain radius. The 'short rest' feature, IMO allows for some interesting rules that could be in place for a video game, such as only allowing a long rest once every 24 hour time period (or perhaps only allowing a long rest after 14 hours of 'awake time') and perhaps allowing 2-4 short rests during that period between long rests. IMO an interesting path to bringing some ability to heal up, recharge some abilities and continue adventuring while discouraging or perhaps even disallowing long rests in unsafe locations.


Some other thoughts about 5e and the next potential video game from Beamdog...

Even more than in previous editions, I believe a true adaptation of 5e to a video game is better served by turn based combat in the vein of TOEE vs. the RTwP setup in the infinity engine games, though I imagine that (assuming the new game will still be infinity engine) there are probably difficulties converting it to a true turn based system, and that may not be what the fan base of Beamdog wants, bye-and-large. In a previous thread @Dee and @JuliusBorisov among others discussed the issue with Bardic Inspirations and how that would work in a video game for instance, and turn based would definitely make this easier for the player to use. However, there are certainly changes that could be implemented which would allow for the RTwP functionality, although they would be 'home-brewed' for adaptation to a video game, which is nothing new when converting D&D to a CRPG.

The way the system of 5e is set up will allow for any subsequent adventures, be they DLC or a true 2nd game in the series to require less power creep. Since magic is so much less over the top, it is not unrealistic for level 1-5 to consist of getting maybe 1 or 2 +1 weapons, possibly an armor or a couple other low end magic items and some potions for a party of adventurers... By level 10 it would not be unbelievable for the party to be split with some still using +1 and others having collected +2, but still not having magic in every slot.... +3 is the uber/epic high end, near artifact stuff, with only very special items (such as intelligent weapons, holy avengers, etc.) going above. This would allow for a 'BG1' type of game to take a party 1-10 and in subsequent adventures still have lots of room to go up to 20 with a much better feeling of joy as you get the higher end items without it becoming out of control where items are more responsible for a characters power than the class/racial abilities and levels.


Sorry for the wall of text, excited about the possibility of a 5e based CRPG... :smiley: What are some of your thoughts about the potential for a brand new offering from Beamdog?

Games to tap for voices?

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I want to make a few minor NPC, and I need some basic voice-overs for them: attack, select, death gurgling, that sort of thing. Asking real people would probably be too much, so I think I'll hit the plagiarism mall and just take from other games that won't sound instantly familiar. Right now I need a big or dumb guy's voice and three women's voices, one more of an action-hero or villain type and two milder neutrals. This is approximate, it doesn't really matter what they say. Any suggestions? What games do you remember for their voices? The Diablos and Warcraft are probably too well-known. I'm thinking about angling for games other than fantasy, too, like Commandos or even Jagged Alliance from way back.

Edwin Romance Mod, "that" fight with the Red Wizards. Spoiler.

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So there was I breezing through BG2 with Edwin (love of my life), Anomen and Vicky. Pretty OP as had been playing solo for a while at the beginning and only 4 or less in the party most of the time.
Finished all quests except Firkraag in chapter 2/3, and would be going to Spellhold straight after doing that.

And then WTF?
That fight is insanely difficult, talking WK final seals levels of hurt.

And no warnings anywhere as far as I can find.

So wondering, is it just me and I can't really play this game at all?

I had to use huge amounts of buffing potions, all the various items that summon anything, (genii bottle, spider thing, golum book, staff of fire control, berserker horn ect.), Anomen and Vicky hiding in the corner calling up a graveyard and the odd pitfiend, Edwin chucking out disabling and debuffing spells like there's no tomorrow, and that was just to deal with the guards.

Funnily enough, the mages weren't so bad as the S of TM made short work of them. And the Lich , well we just kept out of his way until the end.

Took a lot of attempts to keep us all alive to the end.
Just wondering what would have happened had it occured earlier when we were at much lower levels?

As it was, for the first time ever I turned down the level to "core rules" to finish it and carry on because I kept on losing at least one NPC and I'm not keen on resurrecting.


Mind you, the rewards were worth it, not least, another pair of BOS.

Summoned Creatures extra toughness: Feature or un-intended behavior? (on LoB)

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So I've been a little out of touch with these games and fora for a while, so it might be that this was answered a while ago. Deciding to make a return I got back to a character I had previously shelved but whom I care very much for (currently crawling through Durlag's Dungeon): My Beast Master.

I started him with the introduction of LoB with intentions for a complete run and eventual Dual-Classing in BG2, but I digress. I had very soon noticed how awesome summons (and familiars) are on LoB: they get a lot of extra hit points, which seem to count as levels in some matters, like for example Mass Healing or Call Lightnings from a level 4 summon that are stronger than what a druid himself could initially do. (Positively) ridiculous, right?

So I decided to go for an odd character and include Faldorn in my party. She shines. While she and Neera and once a day my main keep up a supply of summons and debuffs, my main, Safana, Coran and Kivan pellet my foes with arrows. It works splendidly.

Which brings me to my question - too splendidly? Was I not supposed to get extra HP on my familiar, thus my main and all other summons? If this behavior is indeed to be fixed, I want to know, so that I can postpone downloading the next update. You see, Beast Masters aren't the biggest powerhouses in the saga; If mine can have a slight edge over others I'll use it as long as it's there. :smile:

4 archetypes in 2 characters

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So I was thinking about making a concept run through BG or IWD with the four fantasy archetypes: warrior, priest, mage and rogue. But with only two player characters, using multiclasses to cover all archetypes.

I'll probably not have time for this run, but how would you go about it? Fighter/mage and cleric/thief for mirror image fighting and backstaffing? Fighter/cleric and mage/thief for buffs and armor? Fighter/mage/thief and single cleric? So many combinations!

Nominate the EEs for the Steam Awards

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It looks like the Steam Awards are a thing this year. Players can choose nominees for 8 different categories.

http://store.steampowered.com/SteamAwardNominations/

Why not nominate BGEE or BG2EE for the “Test of Time” Award?
"This award is for the game that is just as good today as the day you first played it. Newer games may come out, but it doesn’t matter… you’ll always come back to play this one."
Sounds very fitting. Dragon Age, Skyrim, PoE... and we're still playing Baldur's Gate.

Or for the “Just 5 More Minutes” Award?
"You have an early day tomorrow. You need to get some sleep, so you’re just going finish one more thing before you decide to tuck in for the night. Just one more. Wait, one more. What’s that you say? It’s 2:30 AM? This award is for the game that keeps you playing late."
I'd say - rolling new characters certainly takes 5 minutes... or 5 minutes more, or 5 minutes more.

Or for the “Whoooaaaaaaa, dude!” Award.
"Some games melt your face. Maybe it was a crazy plot twist. Maybe you just got your wisdom teeth removed. Either way, this game BLOWS YOUR MIND."
Yoshimo anyone?

Or for the “Villain Most In Need Of A Hug” Award.
"Some people just need a hug."
How about giving Sarevok a hug?

Or for the “Game Within A Game” Award.
"Kinder Eggs. Peanut Butter Cups. Jelly Donuts. All great things stuffed with other great things. Like a mighty turducken, this award celebrates the best mini game hidden within another game."
The Chess game in Durlag's Tower? The Deck of Many things? The Maze in the Watcher's Keep?

Or for the “I Thought This Game Was Cool Before It Won An Award” Award.
"This title didn’t have a huge marketing machine behind it, but you found it and loved it. Then you told your friends about it. And they loved it. And now that little game that could is about to win an award… but always remember: you totally found it first."
Remember how you bought your CDs in late 90th without actually knowing what to find inside? Internet wasn't a popular thing that time.

Or for the “Best Use Of A Farm Animal” Award.
"Animals are rad and almost any game is better for including them. However this game used a farm animal in the best way possible."
Familiars? Bears? Rats in Candlekeep? Boo?!

Or for the “We Didn’t Think Of Everything” Award.
"(*name pending Selection Committee Decision) There are as many great ideas for awards as there are great games to play. And so we turn to the Steam Awards Selection Committee to come up with their own category and nominee. Senior members of the Selection Committee will review the write-in entries and create an entirely new category based on the feedback provided."

How about the "Miniature Giant Space Hamster" Award?

GO VOTE!

Question about Classes in EEKeeper

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I can't seem to find an answer to this, so I thought I'd ask here.

I was mucking around with EEKeeper for the lulz, and the sudden though occured to me:
What happens if I create a F/M, but add the Cavalier kit to it using EEKeeper? Does it mean I functionally have a Paladin/Mage?

How about any other combinations, like making a Ftr/Mage and kitting in Archer? Anyone done it before?

Best Mods?

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So, after missing out on the initial craze for the infinity engine games I finally completed my first playthrough of BG2, WHICH I LOVED!! Anyhow, I've decided to play through all the enhanced editions of the games, and am wondering which mods are the best to download.

From what I've read there aren't many good mods for BG1, apart from the "NPC Project". So, I suppose my request is more geared to BG2/Ice Wind Dale. What are the best additional NPC mods, content additions (the "Back To Brynnlaw" looks interesting), and other improvements. I plan on playing through as a femPC if that helps any.

Thanks.

Legacy of Bhaal Iron Man Daigle run

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Dear forumites, I introduce you an adventure of a jester, named Phillip Daigle, on the Sword Coast.





Rules:

No-reload
Legacy of Bhaal mode
Taking the third attribute roll as-is
-1 penalty to all saving throws

Some pre-history:



This is why if you name your character Phillip Daigle, you get a -1 penalty to saving throws.

So, to the character-creation process:

1st roll:





2nd roll:





3rd roll:




Hmm, yes, a very *fortunate* roll, 8-14-10-13-15-17. 17 CHA! So, we have a very charismatic jester here! Well, other stats don't matter if your tactics is right, I guess.

A small tweak to the biography:





And voila!

Meet @PhillipDaigle - pay attention to saving throws (they have a +1 penaly - all other bards start with 13/14/12/16/15, while this awesome bard starts with 14/15/13/17/16), proficiencies chosen according to Phillip (maces and clubs)



The Hard as Bhaals mode activated:



Considering a Walk on the Dark Side?

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If you don't mind me asking, do any D&D video games, campaigns or mods exist that put the player in a position to be genuinely evil?

And when I say that, I don't mean wandering around a village murdering random villagers and law enforcement or picking pockets or any of that kick the dog stuff. I don't mean playing through a basically benevolent campaign as a blackguard or Dark Moon monk or cleric of Umberlee, doing the right thing for the wrong reasons (money, cover up your evil nature etc) or anything small-time like that. No chance.

I'm talking about a game that puts the player in the role of the villain. We're the bad guys, but we triumph anyway because we're the player character(s). We may go after the servants of good deities. We may go to the occasional village and enslave its enhabitants to sell for cash (or to build a statue of ourselves). Maybe we have selfish or evil motives from the outset, and the only measurement of "morality" or "karma" is whether we become bona fide Evil with a capital E or an evil, but with motivations/limits type.

I've gone looking around for an answer, but I seem to be coming up short. I mean, not for nothing, but the only time I ever feel like I'm genuinely pursuing an evil agenda is when I'm doing Dorn's sidequests. Going up against crusaders, celestial beings, good-aligned dragons - and our motives are definitely selfish or evil. Other than that, I feel like evil isn't generally in action - or encouraged. Evil characters are a lot more specialised than Good or Neutral, but actually being evil gets you nowhere fast. Choosing evil doesn't even feel worth it - in BG, unless you're like me and ruthlessly exploit the opportunities to cheat your ass off, you're stuck maintaining a good reputation if you want to actually get anywhere.

So I'm asking you, are there any D&D games that let me play baddie and put my back into it, aside from NwN2 (which I already have)? And on an unrelated note, are there any that make use of the warlord class?

Why i think Sendai is the best of The Five

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Let's face it, Sendai in my opinion was clearly superior to the other Bhaalspawns.

1- As a drow with some influence, she commands a lot of drows. Plus, she has the advantage of the location, because who knows the Underdark better than a drow ?

2- Her allyes are not small fryes. Just consider the Mindflayers. Drow + Mindflayers is trouble.

3- And finally her Bhaalspawn power. Being able to create copy of herself but of different classes. It's 10 times better than a simulacrum spell. This ability alone would allow her to rule any kind of battlefield.


The other Five ?

Illasera is weak.

Yaga-sura is weak once you know his secret.

Abazigal is strong, but against Sendai...i'm not sure that he will win, especially if Sendai choose to fight him underground.

Balthazar...he is dangerous. As we see in ToB, he is not only strong but also intelligent and a tactician. He probably could be the most dangerous enemy of Sendai.


Someone apparently did the theme of the IWD Ice Museum thing in RealLife (TM) to horrifying results.

How Fallout and Baldur's Gate changed RPGs forever (from IGN)

Custom PC & NPC Portraits

Build your own Beamdog Bundle from GoG (sale)

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While the free offer for NWN is excellent, let's not forget about discounts on the EEs and SoD:

BGEE - 4.99 instead of 19.99
SoD - 16.99 instead of 19.99
SoD Digital Deluxe - 33.99 instead of 39.99
BG2EE - 4.99 instead of 19.99
IWDEE - 4.99 instead of 19.99

Sale link

The worst spells of the Baldur's Gate series

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A common topic of discussion on the forums is the most powerful spells. Knowing which spells to learn as a sorcerer or purchase for your mage is very helpful. Undervalued spells are another good topic, as it is easy to overlook a niche spell that can really pay off in the right spot.

This thread is not about these kinds of spells. Here I will be covering the most pathetic excuses for spells in the Baldur's Gate series. Please note that spells will be evaluated in the context of a complete run of the unmodded game. A spell like Sleep might be next to useless in BG2 but its enormous value in BG1 keeps it off this list. Spells will also be evaluated in the context of their level (even the worst level 9 arcane spell would be amazing as a level 1 arcane spell) and the other spells/abilities available (a spell with a useful effect is still pretty bad if a lower level spell can do the same thing and more).

If you have any brilliant tactics to make the spells listed here worthwhile, let me know. If there's some truly terrible spells that didn't make the cut feel free to point them out. I'm starting with the Arcane spells today. Tomorrow I will add the Divine spells. EDIT: This section has now been added.

Arcane

Level 1 - Infravision

As far as I know infravision had no real use until Siege of Dragonspear added a few checks for it. Should you be lacking innate infravision, it is very easy to pick up a companion who has it or equip an item that grants it (ring or helm).

Honorable Mention - Color Spray

This spell is overshadowed by Sleep, which has a longer duration, easier aiming, and is party friendly. I'm finding conflicting information on the exact mechanics, but the one clear advantage to Color Spray is that it can apparently target non-hostile creatures while Sleep cannot.

Level 2 - Know Alignment

I just completely fail to see the point of this spell. Any insight you could gain through this spell on a first play through is probably spoiling the fun. On subsequent playthroughs "surprise" evil characters.. aren't. Oh and did I mention that enemies get a saving throw?

Honorable Mention - Detect Invisibility

Another useful effect overshadowed by other spells. At lower levels Glitterdust is far superior with its AoE blindness. At higher levels the lack of save gives Detect Invisibility a niche, but by that point you're probably going to have a more versatile anti-illusion spell memorized anyway (notably True Sight) or maybe even a thief/shaman with detect illusion.

Level 3 - Non-Detection

The mechanics of this spell are just bizarre. If I understand correctly, invisibility via spell isn't really protected by Non-Detection, but invisibility via items or hide in shadows is. The bottom line is that only thieves can reliably get value from Non-Detection and there is a Cloak of Non-Detection in both games (the cloak is barely needed in BG1 and available extremely early in BG2). Only if you are running multiple thieves would this spell ever be worth considering.

Honorable Mention - Hold Undead

Hold is a nice effect, but Hold Undead is a pretty niche version. Magic resistance is common for undead enemies and there are plenty of other strong undead counters. I've heard this can be useful against vampires, but even then a more broadly useful spell like Web should be fine.

Level 4 - Contagion

A single target slow that also reduces the enemy's Strength, Dexterity, and Charisma by 2. The enemy gets a save at no penalty. Considering Slow is a level 3 spell with an area of effect and save penalty, Contagion is basically an inferior version at a higher spell level. Maybe you value your level 3 spell slots too much for Slow, but level 4 also has some real useful spells like Stoneskin, Greater Malison, and Emotion: Hopelessness competing for memorization.

Honorable Mention - Remove Curse

In most cases you simply won't have to deal with a cursed item if you simply take the time to identify items before equipping them. If you goofed a simple reload fixes the problem. There are admittedly a few beneficial cursed items like The Claw of Kazgaroth so there is a tiny niche for the spell. Even then you could visit a temple and just pay some gold for the removal.

Level 5 - Protection from Acid

We've finally reached a high enough level that the worst spell isn't entirely useless or redundant. Protection from Acid is merely too niche to be good, as acid damage is pretty rare. Probably the most use you could get out of this spell is by pairing it with Death Fog, but Death Fog is hard to justify using compared to the lower level Cloudkill or the party friendly Death Spell.

Honorable Mention - Protection from Normal Weapons

By the time this spell is available there just aren't many threatening enemies you'll face that use normal weapons. The lower level Stoneskin is usually plenty of protection against normal weapons anyway, and you should always be using it.

Level 6 - Carrion Summons

Carrion Crawlers are pretty pathetic, even if they can paralyze or inflict disease. Much better options exist at this level in the elementals or Invisible Stalker. Animate Dead is an amazing summon spell at a lower level.

Honorable Mention - Stone to Flesh

This spell's primary usage is for quests, but these quests generally have scrolls available during them. There's a few ways you could get yourself petrified in BG2, but the usual solution is a reload or protecting yourself from petrification ahead of time.

Level 7 - Control Undead

Just as with Hold Undead this is probably only going to be of use against Vampires. No need to waste a level 7 spell slot on such a niche application. By the time you get access to level 7 arcane spells any clerics in your party will probably be able to destroy/control undead with Turn Undead.

Honorable Mention - Mantle

Protection from Magical Weapons simply outclasses Mantle, Improved Mantle, and Absolute Immunity. Normal weapons are just so rarely an issue. No point wasting a higher level spell slot for what is basically a worse version of the spell. The Mantle spell line seems more useful for enemies, however, because the player can switch over to normal weapons to bypass PfMW (assuming the enemy isn't naturally immune to normal weapons). I won't bother going over this again for level 8 and level 9.

Level 8 - Symbol, Death

This spell won't effect enemies with more than 60 current hit points, allows a save at no penalty, and isn't party friendly. It is extremely difficult to justify a slot for this when it competes with the likes of Abi-Dalzim's Horrid Wilting, which would be very useful against a large number of low health enemies. If you're looking for a save or else spell there's plenty of lower level options with less restrictions.

Honorable Mention - Protection from Energy

This is by no means a bad spell, but it is only a slightly improved version of the level 7 spell Protection from the Elements (which doesn't protect against magic damage). In most cases you're probably better off fully protecting yourself from a single element or utilizing more general protection from weapons or magic.

Level 9 - Energy Drain

Any enemy that will die to just a couple casts of Energy Drain can easily be dealt with using lower level spells. High level enemies will require a multitude of casts to the point that you'll probably need either multiple mages or to pull off a Wish rest. If you really wanted to drain an enemy to death you'd be better off Shapeshifting to a Mind Flayer.

Honorable Mention - Meteor Swarm

Level 9 arcane spells have a surprising number of bad selections and Meteor Swarm just barely avoided the "top" spot. It is almost completely outclassed by the level 8 spell Incendiary Cloud, but has one key advantage of a longer casting range which allows for minor cheese potential. Couldn't Meteor Swarm at least ignore magic resistance like the divine spell Fire Storm?
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