Nobody that knows what they're doing would call Magic Missile or Mirror Image "useless". Sorry, but I really would be surprised if many people challenged me on that. And your analysis of high-level spells? Are you being sarcastic?
Here's what I use for my Sorc's spell list. They have all proven extremely "useful" in certain situations, and arcane casters are all about "you need me when...." situations:
1st Level: Burning Hands (troll killer), Magic Missile, Sleep (for BG1, cannot do without. must pay for it by keeping there in BG2), Protection from Petrification (cannot do without in BG1 unless you want to skip maps and Durlag's Tower), doesn't matter, doesn't matter. Identify: can replace a bard, you need it in BG1 unless you want to pay lots of gold. The only 1st level spell that matters in BG2 is Magic Missile, and Identify if you don't want to carry a bard. Armor helps in BG1. Basically, everything but Magic Missile only matters in BG1.
2nd Level: Mirror Image (come on, it's the best defensive low-level spell, and gets better with levels), Acid Arrow (troll killer, another damge spell to put in sequencers). Web (great crowd control through at least early BG2, as long as you learn to place it.) doesn't matter, doesn't matter, doesn't matter. Blur can be good for FMs. Knock if you don't want to build your thief's OL.
3rd Level: Haste (it makes you useful to your party where you're usually not), Slow (for enemies who drink Oils of Speed), Flame Arrow (will be useful in Spell Sequencers, Fireball is not as useful as you think. 10d6, hurts your party worse than the enemy in most of BG2), Hold Person (to back up your clerics), Melf's MInute Meteors (a very overlooked, very powerful spell.) Dispel Magic and Remove Magic without compensating party members. You probably need Pierce Magic if you play solo.
4th Level: Stoneskin, Emotion:Hopeless (take these first, no matter what!), Improved Invisibility (competes with the first two in urgency), doesn't matter, doesn't matter. Fit to style. Minor Spell Sequencer would give you a double Magic Missile. You probably need Globes and Secret Word if you play solo.
5th Level: Breach, Lower Resistance, Spell Immunity, doesn't matter x3. You need the Br and the LR to do your job. SI is a no-brainer. The rest is according to style.
6th Level: Protection from Magic Energy, True Sight (unless you're in a party with Keldorn and plan to always be.) Contingency. I can't see much else that matters here, except according to style. Mislead could help you survive solo. PfMW could be useful in solo, but very likely to get dispelled wo/ SI:Ab.
7th Level: Limited Wish (if you have good wisdom or lots of potions of insight), Projected Image (will help you get other spells cast), Ruby Ray of Reversal, fit to style. (spells like Prismatic Spray and Sphere of Chaos only if solo - they will hurt your party and get your party wiped way more often than they will help)
8th Level: Simulacrum (will be hard to get anything else cast without it), Symbol:Stun; Mantle, Maze, fit the rest to style
9th Level: Wish (if you rolled your character with high Wisdom or have a lot of potions of insight): Freedom (if playing a party), Imprisonment, Absolute Immunity (esp. for solo) or Spell Trigger or Chain Contingency. Hard to go wrong.
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Modifié par BelgarathMTH, 03 juillet 2011 - 03:15 .