Bueno en este tema pueden postear todo lo que sea preguntas y tambien info sobre nwn que quieran aportar .... aca les dejo un poco de info esta en ingles pero bueh




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1)gender
2)race
3)class
4)alignment
6)abilities
7)skills
8)feats
9)my characters
10)arcane spells
11)divine spells



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1) Gender
I've found that gender has some influence on the NPC dialogs and some game
environment . But this part of the character creation is not important.

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2) Race
Here is all races and some my advices about this races. I will not cover the
race characteristics because they are available in game manual.

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1.Human
Human is not a bad choice for all classes. Humans does not have real bonuses
and no penalties and they are very smart than other races. A human rogue with
high intelligence will gain a lot of skill points.
Recommended classes: all, but for some classes other races more recommended.
Not recommended classes: none.

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2.Elf
Elves are a good choice for wizard and rogue characters, especially ranged
weapon fighters, but -2 CON penalty makes them bad melee fighters.
Recommended classes: wizard, rogue, ranged weapon fighter classes.
Not recommended classes: melee fighter classes.

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3.Dwarf
Dwarves are an excellent choice for fighters and barbarians, but for
charismatic characters not recommended.
Recommended classes:fighter,barbarian,ranger.
Not recommended classes: bards, sorcerers, paladins.
Other classes: you can experiment with other classes.

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4.Halfing
Halfing have some thieving bonuses.
Recommended classes: rogue(highly recommended).
Not recommended classes:fighter,barbarian,paladin,monk.
Other classes: you can experiment with other classes.

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5.Gnome
Gnomes are a good choice for spellcasters.
Recommended classes:wizard,sorcerer.
Not Recommended classes:fighter, barbarian, paladin, monk, ranger.
Other classes: you can experiment with other classes.

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6.Half-elf
Half-elves are not so smart as humans, but they gain some nice bonuses and no
penalties
Recommended classes: all.
Not recommended classes: none.

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7.Half-Orc

I did not find in manual any information about this half-orc ability but when I
create half-orc fighter character I receive one extra feat as humans receive.

Half-Orcs are an excellent choice for stupid chaotic evil fighters who crush
everything in this world. Low wisdom for this characters not recommended
because mind-affecting spells will nerve
you. My henchman was Daelon and Owl's Wosdom was one of my favourite spells
because he ran from battle while fighting some evil mummies and other monsters
with aura of fear, but his damage make him killing machine.
Recommended classes:Barbarian,Fighter.
Not recommended: wizard, sorcerer, bard, paladin.
Other classes: you can experiment with other classes.

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3) Class
Here is classes and my advices. Multiclass system I will not cover because I
played with single class characters. I will not cover the characteristics which
are covered in manual.

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1.Barbarian
This class gains a lot of hit points (HP) per level, more then other classes
and with high constitution you can reach wonderful results in gaining HP. Use
Rage ability in battles and take Power Attack feat.Good for offensive fighting
and exotic weapons feat recommended.
Defense is fair but for barbarians with low or medium dexterity armor
proficiency (heavy) feat recommended to increase defense.

Abilities:high strength(STR) and constitution(CON) recommended,low or medium
dexterity(DEX), for human and half-orcs characters medium wisdom(WIS)
recommended, you can increase your intelligence (INT) for more skill points but
high INT is not recommended,low charisma(CHA). About skills and feats see in
Feats and Skills section.

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2.Bard
The maximum bard's spell level is level 6 so bard need CHA 16 to cast level 6
spells.
Fair for offensive fighting and fair defense. Heavy armor not recommended
because arcane spell failure will be very high in heavy armor.

Advices:medium STR, medium or high CON,medium or high DEX,low or medium WIS,
low or medium INT, medium or high CHA (I recommend CHA 14+ , at high levels CHA
must be 16+).

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3)Cleric
To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+
recommended in order to cast level 9 spells).
Fair for offensive fighting and good defense (high DEX not recommended
because heavy armor has some DEX penalties).
Advices:medium STR,medium CON,high WIS (16+ ) (I recommend WIS 16),medium
INT,low or medium DEX, medium or high CHA (cleric's Turn Undead ability based
on CHA modifier and cleric's level ).

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4)Druid
To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+
recommended in order to cast level 9 spells).
Bad in offensive fighting and fair defense (armor proficiency(heavy armor)
feat recommended)
spells: Divine (druids cannot access some cleric's spells (such as
Ressurection), but have some unique spells which cannot be accessed by
clerics).

Advices: medium STR, medium or high CON,high WIS (16+),low or medium INT,low or
medium DEX,low or medium CHA.

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5)Fighter
Good in offensive fighting and good defense (high DEX not recommended)
Recommended INT 13, because some useful fighter feats require INT 13.
spells:none.
Advices:high STR and CON,low or medium WIS,INT 13,low or medium DEX,low CHA.

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6)Monk
Monks are specialists in unarmed strike and during leveling up gain some
useful attack and defense bonuses.
Bad armor defense, but monk defence bonuses compensate this penalty.
Advices:high STR,medium or high CON,medium or high WIS,medium or high DEX,low
INT and CHA.

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7)Paladin
To cast spells must have WIS 10+spell's level (max spell level 4)
Good in offensive fighting and good defense.
Advices:high STR,medium or high CON,WIS 14+,low or medium DEX,low or medium
INT,medium or high (very good) CHA.

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8)Ranger
To cast spells must have WIS 10+spell's level (max spell level 4)
Good in offence and fair defense. Remember that ranger receive for free some
useful two-weapon fighting feats.
Advices:medium or high STR,medium or high CON,WIS 14,medium or high DEX,low or
medium INT,low CHA.

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9)rogue
Fair offence(special assasin's weapons will be useful ,sneak attack is very
good and not good armor defence (recommended high DEX).
skill points per level:8+INT modifier(!!!) (VERY GOOD)
Sneak Attack(extra damage (+1d6 damage at 1-st level and +1d6 damage every
two levels), some creatures are immune to sneak attack)
Advices:medium STR,medium or high CON,low or may be medium WIS,high DEX,low or
medium INT(medium or high INT is not a bad idea),low or medium CHA. Human rogue
will be smart one but halfing or elf is a good choice too.

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10)sorcerer
to cast spell must have CHA 10+spell's level (at the higher levels CHA 19
recommended)
Bad offence and bad armor defense (using armor feats not recommended because
spell failure penalties)
Light armor is not a bad idea.
Few skill points.
Special Abilities:
does not need to prepare spells every day unlike wizard and can cast
spells multiply times, but cannot memorize spells from scrolls to the spellbook
and has lesser spell slots than wizard, gain new spells when leveling up and
can get rid of useless spells when leveling up.

Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,medium
INT,high CHA16+.

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11) wizard
to cast spell must have INT 10+spell's level (at the higher level INT 19
recommended)
Very bad offense and bad armor defense. Spells and only spells.
For this class high INT required to cast high level spell, first it seems
that wizards gain few skill points, but high INT compensate this disadvantage
(my character human wizard with INT 23 at level 20 gained 9 skill points).
special abilities:
wizard specialist(while creating new wizard character you can become
specialist in some magic school, it has some advantages in chosen magic school
and disadvantages because every magic school has prohibited school of magic).
Wizard specialist gains one additional slot for each spell level but cannot
cast the spells from prohibited school of magic.
need to prepare spells every day and can cast each spell once per day,
contain more spell slots than sorcerer, can memorize spells from scrolls and
get rid of useless spells from memory at any time.
Use some metamagic feats.
Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,high
INT(16+),low CHA.

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4) alignment
There are 9 alignments in Neverwinter Nights: lawful good, lawful
neutral,lawful evil,neutral good,true neutral,neutral evil,chaotic good,chaotic
neutral,chaotic evil. Remember that your actions in game can change your
alignment and if you break your class alignment restriction you cannot gain new
levels,for example nonlawful good paladin cannon gain levels until he would
become lawful good again. Alignment influence on NPC's reaction and can be
changed during the game with your actions. For example, if you have lawful(85)
good(60) alignment and then some evil action decrease your good alignment
towards 10 and your alignment will be lawful(85) neutral(50).
I recommend you to choose alignment according to your future actions(good or
evil,lawful or chaotic).

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5) abilities

1.Strength
With higher strength you can do much damage in melee combat and can carry more
items in inventory. High STR recommended for melee fighters.
2.Dexterity
DEX modifier adds to AC and Reflex saving throws,range weapon fighters need
high DEX. High DEX is strongly recommended for rogues.Low DEX recommended for
characters who wear heavy armor and don't use ranged weapons.
3.Constitution
High CON increase your number of hit point and hit point you gained per level.
CON modifier adds to your fortitude saving throw (very useful) and spellcasters
with low constitution can easily be interrupted while casting spells.Low CON
not recommended for all classes.
4.Intelligence
Number of skill points you gain per level depends on INT modifier. INT is very
important for wizard class: with high INT wizard can cast more spells, their
spells are more powerful and it is very hard to resist this spells(INT is added
to your spell DC when enemy attempts saving throw against spell). Strongly
recommended for wizards.Low INT is not recommended for characters who gain few
skill points per level.
5.Wisdom
WIS modifier adds to Will saving throw. WIS is very important for clerics and
druids, and important for rangers and paladins. Low wisdom not recommended for
halfings,humans,half-orcs(I recommend 10+). I've found that with high WIS some
NPC dialogs appear with 'Insight' option which are not available for characters
with lower WIS.
6.Charisma
CHA is very important for sorcerers and paladins,important for bards,clerics
and monks. It influence cleric's and paladin's turn undead ability. I think
that CHA is useless for other classes , especially for evil characters(not
sorcerers).

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6) Skills
I will not describe each skill because you can read their description during
the game. I describe only my opinion about all skills. You need only one skill
point to increase your class skill else you need two skill points.
1)Animal empathy
Accesible only by druids and rangers.Recommended for druids and rangers.
2)Concentration
Strongly recommended for spellcasters (especially
wizards,sorcerers,clerics,druids).
3)Disable Trap
Recommended for all characters because there are a LOT OF traps in the game
and some traps damages you greatly and can kill you instantly.
4)Discipline
Not bad for melee fighters classes
5)Heal
Recommended for all characters exept clerics
6)Hide
Recommended for stealth characters especially rogues.
7)Listen
Useless skill
8)Lore
Useless, because you can identify items with traders.
9)Move silently
Recommended for stealth characters, especially rogues.
10)Open lock
Not recommended for wizards and sorcerers and characters with high
STR,because lock can be opened with spells or bashed with weapon. Recommended
for rogues and bards.
11)Parry
Recommended for melee fighter classes but this skill is not so important for
them
12)Perform
Bard unique skill.Increase as high as possible.
13)Persuade
Very interesting skill. I recommend for all characters because it makes game
more interesting. This skill works in conversation. With this skill you can
purchase good items, more gold from NPC and access some NPC quests.
14)Pick Pocket
Recommended for bards and rogues.
15)Search
Recommended for all classes exept wizards,sorcerers and bards,because they
have find traps spell.
16)Set traps
May be for rogues but I thing it is useless.
17)Spellcraft
Strongly recommended for spellcasters. It helps them to identify spell and
perform counter spell.
18)Spot
Useless skill
19)Taunt
Useless.May be for evil characters.
20)Use magic device
Only for rogues and bards. Very useful.
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7) Feats
Some advices about feats.
1.Alertness
Useless
2.Ambidexterity(requires DEX 15+)
Good for two weapon fighters
3.Armor Proficiency (light,medium,heavy)
Some classes have this feat as default.
4.Called shot (requires base attack bonus +1 or higher)
Good for fighter classes
5. Cleave (requires STR 13+ and Power Attack feat)
Not bad for melee fighter classes
6.Combat Casting
Spellcasters must have
7.Deflect arrows(require DEX 13+,Improve unarmed strike feat)
Not bad for all characters.Monks receive this for free at level 2.
8.Disarm (requires INT 13+)
Not bad for melee fighters
9.Dodge(requires DEX 13+)
Not recommended for wearers heavy armor, but it is not bad.
10.Empower spell (Metamagic)
Good for spellcasters(FireBall or Chain Lighting spell with this feat very
good)
11.Extend Spell(Metamagic)
Not bad for spellcasters
12.Extra Turning(for clerics and paladins)
Good.
13.Great fortitude
Usefull for all
14.Improved critical(requires proficiency with chosen weapon and attack bonus
8+)
Very good for nonmagic characters
15.Improved disarm(INT 13+,Disarm feat)
good for fighter classes
16.Improved knockdown(requires Knockdown feat and base attack bonus +7)
very good for melee fighters
17.Improved Parry(Int 13+)
good for melee fighters
18.Improved Power Attack(STR 13+,Power attack feat)
very useful for fighters anf barbarians
19.Improved Two-weapon fighting(requires two-weapon fighting and ambidexterity
feats)
for two-weapon fighters
20.Improved unarmed strike
for monks(they receive this feat for free)
21.Iron will
for characters with low WIS
22.Knockdown
fighters and barbarians must have, very useful for fighters classes.
23.Lighting reflexes
for characters with low DEX
24.Maximize spell(metamagic)
expensive pleasure
25.Mobility (DEX 13+ ,Dodge feat)
recommended for fighter and rogue classes.Not recommended for wearers heavy
armor.
26.Point Blank Shot
range weapon fighters must have this feat
27.Power Attack(STR 13+)
Fighters,Barbarians and other fighter classes must have this feat)
28.Quicken spell(metamagic, ability to cast 4-th level spells)
Very expensive pleasure(for example with this feat you can cast maximum
level 6 spells on level 9 spell slots)
29.Rapid Shot(DEX 13+,Point Blank Shot)
for range weapon fighters
30.Sap(Base attack bonus +1,Called shot feat)
not bad for fighter and rogue characters
31.Shield
not bad for rogues
32.Silent spell
useless (may be in Multiplayer)
33.Skill focus
for all characters who wants increase some skill but I don't recommend this
feat
34.Spell focus
very good for wizards and sorcerers
35.Spell penetration
spellcasters must have
36.Still spell
very useful for wizards who wants wear some heavy or medium armor without
spell penalties
You can choose all three armor proficiency feats and this feat then wear
some magical heavy or medium armor and prepare all spells with this feat. Only
level 9 spells will suffer armor penalties.
37.Stunning fist(DEX 13+,WIS 13+,Sap,Improved Unarmed Strike,base attack bonus
8+)
Monks receive this feat for free, for other characters it is very expensive
38.Toughness
very good at lower levels, bad at higher and medium levels. For all classes.
if you choose this feat at level 1 then at level 20 you will have additional
20 hit points
(good for spellcasters and rogues)
39. Two-Weapon Fighting
for two-weapon fighters
40. weapon finesse(base attack bonus 1+)
very good for rogues and light weapon fighters with high DEX
41.Weapon focus(proficiensy with chosen weapon, base attack bonus 1+)
fighters must have for weapon specialization feat
42.Weapon proficiency exotic
good for monks
43.Weapon proficiency martial
all fighter classes exept monks receive this feat for free
not bad for clerics
44.Weapon proficiency simple
all classes exept monks,druids,rogues and wizards receive this feat for free
45.Weapon Specialization(fighters only,base attack 4+,weapon focus feat in
chosen weapon)
Fighters must have
46.Rogue Special Feats( this feats accessible only by rogue class):
a) crippling strike
must have
b) opportunist
good
c)skill mastery
not bad
d)slippery mind
must have
e)improved evasion
very good
f)defensive roll
not bad
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8) my characters
Here is some characters which I created and walk through the game.
I chose D&D Hardcore Rules difficulty level.

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Character 1:
gender:male
Race:human
Class:wizard(generalist)
alignment:lawful good
abilities:
STR 8
DEX 14
CON 14
WIS 10
INT 18
CHA 8
skills:
concentration +4
disarm trap +2
heal +4
lore +4
persuade +2
search +2
spellcraft +4
feats:
default race and class feats
combat casting
spell penetration
familiar:
panther

While playing this character my henchman was Daelan Red Tiger(Half-Orc
Barbarian). At the end of the game I killed Morag Queen with one reloading. My
favoutite spells were chain lighting, Meteor Swarm (good against crowd of
enemies),Premonition,Protections from spells,Greater Stone skin (good
protection spells),Greater Planar Binding( celestian avenger is very good in
battle),Finger of Death (good against nonundead strong enemies),mass haste(good
in critical moments),Gate(EXELLENT , before using this spell it is strongly
recommended to cast protection from evil),ShapeChange (good if all alies are
dead),Tenser's Transformation (use it until you reach Shapechange
spell),Animate dead (good in the middle of the game),Dismissal(good against
summoned enemies),hold monster(use it on melee fighers who attacks you),Time
Stop(VERY VERY GOOD),Improved Invisibility(use it always),Resist
elements(useful at the beginning of the game),lighting bolt,flame
arrow,fireball(use it always),find traps(good),magic missile(use it
always),burning hands(effective at the beginning of the game against the crowd
of enemies),owl's wisdom(increase wisdom).
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Character 2:
gender:female
race:human
class:cleric
alignment:lawful evil
abilities
STR 14
DEX 8
CON 14
WIS 16
INT 12
CHA 12
skills:
concentration +4
disarm trap +2
persuade +4
spellcraft +4
feats:
default race and class feats
extra turning
toughness
domains:
air (turn undead ability works on elementals and I gain some useful offense
Arcane spells)
death (summoned avatar and some good death Arcane spells)

Playing this character was not difficult.I killed queen Morag with no
reloadings. My henchman was Tony (rogue), Grimgnow (monk) and other henchmans
in some locations. My hero was equiped with powerful morning star and wearing
heavy dragon scale armor. At the end of the game my AC was 39 so queen Morag
can't hit me with melee weapon. At level 19 I've change my class to rogue. This
helped me to gain sneak 1d6 damage attack and skill points bonus at level 20.
I've also increase my DEX with rogue's ring.

Character 3:
gender:female
race:elf
class:rogue
alignment:chaotic neutral
abilities
STR 12
DEX 18
CON 12
WIS 12
INT 14
CHA 8
skills:
disarm trap +4
hide +4
move silently +4
open lock +4
persuade +4
pick pocket +4
search +4
set trap +4
spot +4
use magic device +4
feats:
default race and class feats
disarm

When I achieved level 11 then I change my class to ranger. So at the end of
the game my character was rogue(11)/ranger(9). At level 3 I chose weapon
finesse feat and always used small weapons and long bow. My character was
balanced melee and ranged warrior. When I chose improved disarm feat then I
became a really good disarmer (I disarmed Loxar,Calik,Desther in chapter 1,
Gorkan,Vardoc in chapter 2, high captains in Luskan and Aribeth in Chapter 4).
When I became a ranger I used two-weapon tactics in melee and strong long bow
with magical damage arrows as a ranged weapon. I created a fine dagger with
Daze 75%/round effect in Chapter 1 and used it always. Few enemies can resist
daze(undead, golems, immune to mind-affecting) so when the enemy became dazed I
damaged the enemy with sneak attack (6d6 damage at level 11). In chapter 3 I
created a powerful mace with the damage and attack bonus against undead . My AC
was 33 at the end of the game. With rogue sneak attack and ranger's attack
bonuses and two-weapon feats I had no problems when fighting melee fighters
(exept undead and golems). I've killed queen Morag with no reloadings (first I
killed two powerful Morag's lizards then I destroyed the trap and killed the
Protector from Sword with Aribeth's Sword (my magic device skill was 16) and
dagger with daze effect). I also used disarm and improved disarm feats with
tough enemies. At level 10 I chose very useful crippling strike rogue feat. As
a ranger I chose racial bonus feat against giants and lizardmen. My henchmans
were Linu and Grimgnow.

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10) Arcane spells
In this section there is only my opinion and strategy in using all arcane
magic spells. Bards also use Arcane magic but I will not cover some bard spells
which are not accessible by wizard and sorcerer.

Spells:
Level 0 spells (cantrips):
1. Daze (Enchantment)
Useless
2. Light (Evocation)
Useless
3. Ray of Frost(Conjuration)
Use it to kill some weak enemy with "near death" hit points
4. Resisatnce (Abjuration)
Useless
Level 1 spells:
1. Burning Hands ( Transmutation )
Use this spell at the beginning of the game against the crowd of enemies but
watch your allies because they are also can be damaged by this spell (D&D
Hardcore rules).
2. Charm person (Enchantment)
I found this spell useless but you can experiment with this spell on
different NPCs.
3. Color Spray (Illusion)
Not bad against the crowd.
4. Endure elements (Abjuration)
Use it at the beginning of the game as a defensive spell until you reach
higher defensive spells.
5. Grease (Conjuration)
Useless
6. Identify (Divination)
Useless. You can identify the items by traders. Use it if you develop your
Lore skill and cannot identify the item by yourself.
7. Mage Armor (Conjuration)
Forget about AC and this spell
8. Magic Missile (Evocation)
Very useful offensive spell during the game. Use it always.
9. Negative energy ray (Necromancy)
Useless. You can use it at the beginning of the game but don't use it on
undead.
10. Protection from alignment (Abjuration)
Use it on some figher allies. I recommend protection from evil because there
are a lot of evil enemies. At the beginning of the game it has a short duration
so wait until you will be more experienced.
11. Ray of Enfeeblement (Necromancy)
Use it against some powerful fighters. But for sorcerers it is a very
expensive pleasure.
12. Scare (Necromancy)
Useful against weak enemies but you can kill this weak enemies with other
more useful spells. Remember that some races has strong mind-affecting defence.
Don't use it against undead.
13. Sleep (Enchantment)
Useless. May be against some humans and half-orcs.
14. Summon creature (Conjuration)
Use it until you reach more high summoning spells.
Level 2 spells:
1. Blindness/Deafness (Enchantment)
Useless
2. Bull's strength (Transmutation)
Use it on your fighter allies and on yourself to increase your inventory
weight.
3. Cat's Grace (Transmutation)
Use it on Tony henchman.
4. Darkness (Evocation)
Useless
5. Eagle's splendor (Transmutation)
If you have low CHA then this is your spell. You can also use this spell on
Linu henchman when fighting some undead.
6. Endurance (Transmutation)
Use it on yourself
7. Fox's cunning (Transmutation)
If you are a wizard use it always on yourself.
8. Ghostly visage (illusion)
Use it as a defense spell when fighting some tough enemies until you reach
more higher spells.
9. Ghoul touch (Necromancy)
Useless
10.Invisibility (Illusion)
You can use this spell to explore the area but I recommend to forget about
this spell.
11.Knock (Transmutation)
Use it to unlock the locks. Very useful spell.
12.Lesser dispel (Abjuration)
Use it against some weak mages with defensive spell aura. But I recommend
you to forget about spell at the beginning of the game.
13.Melf's Acid arrow (Conjuration)
Use it as a main level 2 offensive spell. At the end of the game this spell
has a small effects on enemies.
14.Owl's wisdom (Transmutation)
Use it to compensate low mind saving throw.
15.Resist elements (Abjuration)
Use it as a main level 2 defense spell
16.See Invisibility (Divination)
Useless.
17.Summon Creature 2 (Conjuration)
Use it as main summoning level 2 spell
18.Ultravision (Transmutation)
Useless
19.Web
Sometimes useful against the crowd of enemies.
Level 3 spells:
1. Clairaudience/Clairvoyance (Divination)
Forget
2. Clarity (Necromancy)
Forget
3. Dispel magic (Abjuration)
Use it to dispel enemy magic defense or for counterspelling
4. Find traps (Divination)
Use it to find and destroy traps.
5. Fireball (Evocation)
Use it always against the crowd of enemies. Very useful with Empower spell
feat.
6. Flame arrow (Conjuration)
Use it as a main level 3 offensive spell during the game
7. Haste (Transmutation)
Very useful but has short duration. Use it in critical situation. At the
end of the game the duration of this spell will be good.
8. Hold person (Enchantment)
Use it on powerful melee fighters
9. Invisibility sphere (Illusion)
For amateurs
10.Lighting Bolt (Evocation)
Useful spell. Use it always but watch for allies near target enemy.
11.Magic circle against alignment (Abjuration)
Good but has a very short duration
12. Negative energy burst (Necromancy)
Not bad but fireball, lighting bolt and flame arrow are more recommended.
13. Protection from Elements (Abjuration)
Use it as a main level 3 defense spell
14. Slow (Transmutation)
Useless
15. Stinking cloud (Conjuration)
Useless
16. Summon creature 3 (Conjuration)
Use it as a main level 3 summoning spell
17. Vampiric Touch (Necromancy)
Useless (this is not a Morrowind)
Level 4 spells:
1. Bestow curse (Transmutation)
Forget
2. Charm monster (Enchantment)
Forget
3. Confusion (Enchantment)
Forget
4. Contagion (Necromancy)
Forget
5. Elemental Shield (Evocation)
Not bad and not good.
6. Enervation (Necromancy)
I found this spell useless but you can experiment on powerful enemies.
7. Evard's black tentacles (Conjuration)
Forget
8. Fear (Necromancy)
Sometimes is not bad but I recommend to forget about this spell.
9. Ice Storm (Evocation)
Extremely useful and dangerous offensive spell. Use it always but watch for
allies.
10.Improved invisibility (Illusion)
Very useful. Use it with other defensive spells.
11. Lesser spell breach (Abjuration)
Forget
12. Minor Globe of Invulnerability (Abjuration)
Not bad. You can use it in some situations.
13. Phantasmal Killer (Illusion)
Interesting spell. I recommend you to leave one slot for this spell.
Sometimes you can kill tough enemy instantly with this spell. I recommend to
use this spell on rude creatures (such as Orcs,Minotaurs and others).
14. Polymorph Self (Transmutation)
Not bad but I recommend you to wait for some higher polymorph spells.
15. Remove blindness/deafness (Divination)
Forget. Useless spell.
16. Remove curse (Abjuration)
Useless
17. Shadow Conjuration (Illusion)
Not good
18. Stone skin (Abjuration)
Use it as a main level 4 defensive spell until you reach Greater Stone
Skin spell
19. Summon Creature 3 (Conjuration)
Use it to summon a creature
20. Wall of Fire (Evocation)
Good spell but Ice Storm is more recommended
Level 5 spells:
1. Animate dead (Necromancy)
Use it as a main summoning spell in the middle of the game until you reach
Greater Planar Binding spell. Has a duration 24 hours (long duration).
2. Cloudkill (Conjuration)
Useful against weak enemies.
3. Cone of Cold (Evocation)
Good but I prefer Ice Storm spell (level 4)
4. Dismissal (Abjuration)
Use this spell against summoning creatures at the latest stages of the
game.
5. Dominate person (Enchantment)
I found this spell useless. You can use this spell on some neutral NPC or
some Orc.
6. Energy Buffer (Abjuration)
Combine this spell with Stone Skin spell.
7. Feeblemind (Divination)
Useless
8. Greater Shadow Conjuration (Illusion)
I prefer Animate Dead spell
9. Hold monster (Enchantment)
Forget
10.Lesser Mind Blank (Abjuration)
Not bad but short duration
11.Lesser Planar Binding (Conjuration)
You can use this spell as an alternative summoning spell
12.Lesser spell mantle (Abjuration)
not bad against spell but short duration
13.Mind Fog (Enchantment)
for amateur
15.Summon creature 5 (Conjuration)
Dire tiger has a very weak defense
Level 6 spells:
1. Acid Fog (Conjuration)
not bad but Chain Lighting is more useful
2. Chain Lighting (Evocation)
Very strong offensive spell against the crowd of enemies. Use it always.
Effective against dragons.
3. Circle of Death (Necromancy)
Try to use on some tough fighter
4. Ethernal visage (Illusion)
Not bad but I prefer Greater Stone skin
5. Globe of Invulnerability (Abjuration)
Sometimes it is very useful (especially against Ice Storm spell) but if you
are a sorcerer then forget about this spell and concentrate on more useful
6. Greater Dispelling (Abjuration)
More powerful dispel magic spell. I prefer lower Dispel magic spel to save
the slots for some other level 6 spells. You can use it to counterspell some
powerful spell.
7. Greater spell breach (Abjuration)
Always use this on tough enemies to decrease their magic resistance
8. Greater Stone Skin (Transmutation)
Use this spell until Premonition spell
9. Legend Lore (Divination)
Forget
10.Mass Haste (Enchantment)
Use it when fighting a lot of strong enemies
11.Planar Binding (Conjuration)
I prefer Animate Dead spell because of spell duration
12.Shades (Illusion)
Not so useful
13.Summon creature 6 (Conjuration)
I prefer other summoning spells
14.Tenser's Transformation (Transmutation)
Use it to fight the enemies. You are a really tough guy.
15.True Seeing (Divination)
Useless
Level 7 spells:
1. Control Undead (Necromancy)
I prefer summoning spells
2. Delayed Blast Fireball (Evocation)
Good offensive spell
3. Finger of Death (Necromancy)
Good but I prefer other spells
4. Mordenkainen's Sword (Transmutation)
Powerful summoning spell but has a very short duration
5. Power Word, Stun (Divination)
Useless
6. Prismatic Spray (Evocation)
Not bad but I prefer to use some metamagic feat slots for offensive spells
on this level
7. Protection from spells (Enchantment)
Very useful. Use it always and combine with some damage defensive spells.
8. Shadow shield (Illusion)
Useful but has a very short duration
9. Spell Mantle (Abjuration)
Useful but has a very short duration
10.Summon creature 7 (Conjuration)
not bad but I prefer Animate dead spell
Level 8 spells:
1. Create Undead (Necromancy)
good but I prefer Greater Planar Binding
2. Greater Planar Binding (Conjuration)
The most balanced summoning spell in the game. Medium duration and powerful
creature.
3. Horrid Wilting (Necromancy)
Very useful against the crowd of enemies. Beware undead.
4. Incendiary Cloud (Evocation)
Very powerful offensive spell but watch for allies
5. Mass Blindness/Deafness (Illusion)
Useless
6. Mass Charm (Enchantment)
Useless
7. Mind Blank (Abjuration)
Useful in some situations but has a very short duration
8. Premonition (Divination)
The best defensive spell in the game against damage. Use it always. Combine
this spell with Improved Invisibility spell and Protection from spells spell.
9. Summon Creature 8 (Conjuration)
Powerful spell but I prefer Greater Planar Binding spell
Level 9 spells:
1. Dominate monster (Enchantment)
Don't lose your spell slot on this spell
2. Energy drain (Necromancy)
Useless
3. Gate (Conjuration)
The best summoning spell in the game. It has small duration. Before casting
this spell cast Protection from Evil spell or you can't control your summoned
creature. Use this spell when fighting very powerful enemies (dragons, Maugrim,
queen Morag and others)
4. Greater Spell Mantle (Abjuration)
Very good but has a very small duration
5. Meteor Swarm (Evocation)
The best offensive spell in the game. Use it always to show the enemies who
is a really powerful mage. Your allies are not damaged by this spell.
6. Mordenkainen's Disjunction (Abjuration)
I prefer lesser dispel magic spells. This spell can counterspell some very
powerful spell.
7. Power Word, Kill (Divination)
Useless, most of the enemies at the end of the game has more then 100 HP.
8. Shapechange (Transmutation)
This spell will transform you to very powerful creature. I prefer to leave
the slots for other spells.
9. Summon Creature 9 (Conjuration)
You can use it as an alternative to Greater Planar Binding spell
10.Time Stop (Transmutation)
Very useful spell. Use it with powerful enemies. Try to cast some offensive
or defensive spells while the time is stopped.
11.Wail of the Banshee (Necromancy)
I prefer to leave slots for other spells
12.Weird (Illusion)
Not bad. You can experiment on enemies.

Arcane spells conclusion:
It seems that Evocation spell school is the best spell school for offensive
spells (I recommend to choose Spell Focus (Evocation) feat). The Abjuration
school is the best defensive school magic. Conjuration is the best for
summoning spells. Necromancy contains some useful death spells but a lot of
necromancy spells are useless. Illusion also has some useful and useless
spells. Enchantment and Divination are the weakest spell schools but Divination
contains powerful Premonition spell and Enchantment contains Protection from
spells spell. Transmutation is the most universal spell school because it
contains some good transformation, offensive, defensive and summoning spells
and some very useful Level 2 spells.
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11) Divine spells
In this section I'll describe divine spells usefulness. Some divine spells
that are available in Arcane magic school I will not describe here. For more
info about such spells see arcane spells sections. Here we go!
Level 0 spells:
1. Cure minor wounds
Not bad at the very beginning of the game
2. Virtue
Useless
Level 1 spells:
1. Bless (Cleric)
Use it always in battles during the game.
2. Cure Light wounds
Good at the beginning of the game
3. Doom (Cleric)
Not bad. Use it on tough enemies.
4. Entangle (Druid)
Forget
5. Remove fear (Cleric)
Don't waste the slot
6. Sanctuary (Cleric)
Not bad but a very short duration
Level 2 spells:
1. Aid (Cleric)
Not bad but useless at the latest stages of the game
2. Barkskin (Druid)
Good if you want to increase your AC
3. Charm person or animal (Druid)
Useless
4. Cure Moderate wounds
Use it at the beginning and at the middle of the game
5. Flame lash (Druid)
Good druidic offensive spell
6. Lesser Restoration
Useful spell. Use it to cancel some negative effects
7. Remove paralysis (Cleric)
Forget
8. Silence (Cleric)
Very useful against enemy spellcasters
9. Sound burst (Cleric)
Nice offensive spell
Level 3 spells:
1. Call lighting (Druid)
Use it always
2. Cure serious wounds (Cleric level 3 and druid level 4 spell)
Use it always
3. Dominate animal (Druid)
forget
4. Invisibility Purge (Cleric)
Useless
5. Negative energy protection (Cleric)
Sometimes is useful
6. Prayer (Cleric)
very good but small duration
7. Remove desease
Use it to remove desease
8. Searing light (Cleric)
Useful against undead and golems
Level 4 spells:
1. Cure Critical wounds (Cleric level 4 and Druid level 5 spell)
Use it always
2. Death ward (Cleric) (Druid level 5)
Useful against death spells but I recommend to skip this spell
3. Divine power (Cleric)
Very good but small duration. Use it with powerful enemies.
4. Freedom of Movement
Good against paralysis but there are some magic items with Freedom
property in the game
5. Hammer of the Gods (Cleric)
Good offensive spell
6. Neutralize poison (Cleric level 4 and druid level 3 spell)
Very useful when fighting some enemies with poison damage
7. Poison (Cleric)
Not bad
8. Restoration (Cleric)
Very useful spell in the game. Use it always
Level 5 spells:
1. Awaken (Druid)
use it on your animal companion
1. Circle of doom (Cleric)
Forget
2. Flame strike (Cleric)(level 4 spell for Druid)
Not bad
3. Healing circle (Cleric) (Druid level 6 spell)
Sometimes is useful
4. Raise dead (Cleric)
Useless in Single Player Campaign
5. Slay living
Nice death spell
6. Spell resistance
Has a very small effect in the game
Level 6 spells:
1. Blade Barrier (Cleric)
Not bad against a lot of enemies. See you allies
2. Harm (Cleric) (Level 7 druid spell)
Useless
3. Heal (Cleric) (Druid level 7)
Keep one slot for this spell
Level 7 spells:
1. Aura of vitality (Druid)
very useful
2. Destruction (Cleric)
Good against a single enemy
3. Creeping doom (Druid)
Experiment with this spell
4. Greater restoration (Cleric)
Use it when restoration spell failed
5. Regenerate (Cleric) (Druid level 6 spell)
Nice but I prefer cure wounds
6. Ressurection (Cleric)
Useless in Single Player
7. Word of Faith (Cleric)
Very useful spell against the crowd of enemies. Use it alaways.
Level 8 spells:
1. Aura versus alignment (Cleric)
Useful but small duration
2. Create Greater Undead (Cleric)
Powerful summoning spell
3. Fire Storm (Cleric) (Druid level 7 spell)
Not bad
4. Mass heal (Cleric) (Druid level 9 spell)
The best healing spell. Keep one slot.
5. Nature's Balance (Druid)
Very good against tough enemies
6. Sunbeam
Useful
Level 9 spells:
1. Elemental Swarm (Druid)
Use it against elementals
1. Implosion (Cleric)
Very good. Use it
2. Storm of Vengeance
Not bad. Use it
Conclusion: It seems that cleric's spells are oriented to healing and
blessing (increasing some characteristics). Some cleric's spells are against
death magic and good against undead. Remember that healing spells damage
undead. Druids have less healing and blessing spells but they receive some
useful defensive and offensive spells. Paladins are more close to cleric's
spells and rangers are more close to druidic spells.

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