MAGIC USER INFO
 
  (Jandrall note: This post have been missquoted as TennesseeErnieFord but that have been corrected. T.E.F also added a very interesting breakdown of the magicclasses here )

FleaBittenFox

Not sure, but maybe this will help a little. Drummed it up awhile back because of all the crossover magic. If you have a well rounded party at least (all magic classes accounted for), this guide works. Working for me at least! My spellcasters are the crucial part of my offense AND defense in battle. Some people say that skill points at level up are not as important, but I disagree.. 90 skills points by level 10 will significantly affect how well your spellcasters perform. Anyways, here you go!

Priest:

You are always going to want to put 3 points in Divinity. Many of your spells will of course, be selected from the Divine Realm of magic, so you want to put at least 2 a level, if not 3. Here is a breakdown of the other Realms.

Fire: Do not put any points into the fire realm if you are a Priest. A priest can only cast 2 fire spells, one of which is unique to a Priest. But it is a level 7 spell.. you won't have enough points in Fire to make Lightning effective.

Mental: Do not put any points into the Mental Realm. All 4 of the mental spells a Priest has are available to the Psionicist, and 3 of those can be cast out of combat, so no worry about your Psionicist being out of commision. Complete waste of points.

Earth: You probably do not want to put any points into this Realm either. An exception! Armorplate is only available to the Priest, and is an Earth Realm spell. Once your Priest is level 5 or so, putting a single point into the Earth Realm will give you a rather lot of points. Since Armorplate does not increase in effectivness when it gains power, only duration, do not waste more than one point in this Realm. Even one point will keep Armorplate running for an entire battle. The Priest only has one other spell unique to him from the Earth Realm (Falling Stars), but it is not necessary, since you won't be able to build it up without wasting many points, and have another mass destroy spell available at the 7th level.

Air: This is a bit more useful to a Priest. I still would not spend more than 1 spell point in the Air Realm, to every 3 points in the Divine Realm. Only one spell is unique to the Priest in Air. However, most of the duplicates are held by the Alchemist, who will *not* be concentrating his efforts into Air, as you will see later, so it is a good idea for the Priest to be somewhat versed in Air.

Water: The second best Realm for the Priest following the Divine Realm. I would place at least 1 and probably 2 points into this Realm to every 3 you place in the Divine. Many Water spells are duplicates of Alchemists and Psionicists, BUT.. the Divine Realm is very weak for both of those classes. Many useful spells in this Realm, including cures for disease and paralysis, and the Superman spell. Unfortunately, the Priest has no Water spells past level 4, which is the only reason I would probably spend 2 to every three in Divine.. and then just 1 the next time.

Summary: No points in Fire or Mental, one in Earth, Air is next best, followed by Water and then of course, Divine.

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Mage:

Earth: Do not put any points into the Earth Realm for your Mage. He has no spells that do not exist and will be used by your other spellcasters. Your Alchemist is strong in Earth, and your Mage has no Earth spells past level 4.

Divine: The Mage has 5 spells in this Realm, but 3 are available by other Spellcasters. You might want to put one point in around level 6 or so, so you can cast the Enchanted Blade spell. Otherwise, don't waste points unless you really think your Mage won't be complete without Magic Missle!

Mental: Do not put more than a point in Mental for your Mage. Five of his six Mental spells are available to your Psionicist (who will specialize in Mental), and the one spell that is unique, X-Ray, is not more effective with more points, just has a longer duration. You just have to cast it more often.

Air: You want to put points a bit more frequently into Air, but still do not dump points into this Realm. The Mages strongest Realms are Fire and Water. There are many useful spells in Air however (a few of them unique to the Mage), so do put a few points into it. I would put perhaps 1 point into Air for every 2 you put into Water and Fire.

Water: More useful yet to the Mage. Several powerful spells, including the Ice spells which can blind or paralyze opponents. I would put 2 points into this Realm each level if you can.

Fire: Also very useful for the Mage. The dreaded Nuclear Blast is in Fire! Fire and Water are the damaging spells for the Mage. Your Mage is your most damaging spell caster, make sure to give equal points (2 a level if you can) to each Fire and Water.

Summary: No points in Earth, 1 point in each Divine and Mental, equal points in Fire and Water, the Mages most powerful Realms, while giving a point to the Air Realm when you can. Most recommended would be NO points in other skills.. let your Mage specialize in magic, putting 3 points in each Wizardy, Fire and Water, with perhaps 1 point every 2 to 3 levels taken from Water and putting it into Air instead.

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Psionics:

Your Psionicist of course will specialize in Mental, and you should endeavor to put 2 to 3 points in that Realm each level. Three unless you *really* need to raise another skill.

Water: Do not put any points in the Water Realm. Of the three spells in that Realm for your Psionicist, only one is unique, and he has no spells past level 2.

Earth: Put at most, 1 point into the Earth Realm, at level 6 or later, so you can cast the Armormelt spell. Your Mage will not be spending points in Earth, so this will help your fighters poke their spears into the critters more easily. He only has 2 spells in this Realm, and the other is cast by your Alchemist, the Earth Specialist in your group. Do not waste more than one point.

Divine: And odd one. He has 5 spells in this Realm, but only 2 of them unique to the Psionicist. Your Priest will cast the rest. The two unique ones are rather kind of neat, Eye for an Eye, and Might to Magic. Both are useful and interesting spells. Pity, because it is the ONLY 2 spells useful in this Realm to you. Might to Magic is a level 6 spell, and won't be useful unless you dump some more points into the Divine Realm. I wouldn't recommend spending points in this Realm whatsoever.. both spells only will be more effective if you spend more points, and spending points for just 2 spells would be a waste. In other caster configurations, you might make it work.. but otherwise, I would just lament your loss of these two neat spells. Perhaps an NPC will have it?

Air: The next most useful Realm to a Psionicist, he has 7 spells in this Realm, two of them are unique to you. Two of those seven however, are the 'set portal' and 'return to portal' spells, which are available to all 4 casting classes. I would perhaps put one point into this Realm, for every 2 to Fire and three to Mental.

Fire: The most useful Realm to your Psionicist, next to Mental. You have 5 spells in this Realm.. and they are ALL unique to the Psionicist!! That makes it very worthwhile to spend some points in this Realm, perhaps 2 for every 3 spent in the Mental Realm. He has 6th and 7th level useful spells, and is the only caster to have Haste, a very useful spell indeed!

Summary: No points in Water, perhaps one total in Earth, none would be your best bet in Divine, Air.. 1 to every 2 in Fire and every 3 in Divine, Fire.. 2 to every 3 spent in Divine.

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Alchemist:

Your Alchemist will grow slower if you use your Ranger to do your Alchemy spells. This is ok though, since the other 3 spellscasters will have damange, healing, and crowd control taken care of. However, if you want to rely on NPCs as your fighting force, and have 4 staight casters in your party, more power to you! I just find having a Ranger very useful.

Mental: Put no points into this Realm. Why? Because the Alchemist has absolutely no spells in the Mental Realm! You may not even be able to put points into Mental.. but if you can, don't make that mistake.

Divine: Do not put any points into the Divine Realm. Of the 4 spells available to him in that Realm, only one isn't available to other spellcasters. Exception! The Summon Elemental spell is only available to the Alchemist and the Mage, and the Mage won't specialize in Earth if he knows what's good for him! However, there is no indication that having more power in that spell helps in any way, so perhaps spend that 1 points in Divine to get your Elemental.

Air: The Alchemist has 9 spells in this Realm. However, only 2 are unique to him, and 2 are the Portal spells. His 2 unique spells are level 5 and 7, and require more points dumped in to make them useful. Since he already has other damage spells, don't waste your points in Air.

Fire: Your Alchemist has 8 spells in this Realm, 4 of them are unique to him alone. Three of unique spells are damage spells, and the 4th is a nice armor buff spell. You should put at least 1 point into Fire for every 2 into Water and Earth.

Water: You have 8 spells in the Water Realm, and 4 of them are unique to your Alchemist. Two of those are mass damage (one being a level 7 mass damage spell). You also have a couple useful cures (in case your Priest is incapacitated during a fight), and a blinding spell. Try spending at least 2 points a level in Water, if you can.

Earth: The Alchemists strongest Realm by far. Ten spells in the Earth Realm, five of them unique to you! A great diversity.. he has mass damage, armor buffs, shields and irritation! Try to spend 2 to 3 points a level on the Earth Realm.

If you are using your Ranger as your Alchemist, you won't be able to devote as many skills points to the Realms as other spellcasters. A good plan would be to use your Ranger for long range combat only, skipping close combat, and getting NPCs to do the fighting. Or you could go for 4 spellcasters (making potions is a neat trick of the Alchemist), trying to fill the void for searching and long ranged combat with an NPC. But assuming you want to use a Ranger...

Summary: No points in the Divine, Mental, or Air Realms. 1 point in Fire, 2 points a level in Water and Earth (3 in Earth if possible), leaving you with 4 points. You could perhaps go with 2 points in Alchemy, 1 in bow or long range combat (alternating each level), and one in scouting. If you leave your scouting up to someone else, you can put 1 point in each bow and long range combat.

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Last notes: I would always try to put 3 points in each of the respective Mastery skills each level, depending on what you are (Wizardy for Mages, Divinity for Priests, Alchemy for your Alchemist (or Ranger), and Psionics for your Psionicist). Then distribute points based on how useful each Realm is to each class, as per covered above. If you manage to welsh off duties like communications, mythology and artifacts to the other classes, you can devote more points to the lesser Realms. But I wouldn't devote any to the weakest Realms. Each class seems to have 3 strong Realms, and 3 weaker Realms. Alchemist is the exception, he is useful in 4.

Bishops: I have nothing against Bishops! I loved playing them in Might and Magic, and other CRPGS, but they develop far to slowly. You must devote points to each Mastery (2 if you opt to master two classes), and then each of the 3 useful Realms in each class. That is spreading yourself to thin. If you are going for a more 'brute' approach, and fighters are the bulk of your party, a Bishop isn't a bad idea. But for those who want to specialize in spellcasters, Bishops are not very useful, as a rule.. specliazing seems the most powerful way to go.

Other skills: I would not waste points in such skills as Ranged Weapons, or Sling and Staff. A few points to get you going and use the thing without knocking yourself out, but no more. Your speciality is spellcasting, and your slings and staves skills will increase with use. Don't waste precious points on them.

FleaBittenFox

someone posted a while back about bishops. they said to add 3 points to each mastery except divinity and just get your schools up by frequent use.

that has worked wonders for me. instead of having a priest/mage in my party i went to a bishop/something else. the bishop gains skills almost as fast as the other magic users IF you constantly use its magic skills. having only 1 dedicated magic user will also make the the bishop gain skill faster.


AskSteve

alrite, everyone wants a high level powerful mage ... or maybe its just me here's how to build one up quivkly and easily. Go to the jail, take the middle cell, open the floor, drop down, follow the path, and ull be right outside of the bank vault. Start casting .. thats right, knock knock. You will never accidently open this lock, least not with level 1 or 2 spells .. because it has EIGHT tumblers .. took my level 100% mage plus a 50% rogue to open the sucker. Anyways, ull gain roughly 1 earth mag level per round of casting all knock knocks, and a wizardry level every 3 or so. Just camp , refill and go again, i got from level 3 earth magic and 60 wizardry to 100 earth and 90 wizardry in about an hour. Sure made the next few levels go alot easier lol


ariana5

Good advice - it has been here probably over 100 times but with no good way to search the board this is inevitable. The technique also works quite well for alchemists, samurai, rangers and ninja who need help getting to high skill levels even more than a mage does. You can easliy have 5-6 chars with maxed out magic this way. Of course, divine trap on any trapped chest does the same. Casting buffing spells and sonic blast before resting (or afterwards) gets skills up more slowly. Going into phony combat and casting bless can get that up.


raven107

going into a conversation and using mindread works good too for Psionics and Monks


TennesseeErnieFord

There at least one place that I know about that acts like Magic Nectar as many times as you want to use it. You can cast spells to your heart's content, renew, and start again.

However, I haven't found that I need to buff the PCs that much; the ordinary practice they get during combat, just before rest seems sufficient.


TennesseeErnieFord

Healers:
Alchemists- Heal (no heal alls); Cures (except for sane)
Priests- Heal all; Cures
Psionics- Heal HPs only; cure sane only

Attackers:
Alchemists- 13: 8 direct, 5 persist; 1 all
Mages- 15: 11 attack, 4 persist; 4 all
Priests- 8: 8 attack (no persist); 3 all
Psionics- 11: 6 attack, 5 persist; 3 all

Diminish Enemy:
Alchemists- 6
Mages- 10
Priests- 5
Psionics- 12

Specials (All have portal)
Alchemists- 3 (Chameleon, Knock, Light)
Mages- 8 (Enchant Blade/Miss. Shield, Secrets/X-Ray, Knock, Light, Curse, Shadow Hound, XRay)
Priests- 7 (Charm, Traps, ID, Light, Curse, Magic Shield, Armorplate)
Psionics- 6 (Chameleon, Charm, Secrets, Traps, ID, Mindread)

Key Features
Alchemists- voiceless spells, mix potions; good persist, good attacks; excellent diminish
Mages- resistances; most attack, most attack all; best boosters
Priests- pray, dispel; heal all, heal well; boosters
Psionics- mental resist; most persist spells, most diminish

Key Weakness
Alchemists- no heal all; best attacks later
Mages- vulnerable (HPs, voice)
Priests- no persist attacks; hurt all come late
Psionics- voice, lots of resistant creatures

Key Realms
Alchemists- Air=best (); no mental;
Mages- All Realms have good spells; `
Priests- Divine=best; weak fire (Light/Ltng only); Water (Paralyze, Rest)
Psionics- Mental=best; no mental; excellent fire