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What people find to be the best spells in the game, thought it was obvious. I just stated my opinion in the post.
Other important functions for spells include seeing through displacement, letting you dish out sneak attack damage whether or not you are flanking, disabling enemies so their DPS falls to zero, creating summons that good at absorbing damage and immune to mind-affecting abilities, buffing strength on front-liners, and imposing the shaken condition on enemies.
paired with delay poison it is almost like a buff to your self and a debuff to enemies, because you can cast it at your feet and block all melee dudes attempting to hit your backline.
Acid Spash, especially in the Troll Chapter, is like the best spell in the game. It also ignores SR, which is pretty handy.
And the elemental sorcerers can change the damage type of Acid Splash without removing the ability to ignore SR. Doesn't do a whole lot of damage, but useful all the same.
And Weapon Focus (ray) works on acid spash, for some reason.
How?
Haste, simply one of the best skills in the game to increase your odds in a fight, only seeming to lose steam when fighting against things that you need nat 20's to hit
Bull's Strength Mass to let your guys carry a huge amount more for clearing dungeons
Shield is incredibly useful for pets and monks and really anyone you can put it on using an alchemist. The same goes for Mage Armor.
Legendary Proportions is godly adding so much offense, defense, and range to characters. The downside is they take up a lot of space and have some real potential likelihood of blocking a pathway, especially when you have multiples using it.
Good Hope is a good one that is not getting mention yet and it's nice that you can get a 10 minute party cast of it from the Trailblazer's Helm from Troll Trouble artifact without actually having a bard.
Stacking Web and Grease on the same enemy using maybe the back half of their hitbox so that your melee don't veer into it. The web makes it far more likely for the enemy to fall in the grease. This can be a really bad backfire when you get caught in it for whatever reason (pathing, AI).
But to go with these later on you can be using Featherstep Mass to prevent probs if you happen to have this learned.
Displacement/Blur come in handy in rough spots.
I have somehow veered away from using many of the big damage dealing spells as a lot of them do friendly fire and are easier to use at the start of the fight before you rush in. I have also gotten used to buffing so much just to cover scenarios that my casters don't have as much room to play with damage spells sadly.
I too would like to know how this 180 damage per round with Acid Splash is happening.
https://steamcommunity.com/sharedfiles/filedetails/?id=2285414569
Can I put in a word for (Mass) Fly. Gets you over Web, Grease, etc., adds AC against non-flyers and increases your speed. What's not to like?