Overview
By the time you’re a high level party you have a vast array of spells and abilities you want to activate before you get into a major battle. This guide makes it easier for you by providing the duration and a suggested casting order. I include potions, special abilities, and spells. It is set up from the point of view of a party with access to epic abilities. If you don’t have them, the guide can still be used. Just start casting at the level of abilities you know.
Introduction
The guide is divided into different sections based on duration. Starting with abililties that last the longest down to the ones that you should cast just before entering battle.
Daily Spells
You can cast these spells well before combat. Most of them should be cast when the party finishes resting.
12 Hours
Stoneskin
1 Turn per Level
Chaotic Commands
Death Ward
Protection from Cold, Fire, Acid, Electricity
Protection from Evil 10 foot Radius
Protection from Magical Energy
4 Hours
Non-detection
Long Term
These spells can be cast in any order and you won’t have to worry about them running out before the battle. Most of them will last through more than one fight.
2 Hours
Potion of Giant Strength
Potion of Heroism
1 Hour
Protection from Normal Missiles
Remove Fear
Resist Fear
5 Rounds per level
Protection from Lightning
3 Rounds per Level
Champion’s Strength
Minor Spell Turning
Protection from Evil
Shield of the Arcons
Spell Deflection
Spell Shield
Spell Turning
4 Rounds plus 2 Rounds per Level
Blur
1 Turn plus 1 Round per Level
Free Action
Moderate Duration
Here is when you have to start paying attention to casting order. Sometimes you can get more than one fight out of these abilities, but don’t count on that.
3 Rounds plus 1 Round per Level
Armor of Faith
Fire Shield
Haste
Improved Haste
Improved Invisibility
Magic Resistance
Mirror Image
Protection from Fire
1 Round per Level
Holy Power
Globe of Invulnerability
Mass Invisibility
Minor Globe of Invulnerability
Protection from the Elements
Protectoin from Normal Weapons
Resist Fire and Cold
Righteous Magic
Simulacrum*
Spell Immunity
18 Rounds
Spell Trap
*Sometimes you want to cast this earlier just so the simulcrum has access to a larger number of spells. Also then you can use the simulacrum to help cast these spells.
Short Duration
These abilites can’t be counted on to last through more than the next fight.
1 Round per 2 Levels
Hardiness Special Ability
Regeneration
1 Turn
Chant
Draw Upon Holy Might
True Seeing
True Sight
Vocalize
9 Rounds
Physical Mirror
Last Minute Spells
Cast these and Hurry into combat. If you’re not careful here, you may find that some spells end before you get to the battle.
6 Rounds
Bless
Defensive Harmony
5 Rounds
Negative Plane Protection*
*This one is iffy here. Sometimes you want to save it until you’re in combat.
Once You’re in Combat
Some of these abilities won’t be used in a particular battle. However it’s nice to know how much time you have once you use them.
5 Rounds
Negative Plane Protection
4 Rounds
Absolute Immunity
Improved Mantle
Mantle
Protection from Magical Weapons
Resist Magic Special Ability
3 Rounds
Luck
Time Stop*
2 Rounds
Improved Alacrity
1 Round
Greater Whirlwind Attack Special Ability
Whirlwind attack Special Ability
*Lasts three rounds from the caster’s point of view and one round from everyone else’s point of view. Pay attention to which beings aren’t affected by this spell.
Conclusion
There are the spells and how long they last. I didn’t recommend any explicilt casting order or list preferred spells since every player is different in what they prefer. I ended up writing this guide because by the time i’m halfway through Shadows of Amn I end up referring to my own version of it. So I hope it helps other players too.
Thank yous
pigiscoming – blur
SlaveJobs – luck