So, Animate Dead...

#1NicodaemosPosted 2/6/2012 9:06:48 AM
I've been seriously playing this game for the first time with a few friends, and while I can look up and find info on most of the confusing details on my own, I haven't been able to find any specifics regarding the Animate Dead spell.
My character is a Mage, a Necromancer to be specific. Naturally, I think a spell such as this would be rather vital for this character both RP-wise and game-wise, so I want to get it as fast as possible.

To start off, where is the scroll for this spell? From what I've looked up online, it either doesn't exist in the game at all or is in a TOSC-specific area. Also, what level will I be able to use it at? Apparently it's classed as a Level 5 spell, which would normally mean I wouldn't be able to use it until at least level 9. I'm just hoping that this spell is an exception to this rule, since it would be really, really stupid that my friend's dumbass Cleric gets it dumped in his spellbook at level 5 for free, while my Necromancer can't even use it until level 9.

I'd greatly appreciate any info you guys can give me.
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Until you spread your wings, you'll never know how far you can walk.
GT-- The Baconer
#2PioneerCODPosted 2/6/2012 6:26:40 PM
Yes clerics are better at dealing with undead than mages are. Deal with it.
Animate dead kind of sucks in BG1 anyway. It doesn't really get going till you are caster level 15 (I think?) which you cannot achieve until BG2.
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The slow blade penetrates the shield.
#3Nicodaemos(Topic Creator)Posted 2/6/2012 7:00:04 PM

From: PioneerCOD | #002
Yes clerics are better at dealing with undead than mages are. Deal with it.


Bah. Stupid D&D rules.

Animate dead kind of sucks in BG1 anyway. It doesn't really get going till you are caster level 15 (I think?) which you cannot achieve until BG2.


Well that's too bad. Is Summon Monster in the same boat?
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Until you spread your wings, you'll never know how far you can walk.
GT-- The Baconer
#4cpthurmePosted 2/6/2012 8:37:31 PM
Animate dead is a very good spell in BG1. You get it at level 3 as a cleric, level 5 as a mage (iirc). So as a necromancer you will have to level for a bit to get it.

Summons are always useful :) and animate dead is the best summons. Use it with stinking cloud to win. Send them against mages, they are highly resistant.
#5Nicodaemos(Topic Creator)Posted 2/6/2012 8:58:37 PM

From: cpthurme | #004
Animate dead is a very good spell in BG1. You get it at level 3 as a cleric, level 5 as a mage (iirc). So as a necromancer you will have to level for a bit to get it.


Ah, thank you very much. I'm actually just a little XP short of level 5 so this is very good news.
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Until you spread your wings, you'll never know how far you can walk.
GT-- The Baconer
#6LatronisPosted 2/6/2012 10:31:58 PM
he means spell lv 5 not wizard level 5.

In bg1 (without tutu) its a very good spell because it doesnt have the summoning cap of 5 critters.

and clerics are better with undead than wizards in DnD. Mage necromancy is more about the cursery than the reanimation
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#7Nicodaemos(Topic Creator)Posted 2/7/2012 2:56:28 PM

From: Latronis | #006
he means spell lv 5 not wizard level 5.


:/

Mage necromancy is more about the cursery than the reanimation


Huh. I wish the mage specializations had a little more depth to them but whatever.
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Until you spread your wings, you'll never know how far you can walk.
GT-- The Baconer
#8ritz2Posted 2/21/2012 5:02:49 PM
Nicodaemos posted...
From: Latronis | #006
he means spell lv 5 not wizard level 5.
:/

Mage necromancy is more about the cursery than the reanimation
Huh. I wish the mage specializations had a little more depth to them but whatever.


Well, they're not terribly in depth in d&d either.
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#9Zeran_kariashiPosted 3/8/2012 12:35:44 AM
Well...yeah, it's in a TotSC area (Durlags tower or one of the Baldur's Gate vendors I think got some lvl 5 spells added)...prior to the expansion a mage couldn't cast it at all.

If you're going the True Necromancer route, a multi-class mage/cleric might be a better choice.

Necromancy is probably one of the worst schools you could pick for BG, role-playing aside, only a handful of the spells are useful. Then again, I think specialists are pointless anyway, 1 extra spell per day, and lose 1 or even 2 (Invoker) schools forever, no thanks. A wizard's strength is versatility, specialists are kinda of like gimp'd sorcerers, with very few benefits of either class to try and boast about.
#10LatronisPosted 3/8/2012 1:52:04 AM
that's only true of games with a small spell list.

in D&D especially once you head out of core specialists are significantly more powerful than generalists providing you pick your schools right
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Absinthe makes the heart grow fonder.
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