Posted January 03, 2016
IwubCheeze: My main use for summons is to break up mobs. Summons can pack a punch but never to the extend my party can.
It's worth noting that any attacks aimed at summons are attacks not aimed at your party. Even if an enemy can hit for 300+ damage (are there any enemies *that* strong?), if it hits a summon, it's no big loss; you can just summon another one when you need to, and your regular characters can still continue to attack. Also, I believe damage to summons is not affected by the difficulty modifier (making them useful on Insane) and they benefit from the Heart of Fury mode bonuses (making them extremely useful for tanking hits).
IwubCheeze: Level 3: Always 1 or 2 castings of haste. Fireball works but because of my fighter heavy party, I prefered to use Slow, especially before getting Conjure FIre Elemental
Level 4: Emotion: hope and Stoneskin
The problem with having 2 castings of haste is that, if the first one wears off, your entire party will be fatigued, causing you to get worse dice rolls. (It's the opposite of the Tymora's Melody effect.) (I hear that you might be able to avoid the fatigue by using Dispel Magic, but that takes up another 3rd level spell slot and dispels other beneficial effects.) Level 4: Emotion: hope and Stoneskin
Also, why do you choose Hope over Courage?
IwubCheeze: Level 8: Usually Mind Blank, but if my character is still under the effects of mind blank before resting, I'll switch this out for another Monster Summoning. Horrid wilting is a also a contender
Be aware that Horrid Wilting will hit allies in the area of effect, unlike in Baldur's Gate 2. (Just because a spell exists in both games doesn't mean it works the same. Mordenkainen's Sword works completely differently, as another example.) Edit: Added note about dispelling haste.
Post edited January 03, 2016 by dtgreene