The Human Diversion
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What are your favorite sorcerer/wizard spells by school? Feel free to list a few of each if you can't narrow it down.
For me, it's as follows:
- Conjuration:
Glitterdust - No SR and it makes a creature blind, it's a go-to of mine and one I save my rod of persistence for.
- Necromancy:
Enervation - it might not be the most effective spell, but there's nothing like ruining someone's day by rolling a "4" ... or critting
- Enchantment:
Touch of Idiocy - I like mine empowered and reach, sure it's a 6th level spell at that point (unless you're using a rod), but to drop someone's mental stats by 1.5 x 1d6 is usually going to make it so they can't cast their best spells
Murderous Command - nothing like getting the big bruiser baddy to smack around his buddies for a round
- Evocation:
Chain Lighting - Can be useful if you don't have a way of excluding allies
- Abjuration:
Dimensional Anchor - so many bad guys are powerful because they can dim door/teleport, take this ability away from them!
- Illusion:
Mislead - it's fun describing what the illusionary double will do.
- Divination:
Comprehend Languages - how often does an adventure grind to a halt because you can't read/understand something?
- Transmutation:
Haste - So many benefits from 1 spell!
| Cerberus Seven |
It's not a list I've thought of that handily, but...
- Abjuration: Dispel Magic - oh what, you think you're safe behind your powerful magical wards? Haha, nope! By extension of function, Greater Dispel Magic and Mage's Disjunction are also on the list.
- Conjuration: Maze - wave 'buhbye' Mr. monster, we'll see you in a couple minutes. The fact that it's no saving throw allowed is also awesome.
- Divination: Moment of Prescience - can save your butt in so many ways it's just nuts. Plus, it works on attack rolls too, if any attack spell requires that extra bit of effort.
- Enchantment: Charm Monster - it can affect almost anything, shuts down single monster fights if it goes off, and lasts for days at a time. Yes, days.
- Evocation: Prismatic Spray - one of the few attack spells that is so hilariously mean as to potentially send you to Abadon if you fail the save. Hell, if it hits an entire party, they could all potentially be sent to different planes, perhaps while also being dead or poisoned, petrified, or rendered insane.
- Illusion: Invisibility - it's just so incredibly useful under so many circumstances. See also the greater and mass versions of the spell, plus Vanish.
- Necromancy: Magic Jar - the possibilities with this are only as limited as your party and the creatures they'll encounter.
- Transmutation: Stoneskin - that up to 150 points of damage prevented can really matter. Also, because so few monsters penetrate adamantine DR, it's virtually guaranteed to work against whatever it is you're fighting.
- Universal: Limited Wish - cheaper than regular Wish and there's so much you can do with it.