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Old 06-23-2019, 02:58 AM   #5
Chris Rice
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
Default Re: Most useful spells

It depends very much on the type of adventure and on the playstyle of the players and GM.

For instance, if the GM doesn't pay much attention to the effects of light levels in a dungeon (or even aboveground at night) then Darkvision will be pretty useless. In other groups it might be an absolute essential.

I agree that Wizards generally need a good clutch of cheap but effective spells: Image or Illusion, Blur or Avert, Light, Detect Magic, Fire etc. Of the new Spells, Summon Scout looks useful. And they'll want a staff of course.

Someone also made the point that a clever player can often make good use of spells that might not otherwise seem very useful.
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