For Will saves I tend to go with one of Charm Monster, Hold Person or Feeblemind.Draxo said:Will save.. theres lots of these and they come in different flavors, single and multiple. I hear a lot of people saying to take fear or confusion.. they're good spells, but i never could get past the negative of fear: if the enemy runs further into the dungeon/castle/whatever, they may come back with friends. I passed it by. Confusion is also great, but what if that nasty enemy rolls on the 'come beat your brains out' percentage? I also passed it by.. along with fear they're bursts, so it also cant be cast into mellee unless carefully. I took slow: the targets are controllable and the enemy can only take a move or standard action, if i remember right.
I would also advise taking a single target will save spell: a hold spell is a good choice.
Fortitude save is tricky, theres a lot of good options, most single target, take whichever fits your concept, most are game winners on a failed save: baleful polymorph, even blindness or bestow curse can render an enemy ineffective.
For Fortitude Baleful Polymorph is probably best although Blindness is ace at low level. Disintegrate, although a Fort spell is one I would always take, if only to get ris of annoying Wall of Force and Forcecage.
For reflex, direct damage really struggles to cut it in 3e. Spell damage has remained mostly static while HP have increased significantly across editions.
For area control, Web, Stinking Cloud, Solid Fog and Evards are all very strong contenders.