MonkeezOnFire
Adventurer
So recently there's been a few threads on the topic of spells and what makes a spell good. I figured I'd add my two cents by going through my spell list and talk about how effective each of my spells have been in actual play.
First some background:
We started with Lost Mines of Phandelvar and then moved on to Out of the Abyss (which has been tweaked to suit starting at lvl 5, it's been interesting). Some spoilers for these adventures may follow as I tell stories about the party's exploits.
My character is based on the starter set wizard, keeping everything except for the initial spell selection and after lvl 1 I advanced my character as I saw fit.
I chose the school of divination, mostly because I thought it's 2nd level ability was very general. I didn't want to specialize in anything in particular.
I increased my intelligence at lvl 4 and lvl 8 to hit the magic number of 20.
So without further ado let's talk spells!
Level 1:
Charm Person: I've cast this spell a couple times and only in minor ways. Our DM rules that this spell doesn't do much against hostile enemies (ie. in combat) and I don't like mind screwing innocent NPCs. That being said I don't think this spell is weak, it just doesn't suit my play style or the character I have created.
Comprehend Languages: A niche utility spell that isn't used a lot, but I like it. I've used it to read inscriptions written in dungeon environments as well as "eavesdrop" on deep gnomes and duergar that think I can't understand them. While we are in the under dark this spell makes it onto my prepared list whenever we're in town.
Detect Magic: My favourite utility spell. This gets cast any time we encounter something odd and whenever we enter the search the room phase after clearing out a dungeon. Our DM also likes to break the rules of this spell whenever it's flavourful such as detecting auras that are out of range if they are substantially powerful. The knowledge of magic school as well as arcana checks allow some very useful knowledge acquisition when adventuring.
Find Familiar: I have a super cool owl scout. Useful for gaining intel about surroundings. I don't use it in combat at all since it's way to easy to kill. Similarly, if we suspect threats are ahead I let the rogue go ahead and do his thing so that I don't have to replace it.
Grease: This is a spell I cast a lot at low levels but as I gained access to higher slots I have mostly stopped preparing. Prone is nice with it giving advantage to our melee users but it's very initiative dependent. You really need your party members to go right after you in order to take use the advantage. But, I fondly remember tripping up enemies and covering choke points with multiple grease areas (no concentration required).
Mage Armor: My experience with this is very skewed since I have a staff that casts it so I don't actually have to expend a spell slot. Still though, I often find myself at the end of the day with at least one lvl 1 slot so I don't see casting this as a big deal. There's no real reason not to cast this once you get more than 3 spells a day. I also did learn this at lvl 1 because I somewhat foresaw this.
Magic Missile: I didn't actually learn this spell, I have a wand of magic missiles. It's very useful as an option against enemies where nothing else in your arsenal is effective. Also great for finishing off low hp enemies, since after all dead is the best condition to inflict.
Shield: The same staff that casts Mage Armor can also cast shield (though I did learn it myself). And yet I don't find myself using it very often any more. Enemies now seem to have very large bonuses to hit and can roll above 20 with some consistency. It's good (and you get so many level 1 picks you might as well pick it up) but I do think it's usefulness diminishes.
Sleep: Like grease this is a spell that worked wonders at low levels but now rarely use, which I think is what most people expect here. I found that it was beneficial to wait a few rounds before actually using this since if anyone is left awake they can easily rouse their allies with minimal disruption. I did have a really cool moment where I won initiative and sent a bunch of stirges to sleep which then fell to the ground to their death. I don't think this trivializes all low level encounters like some assert that it does, but in that case it definitely did!
Thunderwave: This is the only level 1 combat spell that I still regularly prepare. Forced movement is especially useful when you're like me and favor area control spells. Watching enemies struggle to stumble out of a web or a grease only to be blown back in with this is always great. Another notable achievement of this spell was force a bugbear to flee with his tail between his legs after being blown off a steep drop. This spell turns every cliff into an amazing opportunity.
Overall my level 1 spells have served me well but, at the higher levels I struggle to use all my level 1 slots. I keep looking back and seeing if there are any I would want to learn to help solve this problem but there really aren't. I'll admit though that without my good old staff of defense this wouldn't be as much a problem in the first place.
First some background:
We started with Lost Mines of Phandelvar and then moved on to Out of the Abyss (which has been tweaked to suit starting at lvl 5, it's been interesting). Some spoilers for these adventures may follow as I tell stories about the party's exploits.
My character is based on the starter set wizard, keeping everything except for the initial spell selection and after lvl 1 I advanced my character as I saw fit.
I chose the school of divination, mostly because I thought it's 2nd level ability was very general. I didn't want to specialize in anything in particular.
I increased my intelligence at lvl 4 and lvl 8 to hit the magic number of 20.
So without further ado let's talk spells!
Level 1:
Charm Person: I've cast this spell a couple times and only in minor ways. Our DM rules that this spell doesn't do much against hostile enemies (ie. in combat) and I don't like mind screwing innocent NPCs. That being said I don't think this spell is weak, it just doesn't suit my play style or the character I have created.
Comprehend Languages: A niche utility spell that isn't used a lot, but I like it. I've used it to read inscriptions written in dungeon environments as well as "eavesdrop" on deep gnomes and duergar that think I can't understand them. While we are in the under dark this spell makes it onto my prepared list whenever we're in town.
Detect Magic: My favourite utility spell. This gets cast any time we encounter something odd and whenever we enter the search the room phase after clearing out a dungeon. Our DM also likes to break the rules of this spell whenever it's flavourful such as detecting auras that are out of range if they are substantially powerful. The knowledge of magic school as well as arcana checks allow some very useful knowledge acquisition when adventuring.
Find Familiar: I have a super cool owl scout. Useful for gaining intel about surroundings. I don't use it in combat at all since it's way to easy to kill. Similarly, if we suspect threats are ahead I let the rogue go ahead and do his thing so that I don't have to replace it.
Grease: This is a spell I cast a lot at low levels but as I gained access to higher slots I have mostly stopped preparing. Prone is nice with it giving advantage to our melee users but it's very initiative dependent. You really need your party members to go right after you in order to take use the advantage. But, I fondly remember tripping up enemies and covering choke points with multiple grease areas (no concentration required).
Mage Armor: My experience with this is very skewed since I have a staff that casts it so I don't actually have to expend a spell slot. Still though, I often find myself at the end of the day with at least one lvl 1 slot so I don't see casting this as a big deal. There's no real reason not to cast this once you get more than 3 spells a day. I also did learn this at lvl 1 because I somewhat foresaw this.
Magic Missile: I didn't actually learn this spell, I have a wand of magic missiles. It's very useful as an option against enemies where nothing else in your arsenal is effective. Also great for finishing off low hp enemies, since after all dead is the best condition to inflict.
Shield: The same staff that casts Mage Armor can also cast shield (though I did learn it myself). And yet I don't find myself using it very often any more. Enemies now seem to have very large bonuses to hit and can roll above 20 with some consistency. It's good (and you get so many level 1 picks you might as well pick it up) but I do think it's usefulness diminishes.
Sleep: Like grease this is a spell that worked wonders at low levels but now rarely use, which I think is what most people expect here. I found that it was beneficial to wait a few rounds before actually using this since if anyone is left awake they can easily rouse their allies with minimal disruption. I did have a really cool moment where I won initiative and sent a bunch of stirges to sleep which then fell to the ground to their death. I don't think this trivializes all low level encounters like some assert that it does, but in that case it definitely did!
Thunderwave: This is the only level 1 combat spell that I still regularly prepare. Forced movement is especially useful when you're like me and favor area control spells. Watching enemies struggle to stumble out of a web or a grease only to be blown back in with this is always great. Another notable achievement of this spell was force a bugbear to flee with his tail between his legs after being blown off a steep drop. This spell turns every cliff into an amazing opportunity.
Overall my level 1 spells have served me well but, at the higher levels I struggle to use all my level 1 slots. I keep looking back and seeing if there are any I would want to learn to help solve this problem but there really aren't. I'll admit though that without my good old staff of defense this wouldn't be as much a problem in the first place.