CapnZapp
Legend
Three spells where the style of campaign says more about their utility than the actual effects.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.
Comprehend Language: in some campaigns, most intelligent creatures talk Common. And those that do not talk languages some party member knows (such as a Dwarf having learned a little of the language of his arch-enemies, the Orcs, to better insult them).
In other campaigns, such as an Underdark campaign, everyone and their mother talks in a new strange language. And nobody knows Common. This spell and Tongues become nigh mandatory then.
Of course, you might have players like mine that take every opportunity to conveniently "forget" the language barrier and act as if everybody understands everybody else... and never learn/prepare a spell such as this, bringing the campaign to a full stop each and every time the DM remembers to uphold the language barrier. Possibly in the hopes he'll hand-wave any language issues in the future... sigh.
No, seriously - just like with traps, some groups doesn't enjoy the nitty gritty inconvenience of a realistically polyglot world. In such groups, this spell might well be worthless.
Detect Magic: some DMs (like me) don't have the patience for players wasting their time mucking about with items found. I prefer to state directly what it is they have found. Consequently, nobody needs to cast this spell (or Identify). Which is alright with me.
Find Familiar: as long as your familiar doesn't die, you don't need to take up a precious prepared slot with this.
Mage Armor: exactly. If you have it, you use it. It's almost like a spell slot tax. Congrats on the Staff...!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.
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.
Shield: trust me when I say this spell never gets out of style. Thee is not a single character of any class or level that isn't helped by being able to get an extra +5 AC for the price of just your reaction.
Sure, if the DM rolls 20+ when attacking you, you're SOL, but it should be much more common that he or she rolls a hit which Shield can turn into a miss.