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<blockquote data-quote="Dash Dannigan" data-source="post: 732891" data-attributes="member: 6306"><p><strong>1st</strong>- <em>magic missle</em>, <em>protection from evil</em>, <em>shield</em>.</p><p></p><p>protection from evil will protect you from evil things, all summoned creatures, as well as from mental control such as charm and suggestion.</p><p></p><p><strong>2nd</strong>- <em>eagle's splendor</em>, <em>endurance</em>, <em>daylight</em>, <em>see invisibility</em></p><p></p><p>These spells are also nice choices, at high level the buff spells will last all day (unless dispelled of course). Eagle's splendor is bound to pay for itself once cast providing extra spells. Can't beat that. Daylight is for casters who do not have darkvision. Can't cast spells if one cannot see anything <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Glitterdust is pretty good too but a 10-ft spread is really small if you don't know where the invisible person is, you might miss.</p><p></p><p><strong>3rd</strong>- <em>dispel magic</em>, <em>fireball</em>, <em>fly</em>, <em>hold person</em>.</p><p></p><p><strong>4th</strong>- <em>improved invisibilty</em>, <em>ploymorph self</em></p><p></p><p></p><p><strong>5th</strong>- <em>hold monster</em>, <em>wall of force</em></p><p></p><p>I also agree that tactically Lutzaen's Frequent Jaunt is a great spell and I'd include that in the 5th level spells. Afterall, Teleport is for huge distances and it's not too good for transporting the entire party...</p><p></p><p>I have to admit Hold Monster is a very uesful spell and if cast can be a serious encounter killer if there is only one large monster. Just walk right up and coup de grace.</p></blockquote><p></p>
[QUOTE="Dash Dannigan, post: 732891, member: 6306"] [b]1st[/b]- [i]magic missle[/i], [i]protection from evil[/i], [i]shield[/i]. protection from evil will protect you from evil things, all summoned creatures, as well as from mental control such as charm and suggestion. [b]2nd[/b]- [i]eagle's splendor[/i], [i]endurance[/i], [i]daylight[/i], [i]see invisibility[/i] These spells are also nice choices, at high level the buff spells will last all day (unless dispelled of course). Eagle's splendor is bound to pay for itself once cast providing extra spells. Can't beat that. Daylight is for casters who do not have darkvision. Can't cast spells if one cannot see anything :). Glitterdust is pretty good too but a 10-ft spread is really small if you don't know where the invisible person is, you might miss. [b]3rd[/b]- [i]dispel magic[/i], [i]fireball[/i], [i]fly[/i], [i]hold person[/i]. [b]4th[/b]- [i]improved invisibilty[/i], [i]ploymorph self[/i] [b]5th[/b]- [i]hold monster[/i], [i]wall of force[/i] I also agree that tactically Lutzaen's Frequent Jaunt is a great spell and I'd include that in the 5th level spells. Afterall, Teleport is for huge distances and it's not too good for transporting the entire party... I have to admit Hold Monster is a very uesful spell and if cast can be a serious encounter killer if there is only one large monster. Just walk right up and coup de grace. [/QUOTE]
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