Stormonu
NeoGrognard
Prestidigitation, Mage Hand, Shield, Invisibility, Hold Person.
Prestidigitation, while such a minor effect, is just too handy not to have about. Cleans and dries, gets rid of bad smells (helpful foiling creatures with Heightened Senses such as dogs or wolves) and just all around useful for day-to-day drudgery and at encampments.
Mage Hand as an old-school gamer, is always used to open doors and chests. Just too handy for avoiding nasty surprises. When possible, I also like to employ Unseen Servant for many of the same uses.
Shield (& Mage Armor) - hated it as a DM, love it as a player. I tend to play more martial mages (my current is a Shadow Sorcerer/Arcane Trickster Rogue) and it is pretty much a requirement if you don't want to be hanging out in the back or be completely out of the fight - something at some point is going to hit - and it'll hit way harder on a spellcaster's hit points, and Shield is huge at reducing the chance of that.
Invisibility for simply getting the drop on foes and not being a target when the bad guys show up.
Hold Person - taking an opponent out of the fight for even a round for the martials to wail on them (or focus on other problems) is just too good not to have in arsenal.
Unfortunately, I've found a lot of the damage-dealing spells in 5E to be traps (especially Dust Devil and Flaming Sphere - I abhor those two spells). Monster hit points are so deep that it's rarely worth packing spells that only deal pure damage. I understand the designers wanted to get away from the nova strike of previous editions, but unless the DM is running a fair amount of fodder, damage spells are rarely worth the slot - they just don't have a big enough impact for a once-per-day resource.
Prestidigitation, while such a minor effect, is just too handy not to have about. Cleans and dries, gets rid of bad smells (helpful foiling creatures with Heightened Senses such as dogs or wolves) and just all around useful for day-to-day drudgery and at encampments.
Mage Hand as an old-school gamer, is always used to open doors and chests. Just too handy for avoiding nasty surprises. When possible, I also like to employ Unseen Servant for many of the same uses.
Shield (& Mage Armor) - hated it as a DM, love it as a player. I tend to play more martial mages (my current is a Shadow Sorcerer/Arcane Trickster Rogue) and it is pretty much a requirement if you don't want to be hanging out in the back or be completely out of the fight - something at some point is going to hit - and it'll hit way harder on a spellcaster's hit points, and Shield is huge at reducing the chance of that.
Invisibility for simply getting the drop on foes and not being a target when the bad guys show up.
Hold Person - taking an opponent out of the fight for even a round for the martials to wail on them (or focus on other problems) is just too good not to have in arsenal.
Unfortunately, I've found a lot of the damage-dealing spells in 5E to be traps (especially Dust Devil and Flaming Sphere - I abhor those two spells). Monster hit points are so deep that it's rarely worth packing spells that only deal pure damage. I understand the designers wanted to get away from the nova strike of previous editions, but unless the DM is running a fair amount of fodder, damage spells are rarely worth the slot - they just don't have a big enough impact for a once-per-day resource.






