What's the most USELESS Wizard Spell?

What's the most USELESS Wizard Spell?

  • Summon Monster (all of 'em!)

    Votes: 5 2.9%
  • Shatter

    Votes: 8 4.7%
  • Endurance

    Votes: 4 2.4%
  • Keen Edge

    Votes: 3 1.8%
  • Gust of Wind

    Votes: 30 17.6%
  • Dream

    Votes: 10 5.9%
  • Tenser's Floating Disk

    Votes: 7 4.1%
  • Rary's Mnemonic Enhancer

    Votes: 17 10.0%
  • Another useless spell!

    Votes: 17 10.0%
  • Hey! All spells have their uses!

    Votes: 69 40.6%

Once, I though the new Rary's Enhancer scuked. However, the wizard in my group has been using it quite effectively. 10 Magic Missiles + Haste = very efficient damage.

There seem to be a few good spells up there. Keen Edge is required for making Keen weapons, and one can cast it on the weapon to save money. Endurance is one of the better second level spells. Wizards and Sorcerers might need the extra HP to survive a surprise attack in good enough condition to escape and enemies seem to like using Fort attacks on them, so boosting saves always helps.

Higher level summons are quite good. Elementals have pretty mean melee attacks, and some monsters have spell attacks. These spells are very flexible and thus are good for sorcerers.

Some spells suck, but that doesn't mean they're useless.
 

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Minor Creation?

Minor Creation does far more than create a spoon! It can easily create walls, cover, etc. Personally, I prefer Major Creation, but either Creation spell is great for sorcerers because it's so versatile.

How on earth did Endurance get put on that list! It's among the three best 2nd level spells. Everyone in the group wants one. Everyone. That's pretty good. My personal favorites are Erase and Animate Rope.
 

A literal reading of Rary's Mnemonic Enhancer (RME) to prepare extra spells makes it vastly overpowered.

Consider a 9th level wizard with the Quicken MMF.

Using RME, he could prepare 2 quickened Magic Missles and a Quickened Shield. With the exception of Heighten, MMFs do not change the base spell level of a spell. RME specifically says you can prepare extra spell levels, not spell slots. You would still be preparing 3 1st level spells (Minor Globe stops them), but you would normally need a 5th level spell slot to prepare them.

I don't know of any GM that would actually allow a player to do this. I'm just saying that reading it strictly by the books this would be legal.

I've tried to report it as errata, but customer service just said I was being too picky.
 


note from the DM of Bronn Spellforger

Well, this is what happens when a dwarf invoker posts a poll...
Half serious, half troll. :rolleyes:

I voted that all spells have their uses, having once played a wizard from bungling 1st level idiot all the way to 23rd level archmage over seven years, learning much as I went along (but damn I did some stupid stuff early on--lucky to survive). I like creative spell use...a spell doesn't have to do damage in order to "do damage."

Anyway, even at 18th level I never memorized Gust of Wind. Not unless we were at sea when the wind was stilled, or had some specific use, in whcih case I would take 8 hrs (2E) to memorize it.

I like that Disintigrate and blow away the ashes idea, though. That's evil.
 

Re: Re: All for one, and one for all!

Ciaran said:

And the villain gets blown off the cliff...

... if he's a pixie. Unfortunately, against Medium-sized opponents, all the Gust of Wind will do is keep the opponent checked for one round, keeping him from advancing toward you for that round. This may give you a slight advantage, but in that situation, I'd much rather summon a small earth elemental and have it bull rush the villain off the cliff. Even if it fails, it'll still be there for four more rounds to smack the villain around...

- Eric

I agree! Plus, if this villain is a Wizard (they ALWAYS are, aren't they?), he'll just feather fall or fly ... better to keep him on the cliff.

The only use for Gust of Wind it for a sailing ship. Then it might become a pretty useful spell! Still, at third level, it's not worth it.

The truth is, all spells all useful... but with a limited # of slots and with some DMs who never provide you the opportunity to find new spells to add to your selection (I'm talking to you, Tom Cashell!), there are some spells you'll never memorize.
 
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Re: Re: Re: All for one, and one for all!

Bronn Spellforger said:


The only use for Gust of Wind I can think of is if you're sailing on a ship and need to get away. Then it becomes a pretty useful spell!


That's what I said! :D
 

Gutless PCs

Bronn Spellforger said:


The truth is, all spells all useful... but with a limited # of slots and with some DMs who never provide you the opportunity to find new spells to add to your selection (I'm talking to you, Tom Cashell!), there are some spells you'll never memorize.

Well, if you weren't so keen on finishing adventures in one session and moving on, maybe you'd find the things that are in there...

...like the spellbook in the Haunted Halls that had rare spells from levels 1-5? I'm not lying. That's right, keep kicking yourself.

And keep it in mind when you try to finish Aerunedar in one session. :p
 

Shatter used to be a useless spell when it only affected glass, but now it has increased versatility - so much so that my Sorcerer picked it as his first 2nd level spell.

Saved the life of the party fighter last week - the nasty orc barbarian arrived and hacked him badly, leaving only 3hp out of his normally magic total. He's not going to be able to survive another one - so I Shatter the orc barbarians axe! Fighter types generally have rubbish will saves, and it is their will save that is used for any single item which they are holding/carrying when targetted by Shatter.

(I would agree that Gust of Wind, Erase and Nystuls Magic Aura are particularly feeble spells)

Cheers
 

Warrior Poet said:


I seem to recall a while ago on the board (it may have been on the old boards) someone (I’m afraid I don’t remember who – apologies) mentioning a good use for Gust of Wind. Hit someone with a Disintegrate and (assuming the target fails the save) then follow up with a Gust of Wind to scatter the dust of the target’s remains, preventing raising, resurrection, reincarnation, revivification, resucitation, restoration, whatever the kids are calling it these days.

Kinda nifty.

Warrior Poet

That was probably me. I have a tendancy to advocate that combo when possible. In fact, that was the first thing I thought of when I saw the ability of the candle caster to create a candle which fires off one spell, then another immediately.

As for the most useless spell, I voted for the Summon Monster suite. In theory, the ability to rip an extraplanar creature from its home and bend it to your will for a short time is really cool. In practice, however, the casting time is too long, and the summoned creatures are too weak to do much of anything. With the exception of the very early summon monsters, anything summoned is too fat below the average party level to be a threat to the adventurers.

-Tiberius
 

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