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<blockquote data-quote="Saeviomagy" data-source="post: 1792272" data-attributes="member: 5890"><p>Always have:</p><p>Some spells that ignore SR</p><p>Some spells that target fort, some that target ref and some that target will</p><p>some spells that are area effect</p><p>some spells that are single target</p><p>an empty slot at each level (unless this would cause you to not have any memorised spells at that level)</p><p></p><p>and when you can get them:</p><p>magic missile</p><p>glitterdust (monster difficult to see? Glitterdust! And it's no SR blinding is great)</p><p>false life</p><p>scorching ray</p><p>haste</p><p>mirror image (THE defensive spell)</p><p>teleport (or some other mass-escape spell)</p><p>Summon monster IV or better (this is where the stuff you can summon starts having genuine utility)</p><p></p><p>I'd suggest never using mage armour. Try not to be a good target. Take cover. Hide behind the front lines and stick to the middle of the party. At low levels mage armour doesn't last long enough to be worth it, and at high levels it can't make enough of a difference.</p><p></p><p>Scrolls are great for spells which combine the following attributes:</p><p>1. They are rarely used - you don't want to be constantly burning scrolls, get a wand instead if the spell is used all the time</p><p>2. They are essential for a situation - if something else on your list will do, then you don't need a scroll of it.</p><p>3. When they are needed, they are needed NOW - for other utility spells, you've got empty slots</p><p></p><p>A good example would be resist energy:</p><p>1. Unless you know ahead of time, you'll not be expecting an energy-based critter.</p><p>2. Resist energy makes the difference between horrible burning death and a little bit of damage.</p><p>3. It's a combat usage, so you can't call a time-out mid-combat.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1792272, member: 5890"] Always have: Some spells that ignore SR Some spells that target fort, some that target ref and some that target will some spells that are area effect some spells that are single target an empty slot at each level (unless this would cause you to not have any memorised spells at that level) and when you can get them: magic missile glitterdust (monster difficult to see? Glitterdust! And it's no SR blinding is great) false life scorching ray haste mirror image (THE defensive spell) teleport (or some other mass-escape spell) Summon monster IV or better (this is where the stuff you can summon starts having genuine utility) I'd suggest never using mage armour. Try not to be a good target. Take cover. Hide behind the front lines and stick to the middle of the party. At low levels mage armour doesn't last long enough to be worth it, and at high levels it can't make enough of a difference. Scrolls are great for spells which combine the following attributes: 1. They are rarely used - you don't want to be constantly burning scrolls, get a wand instead if the spell is used all the time 2. They are essential for a situation - if something else on your list will do, then you don't need a scroll of it. 3. When they are needed, they are needed NOW - for other utility spells, you've got empty slots A good example would be resist energy: 1. Unless you know ahead of time, you'll not be expecting an energy-based critter. 2. Resist energy makes the difference between horrible burning death and a little bit of damage. 3. It's a combat usage, so you can't call a time-out mid-combat. [/QUOTE]
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