Confusion

Type: Hindrance
Strategy: Forcing affected creatures to wander mindlessly around, this spell works in much the same way as the fear line of spells. If you cast this on a group of creatures who are attacking you, some will be affected and wander about aimlessly, giving you more time to deal with the rest. It works well against dumb creatures with low wisdom.
Importance: Moderate

Contagion

Type: Hindrance
Strategy: Lowering the strength, dexterity, and charisma of the creature it affects by two, this spell does very little. The loss in status will have little impact on the overall ability of the creature. Also, the spell is most often resisted.
Importance: Low

Emotion: Hopelessness

Type: Hindrance
Strategy: When the spell isn't resisted, your enemies will all lie down where they stand. However, it is usually resisted and not nearly as potent as other hindering spells like web or stinking cloud.
Importance: Low

Enchanted Weapon

Type: Summoning
Strategy: If you ever find yourself with an absolutely horrible weapon, this spell could help out. Creating a +3 weapon (mace, axe, long sword, or short sword chosen by the caster), the spell lasts for up to one day. We've never found a particular need for this spell though, as you can usually find better weapons with better abilities.
Importance: Low to moderate

Farsight

Type: Other
Strategy: A spell that often comes in handy, farsight reveals a portion of the map and clears the fog of war. This will let you easily scope out an area, then memorize and cast needed spells before barging in. It's very useful for the more difficult areas of the game.
Importance: High

Fireshield (Blue)

Type: Touch damage, defense
Strategy: Fireshield creates a flaming circle around the caster that bestows a 50 percent resistance to fire. However, it also deals damage to those who attack the caster. When used in conjunction with good defensive spells, you can turn your mage into a walking damage spell. Let him get attacked and watch your enemies suffer.
Importance: High

Fireshield (Red)

Type: Touch damage, defense
Strategy: This spell is the same as fireshield (blue), just with cold damage instead of fire. If you already have fireshield (blue), one is enough.
Importance: High or low

Greater Malison

Type: Hindrance
Strategy: Greater malison has the amazing effect of lowering the saving throws of all those affected. This spell is one of the most strategic spells in the game, and with a cast of this, all the spells that are normally resisted have a better chance of getting off. Casting greater malison during any battle where enemies have high resitances will work wonders. Throngs of spells that were always resisted before now have a chance of succeeding.
Importance: High

Ice Storm

Type: Area damage
Strategy: Dealing only 2d8 damage and over an obscenely large area, this spell causes more harm than it's worth. With a 40-foot range, ice storm simply covers too large of an area to work well. Otherwise, it works in the same way as fireball, just with a larger area and damage that does not increase.
Importance: Low

Improved Invisibility

Type: Imbuement
Strategy: Much like normal invisibility, this spell shrouds the target from sight. The difference is that with this spell, you can attack while invisible. While the ability sounds breathtaking, you do become slightly visible when you attack. So, enemies can attack you, but have a much more difficult time with their attack rolls. The end result is that the invisible creature will be hit for less damage. For the purpose of attacking and gaining the attack roll bonus, this spell works well. However, for most other situations, invisibility works fine.
Importance: Moderate

Minor Globe of Invulnerability

Type: Defense
Strategy: Simply blocking all level 3 spells or lower, minor globe of invulnerability serves almost no purpose. Most damaging spells other than magic missile are easily higher than level 3. So, our advice is to wait for the normal globe of invulnerability, which works much better. If you absolutely must use this spell, cast it before major battles, and it be a little help.
Importance: Low