This set has some very useful offensive spells, including Melf's acid arrow, stinking cloud, and Agannazar's scorcher. Agannazar's Scorcher (Evocation) This is a nice spell if there are a bunch of enemies in a row in front of the caster. It'll burn them all for 2 to 16 points of damage, and the target will take 3 to 18 points. Be sure that there are no party members between the caster and target, or they'll take 2 to 16 damage as well. Also, this spell lasts awhile, so don't let anyone cross the jet of flame, or they'll get hurt.
Blindness is a risky spell. If you're up against a powerful melee enemy, it's worth it for the 4-point penalty he'll receive to attack rolls and armor class, but a saving throw is allowed, completely negating the spell's effects if successful. Blur (Illusion/Phantasm) This is a good spell to have handy until your mages have acquired the mirror image spell. Once they have mirror image, combining the two is a good way to let them get spells off successfully. A mirrored, blurred mage is ridiculously hard to hit. Decastave (Evocation) This is a good little spell to use against opponents who are immune to normal weapons. The summoned decastave will do magical damage (even healing the caster a small bit on the first blow) and uses the staff proficiency, so be sure your mage has the staff proficiency. Detect Evil (Divination) Why this spell is in the game, I do not know. Most of the creatures you come upon are evil, and those that are not have a blue circle under them instead of a red one, so you'll know whether people are evil or not without the help of detect evil. Ignore this spell and its priest spell counterpart. Detect Invisibility (Divination) If you're being attacked, but can't find your attackers, there's a good chance that they're using improved invisibility, which you can dispel using this spell. Note that characters that are both invisible and under the effects of a nondetection spell will not be revealed. Ghoul Touch (Necromancy) This is another spell best left alone unless the caster is a fighter/mage. For this spell to work, the caster must make a successful melee hit, and the enemy must fail his saving throw. Upon success, the target is paralyzed for six rounds. Horror (Necromancy) Horror is most effective against large groups of relatively weak, non-undead characters. It will cause all who fail a saving throw to run away, horrified. Again, it takes a little bit of luck to horrify the majority of enemies, but it can be a great help, letting you concentrate your efforts on a smaller number of enemies. Invisibility (Illusion/Phantasm) This is a good spell to hide someone who is badly hurt. An invisible character may not attack or cast a spell without giving himself up; however, it can be used to get in a quick sneak attack, as the invisible character gets to complete the attack before becoming visible.
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