Well, there are the protection/assistance spells, of course - Enchanted Blade, Armorplate, Magic Screen, Missile Shield, Light and X-Ray. (I had my 2 bishops cast EB and Mis. Shd, my bard did the Mgc Scn with an instrument, my Gadgeteer did the same for Armorplate and my Ranger cast Light - this saved me SP on my bishops and gave me skill points for 5 of my 6 characters)
In battles against magic-wielding opponents Soul Shield, Element Shield, Silence and Eye for an Eye were very helpful.
Against undead I used Banish and Holy Water (Both are also excellent spells to use when an opponent has cast Eye For an Eye because your characters can't take any damage from either, unlike all conjured, undead or demonic creatures).
Against multiple groups, I found Pandemonium quite effective, as was Rest All to get my stamina back up in long battles.
Others that I used on a semi-regular basis were Whipping Rocks/Quicksand/Crush, Blizzard/Freeze All/Acid Bomb, Fireball/Firestorm/Hypnotic Lure, Shrill Sound/Toxic Cloud/Noxious Fumes, Draining Cloud/Magic Missiles/Guardian Angel, and Turncoat/Psionic Blast/Ego Whip.
I should mention that I didn't get any of my spellcasters up to the point they could choose 7th level spells but I did get the effects of some of those through my Bard and Gadgeteer - my favorites there were Tsunami, Asphixiation and Earthquake, though I had others.
Gee...looking back through this, I'd say I used about 1/2 the spells on a pretty regular basis and cast all of them at least a few times depending on the combat situation I was in. While none of the offensive spells is quite as awesomely powerful as they were in 6 or 7, they are far from being as useless as some people think. I think the problem is that we got used to the way-overpowered versions in the other games and now that they've toned it down to make it more realistic and balanced some people are disappointed.
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Jem :kitty1:
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