I think most adventurers would immediately jump to some of the obvious answers, like Cure Light Wounds or Magic Missile or Fireball. Now, these are all spells of some utility to be sure.
Cure spells will always be a favorite of players, since they are necessary to keeping the PCs alive and well.
Magic Missile is a great spell in BECMI, since it does 1d6+1 as opposed to 1d4+1 in AD&D, and it never misses. Sometimes it might be the only effective attack your party has against a creature with spells or immunity to normal weapons.
Fireball is the old standby for massive damage to lots of enemies. Everyone wants to pick up Fireball at 5th level and use it to make Orc Chops on their very next dungeon delve. Great spell, Fireball, but be careful using it indoors with a DM who has a grasp of physics.
My choice probably belongs on the list of obvious choices above. I'm going to go with Sleep. The Sleep spell can be terrifyingly useful in combat if employed properly, and in non-combat situations it can be quite useful as well for knocking out guards or sneaking past cultists or just robbing the local general store blind and then leaving a promissory note to pay for the gear and rations once you recover the treasure from the goblin caves outside of town. So for me, Sleep is my favorite spell.
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