Fiery Orb
The damage is average, but it can attract aggro, so its functionality is pretty good.
As an aoe it can still have a good effect, but it is easy to be replaced.
Mirror Image
It can be cast before combat, and the increased armor level is also useful for Shadow Heart’s clone.
It’s just that the current game difficulty is relatively low, and the shield technique is completely sufficient and more flexible.
The advantage of Mirror Image’s high AC can only be brought into play in a high-intensity siege
Silence
It consumes concentration, but adds points to ritual casting.
Functionality can sometimes work wonders, and there aren’t many choices in the early stages, but it’s mostly useless in the middle and late stages.
In addition to delaying the start of the game or forcing the opponent to move, silence can also prevent the enemy who has leaked information from achieving his goal.
Blindness
It does not occupy a concentrated position, and the long-range control over the enemy is still quite obvious.
Targeted control of long-range is sometimes more stable than human immobilization (after all, it is not easy for this kind of monster to pass the physical immunity), but it is still far inferior to the integrated offense and defense and stronger control of immobilization.
Crazy Crown
You can let the NPC go crazy and kill whoever you want to kill without increasing your own hatred.
It’s not very useful in combat anyway, and it only has some speculative effect during exploration.
(For example, let the guards near the merchant kill each other.)
Blur
The consumption is concentrated and the effect is not too strong, resulting in little use.
It can be used to steal things while exploring (laughs).
Darkness
It is usually useless, but throwing it at your own friendly troops can save your life.
Enemies without darkvision are largely unable to react to friendly forces enchanted by darkness.
Malf Acid Arrow
In terms of damage, it certainly can’t compare with useful spells like Magic Missiles and Fireball.
However, it can create acid ground, which can be used to deal with high AC targets.
Smash Sonic
The range is larger than that of Dagger Cloud, and it can also hit some non-magical objects within the range.
It is a decent aoe damage skill, but its output capability is still worse than Dagger Cloud.
Shrinking/Enlarging
Reduction surgery is used in special circumstances such as drilling holes.
Giant Growth can increase damage and rolls, but at the cost of focus.
Basically, you can use acceleration and hit rate increase to better replace the giant transformation.
Dark Vision
That is to say, it is for characters who do not have dark vision and cannot use spells such as light spell. There are not many such characters (laughs).
What’s more important is that there are even fewer occasions where it can be used, so it is basically useless.
(That is to say, the combination of dark arts and the like is still too narrow and not versatile enough, and the effect is not outstanding.)
Protection from toxins
The main reason is that the occasions where it can be used are too limited, and there is actually no problem with its functionality itself.
Magic weapons
Calm your mind
Debilitating Ray
Spider Web
Phantom Power
Mystic Lock
Wind-making
3rd-Level Spells
Counterspell
Because it’s a reaction spell, it can work as long as there are spell slots.
The function is to destroy all the key spells of the enemy’s magic system.
Spell Counter is so purely powerful that the stronger the opponent, the stronger it becomes. It’s definitely a good idea to bring it with you.
(The mage is almost invincible when combined with the water element.)
accelerate
The 10-round double action is really powerful. The side effect of slumber during interruption/end can also be removed (such as priest asylum). It is a useful and powerful spell at any time. The acceleration after the warlock’s super magic is even more powerful.
The only problem is that you need to avoid having your concentration (focus) interrupted, which can be a headache when the enemy has spell counters (deal with these targets first).
Speed potion cannot replace the haste spell (but it is still very powerful) because the potion only lasts for 3 turns. Although the caster does not need to maintain concentration, the user does need to maintain it. Because the user is often a kitchen knife that breaks into the enemy camp, it is often more easily interrupted.
Lightning Bolt
The various spells of the third ring are really abundant. The damage of lightning beam is already high, and you can also use “hydroelectricity” (water ground/electricity is vulnerable after being soaked), the damage is very strong.
The use of beam paths does depend on the situation (it will be difficult to use if there is an obstruction/height difference), but don’t we still have fireballs in the third ring? (laughs)
(Note that if you don’t have relevant abilities to support it, your teammates within the range will also be affected, so don’t be careless.)
Fireball
It and Lightning Beam have taken up the banner of 3-ring output. Because of its circular range, it is more flexible to use than Lightning Beam and has more opportunities to appear.
In the later stages, there are relatively more enemies with fire resistance, so the effect of Fireball is not as good as in the middle and early stages, but it is too powerful before level 8.
Slow
Many descriptions in the game are quite “elegant” (laughs), and the literal translation of Slow Technique is:
-2ac, bonus and action cannot be used at the same time, multiple hits are not allowed, movement speed is halved.
Moreover, it is a designated target, so there is no need to consider position/range or anything like that. When encountering an enemy with multiple attack capabilities, basically the attack will be cut by more than half, the movement will also be reduced, and the defense will also become worse. The control effect is very good.
It is also a spell that becomes stronger when facing a stronger enemy, and the later the game is, the more useful it is against stronger enemies (if you can’t kill the enemy quickly by accelerating, use slowness to greatly weaken the enemy).
Guardian Glyph
This spell in the 5e manual takes an hour to set up successfully, but Larian gave the players a big gift, which is just an ordinary spell.
You can choose the elemental damage type, you can also sleep control, and you can also see the damage itself.
It complements direct attack spells and control spells and is very useful.
Hypnotic Patterns
Most of the time you might as well just end it with a fireball, no hypnotic patterns needed.
However, this spell has a large range, and it is easy for minions, bosses, strong enemies, etc. to be all within this range.
2 rounds of control can greatly simplify the situation for you, so it is also a very useful spell.
fear
Although the control effect is not as good as human immobilization, there is no requirement for race.
The fan-shaped range will not affect teammates, and it is also very effective in controlling enemies fighting with weapons.
Compared to the Hypnotic Pattern, it has weaker control but can make your subsequent attacks easier, and is very useful when positioned properly.
Stinky Cloud Technique
Unlike Hypnotic Pattern and Fear, it is a Constitution immunity and is not as effective as Fear in weakening enemies.
But the advantage is that the range is better to choose and the control effect is better, and the main feature is complete control.
Give flight
It is mainly used as an adventure spell, similar to knock, and is useful in specific situations.
The flying potion is very powerful, and it would be a good idea to give it to everyone before a big battle.
Manipulating the Dead
You can summon a helper, but he is relatively weak and is mainly used as cannon fodder.
It will be much more powerful when used by the Necromancer, and other magic systems generally have stronger alternatives.
The advantage is that it can be used before the battle, and you can summon two more (but they require corpses), so it can still play a good distraction role in siege battles.
Remove curse
It is useless in battle. Generally speaking, curse spells require concentration to be maintained, so it is better to interrupt the caster’s concentration.
But it can be used to remove long-term/permanent debuffs on a daily basis, so you don’t have to rest or use potions or scrolls frequently.
Suspended Death
Basically, it is used for the “blood pack” of the chain of life, and you can even configure blood recovery equipment to enhance survival.
Gasification
Occasionally useful when adventuring.
Protection from energy damage
There is no need. Don’t worry about the weak ones, just counter the strong ones directly. There is no need to use this.
Snowstorm
The damage is too low, it just interrupts the concentration or something.
Vampire Touch
The damage is too low, why should I suck that little bit of blood, I might as well try another method (laughs).
Blink
This is equivalent to a 50% chance of not taking damage for one round and starting a small-range teleport in the next round.
It looks okay, but it requires too much concentration and looks, so it’s not very useful.
Curse
It takes up concentration and is of little use, unless it is combined with specific spells/bd in the future, it will hardly be of use.