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Help with AD&D spells

Posted: Mon Apr 04, 2011 8:39 am
by robertsconley
I ran AD&D 1st from 79 to about 86 as my primary fantasy RPG. For the past year I been running two ajestic Wilderlands campaign with Swords & Wizard, my house rules, and a liberal dose of of AD&D material in the form of spells and items.

One thing hasn't changed and that I absolutely suck at managing spellcasters in combat. I would like to ask what are some good series of spells to be cast in combat by a spell caster for levels 1 to 3, 4 to 6, 7 to 9, and 12 on up? If I had a better understanding then I tweak it however I want to represent a good spell caster down to an incompetent.

I am asking it here because AD&D is the version I am most experienced in.

Thanks

Re: Help with AD&D spells

Posted: Mon Apr 04, 2011 9:10 am
by Bargle
A wand for combat.

Save the spells for exploration abilities. A well used clairvoyance or wizard eye is better than the measly fireball or two one can memorize--especially when a wand can store 99 fireballs.