Help with AD&D spells

Questions and discussion about AD&D rules, classes, races, monsters, magic, etc.
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robertsconley
Grognard
Posts: 874
Joined: Fri Feb 16, 2007 3:28 pm

Help with AD&D spells

Post 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

Bargle
Veteran Member
Posts: 325
Joined: Tue Aug 04, 2009 9:14 pm
Location: California

Re: Help with AD&D spells

Post 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.

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