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Originally Posted by
JollySwagMan
In regards to spells:
Level 1: Cure Light Wounds, Command, Nightshield, Divine Favor
Save Divine Favor for boss battles, and Nightshield for when you're encountering enemies that cast Magic Missiles.
Get used to using Command, especially on Ogres/Trolls/Giants - they have a special attack that most characters will be unable to avoid that deals massive damage.
Note that Command is a Will save, and most spellcasters have high Will saves. Command works best on big melee enemies that can do a lot of damage. Enemies on the ground have -4 to AC against melee attacks and +4 ac against ranged.
Level 2: Cure Moderate, Soundburst, and Resist Energy as default. You can get free wands for Bulls, Owls etc. from certain collectibles. Instead of using one hotbar slot for Resist Energy, instead click the spell, and drag the 5 energy types to their own hotbar slots. At early levels it's usually just Acid that you have to look out for, but Fire and Electricity will come along very soon.
Note that Soundburst is a Fortitude save, and enemy Wizards/Sorcs/Bards tend to have poor Fort saves. Enemy Clerics are more susceptible to Reflex save spells, like Web. Trip is also very good to use against all types of enemy spellcasters.