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I'm afraid of what loving this spell so much says about me. |
Note: This was updated on 23 September 2014, after I finished Secret of the Silver Blades
, to cover the spells in that game and Champions of Krynn.
In a
comment on my "Behold" posting, PetrusOctavianus and Tristan Gall educated me as to the virtues of the "Enlarge" spell, which--oh, stop snickering--increases the size and strength of the subject. Unlike many D&D spells, it increases in potency with the mage's level, such that, according to the game manual, "if the caster is 6th level, the target becomes as strong as an ogre; if the caster is 10th level, the target becomes as strong as a fire giant."
It's an extremely useful spell--a bevy of them cast before a big combat can easily turn the tables--and yet I had entirely overlooked it.
Because of this, after I finished with Dracandros, I forced myself to spend some time in random ruins, determined to cast every spell in the game and note its effects, not just for this game but for all future ones. (My research was helped considerably by a Ring of Wizardry that we found in Dracandros's tower, which doubles my mage's available first-third level spells.) These are the results of my investigations, with the understanding that I didn't cast all spells against all enemies. What I'm looking for are any comments about spells I may not be giving enough credit (or, I suppose, those that I'm giving too much credit). I'll carry this knowledge to the next game and update this list accordingly.
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For experimentation purposes, my cleric memorizes an unconventional list of spells. |
This is a long posting, and perhaps serves better as a reference rather than something that you read through all at once. I thought it was important to list all the spells because we're going to encounter this same list again and again--for I think 7 more games.
(I have some broader thoughts about the Vancian magic system, but I'm saving those for a later posting. For those unversed in the D&D spell system, suffice to say that both clerics and mages get a certain number of "spell slots" at each level and must "memorize" the spells during periods of sleeping. Thus, you can only re-stock spells at places and times where it's safe to rest.)
Cleric Spells
First Level
Bless. Increases the party's "to hit" rolls by 1. Not terribly powerful, but it also doesn't hurt to cast it just before combat to give the party a slight edge. I wouldn't waste a round on it in combat.
Curse. Reduces the "to hit" rolls of monsters by 1. Partly because the effects are so paltry and partly because enemies who start the game next to party members are immune, I don't think it's worth a combat round, and unlike "Bless," it can't be cast before combat. I'd rather the priest spent it attacking or casting a better spell.
Cure Light Wounds. Healing only 1-8 hit points, it loses its usefulness at higher levels, but it is helpful for getting unconscious characters on their feet before the end of a battle, mostly so they'll get the experience for the battle. En masse, it's useful outside of combat.
Cause Light Wounds. Damages 1-8. Useless now that my priest is capable of doing more than that with a melee weapon.
Detect Magic. Determines what items are magical. Useful at the end of combats to help figure out what to take. I don't waste a cleric slot on it, though; I have my ranger memorize the comparable mage spell.
Protection from Evil. Improves AC and saving throws by 2 against evil enemies, but only for one character. Theoretically useful, but obviated by the paladin's innate abilities and the fourth-level spell that protects the entire party.
Protection from Good. You rarely fight good characters in this series, even as an evil party. I can't imagine when I'd use this.
Resist Cold. Halves cold-based damage and improves saving throws by 3, but only for one character. I don't think Curse features a single cold-based attacker, but Secret certainly does. Like "Resist Fire," when I find I need it, I'll have my cleric dump everything else, memorize six of these, and re-memorize my older spells after the key combat.
As you can see, the cleric swiftly outgrows the first level. I generally keep a couple of "Bless" in memory and save the rest for "Cure Light Wounds."
Second Level
Find Traps. Does what it says, and with greater success than the thief. But traps are rare. I keep one for when I need it.
Hold Person. Paralyzes up to three humanoid targets. Extremely useful even though it often fails.
Resist Fire. Halves fire-based damage and improves saving throws by 3. It's more useful in this game than "Resist Cold," since I've faced enemies like efreets and salamanders, but again it's something that you memorize in a hurry when you know you'll need it.
Silence 15' Radius. Prevents the target and those adjacent to him from casting spells. I haven't given this one the attention it deserves, preferring to hold or damage rather than silence spellcasters, though "Silence" seems to have a greater chance of success. You can also cast it on your own party members and then maneuver them into a radius of the enemy spellcasters.
Slow Poison. When a character is poisoned in the game, he immediately "dies." "Neutralize Poison" will cure the poison and revive him; "Slow" will revive him for a while, but when it wears off, the character dies permanently. I think it's too risky to use, and I haven't been poisoned in this game anyway.
Snake Charm. Charms snakes, which actually paralyzes them rather than turning them against the attackers. Why there aren't "charm" spells for other creatures, I don't know. It's useful for one battle in
Pool, none in
Curse, but quite a few in
Secret.
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"Snake Charm" came in real handy the one time I faced snakes. |
Spiritual Hammer creates a temporary magic hammer that "does normal hammer damage." Rendered obsolete by any magic weapon, or a stock of regular hammers for that matter.
I thus spend almost all of my Level 2 slots on "Hold Person," with one "Find Traps" in reserve.
Third Level
Animate Dead. This spell appeared in
Pool but didn't make the transition to the later games, perhaps because the second game didn't have the same NPC system. It basically turns any dead PC into a zombie NPC who no longer gains experience. It has a few potential uses: you could use it on an existing NPC to keep him from getting a share of the treasure, or on elf party members (who otherwise can't be raised, but since you generally have every incentive to keep a living, experience-gaining party (of both PCs and NPCs), it's hard to see using this much.
Bestow Curse. Reduces enemy
THAC0 and saving throws by 4. I'm not sure why I'd use this instead of
"Cause Blindness," which does the same things and affects the armor
class besides. I guess some enemies are probably immune to blindness.
Anyway, I rarely get into this kind of statistics-adjusting on the
individual level. Maybe in a tough battle with a "boss-level" foe.
Cure Blindness. Does what it says. I've encountered nothing in any Gold Box game (so far) that blinds me.
Cause Blindness. Blinds one's enemy and thus "reduces the target's THAC0, armor class, and saving throws by 4." I'm assuming this is a typo, and that it increases the AC by 4, or I'm inadvertently helping them. In any event, I should probably spend a slot on it for those rare occasions when a single tank-like fighter gives me trouble, but generally I've ignored it.
Cure Disease. Does what it says, although I haven't found any disease-causing agents in Curse or Secret. I often keep one around, just in case.
Cause Disease. "Gives the target a disease that saps his strength and HP." Without knowing exactly how much, I'm not sure I trust the spell enough to spend a slot on it.
Dispel Magic. Removes the effects of general magic spells. Very useful, and I always keep a few handy for characters who get held or charmed. I found it was less useful in Secret, since almost anything it dispels is ineffective against my characters' heightened saving throws.
Prayer. Improves "to hit" rolls and saving throws of the party by 1 while simultaneously reducing enemies' by 1. Like casting "Bless" and "Curse" at the same time, but it actually stacks with "Bless" and can be cast outside combat. I always have at least one of these ready for pre-combat buffing.
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Prayer is an important component in pre-combat buffing. |
Remove Curse. Dispels "Curse" spells and cursed items. Enemies rarely curse me, but it's useful for the occasional cursed item. I find it easier to memorize and cast it when I need it rather than carrying it around.
Fourth Level
Cure Serious Wounds. Supposed to heal 3-17. I find that it almost always heals the low end of that range; otherwise it would be more useful than "Cure Light Wounds" in combat.
Cause Serious Wounds. I've decided to carry one of these around. It does 3-17 damage--often less than my melee weapon, but with a near-100% chance of working. Good for when you absolutely must cause damage, or finish off an enemy, this round.
Neutralize Poison. Obviously useful for when it happens, but I've yet to experience it in Curse. I got poisoned a lot more in Pool of Radiance, and it seems odd that it's such a high-level spell. (In Secret, poison came back significantly.)
Poison. Target has to make a saving throw versus poison or die. From my experimentation, I need to spend more slots on this. It often doesn't work, but when it does work, the instant kill is very satisfying.
Protection from Evil, 10' Radius. Like the regular "Protection from Evil," but affects everyone in a radius. I prefer this one for its mass effect, and I almost always use it as a buffing spell before combat.Yes, my paladin has it innately, but it's not easy to keep everyone next to the paladin. If I cast a couple of these on other party members, I increase the odds that everyone will benefit.
Sticks to Snakes. Perhaps the silliest spell in the cleric repertoire. The caster hurls a bunch of sticks at the enemy, which turn into snakes and occupy the target for a few rounds. It almost always fails, and even when it succeeds, it's not nearly as useful as "Hold" spells.
I've typically memorized only "Cure Serious Wounds" and "Protection from Evil" at this level, but thanks to my research, I'm spreading things out a little more.
Fifth Level
Cure Critical Wounds. It supposedly heals 6-27, but like it's predecessor, I find that it's almost always at the low end of the range. I like to keep one to heal melee characters in combat, though most characters who get so low they need it are highly likely to get knocked unconscious (or killed) in the following round anyway.
Cause Critical Wounds. Does 6-27 damage with no saving throw. Has similar virtues to "Cause Serious Wounds," but since it occupies the same spell level as "Slay Living," I think the latter is a better use of the slot.
Dispel Evil. An odd one. Supposedly, when cast on a party member, it improves the character's armor class by 7 "versus summoned evil creatures." When the character hits an evil creature in combat, "it must save versus spells or be dispelled." The problem is, I don't know what constitutes a "summoned creature." If it's limited to those summoned in combat, that literally has never happened, and I don't think the spells even exist in this game.
Flame Strike: 6-48 damage on one target with a chance that the target will make a saving throw and receive half damage. Sounds good, but I think "Slay Living" is a better use of the spell slot.
Raise Dead: Raises dead characters. Useful, of course, but raising characters in this version of the AD&D rules, whether by spell or temple, subtracts a point of constitution. Also, the system of "unconsciousness" in the Gold Box series (characters with between 0 and -10 hit points become "unconscious" instead of killed; if bandaged, they can be revived at the end of the combat) means that individual characters rarely die without taking the entire party with them. I don't keep it memorized.
Slay Living. The enemy target has to make a save versus death or die. But even if he makes the save, he still loses 3-17 hit points. Since even at its worst, it does almost as much damage as "Cause Critical Wounds" or "Flame Strike," and has a chance of causing instant death besides, I find it a better use of the slot than either of those.
I use fifth-level slots almost entirely for "Slay Living," with perhaps one "Cure Critical Wounds" in reserve.
Sixth Level
Heal. Cures disease, blindness, feeblemindedness, and restores all except 1-4 hit points. I don't know why it couldn't restore all hit points, but whatever. One of only two Level 6 spells, and it's too useful to bother with the other.
Harm. Does "terrible damage" to a living creature, leaving only 1-4 hit points. "Heal" is so useful that I haven't taken to memorizing "Harm," so I don't really know if the enemies get saving throws or what. If not, I suppose I could be persuaded to learn it once I have three Level 6 slots.
Magic-User Spells
First Level
Burning Hands. Does 1 point of fire damage per level of the caster. Even with no saving throw, underperforms "Magic Missile" at any level.
Charm Person. Turns one humanoid opponent to your side. It's awesome when it works, but it hardly ever does. I usually keep one around.
Detect Magic. Same as the cleric spell. It's worth having a few memorized to help sort through the post-combat equipment, but I prefer to have my ranger do it.
Enlarge. This is the spell that prompted my investigations. It basically makes every character a better melee fighter. I try to keep enough to cast on my weaker characters before a big battle.
Reduce. Negates an "Enlarge" spell if active, otherwise reduces an enemy in size and power. It seemed promising, but it disappeared after Curse of the Azure Bonds.
Friends. Raises the caster's charisma by 2-8. I have no idea when I would use this spell, or for what reason. I haven't seen any encounters dependent on charisma, and it's not like you have to eke every gold piece out of a shopkeeper in this series.
Magic Missile. An excellent offensive spell that just gets better as the mage increases levels. Each missile only does 2-5 damage, but a Level 11 mage casts 6 of them at once. It casts instantly, there's no saving throw, it has a huge range, and hardly anyone is immune to them.
Protection from Evil. Same as the cleric spell of the same name. No way I'm wasting a first-level mage slot on this.
Protection from Good. Just as useless as the analogous cleric spell, even for evil parties. It disappeared from the mage repertoire after Curse.
Read Magic. Serves as an "identify" spell, but only for magic scrolls. I rarely need to identify them so quickly that I can't just wait until the party gets back to town.
Shield. Protects against magic missile, increases armor class, and improves saving throws. This is another one that I've been completely ignoring and probably serves as a decent pre-combat buffing spell.
Shocking Grasp. Does 1-8 damage plus 1 per level of the caster. Thus, after Level 5, it underperforms "Magic Missile." I've never used it because "Magic Missile" casts at a range and you need to be next to the enemy for "Shocking Grasp." I suppose at low levels it might be a good emergency spell for when enemies charge the mage in melee.
Sleep. Puts 1-16 enemies to sleep. It was great in
Pool of Radiance, but it only works on low-level enemies. It hasn't worked once for me in
Curse. It mysteriously remains in the
Secret manual despite being effective on none of the enemies in the game.
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"Sleep" was fantastic against low-level monsters in Pool of Radiance |
(As an aside, every time I cast either "Sleep" or "Hold," I can't help but think how horrible it would be to be a victim of one of those spells. In the thick of combat, arrows flying, swords singing, and suddenly your limbs or paralyzed, or you feel your self collapse lethargically to the ground. At that point, you know it's just a matter of time before one of your foes comes over to administer the killing blow while you're helpless, and you won't even be able to defend yourself. If magic was real, "Sleep" and "Hold" would be outlawed by the Geneva Convention.)
Lots of spells in Level 1, but I generally keep my slots filled with only three of them: "Charm Person," "Enlarge," and "Magic Missile."
Second Level
Detect Invisibility. Does what it says, allowing party members to target invisible creatures (who are normally untargetable). Few enemies have this ability, and it's tough to determine when an enemy is invisible (he still shows up on the screen; you have to notice that the game won't let you target him).
Invisibility. Makes the target invisible, reducing "to hit" rolls of melee attackers by 4 and making it impossible for enemies to target ranged weapons or spells. But as in most games, it disappears when the character makes an attack or casts a spell. I suppose it would be useful when fleeing (which I never do) or perhaps to protect a spellcaster for the first round.
Knock. Opens locks. There have been a few of these in the game, but the thief's picking skill usually does the trick, and "bashing" works when that fails. I often keep one in memory just in case.
Mirror Image. Creates 1-4 duplicates of the caster which disappear when attacked. A useful protective spell, and I keep one in memory to cast before difficult combats.
Ray of Enfeeblement. Makes the target weak to the tune of -25% strength plus -2% per level of the caster (that's -47% at my level). Theoretically valuable against tough melee opponents, but I've been ignoring it, particularly since you have to already be in melee range to cast it.
Stinking Cloud. Creates a 2x2 square of noxious gas. At best (but rarely), it paralyzes targets. At worst, it prevents them from casting spells and increases their armor class. As some commenters have pointed out, aside from its direct benefits, it's useful because monsters won't walk into it, so you can use it to shape the battlefield the way you want. I usually have one or two at hand for that purpose, or to cast on groups of spellcasters.
Strength. Raises strength by 1-8, but only to a maximum of 18(00). (Why this and "Friends," but not spells that increase the other attributes?) Before I found out about "Enlarge," I used it a lot pre-combat to make decent melee fighters out of my weaker character. But "Enlarge" doesn't have the cap, so it performs a lot better. I keep a couple of "Strength" spells memorized only so I don't spend six slots on "Enlarge."
There are fairly useful spells at this level, although I wish there were a couple of directly-offensive ones (when does "Melf's Acid Arrow" appear?). I keep the slots spread between "Mirror Image," "Stinking Cloud," and "Strength."
Third Level
Blink. Protects the magic user by having him "blink out" after he acts each round, making it impossible for anyone to hit or target him. It would be fantastic, especially for those rounds in which the mage goes early, except that there are so many other awesome third-level spells.
Dispel Magic. Removes magic effects from one character. Great spell, but I prefer to use the cleric version and save the Level 3 spell slots for other mage spells.
Fireball. Perhaps the most useful spell in the game, or at least the one I like the most. Does 1d6 per damage for every level of the caster, and over an enormous 37-square area indoors. When I face a large group of enemies all bunched together, I get tingles. Enemies often make saving throws for half-damage, but even then it can disrupt every enemy spellcaster and soften them up spectacularly. It never gets old.
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An arrangement custom-made for a fireball. |
Haste. Doubles the movement of the party, including the number of melee attacks per round. The effects are great, but it comes at the high price of aging the party one year every time it's cast. Only worth it for very difficult boss battles.
Hold Person. Same as the cleric spell, but affects 4 targets instead of 3. I prefer to leave this to the clerics.
Invisibility, 10' radius. Same as "Invisibility," but can affect every character if cast at the beginning of combat. It's a good way to start combat right, and to make the party immune to spellcasters who go before the party members. A good use of this spell is to "Delay" all character actions until the end of the round, after every foe has moved (and generally done something ineffective). I suppose you could memorize multiple iterations of the spell and ensure that your mage goes last every round, effectively giving your party unfettered ranged attacks for a few rounds.
Lightning Bolt. Another fantastic spell, vying with "Fireball" for usefulness. It also does 1d6 damage per level, but in a straight line of 4-8 squares (and it will even rebound off walls). It's great for when enemies line up instead of "bunching."
Protection from Evil, 10' Radius. Same as the cleric spell, and since there are so many useful Level 3 mage spells, I prefer to leave this one to the clerics.
Protection from Good, 10' Radius. I can't imagine a greater waste of a Level 3 mage slot.
Protection from Normal Missiles. Makes the caster immune to non-magic missile weapons. These are relatively rare in the game. The spell would perhaps be useful if enemies with missile weapons had better AI and tried to target the mage, but they don't. I can't see spending a slot on it.
Slow. Halves targets' movements and melee attacks. It affects one enemy per level of the caster. It seems like a useful spell that I've generally ignored in favor of "Lightning Bolt" and "Fireball." I should experiment with it more.
As you can see, Level 3 has some spectacular spells. I wish more of these had been available at Level 2 or Level 4. I generally prioritize "Fireball" and "Lightning Bolt" but keep an "Invisibility, 10' Radius" and "Haste" in reserve when I start to get more than 3 or 4 Level 3 slots.
Fourth Level
Charm Monster. Works like "Charm Person" but on any creature. It has a greater chance of success (though still not high) and affects more than one monster. It's always useful to turn an enemy to your side.
Confusion. Puts 2-16 targets in a confused state, which sometimes makes them flee, sometimes makes them attack their comrades, and sometimes makes them just stand around. Another spell that I haven't given as much attention to as it deserves. It often fails.
Dimension Door. Teleports the mage from one point on the battlefield to another. I can't think of any reason I'd use this except to escape, and intelligent movement of the mage means you'll never be in a position where it's necessary.
Fear. Causes enemies to flee. That sounds nice in theory, but you actually want to avoid fleeing enemies. At best, you have to chase them down or take them out with missile weapons. At worst, they escape off the screen, and you don't get their experience or items. "Confusion" is a better use of the slot.
Fire Shield. A neat spell that shrouds the mage in either flames or ice. Not only does it protect against attacks of the same kind, but creatures who hit the mage in melee combat receives twice the damage they cause in return. A nice punishing spell, and I like to cast it before battle. I'm not a big fan of enemies who cast it.
Fumble. Affects one target and causes him to just stand around. If it fails, the target still comes under the effects of a "Slow" spell. I guess it could be useful, but at this level we should be way past targeting one enemy at a time. [Later edit: In the comments below, PetrusOctavianus says that it works well against dragons, who have lousy saving throws, making them "forget" to use their breath attacks.]
Ice Storm. 3-30 hit points of damage to a 21-square area, with no saving throw. It's a useful mass-damage spell, but unlike "Fireball" it doesn't increase in damage as the mage increases in level. I like to keep one around for enemies immune to fire damage.
Minor Globe of Invulnerability. Protects the mage against first- through third-level spells. Potentially useful, but I don't often face enough enemy mages that I can't disrupt their spellcasting. Outclassed by "Globe of Invulnerability" later.
Remove Curse. Same as the third-level cleric spell. Since it's rarely needed, I wouldn't waste a mage spell slot on it.
Bestow Curse. Again, same as the third-level cleric spell. It makes a single melee fighter a little weaker and more vulnerable. It seems very weak for a fourth-level mage spell, and it's gone by Secret of the Silver Blades.
For fourth-level spells, I rarely go outside "Charm Monster," "Confusion," "Fire Shield," and "Ice Storm."
Fifth Level
Cloud Kill. Creates a 3x3 area of poison gas in which lower-level enemies instantly die. This is a great spell in the Infinity Engine games because enemies that don't die instantly take damage every round. I remember a few areas in which I had fun opening a door, firing off a "Cloud Kill," slamming the door shut, and watching my foes take continual damage for five or six rounds. The Gold Box version doesn't do damage to enemies it doesn't kill, though, making it much less useful. It also has a miserable casting range of only 2 squares, and it centers where you cast it.
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Viola fails to kill an ettin with a "Cloudkill." |
Cone of Cold. 2-5 damage per caster level to all targets in a "cone shaped area." I have a really tough time lining up the spell to hit the enemies I want (and none of my allies), but it's the only really sure-thing offensive spell at this level.
Feeblemind. Reduces the intelligence and wisdom of the target to 3, which makes him incapable of casting spells and worsens saving throws. I keep one on hand for boss-level magic users, although I find that they usually save against it.
Hold Monster. Works like "Hold Person" but on any monster, and up to 4 targets per casting. It often fails, but it's fantastic when it works, allowing any character to kill the monster with an immediate coup de grâce.
I tend to load up on "Hold Monster" at this level, perhaps keeping one "Feeblemind" and one "Cone of Cold."
Sixth Level
Death Spell. Immediately kills opponents in adjacent squares to where it's cast. Awesome when it works, but I find that high-level foes almost always save against it.
Disintegrate. Instant kill on one target. Doesn't work on some creatures, but a surprising number of high-level foes will fall to it.
Flesh to Stone. Petrifies enemies who don't make a saving throw. I guess what I need to do is work out whether this works more often than "Disintegrate" or vice versa, as they both have the same effect.
Globe of Invulnerability. Protects against all spells of Level 1-4. I think it's an absolutely essential buffing spell for mages, keeping them from getting disrupted by "Hold Peson," "Fireball," "Lightning Bolt," or "Magic Missile" before they can cast.
Stone to Flesh. Counters the effects of stoning, which happens so often in Secret of the Silver Blades that you need to keep at least one in memory.
Tough choices at this level. Each is useful enough to have one in inventory, but you only get 2 or 3.
Seventh Level
Delayed Blast Fireball. A more powerful version of "Fireball" that defeats globes of invulnerability. The "delay" part doesn't make any sense in the Gold Box engine--in fact, it casts instantly, which "Fireball" doesn't--but otherwise just as awesome as "Fireball."
Mass Invisibility. I guess this is useful to avoid having to keep everyone bunched together after casting "Invisibility, 10' Radius." Otherwise duplicates that spell, so I wouldn't waste what could be another "Fireball' on it.
Power Word, Stun. A curiously lame spell for such a high level. It effects only one creature, the caster has to be directly adjacent to the target, and unlike "Hold," stunning just makes the enemy inert; it doesn't freeze him for a coup de grâce like "Hold." The only thing I can think is that enemies need higher saving throws against it? Either way, "Fireball" is the better option.
No question here: every slot goes to "Delayed Blast Fireball."
Druid Spells
Although the Gold Box series doesn't allow a druid class, there are a small selection of druid spells available to rangers.
First Level
Detect Magic. Works the same as the mage and cleric spells. Since druid spells are otherwise less useful than the ranger simply attacking for a round, I have him memorize these exclusively.
Entangle. Keeps a target from moving, which sounds nice, but it only works outdoors, where I rarely fight. Again, I'd just have the ranger attack.
Faerie Fire. Creates a halo around the enemy and reduces armor class by 2. I can't see spending a round on it.
Invisibility to Animals. Does what it says. For those rare battles exclusively with animals (I literally can't think of one in Curse or Secret), you might as well use the regular mage "Invisibility" spell.
Second Level
Barkskin. A decent buffing spell that reduces AC by 1. It certainly doesn't hurt anything.
Charm Person or Mammal. Like the first-level mage spell but affects any mammal. By the time you get it, most foes have strong saving throws and the ranger is such a good attacker, it's hard to see him spending a round on this. But I should experiment more.
Cure Light Wounds. Same as the first-level cleric spell. Useful for an extra couple of castings.
I tend to memorize "Barkskin" and "Cure Light Wounds" exclusively.
Closing Thoughts
A lot of the spells I've tagged as "useless" are largely about micromanaging statistics: increasing hit rolls and saving throws for the party, decreasing them from the enemy, boosting immunity to certain spell types, and so forth. To me, such spells would make more sense if the combats lasted a lot longer, but the battle against the beholder corps aside, I can't think of one that has lasted more than four or five rounds.
I'm perfectly happy to do this tweaking in camp, just before entering a big battle, but not at the expense of a spell slot better used for an offensive spell, and certainly not at the expense of some action while in combat. I'd much rather just take a swing at an enemy, hitting or missing, than to spend a round casting a spell that might increase my chances of hitting by 20% in the next round.
My tactics might change in later games if the enemies themselves change. There was one memorable battle in Dracondrus's tower with a high-level Drow fighter with a very low armor class and over 100 hit points. Even though I was overpowered for the area, many of my attacks swished by him, and he did a good job pounding down my hit points with multiple attacks per round. If there were more battles like this--against small groups of very powerful foes--it might make more sense to me to have my priests and mages dancing in the periphery of combat, casting spells that slightly altered my melee fighters' odds. We'll see if that happens in later games.
I will update and re-post this entry after I experience Secret of the Silver Blades and Champions of Krynn in 1990, and I'll make edits based on comments that you leave below.