Point Two: What Spells to Prepare (PWH)

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"You wizards and priests don't care so much about what equipment to bring as what spells to memorize. It's good that you think ahead, 'cause the same spells you used on the Prime may not be the ones you want in the Abyss, or on the plane of Water. 
"First off, get to know the effects each plane has on magic. They all have their own magical quirks, and they're all different. Sometimes your fireball will be less effective, while sometimes it'll be more—and sometimes it won't work at all. The best rule o' thumb to remember about spells and planes is that it all sort of makes sense. Water-based magic doesn't work on the plane of Fire. Don't try to use wild or chaos magic on the planes of law. With a lot of research and a little common sense, you'll get the idea. Where they work, the followin' spells are very useful." 
(See the "Magic on the Planes" chapter for more information. Spells marked * are described in that chapter. Spells marked † are described in the Tome of Magic.) 
== All casters ==
"Seeing. Breathing. Communicating. Pretty basic needs, right? Well, such things aren't as easily gotten on the planes as they are on the Prime. Whether you're memorizin' your spells or pulling 'em in from your deity, magic that provides such needs ought to be your first priority. 
* "Light or continual light. Plenty of planes don't even have a sun or normal illumination. If you like seein', bring your own. The spell's a lot more reliable than any torch. If you're concerned with more metaphysical sight, you can't beat true seeing to tell friends from foes. 
* "Water breathing, breathe earth*, breathe fire*, breath of the elements*, and similar enchantments, or more powerful variants like airy water, airy earth*, or even no breath*. Like to breathe? Don't even think of visiting one o' the Elemental Planes without some kind of similar spell. 
* "Tongues. Not everyone speaks common, berk! 
"Don't bother with: 
* "Abjure, banishment, dismissal, or holy word. Unless you know you're going up against a basher that isn't on his home plane, these spells (and others like them) won't have the effect you want them to, or even any effect at all. 
* "Any spell prohibited by the conditions or environment of the plane. Get to know what works where, and you'll be way ahead of the game." 
== Wizards ==
* It may seem strange, but spells that ordinarily debilitate or hinder a body sometimes become your best friends out on the planes. Think about using darkness in the plane of Radiance, or deafness on Pandemonium. Such spells can be the only way to protect your senses on certain planes. 
* "Spider climb. Sometimes a spell like this is the only easy way to get around. This allows a basher to get around safely on the uneven precipices of Gehenna as well as one o' the floatin' islands found in the plane of Air. 
* "Warp sense*. This spell is a must. You're going to be traveling through a lot o' portals, and this spell is the best way to find them and their keys. 
* "Fly. Best way to get around, except maybe teleport. Gives most environmental hazards the laugh. 
* "Leomund's tiny hut or Leomund's secure shelter. As I said before, sometimes you have to take your shelter with you. This'll be very useful on planes that have howling winds, acidic rain, and other hazards. 
* "Dig, passwall, stone shape, and other such spells allow movement in planes where there ain't any other way to get around, like on the plane of Earth. 
* "Native item*. This spell can save you a Jot of heartache by makin' magical items just as potent as they are on their home planes. Too many primes forget that just because their magical sword could hit some fiend on the Prime, their weapon just won't be as effective when they encounter that fiend on its home plane. 
* "Fabricate. Bein' able to improvise is an important skill when you're traveling in strange planes. This spell makes improvisation a lot easier sometimes. 
* "Sending or demand. These spells, along with any others that have multiplanar ranges (even with a chance of failure), become a lot more useful when you're a planewalker. 
* "Teleport. The best way to get around, bar none. This gets you by the rivers of acid, the armies of asuras, and whatever other obstacles you'll encounter on your journeys. Even better, teleport without error has a planar range that can eliminate the need to search out portals altogether. 
* "Disintegrate. Some folks're immune to fire, others can't be harmed by lightning or cold, but nobody's got special immunity to disintegrate. This is the best offensive spell a cutter's got on the planes. It kills 'em once and for aII, no questions asked. 
* "Elemental aura†. While priests have most of the protection-from-the-elements spells, this one might just save the life of a wizard in the Inner Planes. * "Shape change. When folks think about this spell, they always think o' what tough monsters they can tum into. Within many of the hostile environments of the planes, however, this is the ultimate survival spell. There's always some creature that can live in any given place, and this spell lets a body change into such a beast." 
== Priests ==
* "Goodberry. These make for easily transportable rations, and come in handy when a body's hurt, too. 
* "Create food and water. With this spell at your command, you can lighten your load and still be sure you always have safe food. Even on the Upper Planes, things ain't always as safe as they look—so watch out for the fruit of the dark green bush in NidaveHir, Ysgard's third layer. It looks good, but it'll drive you barmy if you eat more than one. It's also a good idea to carry a purify food and drink, since some planes contaminate food as soon as it's created! 
* "Know customs†. It may sound silly, but nothing gets a berk in the dead-book faster than not knowing the etiquette of the places he visits. Like, a basher visiting Loki's hall on Pandemonium had better display a hatred for the Norse powers, or at least be able to fake it. 
* "Negative plane protection (and its alternate, positive plane protection). You have to have this spell to survive on the Negative or Positive Energy Planes. Remember, though, you have to cast this spell before you get there or it won't work. 
* "Protection from fire, protection from earth*, flame walk, elemental protection*, and any of the many other priestly protective spells. The best way to keep out of the dead-book on the Elemental Planes is through magic. These spells prove just as useful on the fiery layers of the Abyss, Baator, Gehenna, and Ysgard. 
* "Dimensional folding†. This odd spell works something like a wizard's teleport, though it carries certain risks. It's not bad as a last-ditch escape, though, if a body knows of a safer place on the same plane. 
* "Control temperature 10-foot radius. While very helpful on the plane of Fire, this spell is also useful in the deserts of Carceri, the ever-changin' climate of Limbo, or the frozen regions o' Baator. 
* "Winged memory*. If you 're traveling the Lower Planes by way of the Styx, this'll restore the memory of any berk splashed by the foul waters. Just don't get any on yourself, or you'll forget how to cast the spell! 
* "Free action. Another spell useful on the Elemental Planes and Limbo, this one lets you move around uninhibited by the constraints of the stuff that might get in your way. 
* "Find the path. Think about it, berk—the planes are infinite! How else can you find the exact spot you're looking for on a plane with no north, south, east, west, up, down, or sideways? 
* "Plane shift. Ah, now here's a useful spell. Gives me cause to show priests a little more respect. Portals require keys and sometimes have guards. Sure, this can't take you someplace with pinpoint accuracy, but it'll zap you generally where you need to go, without any hassle. 
* "Word of recall. Sure, there's a chance you'll put yourself in the dead-book if you try to cross too many planes, but sometimes a body's just got to get out of a bad situation fast. 
* "Exaction. It's a risky move, but this spell can provide some help in a tough spot."