Spell Categories (CWH)

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A helpful way for a wizard to analyze his arsenal is by assigning his spells to various categories. The following system uses six categories based on a spell's use in combat situations. The categories include:       
Defensive 1. This category of spells provides protection from harm. It includes spells that make the subject more difficult to hit, increase his resistance to damage, and shield him from various types of opponents. Usually, a wizard casts this type of spell on himself or on his allies.
Defensive 2. This category of spells hinders an opponent's ability to attack without directly causing damage to the opponent. It includes various charm, hold, and blinding spells, along with spells that add penalties to an opponent's attack rolls. Usually, a wizard casts this type of spell directly on one or more of his opponents.
Offensive 1. This category of spells increases the chance to inflict damage on an opponent. It includes spells that give bonuses to attack and damage rolls, as well as those that increase strength. It does not include spells that directly inflict damage. Usually, a wizard casts this type of spell on himself or his allies.
Offensive 2. This category of spells directly inflicts damage on opponents. It includes spells that cause an opponent to lose hit points, such as chill touch and lightning bolt, spells that cause creatures to lose levels of ability, such as energy drain, and spells that cause damage to specific creatures, such as transmute water to dust. Usually, a wizard casts this type of spell on one or more of his opponents, although exceptions include spells that create or summon entities to fight on the caster's behalf, such as monster summoning.             
Reconnaissance. This category reveals information about opponents or provides warnings about their actions.
Special. This catch-all category includes spells that have no specific offensive, defensive, or reconnaissance use in combat.
How do you decide which spells belong to which categories? It is not an exact science, but rather a generalization based on a spell's most common use in combat situations. For instance, fireball can be used to destroy inanimate objects, but in combat situations, it is usually used to inflict damage on an opponent; therefore, it is an Offensive spell—Offensive 2, to be exact. Light is helpful for finding the way in a dark cavern, but in combat, it can be used to blind opponents to reduce their attack rolls, making it a Defensive spell—more precisely, a Defensive 2 spell. (For quick reference, it may be helpful to note each spell's category next to its name on the character sheet.)
If a spell seems to fit into more than one category, that is to be expected. Remember, the point is not to draw rigid boundaries, but to learn to think in terms of a spell's function as opposed to its level or flashy name. As an illustration, here are categorizations of some 1st- and 2nd-level spells from the Player's Handbook.            
Defensive 1: Protection from evil, armor, shield, mirror image, invisibilty, blur      
Defensive 2: Color spray, enlarge, light, grease, shocking grasp, taunt, wall of fog, deafness      
Offensive 1: Spectral hand, strength
Offensive 2: Burning hands, shocking grasp, chill touch, flaming sphere, stinking cloud              
Reconnaissance: Alarm, comprehend languages, message, detect undead, ESP     
Special: Dancing lights, erase, hold portal, jump, mending, spider climb, wizard mark
The various categories are discussed in detail in the following sections. Players should use the information to help them assign their spells to categories, which in turn will enable them to choose the best spells for their wizards to memorize in a particular situation
==Defensive Spells==
Defensive spells provide protection from specific or general types of attacks in the following ways:
* By acting as a shield or barrier (protection from normal missiles)
* By decreasing an opponent's attack capability (slow)
* By giving temporary immunity (stoneskin)
* By removing the subject from a dangerous situation (teleport)
* By sending away the opponent (dismissal)
* By reducing the amount of damage suffered (armor)
The school of abjuration offers the greatest variety of Defensive spells, but Defensive spells are also available in every other school. Some particularly effective Defensive spells are offered in the schools of alteration (gaze reflection and wraithform), enchantment/charm (sleep and hold person), and illusion (hypnotic pattern and mislead).
Spells in the Defensive 1 category are typically cast on the wizard or on his companions to provide direct protection from attacks; globe of invulnerability, invisibility, and protection from evil are examples of Defensive 1 spells. Spells in the Defensive 2 category are typically cast on one or more opponents to hinder their ability to attack or prevent them from attacking altogether; fumble, ray of enfeeblement, and binding are examples of Defensive 2 spells.
In general, Defensive 2 spells offer more protection than Defensive 1 spells, since they effectively protect the entire party. For instance, a wizard protecting himself with the Defensive 1 globe of invulnerability spell may be safe from an attacking opponent, but the opponent is free to attack the wizard's companions. However, an opponent affected by the Defensive 2 sleep spell cannot attack anybody in the party.
Following are some general situations in which a wizard will find Defensive spells particularly useful: 
The party has only a few members or has only low-level members. The wizard's inability to use armor is his most vulnerable characteristic. A wizard must either count on his companions for protection or provide it for himself. In small parties, there probably are not enough members to provide bodyguards for the wizard. A small party will also have their hands full in combat situations, and probably will not have the time or the resources to look after a wizard. Likewise, a party of low-level characters lacking high-quality armor or other protective devices may have to depend on their wizard to provide protection for them.
The party has taken an excessive amount of damage. A party that has lost a lot of hit points is not in a position to take chances, especially if they anticipate trouble. A wizard armed with Defensive spells can help the party through any tough times ahead.
The party includes other player character wizards who lack Defensive spells. If the party does not know what type of dangers it may face, a good idea is to have as many different types of spells available as possible. It is helpful if the wizard arms himself with a healthy supply of Defensive spells if his fellow magic-using companions do not have them or choose not to use them.
The wizard anticipates being alone. If the wizard expects to be alone on guard duty or investigating a dangerous locale by himself, operating as a spy, or otherwise functioning without the company of others, he is safest with a supply of Defensive spells to compensate for his lack of armor.
The party anticipates encountering a specific type of enemy. Many Defensive spells offer protection against a specific type of attack. If the party believes it will be encountering a particular type of opponent, the wizard should arm himself accordingly. (For instance, if the party anticipates encountering an evil wizard, Defensive spells such as dispel magic and Serten's spell immunity would be wise choices.)
==Offensive Spells==
Offensive spells increase the ability of the caster (or persons of the caster's choice) to inflict damage, or directly inflict damage on opponents in the following ways:
* By attacking specific targets (magic missile)
* By attacking all opponents within a designated area (cloudkill)
* By summoning surrogates capable of attacking (monster summoning)
Schools offering a variety of Offensive spells include conjuration/summoning (flame arrow and Evard's black tentacles,) invocation/evocation (fireball and death fog), and necromancy (spectral hand and death spell.
Spells in the Offensive 1 category are typically cast on either the wizard or on his companions to increase their ability to attack or inflict damage; strength, spectral hand, and enchanted weapon are examples of Offensive 1 spells.
Spells in the Offensive 2 category are typically cast on one or more opponents to inflict damage directly, effectively functioning as weapons for the wizard; flaming sphere, shocking grasp, and finger of death are examples of Offensive 2 spells.
In general, Offensive 2 spells are more effective than Offensive 1 spells, since they inflict damage directly. For instance, a wizard successfully casting an Offensive 1 strength spell on himself must still strike an opponent to inflict damage; a successfully cast fireball inflicts damage immediately. Following are some general situations in which a wizard will find Offensive spells particularly useful:
The party is large or has a number of high-level members. Again, the main consideration is the vulnerability of the armor-less wizard. In larger parties, there are likely to be enough members to supply the wizard with a bodyguard or two (note that this does not mean a bodyguard in the literal sense, but rather a designated member to help protect the wizard from attacks). Likewise, if the party has several high-level members with a lot of hit points and high-quality armor, they will not be as dependent on the wizard for protective spells. A wizard who does not need a lot of Defensive spells is free to arm himself with a high number of Offensive spells.
The party has few warriors. While unusual, it is not impossible for a party to be completely composed of wizards, priests, and rogues. In such a case, a wizard with an arsenal of Offensive spells can make an acceptable substitute for a warrior. But note that even the best-armed wizard must still contend with a low Armor Class, meaning he will still need to rely on one or more of his companions for protection.
The party is making its last stand. When a party is facing its final challenge at the climax of an adventure (presuming the party realizes they have reached the climax of an adventure) or is making a life-and-death stand against an opponent of awesome power, they may need all of the offensive capabilities they can muster. If the wizard genuinely feels he has nothing to lose (or if the wizard is willing to sacrifice his life to achieve the party's goals), he may wish to arm himself with as many Offensive spells as possible to maximize his party's chance of success.
The party anticipates facing an onslaught of enemies. A party may also need heavy offensive capabilities if they anticipate facing a large number of enemies (such as a battlefield filled with hundreds of orcs and goblins) or a few enemies with a lot of power (such as a cadre of giants). Again, unless the wizard is willing to lay down his life for the cause, the party should take the wizard's vulnerability into account when planning their strategy.
The party includes other player character wizards who lack Offensive spells. This principle applies to the use of Offensive spells as well as Defensive spells. If the first wizard in a party has nothing but Defensive spells, and the second wizard has a variety of both Offensive and Defensive spells, it makes sense for the second wizard to arm himself with Offensive spells (unless one of the situations described above suggests a different strategy).
==Reconnaissance Spells==
Reconnaissance spells neither inflict damage nor provide protection, but they serve a vital function in combat by furnishing crucial information in the following ways:
* By revealing the presence of enemies (detect evil)
* By revealing enemy motivations (ESP)
* By revealing enemy actions (clairvoyance)
* By revealing future events (foresight)
* By revealing past events (legend lore)
* By employing supernatural guidance (vision)
Obviously, most Reconnaissance spells come from the school of greater divination, but other schools have them as well, including abjuration (alarm), alteration (comprehend languages and wizard eye), and illusion (magic mirror). Following are some general situations in which a wizard will find Reconnaissance spells particularly useful:
The party is entering an unknown area. The more a party knows about the potential dangers of a previously unexplored castle, jungle, or stretch of enemy-occupied terrain, the better they can cope with whatever they meet. A quick survey of the territory by a wizard using clairvoyance, detect evil, or similar spells can be an effective deterrent against ambushes and other unexpected surprises.
The party is unsure of the enemy's motivations. Not all NPCs are enemies (maybe they are hostile because they assume the PCs are the bad guys), and not all enemies are bent on destroying the party (maybe they are trying to get back to their leader as quickly as possible and the PCs are in their way). A wizard using ESP, know alignment, or similar spells can clarify the motives of NPCs, possibly allowing the party to avoid combat entirely.
The party needs a lookout or a volunteer for guard duty. A wizard armed with spells such as clairaudience, clairvoyance, foresight, and wizard eye makes an excellent lookout. He can also serve as a party's communications officer in combat, keeping track of his companion's actions, tracking the actions of the enemy, and becoming alerted to companions in need of assistance.
The party needs a spy. The wizard who knows a variety of Reconnaissance spells makes a perfect spy, either acting by himself (in which case he should ensure that his chances of being discovered are small, since he has no armor) or in conjunction with a companion who can serve as his bodyguard. Unlike rogues or invisible characters, who are also good candidates for spying missions, a wizard using clairaudience, ESP, and similar spells can gain a lot of information from relatively safe distances.
==Special Spells==
Special spells are those that have limited use in combat. They do not offer protection, inflict damage, or reveal information. Such spells assist the party in these ways:
* By making repairs (mending)
* By labelling personal possessions (wizard mark)
* By changing appearances (alter self and fool's gold)
* By creating various illusionary effects (illusionary wall and minor creation)
Though nearly all schools have their share of Special spells, the school of illusion has a surplus of them, which is one reason why the illusionist is considered by many to be the least useful specialist in combat.
This does not mean that Special spells are completely useless on the battlefield. As with all types of magic, clever wizards will invariably find a variety of uses for Special spells. For instance, the Special spell dancing lights does not cause blindness or inflict damage, but cast at the right time, it could be used to distract an opponent, rendering him momentarily unable to attack. In general, however, Special spells are the worst choices for a wizard anticipating combat.
==A Mix of Spells==
In the examples above, we suggested a number of situations where it is to the wizard's best advantage to arm himself with an arsenal of spells from a particular category. In some situations, however, a wizard might be better arming himself with a few spells from each category. Here are a few examples:
The party is beginning a new adventure. When embarking on a new adventure or a new episode of an ongoing campaign, it is unlikely that the party will know exactly what obstacles or dangers they will face. In these cases, a wizard armed with a mix of Defensive, Offensive, Reconnaissance, and Special spells will be able to handle a variety of situations. As the adventure progresses and the party accumulates more information, the wizard can adjust his spell mix accordingly, perhaps concentrating on Defensive or Reconnaissance spells as the situation dictates.
The party has only a single wizard. In this case, the party might have to rely on the wizard to assume a variety of roles—for instance, he may be expected to provide magical protection for the party (requiring Defensive spells) as well as ferreting out information about its opponents (requiring Reconnaissance spells). Of course, the more duties a wizard assumes, the less effective he can be at any one of them, but sometimes such a situation is unavoidable. The party has a large number of powerful characters in a variety of classes. The more power a party has at its disposal, and the more that power is dispersed among a large number of characters, the less dependent they will be on any one party member. In this case, a wizard's arsenal of spells is not as crucial. If the party has a number of strong warriors for offensive and defensive actions (as well as an extra warrior or two to serve as bodyguards for the wizard), has some rogues for spies, and has a magical scrying device, it is not vital for a wizard to concentrate exclusively on Defensive, Offensive, or Reconnaissance spells.
The wizard has no choice. If the wizard is just beginning his career, he probably does not have a lot of spells in his spell books. Likewise, if he has only Defensive spells in his spell book, he obviously cannot choose from the various categories.