D&D is a game about breaking into peoples' homes, stabbing them in the face, taking their treasure and becoming more powerful. The use of Combat Magic is fairly self explanatory (it's the magic that you use during the face stabbing), and buff magic is likewise (it's the magic you cast when you aren't even in combat that will let you be better at the face stabbing when it comes up). But Utility Spells occupy a special place in our hearts - they are the spells that allow us to defeat challenges, and gain power and treasure, when we aren't ever in combat at all.
Spells in D&D do just about everything you can imagine, and virtually any impediment can be bypassed or destroyed without ever rolling intitiative. Here are a small sample of challenges:
Terrain: Whether it's a spooky forest, a river of lava, or tremendous cliff, or a desert of salt - the D&D world is filled with crap that you're supposed to climb, jummp, or balance on. That's cool looking, but it's dangerous, and the right spell can teleport you from one side to the other or minor create a bridge.
Doors: Magical or physical, there are a number of passages in D&D that one is supposed to go on quests to open. Personally, I'd rather go through the wall with a stoneshape or simply enter through the 4th dimension via a dimension door.
Glyphs: Magical traps cause explosions or worse contingent effects when you go into areas or perform specific actions. They can be dispelled or just covered up with wood shape.
Social Shenanigans: Maybe you have to convince someone to do something or get somebody on your side. The DCs to convince people the normal way can be quite prohibitive (DC 40 in a recent Dungeon Magazine). But with charm person the DC goes down to 15, and of course you can convince people of just about anything with a suggestion and a failed Will save.
Rewards: If you're seriously adventuring to "get loot" you have problems. Not the least of which is that there are spells that simply give you wealth directly without having to fight Umber Hulks for it like fabricate and planar binding.
So what is this list? It's a list of spells that would come in handy
Level 1
- charm person
- comprehend languages
- disguise self
- feather fall
- identify
- silent image
Level 2
- alter self
- detect thoughts
- continual flame
- locate object
- invisibility
- rope trick
- see invisibility
- shatter
Level 3
- blink
- clairvoyance
- fireball
- fly
- secret page
- shrink item
- suggestion
- tongues
Level 4
- animate dead
- bestow curse
- charm monster
- dimension door
- halicinatory terrain
- locate creature
- minor creation
- polymorph
- scrying
- stone shape
Level 5
- break enchantment
- contact other plane
- fabricate
- leomund's secret chest
- magic jar
- major creation
- lesser planar binding
- permanency
- sending
- teleport
- transmute rock to mud
- wall of stone
Level 6
- antimagic field
- contingency
- disintegrate
- flesh to stone
- legend lore
- move earth
- permanent image
- planar binding
- shadow walk
- stone to flesh
- mass suggestion
- wall of iron
Level 7
- control weather
- limited wish
- mordenkainen's magnificent mansion
- greater scrying
- sequester
- simulacrum
- greater teleport
- teleport object
Level 8
- binding
- mass charm
- demand
- dimensional lock
- discern location
- mindblank
- polymorph any object
- screen
- temporal stasis
- trap the soul
Level 9
- freedom
- gate
- mordenkainen's disjunction
- refuge
- shades
- shapechange
- soul bind
- teleportation circle
- wish
OK, you may notice that some spells like polymorph any object and shapechange are classified as offensive combat spells and as utility spells. That's because those spells are awesome and useful in diverse circumstances. A wall of stone can be used to trap enemies forever in stone, and it can also be used as a building material to make bridges or structures.
Note also that a lot of spells are not on this list only because the Cleric can cast them earlier, cheaper, and better. So you'd seriously be better off taking the Leadership feat and having a Cleric cohort who cast true seeing than to learn it yourself. There's nothing wrong with the spell, there's something wrong with getting it off the Sorcerer/Wizard list. Similarly, summon monster spells are pretty marginal at the best of times - but casting them as a Wizard is amazingly not the best of times.
-Username17
