I want the wizard to do things other than just "direct damage to everything". This is like debuffs, buffs, and battlefield manipulation rather than "blaster". Examples:
Ice Orb
Deals 1 damage to target monster. Then if that monster fails a Dexterity Save at difficulty 8, it becomes frozen for the next entire round. Frozen creatures can't attack, move, or take any other actions.
Tangle
Target Foe rolls their Strength Save against difficulty 8. If they fail, they become trapped in a web for the next three rounds. They can't move, Attack, or take any other actions.
Lightning Bolt (Okay some blasting is fine)
Deals 3 damage to target foe.
Haste
Target ally has his movement doubled for the next 5 rounds and attacks twice per turn. If they are a spell caster they may instead cast two spells per turn for the duration.
Mage Armor
Target ally gains +2 Armor for the next 5 rounds. This can't increase Armor above 5.
Teleport
You disappear and reappear at a single space within your present sight radius.
Acid Fog
All enemies in sight radius take 1 damage and have their armor set to "1" for the remainder of the mission unless they make a Strength Save at difficulty 8.
etc.
Players are limited to just one use of each spell per mission, so they should conserve their spells and use them at the right times.
Can anyone suggest good "simplified rules" spells for Wizards or Clerics?
I have clerics mostly being healers.
Least Heal
Target ally gains 1HP.
Minor Heal
Target ally gains 2HP.
Heal
Target ally gains 4HP
Major Heal
Target ally gains 6HP
Full Heal
Target ally gains max HP. (Barbarian has 12HP at max, so theoretically this could heal him by 11HP)
Sacred Hammer
For the next 3 rounds, your Hammer attacks become ranged and do 4d6 damage. They do an additional 1d6 damage to Undead.
Divine Shield
For the next 3 rounds, you become completely Invincible.
Etc
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