Do you all think the intro fights were also for the GM to test how things work, or do you think it sets a precedent for the future? This is mostly me examining the usefulness of spells.<br/><br/>So far, lots of enemies but too spread out and too many hit points to easily nuke down the masses and powerful enemies either die instantly or are untouchable until their puzzle is solved. This isn't that uncommon for high level D&D but I think we can front load damage even above the usual.  If powerful enemies last one round or can't be affected basic single target debuffs seem like a bad deal. AOE damage magic, normally not great, is even worse then usual. It does make Widen spell potentially useful (though not at +3 levels).<br/><br/>I think basic AOE debuffing and control are going to be the most often useful in battle spells. Unless specialized the DC's probably wont be high enough to hit the big guys but it should have a good chance of working on their allies.<br/><br/>I should also give consideration to spells that could solve potential layers of defense that something might be employing. Brymil reminded me how some forms of magical problem solving still leave room where they can be beaten by exceptional use of mundane things.