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Dont say this :(
As i have read in other Threads a painfull lot of spells are like firing a ranged weapon and Need a high dex stat to hit the enemy :) hope it helps!
Edit: like Dynellen said ^^
More importantly, without two feats (Point Blank Shot-->Precise Shot), if you attack an enemy who is in melee with a friendly character with a ranged attack, you take a -4 to your attack roll because your character is trying not to hit his ally.
Hope that helps. Cheers!
Love in DO:S that you can use almost all the spells on a target or the floor for various effects. I know it's hard to do what you can do in PnP to come up with stuff but a few things + the common sense stuff would be great like Grease + Fire or burning up web(s).
This is pretty fair, because spells are SIGNIFICANTLY more powerful than normal weapons. Perhaps not at level 1, but as you gain levels and they scale up... Whoo boy. Snowball at level 3 is what, 3d6 damage at range? That's more than any weapon/ability combination available to you will be able to do by a good margin. And then Snowball also has effects beyond that.
With several spells you have to roll a touch attack, which puts you square into melee range of the enemy. Assuming you hit, the enemy gets a save to avoid the effect or take less damage. So you are spending a limited resource and may fail twice (or thrice if the enemy has SR) applying it. Meantime the fighter swings away two or three times a round for 1d8+8 without tiring...go figure who is more effective.
Other spells require no attack roll, but allow a save to avoid or mitigate it. This is at least one roll less to pass. You can take spell focus, which raises the DC for the save by 1 (doesn't stack), but for only one of the eight types of magic. You can buff yourself with INT, WIS or CHA (whatever you need) to gain another +2 DC, unless you already wear an item doing that. And that is pretty much all you can do on that front.
If in game, you can get bouncing spell or echoing spell, which give you additional chances on applying a spell.
The most powerful spells of all are those which buff your fighters. Haste is cheap, affects the whole group, and grants everyone a bonus attack. The point with buffs is that there is no saving throw to overcome, they always work. This is the only reliable form of magic available.
When I said fighters, that also goes for animal companions and summoned critters. Casting haste and prayer on your group - and a summoned monster or two - will get you more damage than casting two damage spells.
Some higher level spells are better, but I have yet to see if they are even implemented, and if yes, in what form.
The two most common are either the spell requiring an attack roll, or the target getting to make a saving throw against it (the latter can have a couple of effects depending on the specific spell involved and what, if any, relevent abilities the target has).
Most "ray" spells (Scorching Ray, the 1d3 damage cantrips, Disrupt Undead, etc) will mention in their description that they involve making a "ranged touch attack" - this is a ranged attack roll, same as what would be involved in firing a crossbow (so 1d20+Base Attack Bonus+Dexterity Modifier) but going at the target's Touch AC, which ignores any bonus from actual armour; beam just has to touch them like you're shining a laser pointer on them.
There are many spells, however, were you simply designate your target or target area and then that person (or people if it's an AOE) have to make a saving throw to either avoid the effect or reduce the damage. Burning Hands, for example; it's a basic cone-shaped AOE extending a short distance from the caster. Everyone who's in that AOE when the spell goes off takes 1d4 points of fire damage per caster level of the guy firing it (so a 4th level Sorcerer casting it would be automatically dealing 4d4 damage). Those same targets, however, would make a Reflex Saving Throw to only take half damage. A lot of spells that target the mind (like, say, Hideous Laughter) can be negated entirely on a successful save.
Magic Missile is that rare kind of spell that fits into neither of these - it simply automatically hits and the target can't do a damn thing about it. Unless they have a Shield spell up. Or have some other kind of defensive spell based around a barrier of raw force (the same kind of energy used in Magic Missile, if you're wondering why).
The ever-classic Fireball fits into that "saving throw based" category - you simply choose where the fireball detonates and everyone caught in it has to make a Reflex Saving Throw to take half damage.