1. Icy Prison, Mass
2. Tsunami
3. Weird
4. Angelic Aspect, Greater
5. Protection from Spells
6. Seamantle
7. Polymorph, Greater
8. Banishment
9. Sirocco
I have listed only the most useful to which Ember has no access.
Plus the difference between the ability to preparing spells and a spontaneous casting.
More endgame theorycrafting. As if by that point you need access to all those spells. Lategame Ember's got her own high level spells to wreck with and the rest of the team gets its own stuff. Seelah gets AA, Greater at lvl 13 anyway and Seamantle gets bypassed by Freedom of Movement.
If there's something on that list you want there are a lot of ways to get it. Obv Nenio's going to be better at Weirding but that can get to the point that it trivializes the game in any case.
If you play normal, you may not need it. Honestly, that would explain a lot of things.
Due to how lethal critical hits are in this game, if an enemy hits you, you will most likely die. The last stand doesn't really help much here because it only works once a day for 3 turns.
Without protective luck, you can have up to + 100AC and it won't help you much if the enemy hits you critically.
The farther in the game, the more attacks the enemies have, so you will most likely be hit in the end anyway.
You don't even have to use it in combat, as you might as well do it moments before.
Seriously, just fuck yourself. I've been posting pics on Hard/Unfair for four years. Where's yours?
I gave Cam a Leopard in my Unfair run and had her keep Protective Luck up to get through the first few levels but after Garrison no longer needed it. I play Hard now because it's a good fit for just playing a low reload game without needing shenanigans like that.
Most crits (rare needing two 20s) from non-bosses aren't lethal if you've got temporary HPs and some DR (reduces damage pre-doubling) but once things get rolling enemy attacks don't show up on my Combat Log much at all. Nat 20s can be managed in that environment but I also keep rezzes like Breath of Life up in case things get out of hand. If Last Stand isn't good for you you're getting killed too often. Sounds like that's due to letting yourself get attacked too often due to poor initiative/debuffing/disabling/distraction. That will happen if you've got one character just spamming a Hex instead of presenting threats.
I just listed a wizard spell that Ember doesn't have access to, that's it. I limited myself to high lvl only because there was a question about Woljif.
There are a lot of murderous non-boss mobs. The ones you meet quite early are glabrezu.
The only sensible and easily available form of DR is stoneskin.
The problem is that it is on the same level as greater invisibility, which is the instant win for most of the fights you encounter in Chapter 2.
Temporal hp is also quite limited at the beginning, if I remember correctly the only spell available in act 2 is aid.
You may not like and use personal luck, but objectively it's one of the best hexes.
Reducing the chance of an enemy hit from 1/20 to 1/400 is a huge gain.
If you had to use it only in combat, you could argue whether it is really worth it, the problem is that thanks to the cackle it costs you literally nothing if you use it outside of combat.
Both this and fortune are quite unique effects that at almost zero cost (the only cost is spending time buffing) allow you to roll twice in almost any situation.
Other hexes are much more situational and many of them can be replaced with spells like freedom of movement.
Freedom of Movement protects against a lot of annoying mechanics and, unlike draconic resistance, it lasts forever.
Due to the fact that it lasts so long, you can even use the only scrolls (usually you don't need this on all characters), until you unlock the abundant casting.
The scrolls themselves are also not very expensive.