connivingsumo wrote:I think, in the future, I may be better off stocking up on oil flasks (or holy water - respectively) and memorizing 'spider climb' a couple of times, then attacking from above with my oil & flame, or Holy Water.
Be careful with that. I don't know about your DM, but if it were me I'd rule you had more cover behind the Fighters and Cleric than up on the ceiling. You'd have high ground but no cover, sort of like hanging on the outside of a castle wall.
Maybe you could provide the spells you DO have though so we can try to help drum up some ideas for you. For instance, I would save the Spider Climb for non-combat situations. There are frequent examples in most Dungeon explorations where a person who can scale a perfectly smooth surface up or down, or across a ceiling so as to avoid pressure plates on the floor, would be ridiculously helpful.
connivingsumo wrote:I would love, LOVE, the chance to disarm magical traps/locks, and/or read languages, etc. This is where the DM would come in.
Yes, certainly. Send your DM a link to this thread, or just try to summarize the arguments here. MUs are just weak at low levels; you shouldn't have to wait years of game time to be useful; etc. He might not buy it, but it's worth a shot.
connivingsumo wrote:I do think I might try the 'bluffing' suggestion given - such as acting like I'm casting something nasty to instigate a morale check against the weaker minded humanoids; on the other hand, I'm playing a young, skinny female MU that - quite honestly - isn't very intimidating at all.
Sounds like you might be in a position to "reverse bluff", convincing some enemy you're not a threat a all. Get them to ignore you, and then drop some devastating spell on them from behind. Etc.