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This spell has saved more than one party out there. CounterspellĬounterspell is a 3 rd level abjuration spell that allows the caster to “counter” a spell they see being cast with a reaction. Being able to help your armor-clad tank get into the fight with flying creatures is always a good idea too. Being able to put some distance between yourself and the enemies is always a good idea. Fly is a great spell for Wizards to take since the low hit points make them sitting ducks. This 3 rd level transmutation spell grants a creature a fly speed of 60 through touch.
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If you are playing a wizard, the rest of your party expects you to have Magic Missile. It would be higher on the list but gets overshadowed later on by other spells in most instances.
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The 1d4+1 damage per dart isn’t much, but it auto hits, and force damage is one of the least resisted in the game. The Force damage-dealing darts have a range of 120 feet and can be split to hit multiple targets. It is available at 1 st level and is in the evocation school.
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Magic Missile is an all-time classic spell. It can also be cast at higher levels to accommodate more targets. 5e has kind of nerfed the benefits of being invisible, but most of the objectives required by 2 nd level characters are more easily accomplished with this spell. Invisibility is, however, incredibly useful at the level it is available. The spell is not as effective as Greater Invisibility as it drops when the subject attacks or casts a spell. It provides the opportunity for the caster or a target and everything they are wearing to become invisible. InvisibilityĪ 2 nd level illusion spell, Invisibility is a classic. The familiar itself is useful, but if you are playing a wizard who doesn’t have a magical pet, the spell is useless. It is lower on the list because it really comes down to flavor and usefulness. It is cast as a ritual that takes 1 hour to complete. The 1 st level conjuration spell allows the caster to summon and change the form of their magical companion. If a wizard wants to have a familiar, then this spell is a must-have. It does become less important as the character increases in levels, though. Those extra 3 points of AC can really make a difference early on in the game.
Dnd 5e wizard spells plus#
The spell changes the base armor class from 10 to 13 plus dexterity. This makes them easy pickings for weak enemies like goblins and kobolds. Mages have incredibly low hit points, and unless a feat is taken, no armor proficiency. The 1st level abjuration spell, Mage Armor, is a must-have for Wizards, especially at lower levels. It is possible to cast the spell, get no effect, and lose the spell slot. Anything higher than 3 rd level forces a contested roll of 10+ the spells level as the DC. The effect is automatically removed if the effect was cast at 3 rd level or lower. This has numerous practical applications in any setting.ĭispel Magic is a contested magic spell. The spell allows the caster to remove a magical effect on a creature or target within range. Dispel Magicĭispel Magic is a commonly chosen spell among caster classes. In fact, when used to make a “wish,” there is a possibility that the spell is gone forever. The downside is that it appears at almost end game levels and is usually tied to less than desirable consequences. It literally lets the caster “wish” for something to happen. It can also be used to create an undetermined effect at the cast by the caster. It has the ability to duplicate any 8 th level spell or lower. Boo’s Astral Menagerie, a 64-page hardcover book for Dungeon Masters that presents game statistics and descriptions for over 60 creatures found in Wildspace and the Astral Sea, including astral elves, cosmic horrors, lunar and solar dragons, murder comets, and space clowns.The level 9 conjuration spell Wish has to make the list.The Astral Adventurer’s Guide, a 64-page hardcover book for players and Dungeon Masters that presents the Astral Plane as a campaign setting and includes space-based character options, spells and magic items, deck plans and descriptions for spelljamming ships, and more.This set contains everything a Dungeon Master needs to run adventures and campaigns set in the starlit realms of Wildspace and the Astral Sea, as well as new options for players who want to create characters at home in this fantastic setting. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. Spelljammer: Adventures in Space presents the Astral Plane as a Dungeons & Dragons campaign setting unlike any other.
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