The hunger for knowledge allows them to use their magical abilities to control planar beings, shoot flames, and other means that benefit them.
A wizard is defined by their spells. ..
Wizards learn spells by experimenting, reading other wizards’ books, or by capturing spells from creatures. ..
Wizards are able to cast a variety of spells, as long as they have the necessary spell slots. This requires foresight in order to prepare for the spells. ..
The Swiss Army Knife is a tool that can be used in any situation. It has a variety of tools that can be used to help prepare for any situation. This is why they are considered to be the “Swiss Army Knife” of D&D.
In this article, I will be discussing the ten best spells for mages. These spells are versatile and have a lot of utility, making them great choices for any mage. ..
- Damage cantrip
- Restoration cantrip
- Evocation cantrip
- Conjuration cantrip
- Necromancy cantrip
- Illusion cantrip
- Transmutation Cantrip
- Abjuration Cantrip
- Evocation Cantripple
- Destruction Cantrips
20. Prestidigitation
Spell casters often Prestidigitate to cast spells more easily.
With this spell, you can create harmless sensory effects like sparks, musical notes, or an odd odor. ..
The tool can be used for a variety of purposes, including lighting or extinguishing a small flame, cleaning or soiling an object, adjusting temperatures, changing flavors, or creating a small trinket that can fit in your hand.
This means you can warm your bedroll any time, play music when camping, make knocking noises to distract a guard, or make a poison taste and smell good.
Prestidigitation is a form of magic that can be performed with creativity. ..
19. Find Familiar
Finding a familiar is a powerful spell that scales well into later campaigns.
You can summon a beast to serve you as an arcane entity. ..
If you have a familiar, you can see and hear what it sees and hears. ..
You gain the ability to sense the world around you in a way that is familiar to you. This includes senses like sight, sound, smell, and touch.
You could turn your familiar into a raven to send a message, or an octopus to grab treasure deep underwater.
18. Mage Armor
Mage Armor is a spell that protects a willing unarmored target by surrounding them with a magical force. This force makes their base AC 13 + Dexterity modifier.
Mage Armor’s duration is 8 hours and the spell ends once the target puts on armor.
Although they can still use a shield while under the spell’s effect, they may not be able to block all attacks.
This spell is useful when you’re ambushed and don’t have time to prepare. You may also use this spell to protect the more vulnerable members of your party, like the barbarian who insists on fighting naked.
17. Shield
Shield is a spell that creates a magical shield to protect you.
When an enemy makes an attack roll against you, you can choose to use your reaction to activate your Deflecting Strike. This ability lasts until your next turn, and it can be used to defend against any attack. ..
Your shield spell gives you +5 AC which can surprise enemies when they think you’re an easy target. Just note, your decision to use your Shield spell has to be done before your DM rolls for damage.
Shield is a life-saving tool that makes enemies have to deal with your higher AC, and also makes you immune to magic missile.
This makes Shield especially useful when you want to maintain a spell that requires concentration.
16. Invisibility
This 2nd level spell is incredibly fun, and your rogue will always thank you for the free sneak attacks.
Invisibility is a simple spell that turns a creature you touch invisible. ..
This spell is great for sneaking in or out of something, any time of day. Take note that you can still be heard when invisible, so keep that in mind!
15. Fly
Fly is a spell that allows you to fly.
The spell allows your wizard to target a willing creature and grant them the ability to fly for 10 minutes.
Flying makes you see and use terrain in three dimensions.
This ability lets you bypass troublesome enemies and allows your fighter to engage flying enemies.
You could still be vulnerable to projectiles, but it’s a lot better than a great axe to the face if you have the reflexes and agility to dodge them.
If your party barbarian thinks they’re scary, wait until you cast fly on them. A barbarian charging towards an enemy at 60 feet per round in the air is a nightmare!
14. Counterspell
A seasoned Wizard has at least one story where Counterspell saved their party from total disaster.
This 3rd level spell can change a deadly encounter into a mild annoyance.
Counterspell allows you to interrupt a creature’s spell casting as a reaction. This can be useful if you want to stop the creature from casting a spell that you know is going to damage or kill you, or if you want to prevent them from casting a spell that they might use to escape.
If you Counterspell a spell, the spell takes no effect if it is a level 3 or lower spell.
If you Counterspell a spell, you must pass a Spellcasting ability check to bypass the spell’s DC.
13. Fireball
A wizard could not choose just one spell, as Fireball is a powerful and versatile spell. ..
Fireball is a spell that is iconic to Dungeons and Dragons for as long as it’s been around. It’s a powerful spell that can be used to destroy targets in a large area.
A 20 foot explosion causes all creatures within its area of effect to make a Dexterity saving throw or take full damage.
Fireball is a powerful spell that easily makes up for its low damage output.
Explosions are awesome. ..
12. Haste
Haste is generally beneficial to the rest of the party. But it’s still very valuable. ..
Haste is a spell that doubles a creature’s movement speed, granting them +2 AC and giving them an additional action on their turn.
This means that more attacks turn your party into a melee fighter, which is essential for any party.
11. Polymorph
Wizards rely on this tool for its versatility. ..
The ability to render a target useless is a powerful tool that can save an ally from harm. It has a lot of utility, too, as it can be used to disable traps or other obstacles.
Polymorph is a spell that allows a Wizard to turn any creature into a beast of the same challenge rating (or level).
This means you can turn a target into a harmless frog for an hour or turn an ally into a powerful T-Rex to wreak havoc.
The creature may retain their personality and alignment. But they’ll now have the stats and health of the new beast. This means that as long as your ally is above 0 Hit Points, you can turn them into a T-Rex giving them 136 Hit Points in a pinch.
The Tyrannosaurus Rex is a powerful and dangerous creature that can be on your side if you know how to use it.
10. Sickening Radiance
Xanathar’s Guide to Everything is a comprehensive guide to all things roleplaying game-related. It is the perfect resource for players and Dungeon Masters alike, providing everything from character creation tips to in-game advice. ..
A wizard has many potential game-breaking abilities.
The novel is about a group of people who are all infected with a virus that makes them look sick. The novel follows the group as they try to find a way to get rid of the virus and survive.
A 4th-level spell that may seem uninteresting at first, but can be used effectively to take down powerful foes. ..
Sickening Radiance creates a 30-foot sphere of sickening green light for 10 minutes. If a creature inside it fails a Constitution saving throw, they take 4d10 necrotic damage, emit a green dim light, and bring them down by one exhaustion level. ..
A thing to keep in mind when exhausted is that there are six levels of exhaustion, and once a creature is at the lowest level of exhaustion, they die.
A creature’s ability check penalty is increased by 2 for every 4 points of exhaustion they have.
If a creature tries to escape the area of effect, it must make a Constitution save five times. If it stays in the area for the entire 10 minutes, it has to make a 100 saving throw.
A spell that is easily set up can be brutal. ..
9. Animate Objects
Animate Objects has become a favorite spell for creating objects.
You can use this spell to command objects that are either not worn or being carried by others. For example, you could order a servant to bring you a new shirt, or order a dog to bark if you don’t have one.
You can control up to ten non-magical objects, depending on its size and type. These objects have their own Health, AC, Strength, and Dexterity stats.
Gold coins are a valuable item in the game, and could be used to animate them to rip apart an enemy. This would come in handy when your party doesn’t have their weapons, and all they have are rocks and sticks.
You could use a boulder to block or unblock a passage way.
8. Wall of Force
Wall of Force is an extremely useful spell that can help protect a player from harm.
With this spell, you can make a magical wall, dome, or sphere.
This spell would be used to wall off half of the enemies, so you only have to deal with the other half. Casting the wall on an occupied area will push creatures to either side.
The Wall of Force can’t be passed through by physical creatures or objects.
7. Contingency
If you are prepared, contingency can help you when things go wrong. It’s a low-level spell that can help you survive in difficult situations. ..
You can use a 5th level spell (or lower) to target yourself.
The spell activates when a player describes an event that actually happens on their campaign world. It’s a contingency that the DM can use to add excitement and interest to their game.
If you’re worried about a situation your character might end up in, you can now prepare an answer for that. This new feature in the game lets you choose from a variety of responses to any question that might come up, so you’ll be prepared no matter what happens. ..
If you’re ever in a bind and need to break free from magical control, try using Dispel Magic. It’s a great spell to have on hand just in case you fall victim to something that can incapacitate you. ..
6. Mass Suggestion
Suggesting potential enemies to go out of town and enjoy a night of campfire songs will undo any combat encounters that may have been scheduled.
This spell creates a Suggestion effect that lasts up to 24 hours. It can target up to 12 creatures.
Mass Suggesting can be a powerful tool in social interactions. It can help to turn a horrible social interaction into a more positive experience, or even turn a council meeting into a successful outcome. ..
The spell ends when you give your targets suicidal commands. This is dark, I know. ..
5. Forcecage
Forcecage is a powerful spell that can immobilize an opponent. ..
This cage creates a magical, immobile, invisible, cubed cage that entraps any creature within its area (10ft x 10ft).
The only way to escape the Forcecage is by using magical means. If they succeed a saving throw, they may escape.
This spell could be used in combination with other spells with deadly effect. A few examples are Sickening Radiance, Cloud Kill, and other spells that would benefit from an immobilized enemy.
4. Simulacrum
At the 7th level, spells become much more powerful and Simulacrum is particularly effective.
You can create a duplicate of yourself or another creature from snow using this spell. This allows for a lot of roleplaying opportunities, as you can copy yourself or someone else. ..
A duplicate weapon only has half the health of the original and no equipment. However, it retains all of the stats of the original. ..
A duplicate of a powerful wizard can be created by using the same spell cast on the original wizard. The duplicate will be under your command, but lacks the ability to learn or become more powerful. ..
Still, the potential for game breaking spell duplication is a concern. Make sure to ask your DM if they’ll allow it. ..
3. Feeblemind
The 8th level spell renders a powerful Wizard or Sorcerer useless. ..
Feeblemind inflicts a psychic damage at 4d6, but requires an Intelligence saving throw. ..
If the target fails a saving throw, they are unable to use magic items, cast spells, understand language, or communicate.
Friend from foe can still protect them, but they need to be careful.
Feeblemind is a creature that can only make Intelligence saving throws every 30 days.
2. Maze
Wizards who have access to 8th-level spells often choose the spell Maze. This spell is easy to use and can be very helpful in difficult situations. ..
You summon a demiplane maze to trap your enemy.
The banished creature is stuck in the maze until it can escape with a DC 20 Intelligence check.
Maze is still viable when banning opponents with legendary resistances because it forces them to spend their action to escape the maze, which takes them out of the fight for at least a round.
1. Wish
Wish is a powerful spell that can be used to grant any wish you desire. It is the 9th level spell that has this ability.
Wish is a powerful tool that can be used for good or bad. You need to be careful when gaining access to it, as it can be dangerous.
Wish can duplicate the effects of any 8th level spell or lower, without having to spend for its components.
You can create any non-magical object that costs up to 25,000 gp in value. This object can be no larger than 300 feet in size. Additionally, you can fully heal up to twenty creatures and remove any effects that greater restoration can remove. ..
You can give up to ten creatures resistance to a certain damage type, or make them immune to a particular spell for up to 8 hours. ..
Wish can stop Tarasque’s regeneration.
There is a lot of potential with this spell, but it’s important to be aware of the consequences. Be careful with what you do. ..