FormerlyHemlock
Hero
Four 5th level wizards have eight 3rd level spells to go between them (up to 12 if they all use Arcane Recovery to recharge a 3rd level slot, but that may not be the best choice for a long adventuring day, particularly if you want to cast Shield regularly). Assuming average damage and a roughly 50/50 split of failed saves, a fireball deals 21 damage. Against a CR 2 ogre (a low deadly fight could involve up to 5 of these guys) that's 2 or 3 fireballs (even assuming they all fail their saves which, granted, is likely). That also assumes that the ogres are grouped closely enough to all be targeted at once. If not, 6 fireballs might be more realistic. If an ogre gets lucky and rolls well on saves, again 6 fireballs are needed.
Why would you ever Fireball a lone CR 2 ogre when you can just kite him to death with Expeditious Retreat and Ray of Frost? You may not even need Expeditious Retreat at all.
Whichever wizard is closest to the ogre can close with it and Dodge or Blur to keep it occupied/threaten opportunity attacks. Wizards are pretty durable in 5E thanks to Shield.
Meanwhile, if there are five CR 2 Ogres, it's absolutely worthwhile to spend 2-3 Fireballs plus a few cantrips wiping them out, since five ogres constitutes a full third of the adventuring day. (3500 of 14,000.) Fireball spam is still probably not the best choice compared to a combo like Web + Hypnotic Pattern + Fire Bolt spam--but it might be the most fun! And with twelve 3rd level slots, the wizards can definitely afford to do "fun but non-optimal".
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