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Treantmonk's Guide to Wizards 5e
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<blockquote data-quote="BigBadDM" data-source="post: 7332970" data-attributes="member: 6862128"><p>So after a couple of years playing a 5e wizard here are some of my takeaways. First, excellent guide and it does give some good meat behind the various spell selections.</p><p>Basically I found that the advantage/disadvantage war is the key to battle strategy. . Here are a few spells I have found underrated or overly useful. This is from a wizard who has zero direct damage spells (beyond cantrips).</p><p></p><p>Blindness. For me I would easily rank this blue, but impartially I would say green. The big draw here is the scalability. Most spells don't scale to well for level, but here Blindness is the exception. I find numerous uses in combat scaling this level 3 or level 4 spell slot, especially those monsters I know have bad CON saves. I basically spam this out over several rounds, targeting those who succeed in subsequent rounds. When you are casting on four opponents, it makes easy mincemeat for the fighters as they barely take damage and dish it out plentiful. The +5/-5 does wonder especially on multiple enemies.</p><p></p><p>Protection from Evil: I would rate this blue when your party is level 1-3. Tailoring off to yellow as you get higher levels. Now granted this depends on the campaign the DM is running; however think a Strahd adventure or numerous undead or fiends in the first three levels. Stick this on a fighter/paladin and watch them cleanup house. Incidentally blindness kind of takes over at higher levels.</p><p></p><p>Slow: This can be devastating in combats when you are fighting mobs that have multi-attack.</p><p></p><p>Levitate: This is a must have spell; I would rate it blue. One of the few spells at 2nd level that is offense, defense, and utility. One Save. Levitate yourself without fear of falling from Concentration role (better than fly in this regard).</p><p></p><p>Dispel magic: Should be blue. Probably gets more use than counterspell. Magic trap --dispel magic; magic locked door/chest, ongoing effect (illusion, animate dead); an evil wizard or enemy with pre-buffs already on (mage armor, nondetection, etc- dispel it all). Dispel has better action economy (easier to destroy multiple spells on one target). Remove spell-like abilities opposing creatures use on your allies (counterspell can't stop)</p><p></p><p>Onto 4th level --The Polymorph/Banishment/Resilient Sphere conundrum: I am going to break this down further:</p><p></p><p>Polymorph:</p><p>Pro: Most Utility (fly, swim, more HP) Good Offense, Longest Duration</p><p>Con: Concentration check--means you are not going to be casting this on yourself often. No one wants to be the bird that falls 100 feet or the fish 300 feet underwater doing concentration checks. It also means you are going to put a big red target on you if you polymorph someone (enemy or friend). Lastly, if there is as bard/sorcerer/warlock(perhaps) in the group they probably have this spell too. Catching/Killing a polymorphed enemy might not be as easy as you think.</p><p>Synopsis: If you are the only person who has access to this spell, pick it up. Best Utility by far. Slightly better on friend than foe. </p><p></p><p>Banishment:</p><p>Pro: Rare CHA Save, can scale up slots affecting more creatures (big plus), great offensively. Deadly against planar creatures.</p><p>Con: Big target on you again, not very effective on your own team as you don't know what is happening back home. Less effective on foe than polymorph as you don't know what the BBEG is doing while gone. Spell most likely duplicated in the Party (Cleric/Paladin/Bard/Sorc/Warlock)</p><p>Synopsis: If your campaign has tons of fiends/devils/elementals this is a no brainer. Perfect for that one BBEG (or two/three on spell slots). Not so good for hordes. Better on foe than friend. </p><p></p><p>Otiluke's Resilient Sphere:</p><p>Pro: Good Offensively, Good Defensively. Only spell that can target objects (see that delayed blast fireball bead--no kaboom; see that item all the monsters are trying to destroy, protect that one STORY item for 10 rounds; felled that BBEG now prevent its corpse from being healed from opposing clerics; evil fighter dropped his sword--Sphere that item; prevent an escort from dying; expensive man's arcane lock (hold the door), etc). Only Wizards have access so it offers some uniqueness in the game. Sometimes it is better to see the battlefield than be removed from it--putting this on the Cleric/Paladin near death is often better than Polymorph. Usually better than Polymorph as you are invulnerable when cast on yourself. Smaller target on you by enemy in most cases. </p><p>Con: Can't really run away from encounter. Can't fly. </p><p>Synopsis: Being able to target objects is really what makes this spell shine. It is also better defensively than the other two, worse in utility to polymorph. Equally good on friend or foe.</p><p> </p><p>My takeaway from the big 3 from the level four spells. You really can't go wrong with any of them. I would lean toward Polymorph if you are the only caster who has access to it just for the utility factor. For flair and thinking outside the box --those object target uses, Otiluke's (personally that is my pick). I would only pick banishment if you the campaign is very heavy in planar creatures (kill spells are nice); it is great to see something disappear but it always comes back and it could be deadly on return. </p><p></p><p>Lastly, a wizard should pick up every ritual he can get his hands on.</p></blockquote><p></p>
[QUOTE="BigBadDM, post: 7332970, member: 6862128"] So after a couple of years playing a 5e wizard here are some of my takeaways. First, excellent guide and it does give some good meat behind the various spell selections. Basically I found that the advantage/disadvantage war is the key to battle strategy. . Here are a few spells I have found underrated or overly useful. This is from a wizard who has zero direct damage spells (beyond cantrips). Blindness. For me I would easily rank this blue, but impartially I would say green. The big draw here is the scalability. Most spells don't scale to well for level, but here Blindness is the exception. I find numerous uses in combat scaling this level 3 or level 4 spell slot, especially those monsters I know have bad CON saves. I basically spam this out over several rounds, targeting those who succeed in subsequent rounds. When you are casting on four opponents, it makes easy mincemeat for the fighters as they barely take damage and dish it out plentiful. The +5/-5 does wonder especially on multiple enemies. Protection from Evil: I would rate this blue when your party is level 1-3. Tailoring off to yellow as you get higher levels. Now granted this depends on the campaign the DM is running; however think a Strahd adventure or numerous undead or fiends in the first three levels. Stick this on a fighter/paladin and watch them cleanup house. Incidentally blindness kind of takes over at higher levels. Slow: This can be devastating in combats when you are fighting mobs that have multi-attack. Levitate: This is a must have spell; I would rate it blue. One of the few spells at 2nd level that is offense, defense, and utility. One Save. Levitate yourself without fear of falling from Concentration role (better than fly in this regard). Dispel magic: Should be blue. Probably gets more use than counterspell. Magic trap --dispel magic; magic locked door/chest, ongoing effect (illusion, animate dead); an evil wizard or enemy with pre-buffs already on (mage armor, nondetection, etc- dispel it all). Dispel has better action economy (easier to destroy multiple spells on one target). Remove spell-like abilities opposing creatures use on your allies (counterspell can't stop) Onto 4th level --The Polymorph/Banishment/Resilient Sphere conundrum: I am going to break this down further: Polymorph: Pro: Most Utility (fly, swim, more HP) Good Offense, Longest Duration Con: Concentration check--means you are not going to be casting this on yourself often. No one wants to be the bird that falls 100 feet or the fish 300 feet underwater doing concentration checks. It also means you are going to put a big red target on you if you polymorph someone (enemy or friend). Lastly, if there is as bard/sorcerer/warlock(perhaps) in the group they probably have this spell too. Catching/Killing a polymorphed enemy might not be as easy as you think. Synopsis: If you are the only person who has access to this spell, pick it up. Best Utility by far. Slightly better on friend than foe. Banishment: Pro: Rare CHA Save, can scale up slots affecting more creatures (big plus), great offensively. Deadly against planar creatures. Con: Big target on you again, not very effective on your own team as you don't know what is happening back home. Less effective on foe than polymorph as you don't know what the BBEG is doing while gone. Spell most likely duplicated in the Party (Cleric/Paladin/Bard/Sorc/Warlock) Synopsis: If your campaign has tons of fiends/devils/elementals this is a no brainer. Perfect for that one BBEG (or two/three on spell slots). Not so good for hordes. Better on foe than friend. Otiluke's Resilient Sphere: Pro: Good Offensively, Good Defensively. Only spell that can target objects (see that delayed blast fireball bead--no kaboom; see that item all the monsters are trying to destroy, protect that one STORY item for 10 rounds; felled that BBEG now prevent its corpse from being healed from opposing clerics; evil fighter dropped his sword--Sphere that item; prevent an escort from dying; expensive man's arcane lock (hold the door), etc). Only Wizards have access so it offers some uniqueness in the game. Sometimes it is better to see the battlefield than be removed from it--putting this on the Cleric/Paladin near death is often better than Polymorph. Usually better than Polymorph as you are invulnerable when cast on yourself. Smaller target on you by enemy in most cases. Con: Can't really run away from encounter. Can't fly. Synopsis: Being able to target objects is really what makes this spell shine. It is also better defensively than the other two, worse in utility to polymorph. Equally good on friend or foe. My takeaway from the big 3 from the level four spells. You really can't go wrong with any of them. I would lean toward Polymorph if you are the only caster who has access to it just for the utility factor. For flair and thinking outside the box --those object target uses, Otiluke's (personally that is my pick). I would only pick banishment if you the campaign is very heavy in planar creatures (kill spells are nice); it is great to see something disappear but it always comes back and it could be deadly on return. Lastly, a wizard should pick up every ritual he can get his hands on. [/QUOTE]
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