D&D General What are your go-to spells as a caster? And why?

Corinnguard

Legend
For those of you who like playing either a full caster or a half caster in 5.0/5.5 D&D, which spells are your go-to spells every time you make such a character? And why? curious
 

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Just as a preliminary, I've always loved prestidigitation. It's the universal "do a small magic thing" spell. Every spellcaster that can take it, should.

I mean, just for the convenience if nothing else. One casting and your clothes are completely clean (they can fit inside a one-foot-cube.) Another and any food you eat is flavored the way you like. A third and you're never uncomfortably hot or cold. Etc. It's just the single do-it-all minor-magical-effect spell. Sure, there's a zillion other more powerful spells, but nothing can top the day-to-day comfort you can get from prestidigitation.

This actually came up, too, in the current OotA campaign I'm in. Having that cantrip--which has no material components--meant that no one in our party was wearing dirty or damaged clothes. That made a difference, measurably, to the campaign.
 

It used to be dissonant whispers but have not played a caster in 5.24 and I am not sure if this still would be the case.


I liked it because it allowed ro make use od movement which is rsre in 5e (like you can send an enemy away and move in the other direction and rhey cant reach you). Allowed teamplay (opportunity attacks) snd you could even target enemies you cant see.
 

Shield and misty step. Take them at low level, use them with Spell Mastery at high. Mirror image, haste and fireball are also favorites. Dispel magic, detect magic, identify. Lots of classic spells I remember from the old gold box CRPGs get picked unless they just aren't any good in 5e.
 

Shield and misty step. Take them at low level, use them with Spell Mastery at high. Mirror image, haste and fireball are also favorites. Dispel magic, detect magic, identify. Lots of classic spells I remember from the old gold box CRPGs get picked unless they just aren't any good in 5e.
I only played a spellcaster once (5e wizard) and only reached level 4 with it, but shield, misty step, detect magic and identify were definitely on my list as well.

Some of the other ones I had and liked were mage hand, shocking grasp, toll the dead, mage armor, chromatic orb, magic missile, and web.
 
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Assuming availability, I’ll always go for:

Shield
Absorb Elements
Healing Word
Misty Step
Vortex Warp
Counterspell

Edit: Most of those spells are well known, but Vortex Warp is hands down one of the best utility spells in the game.

2nd level spell from Strixhaven, which lets you as an action move any one target within 90’ of the caster into another position within 90’ of the caster. Con save if the target is unwilling.

Even if you don’t do “teleport into the sky” shenanigans, this spell was probably a “save or lose” for like a third of encounters we’ve run. Bring flyers to the ground, separate buffing commander mobs from their minions, move enemies out of cover or defensive positions, move the tank into areas where they can threaten or control.
 
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Tasha's Hideous Laughter, Grease and Web for my Bard adding in other control spells at higher levels, my Bladesinger/ranger (long story) is more; Mirror Image, Blink, Spirit Shroud and the blade cantrips.
 

Fire Bolt- I like rolling dice to attack and not just tell the DM to make a save. Plus it deals 1d10 damage. Granted fire is one of the most resisted elements, but when you get to that level it really makes a problem you should have more things to do.

Acid Splash- Good for when you have a couple bad guys next to each other. Deals only 1d6, but is acid which not much resists.

True Strike- The new version. Took it for a rogue with high Int and it was fun.
 


I've always liked the area/target control spells.
Grease
Web
Flaming sphere
Walls
circles
runes
Otto's

Why? I just like controlling the battlefield it ticks both the magic fantasy feel and the game feel at the same time. Its just the right spot that gets itched.
 

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