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

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.
Teleport into the sky doesn't work as it has to be to a surface or liquid that can support the target, buuuuut, dang, that's still a great spell! I'm going to have to use it next time I play a wizard or sorcerer.

My choices for go to spells..

Dispel Magic and Detect Magic, as those seem like quintessential spells for any wizard or sorcerer. The rest of the spells vary based on specialty for me, but those two are staples for all of them.
 

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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

Truestrike - extra damage and lets you use your spellcasting modifier if you are a Gish. Really awesome on some Gish builds if they can either use it with extra attack or on a Warlock that can Agonize it. Common on Magic Initiate.
Green Flame Blade - better than Truestrike on some melee builds. Common on Magic Initiate
Shield - Best defensive spell in the game, about 80% of my PCs have it and this spell is the reason Magic Initiate is my most common Origin Feat.
Absorb Elements - second best defensive spell in the game, available on a lot of classes
Tasha's Mind Whip - Intelligence Save, so it lands easily. Best used with Warcaster as a reaction attack as it basically ends the enemies turn (can move, action or bonus action and they already moved)
Tasha's Hideous Laughter - Most powerful 1st level Control spell, works on everything, upcasts great, remains powerful at level 20.
Command - Everything I said about Hideous Laughter but only lasts one round and is no concentration.
Fear - a failed save usually means the fight is over for that enemy. Best 3rd level spell and generally the best control spell period.
Hex - Disadvantage and damage boost, common spell to get on Fey Touched
Wrathful Smite - Great control spell, especially with thrown weapons. easy to get on any caster with Shadow Touched
Dissonant Whispers - This is not great for every build but it is situationally great, another common spell on Fey Touched.
Goodberry - lots of healing for tomorrow.
Hunter's Mark - This spell sucks but I play a lot of Rangers so I have it for free.
Sanctuary - Very useful on either Gish or Familiar builds.
False Life - great spell on multiclass MAD tank Gish builds (example Ranger/Bladesinger, Bladesinger/Cleric, Ranger/Sorcerer/Warlock) where you have higher level slots without higher level spells known. Wake up in the morning and dump your highest level slot into False Life. This lets you dump Constitution and still be effective as a Tank.
Dispel Magic - Get rid of pesky control spells from enemies, available on many classes
Fog Cloud - keep enemy casters (or anyone else) from "seeing" you to cast spells at you. Can be upcast to affect a HUGE area
 

In order, spells you will see me always pick if available:
Light, Magic Missile, Mirror Image, Blink, 4th level is boring, Bigby's Hand, Scatter, Crown of Stars or Finger of Death, Sunburst, Black Blade of Disaster.
 


I can't answer this for all casters because I can't imagine playing a Wizard the same way I'd play a Ranger or an Artificer.

My Artificer is LOVING Scorching Ray and Skywrite. I've used Skywrite to threaten opponents or warn allies, and yes I've used it as a spell not ritual a few times.
My Ranger used Goodberry that I reflavored as searching for and then prepping foods. He'd hand this out every evening for use in the morning with breakie.
 

Only slightly unrelated, but: I wish I could have leveled my (5e) 4th lvl wizard up to lvl 5, so I could have chosen 'Summon Shadowspawn' from Tasha's.

You summon a, well, 'shadow spawn' ('Shadow Spirit' stat block, also from Tasha's) who takes it's turn right after you, and obeys your commands. It's AC is (only) 11 and HP 35 (unless you upcast), but does some other neat things and has multiattack (makes a number of attacks equal to half the spell's level rounded down, so I guess you would need to upcast for multiple attacks).

It sounded like so much fun to play, but alas.
 


Hex - Disadvantage and damage boost, common spell to get on Fey Touched

Hunter's Mark - This spell sucks but I play a lot of Rangers so I have it for free.
I don't know why you consider Hex good but Hunter's Mark bad; Force is one of the least resisted damage types in the game (certainly less than Necrotic), and a ranger is more likely than a warlock to use off-hand attacks to maximize its benefit. I have a ranger/monk in one of my parties that just wreaks havoc with it. I will acknowledge that the add-on effect for Hex is much better.

As a forever-DM I can say that my players are on the same page as folks here. Both dissonant whispers and hideous laughter have been used to great effect in my games. And shield of course is a standard. I haven't seen it used yet in a game, but I would guess that an enspelled piece of armor (from the 5.5e DMG) with that spell on it would be one of the best items in the game for its rarity/price.
 

Obviously depends on the class, but I'm a big fan of Prestidigitation and Misty Step. Both are incredibly versatile and Misty Step can be a lifesaver.
Agreed, and especially when you are trying to get away from enemies in melee range. And since 'Misty Step' is a level 2 spell but a bonus action, you might even try the cantrip 'Shocking Grasp' first. If it hits, the target cannot make Opportunity Attacks (5.5e) or even Reactions at all (5e) until the start of its next turn, allowing you to safely get away without spending a spell slot. If it misses, you can still take a bonus action to cast 'Misty Step' and do the same thing.
 

And shield of course is a standard. I haven't seen it used yet in a game, but I would guess that an enspelled piece of armor (from the 5.5e DMG) with that spell on it would be one of the best items in the game for its rarity/price.

In Lost Mine of Phandelver, you might even find the magic item 'Staff of Defense', which contains 10 charges (of which you regain some once per day) with which you can cast 'Shield' for 2 charges or 'Mage Armor' for 1 charge without spending a spell slot.
 

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