Dungeons & Dragons: 10 Spells Every Wizard Must Have

In the game, wizards have the most spells at their disposal, but the question remains: which spells are essential?

Dungeons and Dragons: Honor Among Thieves hopes to be an exciting new chapter in the adaptation of the tabletop franchise. The film's main villain appears to be the notorious red mages of Sey, whose wicked magic can be deadly to the bumbling side.

Of course, the magical advantages they display might convince some novices to choose wizards. Although a formidable class, they have the most spells at their disposal. With so many options, it can be hard to know what is necessary. Thankfully, there are always some solid spells that pop up in these kinds of discussions.

Shield

This is the first and arguably most important spell that a "soft" magic caster must accept. Shields envelop the player in an invisible magical barrier. This barrier is used as a reaction to a hit, adding a +5 bonus to the mage's AC. It also negates any damage from magic missile spells.

The "reaction" part is crucial, as it allows Wizards to decide if they're willing to risk damage or cancel it entirely. Shield is a spell that never loses functionality even at the latest level game. When an attack is this deadly, +5 to AC can mean the difference between life and death.

Detect Magic (Ritual)

Detect Magic allows a wizard to sense the presence of magic within 30 feet of the source. Once magic is sensed, an action can be used to see the faint aura of magic emanating from anyone or anywhere, and also reveal its magic genre. Handy for those who like supernatural style detective work.

Cannot sense magic if behind 1' of stone, 1" of common metal, sheet lead, or 3' of wood and dirt. Detect magic is especially useful for spotting traps, magic items, and other remnants of magical effects. A good DM will always reward using Detect Magic correctly, and it doesn't even cost a spell slot, since it's a ritual cast.

Find Familiar

The Find Family receives the services of a spirit that takes the form of an animal of their choice. The familiar appears in an unoccupied space near the mage, and gains the stats of the chosen animal, though it is treated as a celestial, goblin, or demon, depending on player preferences.

They are independent of the player, but will always obey the player's commands. It rolls its own initiative and turn, but cannot attack. Families are not only super cool sidekicks, but also really good scouts. They can be used to sneak into tight spaces, and even give friendly Rogues an advantage with the Help action.

Hypnotic Pattern

The classic spell that most spellcasters want is Fireball. After all, it's tempting. It's flashy, it does incredible damage, and best of all, that damage hits entire groups of enemies. However, once past tier 2, the spell's damage is less noticeable. In this case, more subtle area-of-effect spells are in order.

Hypnotic Pattern creates a distorted cube of color in the air surrounding an area. Creatures looking directly at the pattern in the area must succeed on a Wisdom saving throw or be incapacitated. This effect scales well even in post layers. This is a very good setup spell if the player's party has a lot of martial arts.

Polymorph

As seen in Hypnotic Pattern, disabling spells are very powerful. Polymorph can turn creatures into beasts The challenge level is equal to or lower than the target level. A reluctant creature must succeed on a Wisdom saving throw. Shapechangers will automatically inherit it.

There's nothing more satisfying than turning a scary giant ogre into a cute sheep. The spell lasts for one hour (if concentration is not interrupted) or the target dies. For the more creative wizards, they can even transform willing allies into powerful creatures. Nobody would have guessed that a dying Rune Knight warrior would employ T-Rex tactics.

Web

While not as flashy as Polymorph or Hypnotic Pattern, Web is one of the most reliable spells in the entire game. The wizard conjures a 20-foot cube on top of an area, made of thick, sticky webbing. Lasts for up to an hour (or until the caster's concentration is broken). Creatures in the cube must succeed at a Dexterity saving throw at the start of each turn or be tethered.

Bound creatures can escape with a Strength check, but must succeed a Dexterity saving throw as long as they are in the web area. Above all, it is considered difficult terrain. This is one of the most annoying spells to cast on enemies, it can Combine with various spells. Grease for more debuffs, or as a setup for your next round of Fireball. There's a reason a certain Marvel superhero loves this ability.

Tiny Hut

Each side needs rest, they don't do well outdoors. Tiny Hut solves this problem vt casts a fixed dome with a 10ft radius around the caster. It lasts for 8 hours or until the caster leaves the area. Nine creatures of Medium size or smaller can fit comfortably within the dome.

All creatures not within the dome when the spell is cast are barred from entry. Spells and other magic cannot be cast through or on the dome either. It's basically pure security. Most importantly, it can be ritual casting, allowing the wizard enough spell slots to place other things they might need to prepare around the area before taking a long rest.

Misty Step

Misty Step is a simple but very powerful mobility spell. As a bonus action, the caster can teleport 30 feet to any unoccupied space they can see. Scrawny mage spellcasters do this for a number of reasons. For example, they found Surround yourself with a horde of tough enemies.

Perhaps a giant spider managed to weave them into a web. Maybe there's a magical item on the balcony that seems to have no other way of getting into it. The power of the Misty Step comes from the fact that it is a bonus move. This gives the Wizards incredible versatility both offensively and defensively.

Dimension Door

Of course, maybe the player needs more than just getting himself out of trouble. Although the dimension door requires an action, it is a more effective way of teleportation. Dimension Door allows the caster to teleport 500 feet in any direction they can imagine or describe at a specific distance. They can carry items or other willing creatures of their size up to their carry limit.

For example, if Wushu is hit hard and is on the verge of losing consciousness, the Dimensional Gate can let both the caster and Wushu out of trouble. Maybe the room has no windows to escape with a mist walk. Dimension Door can teleport the player to the previous room. It's a really nice escape tool when things get too busy.

Counterspell

this is one of The most powerful spell in the game, the Wizards got it relatively early. In response, the spellcaster can attempt to cancel another creature's spell. If it is cast at 3rd level or lower, the spell's effects end immediately. If the spell is cast at a higher level, the caster makes a spellcasting ability check with a DC of 10 + the spell's level.

The spell can also be cast on higher level spell slots to ensure counterattacks, and even grant things like wishes. It's pretty self-explanatory why Counterspell is a must-have. A single spell can change the tide of battle. One misfired fireball, one attempt at domination, all of which can wipe out a wizard's team. With Counterspell, the dynamic doesn't falter, which is especially useful when you've already won.

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