The Best Wizard Spells in Dungeons and Dragons
Note: This is an old post from the article section of my web site. It may be a bit dated. What do you all think? What would you add or change on this list?
For players who like to play Wizards and Sorcerers in Dungeons and Dragons, sorting through spell lists can be very time-consuming. In addition, many spells sound good on paper, but wind up being relatively useless when actually playing Dungeons and Dragons. Below, you will find a completely subjective approach to picking the best wizard spells for your character.
Before we get to first level spells, however, watch this tribute to Magic Missle:
First-Level Arcane Spells
- Detect Magic
- Magic Missile
- Enlarge
- Ray of enfeeblement
- Grease
- Shield
Second-Level Arcane Spells
- Rope Trick
- Alter Self
- Invisibility
- Glitterdust
- Scorching Ray
Third-Level Arcane Spells
- Haste
- Blindsight
- Nondetection
- Fireball
- Dispel Magic
Fourth-Level Arcane Spells
- Polymorph
- Stoneskin
- Black Tentacles
- Charm Monster
- Greater Invisibility
Fifth-Level Arcane Spells
- Summon Monster V
- Teleport
- Wall of Force
- Magic Jar
- Mestil’s Acid Sheath
Sixth-Level Arcane Spells
- Contingency
- Greater Dispel Magic
- Antimagic Field
- Disintegrate
- True Seeing
Seventh-Level Arcane Spells
- Limited Wish
- Hold Person, Mass
- Forcecage
- Spell Turning
- Simbul’s spell sequencer
Eighth-Level Arcane Spells
- Polymorph Any Object
- Summon Monster VIII
- Mind Blank
- Greater Planar Binding
- Horrid Wilting
Ninth-Level Arcane Spells
- Shapechange
- Timestop
- Meteor Swarm
- Gate
- Mage’s Disjunction
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8 Responses to “The Best Wizard Spells in Dungeons and Dragons”
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One word. Celerity. (PHB2 P105)
DM - Elkran, it’s your turn. The Ogre is running your direction, what do you do?
Russell(Playing Elkran the Wizard) - I cast Fireball. (Rolls 7d6) 24 damage.
DM - The Ogre Fails his save and takes full damage. he appears to be nearly dead. Tordek, It’s your turn.
John(Playing Tordek the Barbarian) - I charge the Ogre and…
Russell(Playing Elkran) - Before Tordek gets too close to it, I cast Celerity to gain another standard action. I cast Fireball. (Rolls 7d6) 31 Damage.
DM - The Ogre, again, fails his save and takes full damage. As Tordek charges the Ogre, the Ogre explodes in a Ball of Fire. It collapses, dead. Tordek closes in and slashes at the charred remains of the Ogre.
John(Playing Tordek) - I thought you were supposed to cut him in half, and THEN set him on fire…
Oh man, that’s my favorite video clip ever! I saw it a few years ago and the gaming crew I was with was exactly like that.
Now let me share one of my favorite web comics. For those of you who don’t know it, here’s Looking For Group
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What? No Melf’s Acid Arrow, Fly, or Lightning Bolt? I usually took Knock as well.
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@ KIADM - I nosed. My. Coke. Good one!
@ Harry - Thanks for the link! Very funny stuff.
@ Kam - Hmmm… all contenders, to be sure. Fly, I think, should be in place of blindsight at the very least.
Knock is useful, at lower levels. Later on, you just have the fighter kick the door in. If it’s magically sealed, you have to dispel it anyways…
Great thoughts, folks!
The DM’s last blog post..The Best Wizard Spells in Dungeons and Dragons
What about JUMP??
The thief needs to jump over the front line to back stab, pits need to be jumped over, out of reach places with goodies to pluck, you’ve gotta get the heck out whatever mess you are in: I have never played a low level MU that didn’t the versatile Jump in his arsenal.
Black Tentacles. Followed by a fog cloud. Followed by web. Followed by a stinking cloud. Followed by continuous fireballs. I almost killed my party with that combination of spells, but they managed to talk their way out of it with a 70 bluff check.
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What about enervation, the ultimate foe softner? Cast a couple of these and you can have way better chances of domination, instadeath, banishment…
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