Id like to mention Slow as an honorable mention instead of hypnotic pattern. As youve said many creatures later on become immune to the charmed effect while slow can be effective on all stages of play!
Thanks, Milan! Slow is a fantastic spell! Your note on high-level play is extremely important for players to remember. It's so hard to choose between the third-level spells because I like so many of them.
And yes. There are a lot of immune but generally speaking. If slow hits. Enemys can still play . do spells and get not hit. If Hypnotic pattern hits the fight is over. Completly. Thats from 90% fighting power to 0% fighting power. And even if only half of them hit. Having to use their actions to wake up the other half means the encounter is over basicly .
@@FlutesLootHi there. Thank You so much for your Excellent Videos on Dungeons and Dragons. I am just starting out in Dungeons & Dragons 5e, and I am playing a High Elf Wizard. What is the difference between a known spell and a prepared spell? I would like to know exactly how many cantrips, first level spells, and second level spells does a second level wizard have as known spells. I think that it is 3 cantrips, 6 first level spells, and 2 second level spells. Then with each additional level the amount of spells increases by 2. How many prepared spells does a second level wizard have available to her--is it 2 + spellcasting ability modifier? Can I at any time swap known spells on the Wizard full list of spells if I feel a spell is not a good spell. Please respond with your answer, and Thank You.
@@KarenS-qe3ly The PHB explains it pretty well for the numbers of your questions, but I'll explain known vs. prepared. Your spell might "know" 20 spells, meaning they're in your wizard's spellbook. During an adventuring day, they must "prepare" some of those "known" spells to be available. So the prepare spells become available to cast as long as spell slots are adequate to cast them. Unprepared spells cannot be cast, though wizards have the unique ability to cast spells with the ritual tag when they're unprepared if they're casting as a ritual.
Good list and agreed with most of your picks. I'll list my top 2 spells per level as well: cantrip- minor illusion, mind sliver 1st- find familiar, shield 2nd- misty step, pyrotechnics 3rd- counterspell, phantom steed 4th- polymorph, dimension door 5th- wall of force, synaptic static 6th- contingency, mass suggestion 7th- simulacrum, forcecage 8th- clone, demiplane 9th- wish, shapechange these are the spells i would typically pick up on a wizard. i listed mostly non-concen spells as you typically can have only 1 running at a time. i think the only level where we have a major disconnect is 8th. i'd rather have demiplane. there's so many things to do with your own extradimensional space like glyphs of warding with spell buffs then come out a superhero. store your clones and other important equipment. store your army of animate dead.
@@FlutesLoot typically its the common one: dimension door as a panic button if we're losing. There are times however if i the mission is time sensitive and escaping shouldnt be considered then i typically do blink with a trigger of start of combat. The more confident i am in my party's ability to handle difficult challenges, the more i use blink.
why pyrotechnics ? That is rly confusing to see as a "best spell" . especially at level 2 where you have stuff like suggestion. Invisibility and rope trick
Here's my list of the best by level: Level 1: Shield Level 2: misty step Level 3: Fireball Level 4: 4th level fireball Level 5: 5th level fireball Level 6: 6th level fireball Level 7: 7th level fireball Level 8: 8th level fireball And of course Level 9: wish..... so you can wish for an infinite level fireball.
@@FlutesLoot Hi there. Thank You so much for your Excellent Videos on Dungeons and Dragons. I am just starting out in Dungeons & Dragons 5e, and I am playing a High Elf Wizard. What is the difference between a known spell and a prepared spell? I would like to know exactly how many cantrips, first level spells, and second level spells does a second level wizard have as known spells. I think that it is 3 cantrips, 6 first level spells, and 2 second level spells. Then with each additional level the amount of spells increases by 2. How many prepared spells does a second level wizard have available to her--is it 2 + spellcasting ability modifier? Can I at any time swap known spells on the Wizard full list of spells if I feel a spell is not a good spell. Please respond with your answer, and Thank You.
I would like to note that Magnify Gravity is a better version of Thunderwave. It does the same amount of damage but of force, which is better than thunder, and it cuts speed by half on a fail instead of pushing a creature back. It also creates no boom and has a larger area (10ft radius sphere) than thunderwave (15 ft cube on a side). 4,188 cubic ft for magnify gravity versus 3,375 cubic feet for thunderwave. I just noticed thunderwave was on your website as a good 1st level spell.
A fine selection. I'd like to give an honourary mention to Web. While the group is on 3rd and 4th level it is the best control spell in the game alas! it becomes mostly redundant on 5th level when the characters get access to the 3rd level showstoppers like the Hypnotic Pattern and Slow.
Great callout. Web is an excellent spell. It's even better than I previously thought, which I was enlightened on after listening to Pack Tactics comment on Web last week. Without Misty Step on the second-level list, I might give Web the best second-level spell award.
I think Clone deserves a mention for 8th lvl spell its a get out of death free card. (however it is most likely cast trough wish so i would consider that). If you do allow Explorers Guide to Wildmount I would not underestimate Gift of Alacrity. 1D8 to initiative doesn't sound like a lot but it makes you go 1st or at least not last so much more consistent (Do not underestimate Initiative boosts) . It's caviate is that it can only be used by Chronurgist and Graviturgist but it does say the DM can allow other wizards to learn it which is what would make this an honorable mention to me. Surprised Mage armour and absorb elements didn't get mentioned during honorable. I rate both of those above Fog Cloud. for the rest Great list. Agree with pretty much everything except for what I mentioned in the comments.
Those are all great points! I'll explain my thoughts on those spells. I've found that Clone's setup is too long and most players have access to reliable enough resurrection at that point in the game. It's usually a DM spell, and I think DMs should set up the players to know about the possibility of Clone or it can seem like the DM is cheating. Not saying the DM is cheating, but it might seem like "the DM didn't want the BBEG to die when we were clever and outsmarted them." Knowing about a Clone spell also allows someone to cast Soul Trap at death and disable the resurrection. I always have Absorb Elements ready, but I'll go many sessions without casting it. I believe most players with Absorb Elements picture themselves getting hit with a Fireball, but many times the elemental damage will be more minor. Mage Armor is a precaution I take, but getting +3 to an already low AC usually doesn't matter tbh. Gift of Alacrity is a great spell, but I've also heard players say they prefer going last... like a lot of them :P and most actual adventuring groups have 0-2 combat encounters per session, so GoA can't compete with the out-of-combat utility of Find Familiar. It could deserve honorable mention, especially because Initiative bonuses are rare even at high levels. Thank you for your thoughts! Have a good weekend.
@@FlutesLoot absorb elements is more useful later on it is this spell between lvls 1-10 you will rarely end up casting as elemental damage is limited but after that it's great as enemy's start having many more options (it's kind of an investment you take at lvl2). It's absolutely weaker than shield and find familiar.
I love Maze as an 8th level spell. No saving throw and the target has to make a DC20 Intelligence check, so it can completely take a creature out of the fight (even if it has legendary resistances)
I think animate objects deserved honorable mention at 5th. I know it being concentration is a minus, but either getting like 10 tiny things (silver coins?) to attack someone or something at +8 to hit , or getting something big to move out of your way or in the way of enemy can be really good.
I’ve really evolved from “I want to make sure I have all of these and be this ultimate utility/support god wizard” to “wait if everyone is picking these then is there a way my character can be viable without them?” Awesome list and I agree, these are A+
Good spells. I will say that I despise the counter spell chain where a wizard casts a spell, gets countered, then he counters the counter, and another steps in and adds to the mess. For ninth level, I would rather have Foresight than wish. Wish is great, you really have to need a lower level spell to cast it with a 9th level slot and Foresight protects me, and makes me better at everything I do.
Shapechange spell is better than wish. Even demons teleported away from my adult red dragon form! And can change into almost every creature I have seen in 1 round. Choose different creatures for immunities, legendary saves, attacks and innate spellcasting!
Hello! I don't typically do full character builds (maybe I should, idk), but I'm happy to give guidance if someone is looking to fill in some gaps on a concept. I know a few excellent RUclipsrs have made Chronurgy Wizard builds if you haven't checked them out by searching on RUclips. :)
Id like to mention Slow as an honorable mention instead of hypnotic pattern. As youve said many creatures later on become immune to the charmed effect while slow can be effective on all stages of play!
Thanks, Milan! Slow is a fantastic spell! Your note on high-level play is extremely important for players to remember.
It's so hard to choose between the third-level spells because I like so many of them.
Counterargument. 99% of games are happening in tier 1 and 2.
And yes. There are a lot of immune but generally speaking. If slow hits. Enemys can still play . do spells and get not hit. If Hypnotic pattern hits the fight is over. Completly. Thats from 90% fighting power to 0% fighting power. And even if only half of them hit. Having to use their actions to wake up the other half means the encounter is over basicly .
@@FlutesLootHi there. Thank You so much for your Excellent Videos on Dungeons and Dragons. I am just starting out in Dungeons & Dragons 5e, and I am playing a High Elf Wizard. What is the difference between a known spell and a prepared spell? I would like to know exactly how many cantrips, first level spells, and second level spells does a second level wizard have as known spells. I think that it is 3 cantrips, 6 first level spells, and 2 second level spells. Then with each additional level the amount of spells increases by 2. How many prepared spells does a second level wizard have available to her--is it 2 + spellcasting ability modifier? Can I at any time swap known spells on the Wizard full list of spells if I feel a spell is not a good spell. Please respond with your answer, and Thank You.
@@KarenS-qe3ly The PHB explains it pretty well for the numbers of your questions, but I'll explain known vs. prepared. Your spell might "know" 20 spells, meaning they're in your wizard's spellbook. During an adventuring day, they must "prepare" some of those "known" spells to be available. So the prepare spells become available to cast as long as spell slots are adequate to cast them. Unprepared spells cannot be cast, though wizards have the unique ability to cast spells with the ritual tag when they're unprepared if they're casting as a ritual.
Good list and agreed with most of your picks. I'll list my top 2 spells per level as well:
cantrip- minor illusion, mind sliver
1st- find familiar, shield
2nd- misty step, pyrotechnics
3rd- counterspell, phantom steed
4th- polymorph, dimension door
5th- wall of force, synaptic static
6th- contingency, mass suggestion
7th- simulacrum, forcecage
8th- clone, demiplane
9th- wish, shapechange
these are the spells i would typically pick up on a wizard. i listed mostly non-concen spells as you typically can have only 1 running at a time. i think the only level where we have a major disconnect is 8th. i'd rather have demiplane. there's so many things to do with your own extradimensional space like glyphs of warding with spell buffs then come out a superhero. store your clones and other important equipment. store your army of animate dead.
I like your list! What are your favorite ways to use Contingency?
@@FlutesLoot typically its the common one: dimension door as a panic button if we're losing. There are times however if i the mission is time sensitive and escaping shouldnt be considered then i typically do blink with a trigger of start of combat. The more confident i am in my party's ability to handle difficult challenges, the more i use blink.
why pyrotechnics ? That is rly confusing to see as a "best spell" . especially at level 2 where you have stuff like suggestion. Invisibility and rope trick
Here's my list of the best by level:
Level 1: Shield
Level 2: misty step
Level 3: Fireball
Level 4: 4th level fireball
Level 5: 5th level fireball
Level 6: 6th level fireball
Level 7: 7th level fireball
Level 8: 8th level fireball
And of course
Level 9: wish..... so you can wish for an infinite level fireball.
LOL :P
@@FlutesLoot Hi there. Thank You so much for your Excellent Videos on Dungeons and Dragons. I am just starting out in Dungeons & Dragons 5e, and I am playing a High Elf Wizard. What is the difference between a known spell and a prepared spell? I would like to know exactly how many cantrips, first level spells, and second level spells does a second level wizard have as known spells. I think that it is 3 cantrips, 6 first level spells, and 2 second level spells. Then with each additional level the amount of spells increases by 2. How many prepared spells does a second level wizard have available to her--is it 2 + spellcasting ability modifier? Can I at any time swap known spells on the Wizard full list of spells if I feel a spell is not a good spell. Please respond with your answer, and Thank You.
@@KarenS-qe3ly see my response to your other post of your questions.
I would like to note that Magnify Gravity is a better version of Thunderwave. It does the same amount of damage but of force, which is better than thunder, and it cuts speed by half on a fail instead of pushing a creature back. It also creates no boom and has a larger area (10ft radius sphere) than thunderwave (15 ft cube on a side). 4,188 cubic ft for magnify gravity versus 3,375 cubic feet for thunderwave. I just noticed thunderwave was on your website as a good 1st level spell.
Great video, first time playing a wizard and appreciate the guidance. Love the wish spell and how versatile it can be.
A fine selection. I'd like to give an honourary mention to Web. While the group is on 3rd and 4th level it is the best control spell in the game alas! it becomes mostly redundant on 5th level when the characters get access to the 3rd level showstoppers like the Hypnotic Pattern and Slow.
Great callout. Web is an excellent spell. It's even better than I previously thought, which I was enlightened on after listening to Pack Tactics comment on Web last week. Without Misty Step on the second-level list, I might give Web the best second-level spell award.
@@FlutesLoot If caught in Web, then there is no save against Fireball.
That is a bit under handed.
@@krispalermo8133 when you don't need the web anymore, fire time :)
Hey Flutes! I think you a good voice for narration and explain things well. We won't get sick of hearing it 🙂
Aww thanks!
Good video. I’d love to see a wizard build where you pick the spells your wizard would get and how you would use the ones you select.
That sounds like fun! I might do that soon.
My favorite video that I've found on wizard spell recommendations! Thank you!! And subscribed.
I'm glad you enjoyed it! :)
Great list! I personally have seen great use of the 6th level spell, Contingency at high levels.
Contingency gets my creativity going! There is no other spell quite like it. I think the closest similarity would be Glyph of Warding.
It’s great to upcast. If you have 8th level slots you can up cast it so you can set crown of stars as a free cast
I think Clone deserves a mention for 8th lvl spell its a get out of death free card. (however it is most likely cast trough wish so i would consider that).
If you do allow Explorers Guide to Wildmount I would not underestimate Gift of Alacrity. 1D8 to initiative doesn't sound like a lot but it makes you go 1st or at least not last so much more consistent (Do not underestimate Initiative boosts) . It's caviate is that it can only be used by Chronurgist and Graviturgist but it does say the DM can allow other wizards to learn it which is what would make this an honorable mention to me. Surprised Mage armour and absorb elements didn't get mentioned during honorable. I rate both of those above Fog Cloud.
for the rest Great list. Agree with pretty much everything except for what I mentioned in the comments.
Those are all great points! I'll explain my thoughts on those spells.
I've found that Clone's setup is too long and most players have access to reliable enough resurrection at that point in the game. It's usually a DM spell, and I think DMs should set up the players to know about the possibility of Clone or it can seem like the DM is cheating. Not saying the DM is cheating, but it might seem like "the DM didn't want the BBEG to die when we were clever and outsmarted them." Knowing about a Clone spell also allows someone to cast Soul Trap at death and disable the resurrection.
I always have Absorb Elements ready, but I'll go many sessions without casting it. I believe most players with Absorb Elements picture themselves getting hit with a Fireball, but many times the elemental damage will be more minor.
Mage Armor is a precaution I take, but getting +3 to an already low AC usually doesn't matter tbh.
Gift of Alacrity is a great spell, but I've also heard players say they prefer going last... like a lot of them :P and most actual adventuring groups have 0-2 combat encounters per session, so GoA can't compete with the out-of-combat utility of Find Familiar. It could deserve honorable mention, especially because Initiative bonuses are rare even at high levels.
Thank you for your thoughts! Have a good weekend.
@@FlutesLoot absorb elements is more useful later on it is this spell between lvls 1-10 you will rarely end up casting as elemental damage is limited but after that it's great as enemy's start having many more options (it's kind of an investment you take at lvl2). It's absolutely weaker than shield and find familiar.
@@ekkeking Absorb Elements is so good becaues it's one of those level-one spells that can save your life at any level. I completely agree. :)
Extremely useful video ! Wish I could play with you guys one day !
I'm pleased to hear that the video is helpful, Pedro! Maybe one day Opal and I can set up a system to run one-shots with our subscribers/readers.
@@FlutesLoot This would be wonderful. My email is in my channel if needed. Thanks for the attention !
I love Maze as an 8th level spell. No saving throw and the target has to make a DC20 Intelligence check, so it can completely take a creature out of the fight (even if it has legendary resistances)
I too have a bias toward using Maze. It's very satisfying on the right target.
Just don’t use maze against minotaurs, as they can instantly find their way out of any maze they come across.
@@EdgarBelmont yep!
This is such a fun fact. I love that its in the spell @@EdgarBelmont 🤣🤣🤣🤣🤣
I think animate objects deserved honorable mention at 5th. I know it being concentration is a minus, but either getting like 10 tiny things (silver coins?) to attack someone or something at +8 to hit , or getting something big to move out of your way or in the way of enemy can be really good.
You're right, it's a good one!
Solid picked tbh!!
I'm glad you think so!
I’ve really evolved from “I want to make sure I have all of these and be this ultimate utility/support god wizard” to “wait if everyone is picking these then is there a way my character can be viable without them?” Awesome list and I agree, these are A+
Absolutely! Pick a few of the best spells to make sure you're useful, then pick whatever sounds fun after that :)
Love the list! great job
Thank you!
Good spells. I will say that I despise the counter spell chain where a wizard casts a spell, gets countered, then he counters the counter, and another steps in and adds to the mess. For ninth level, I would rather have Foresight than wish. Wish is great, you really have to need a lower level spell to cast it with a 9th level slot and Foresight protects me, and makes me better at everything I do.
Shapechange spell is better than wish.
Even demons teleported away from my adult red dragon form!
And can change into almost every creature I have seen in 1 round.
Choose different creatures for immunities, legendary saves, attacks and innate spellcasting!
Shapechange was my top consideration aside from Wish. I could go either way.
Isnt true polymorph better version?
@@veteran673 depends who you ask, haha.
Thanks, very helpful !
Happy to help :)
I’m thinking phantasmal force or glyph of warding is underrated. a couple of glyphs of warding and you can kill anything as a lvl 5 wizard…
Seriously!
Love your vids but please increase volume.
Thank you! I think the volume improves with more recent videos. I switched microphones because one was either too quiet or too glitchy.
For 5th, what about teleport circle?
Teleportation Circle is a fine spell. I don't find that it needs to be prepared daily. If you need it, you probably know you'll need it.
@@FlutesLoot unless you like waay deep underground hiding and dont want to fight orders of goblins/orc
Could you do a chronurgy wizard build??
Hello! I don't typically do full character builds (maybe I should, idk), but I'm happy to give guidance if someone is looking to fill in some gaps on a concept. I know a few excellent RUclipsrs have made Chronurgy Wizard builds if you haven't checked them out by searching on RUclips. :)
I’ve seen a few. Have any that are particularly the best.
@@mauriceschannel1945 if you'd like recommendations, I'd suggest Wally DM and Treantmonk. I've watched their videos on Chronurgy and I enjoyed them.
The 4th level polymorph you state " will need to learn b stats?" Cant understand what you are saying and you dont have cc available on this video.
Beast stats
That's interesting that there are not even automated subtitles. I wonder why that is.
Counterspell often doesnt work. Most bosses just have actions.
Fair, though most sessions don't involve bosses.
комментарии в поддержку списка, согласен с ним
Thank you for the support!
i love using controller spells. comand has destroyed combats
Command is a spell that has really grown on me since the early 5e days.
Dunno if it's your channel or just this video but it's so quiet I had to stop listening. Just my 2 cents
Thanks for the feedback!