D&D 5th Edition Spells: Wizards Part 3

Welcome back the third and final installment that is taking a look at some recommended spells that Wizards can learn in Dungeons and Dragons 5th Edition. In this final edition, we will be looking at level seven through nine spells. This is when the spells get really exciting in what they are capable of unleashing.

Level Seven

One spell that I would highly recommend to pick up is Finger of Death. Not only does this spell do a calculated 7d8 + 30 amount of damage on a failed constitution throw but, if the spell kills a humanoid, that target will become a zombie permanently under your control. This is super useful because that means that given enough time, you could build an army of zombie and who doesn’t want that?  

Magnificent Mansion is another great spell that is well worth learning. This spell allows you to summon, a mansion that can protect you from harm after a difficult fight. This mansion comes equipped with servants and enough food to feed 100 people a nine-course meal. The mansion lasts for twenty-four hours before it dissipates which is more than enough time to have a long rest and restore any diminished spell slots.

Reverse Gravity is another highly recommended spell to learn because it is capable of leaving some enemies completely helpless. Imagine that you encounter a group of enemies that focus on melee combat. If you cast Reverse Gravity it can cause them to float up into the air with no means of attacking you as long as they don’t make their dexterity saving throw. This can be a very amusing scenario to get into.

Level Eight

Sunburst is a great level eight spell to pick up primarily because of the effect of blinding groups of enemies as long as they fail their constitution saving throw. The 12d6 radiant damage is not to bad either. It is worth noting that creatures like undead and oozes are at a disadvantage when making their saving throws.  

Feeblemind is a nasty spell that, if it is successful, can have some devastating effects. This spell doesn’t do much damage, only 4d6 psychic damage, but its other effect can be nasty. When the spell is cast, the target must make an intelligence saving throw. If the target fails the saving throw its intelligence and charisma scores goes down to one. After that, the target cannot activate magic items, cast spells, understand language, or communicate in any intelligible way.

After adventuring with this character long enough to be able to cast level eight spells, I would imagine that you would be loathed to part with it. If so, then I would recommend learning the clone spell. This spell allows you to create an empty vessel that can house your soul if your current body is destroyed. This clone is an exact replica of yourself with all the same stats, all the same memories, but without your current equipment. It does, however, take 120 days for your clone to reach maturity.

Level Nine

We are at last focusing on the most powerful spells available to the Wizard. If you are looking to provide support for an ally then I would recommend the spell Foresight. When cast on an ally, this spell gives them an advantage on all attack rolls, ability checks, and saving throws. Also, this spell causes all attack rolls on your ally to roll with a disadvantage. On top of all these benefits, this spell lasts for eight hours. The only downside is that you can only cast it on one person at a time.     

If you are looking to do some serious damage then look no further than the Meteor Swarm. This spell allows you to call down meteors onto four different points on a map that you can see. All the enemies that are in these four areas must make a Dexterity saving throw. If they fail, then that target takes 20d6 points of fire damage, 20d6 points of bludgeoning damage, and half that if they make the saving throw.   

By this point in your adventure you are probably needing to travel to other planes of existence which, depending on the world that your DM has created, can be very difficult. If that is the case, then I would recommend the Gate spell. The spell also allows you to draw a creature that is native to another plane of existence to you. It is worth noting that if you do bring an extraplanar creature to you, you do not have any power over it.

I hope that you have found not only this article, but also the two other articles that focus on recommended Wizard spells, helpful. If you have not seen part one and part two of this series, feel free to follow the links provided.

For a complete list of all the spells available to the Wizard class, follow the link here.

Until next time. Thank you for reading. For the latest in gaming and entertainment, be sure to like Gaming Historia on Facebook and follow us on Twitter.

 

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