D&D 5E What spells does your Wizard have prepared right now?

hairy stinkeye

Explorer
Haruspex Septimus Caecillius, lvl. 11 human diviner
Spellbook: The Encyclopedium Necrogoblikon, +2 Arcane Grimore bound in the human leather of a hanged murderer

Lvl 1
Featherfall
Grease
Mage Armor
Shield

Lvl 2
Blindness/Deafness
Mirror Image
Tasha’s Mind Whip

Lvl 3
Clairvoyance
Summon Undead

Lvl 4
Summon Greater Demon
Vitriolic Sphere

Lvl 5
Bigby’s Hand
Synaptic Static
Transmute Rock
Wall of Force

Lvl 6
Distintegrate


Where are the rest of you wizards at this week?
 

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Hmmm, we are just coming out of a mostly social challenge speaking at the Althing, which is a yearly gathering of all the folk of The North in the land of Kiltaith, where the leaders of every community speak and break bread, make deals, settle disputes, and make any necessary changes to the laws. We were speaking there in order to convince the Althing to agree to make a War Council to deal with the necromantic cult that is trying to break the seals which keep the demons from returning to our world en masse. Basically we were asking them to give us resources, coordinate training and supply of fighters with the tools and knowledge to survive encounters with fiends and undead, rebuild the old watchtowers, and train teams to hold a small target agains large forces for an extended peroid so that we can clear Seals that are threatened and then station some competent guardians there after we leave to find the next one.

So, I'm definitely not kitted out for adventuring.

(rogue/wizard with some homebrew)

Level 1

  • Feather Fall (mostly so we could test out the flying armor I've been working on since day one, and finally am making at level 10
  • Healing Elixor (from UA)
  • Longstrider
  • Protection from Evil and Good (we fight a lot of undead and fiends, so it's a solid choice when not kitted out for adventuring)
  • Unseen Servant (sometimes ya need several of them in short order)
I used to keep Mage Armor on the list, but my new armor is +1 Owl-Feather Armor, so no real need for mage armor
Level 2
  • Pyrotechnics
  • Web
Level 3
  • Galder's Tower
  • Haste
he's been throwing up two towers every day, and providing hot meals and bathes to the other folk camping at the Thing, which is a couple weeks long trademeet in summer. People appreciate the bathes a lot. Haste and Longstrider +Bladesong let me zip back and forth across the entire Thing valley very quickly, doing the work that needed doing to set up my Goliath Ranger/Shephard Druid Folk Hero friend, Thumi "Stormstalker" Genatavi, Voice of The Mountain, to make her speech on the final day of the AlThing to a very receptive crowd.

When we go hunting necromancers like it's Inglorious Basterds, it's more like:

Level 1

  • Absorb Elements (my sword also casts this, but it uses up charges that I could be saving for counterspell)
  • Healing Elixor (mostly making heals with unused slots at the end of the day)
  • Longstrider, especially now that my armor lets me leap my full speed into the air a few times a day
  • Magic Missile
  • Protection from Evil and Good
Level 2
  • Spell-Bane Strike (homebrew, reaction attack with a little movement when a spell is cast within15ft of me, with a little extra damage)
  • MIrror Image
  • Web
Level 3
  • Flame Arrow or Galder's Tower (depends on how much wilderness is gonna be involved)
  • Haste (my DM allows the rogue "ready action" usage that gets a guaranteed reaction attack every round when haste is up, which greatly increases rogue DPR, and the haste AC boost helps make up for not having reaction free for defensive use)
For a while I had Shadowblade up a lot, but now that I have 3 level 3 slots, and finally learned haste, an extra Sneak Attack strike most rounds +movement +AC is just more valuable.
 

Cruddles, Level 18 Svirfneblin School of Enchantment Wizard

Create Bonfire, Fire Bolt, Minor Illusions, Mold Earth, Prestidigitation,
Semi spells: Hypnotic Gaze (Action) at Will, Instinctive Charm (reaction) at will

Absorb Elements, Shield (AM), Tasha's Hideous Laughter
Blindness/Deafness, Invisibility, Mirror Image, Misty Step (AM), Phantasmal Force
Counterspell, Fireball, Major Image
Banishment, Charm Monster**, Polymorph
Dominate Person**, Hold Monster
Disintegrate, Mass Suggestion
Finger of Death, Teleportation, Plane Shift
Feeblemind
Wish

Boots of Flying have kept the crosshairs off him for a long time, so we cut down on the defense spells. His concentration is mostly used on the offense as an Enchantment Wizard.
 

I have two wizard pcs, though one hasn't gotten to play in several years now.

Inasaidia is a cleric 3/fighter 1/wizard 2. Her prepped wizard spells are:

1st level: Beguiling strands*, chromatic orb, comprehend languages, detect secret doors*, shield.

Prepped cleric spells, including domain spells:

1st level: Fog cloud, thunderwave, cure wounds, healing word.
2nd level: Gust of wind, shatter, aid, prayer of healing, spiritual weapon.

My other wizard is a 9th level abjurer, Friendly Kentwood, formerly known as Friendo the Mediocre Magician. His/her prepped spells are:

1st level: Grease, shield, mage armor.
2nd level: Aganazzar's scorcher.
3rd level: Haste, fireball, forceful repulsion*.
4th level: Wall of fire.

*Note that both of them have a few spells that are either custom or converted from earlier editions.
 

Haven't played him in a while, but Daergel the level 6 battlemage has prepared:

Level 1
Catapult*
Feather Fall
Mage Armor

Level 2
Flaming Sphere
Misty Step
Rope Trick
See Invisibility

Level 3
Counterspell
Dispel Magic
Fireball

* He cares alchemist fire, acid, holy water, and oil to use with this
 


Grimoire the Grey
warforged fighter 1 / lore mastery (UA) wizard 11

A member of the Arcane Brotherhood of Luskan, Grim was once human but has gone full RoboCop. He is currently in Avernus, assisting with an effort to free a chunk of Luskan that was dragged into hell as part of a twisted scheme for which Archangel Zariel was wrongfully blamed. We haven't quite gotten to the bottom of the conspiracy yet. [We're playing Descent into Avernus, but the DM swapped out Luskan for Elturel as this is sort of a sequel to a previous campaign, and he appears to have made it so Bel is still the leader of Avernus, not Zariel.]

He currently has the following spells prepared:

1st level
absorb elements
burning hands
ice knife
magic missile
shield


2nd level
blur
misty step
Tasha's mind whip


3rd level
counterspell
dispel magic
fireball
fly
thunder step


4th level
Evard's black tentacles

5th level
synaptic static

6th level
chain lightning


In case you're wondering, since Grim is a lore master, he can change the damage type of his spells. He usually goes with force damage instead of fire or lightning or whatever.
 
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Voznay is a Diviner Lvl 11
6: Mass Suggestion, Otto's Irresistible Dance
5: Animate Objects, Wall of Force
4: Arcane Eye, Banishment, Evard's Black Tentacles, Polymorph
3: Dispel Magic, Fly, Major Image
2: Invisibility, Knock, Web
1: Featherfall, Mage Armor, Magic Missile

(Only spells fron PHB are allowed in the game)
 

My most recent wizard is Vaeris Lianon, a 13th level (pre-Tasha's) bladesinger who was in Avernus. Both as a bladesinger and in a place where most foes had magic resistance and/or elemental immunities, her spell list differs from a general usage wizard. Oh, and Dragon's Breath was to do on her familiar, Onyx. Please note the Ritual list - that was an important part of the utility without needing to take up spells prepared.

Here's what she had prepared the last session of play, when we dealt with saving Zariel and then fighting Bel, the ex-patron of our Warlock. I'm just cut-n-pasting from my sheet so it also has my quick notes so I don't need to look up spells at the table. (C) means concentration, (R) means reaction to cast, [ba] means bonus action to cast.

Cantrip
Booming Blade: Make melee attack with +2d8 thunder, if target moves takes 3d8 thunder damage
Lightning Lure: Range 15’; STR save or pulled up to 10 feet straight towards and take 3d8 lightning damage
Mage Hand: Very handy. Up to 10 lbs. Better than a 8sp lady of negotible virtue.
Message: 30’ range; point at someone – talk and get reply, no one can overhear.
Mold Earth: 5’ cube dig
Prestidigitation: Yer a wizard, ‘arry!

1st
Absorb Elements ® take acid, cold, fire, lightning or thunder; Resistance, and +1d6 damage of that type next melee hit.
Feather Fall – Normally 5, Chris allows this to be upcast for more.
Mage Armor 8 hours, AC 13
Shield ® Triggers if hit; +5 AC until start of next turn & ignore magic missile

2nd
Cloud of Daggers © 4d4 Slashing in 5’ cube (enter or start). Upcast +2d4. Note: no save or attack
Dragon’s Breath [ba] ©, 1min. Target creature can spend action to 15’ cone 3d6 breath (acid, cold, fire, lightning or poison) DEX save half, upcast +1d6
Knock
Misty Step


3rd
Fly © Upcast +1 targets
Lightning Bolt – 100’ x 5’ line; 8d6 lightning, DEX save for half
Counterspell

4th
Evard’s Black Tentacles © 20’ sq, diff terrain. Enter/start, DEX save or 3d6b + restrain. Start restrained, auto take 3d6b. STR/DEX check to free self.
Greater Invisibility © 1 min Invis. Can attack, etc.
Otiluke’s Resiliient Sphere – Enclose creature Large or smaller. Unwilling DEX save. Nothing can pass thru.
Fire Shield

5th
Transmute Rock - Non-concentration large battlefield control that doesn't have to go against their Magic Resistance.
Wall of Force ©
Steel Wind Strike – 5 targets, melee spell attack each target. 6D10 force. Teleport within 5’ of one of the targets.

6th
Mass Suggestion ©
Tenser’s Transformation © 10min, 50 tHP, Advantage/+2d12 force all weapons, prof STR & CON, no Spells. All prof. At end, DC 15 CON or
True Seeing

7th
Forcecage
Crown of Stars
– 7 motes, 4d12 radiant, bonus action

Rituals – 10 minute cast w/o using slot
Alarm, Comprehend Languages, Contact Other Plane, Detect Magic, Feign Death, Find Familiar, Identify, Leomund’s Tiny Hut, Magic Mouth, Rary’s Telepathic Bond, Tenser’s Floating Disk, Water Breathing

Note: Feather Fall was changed by our DM to allow it to be upcast to cover more people, since we had a party of 7. This is again a specific pick because were were having to climb back up to Elturiel, and then fight a flying foe.

Spells like Cloud of Daggers only make sense in the elemental immunity and advantage to all saves that we met in Avernus. Lightning bolt was my one AoE spell (earlier levels: Thunderwave) against non-fiends, picked because it seemed everything was immune to fire and because with such a large party someone would always beat me on init and run up so I needed to be selective on targets.

Knock - we had no rogue or anyone with skills to deal with locks or traps. Besides sending the barbarian in first.

Otiluke's could also be used on allies about to die.
 

Level 15 Githyanki War Wizard

1st Level
Magic Missile
Shield
Absorb Elements


2nd Level
Misty Step
Invisibilty


3rd Level
Fly
Fireball
Dispel Magic
Counterspell
Summon Undead


Level 4
Arcane Eye
Polymorph


Level 5
Bigby's Hand
Seeming
Teleportation Circle


Level 6
Summon Fiend

Level 7
Mord's Mansion
Teleport


Level 8
Illusory Dragon

We're doing Rise of Tiamat and should be nearing the end. I do a lot of summoning with my spells and then mox it up in combat using my Greatsword and Booming Blade. It has been a blast to play.
 

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