Key Takeaways
- Defensive spells are crucial for wizards in
D&D
to survive – prioritize Rope Trick, Misty Step, and Absorb Elements. - Rope Trick creates a safe pocket dimension, Misty Step teleports to safety, and Absorb Elements resists damage.
- Reflect on Mirror Image, a Spell that confuses attackers, provides much-needed protection, and buys time for strategic moves.
As a seasoned Dungeon Master with over two decades of experience under my belt, I can confidently say that these spells are indeed the crème de la crème for any wizard worth their salt. From the humble Shield to the mighty Wall of Force, each one offers a unique defensive power that can turn the tide of battle in your favor.
In the game of Dungeons & Dragons, there’s an abundance of spells, and the Wizard class, being the quintessential spellcaster, generally has access to the most. For novice players, choosing which spells to focus on from such a vast array can be challenging, but a wizard who fails to grasp even some defensive spells might find themselves quickly eliminated from the game.
In the realm of Dungeons & Dragons, wizards are often portrayed as being quite delicate. They possess the least hit points to represent their health, and typically lack armor proficiencies for protection during combat. However, they make up for this with an array of potent and beneficial spells that help them maintain safety in battle. Here are ten defensive spells every wizard should have in their arsenal.
10 Rope Trick
A Sanctuary On The Go
- Spell Level: 2nd
- Spell School: Transmutation
This second-level charm, known as Rope Trick, serves as an emergency escape for a wizard in many tricky predicaments. To perform this spell, the caster merely needs to touch an ordinary rope, which then lifts vertically into a pocket dimension, providing ample space for all but the most grandiose gatherings.
In this concealed pocket realm, it remains hidden from external view. A rope, when needed, can be drawn through the portal that lies behind the wizard, effectively sealing off entry. After being invoked, this enchantment maintains its power for a complete hour, providing ample time for explorers to take a break and reconsider their actions if they realize they’ve taken on more than they can handle.
9 Misty Step
Stepping Freely
- Spell Level: 2nd
- Spell School: Conjuration
Misty Step is an essential and straightforward spell that enables a mage to instantly transport themselves to any visible location within 30 feet. By bypassing opportunity attacks, this teleportation technique offers wizards an ideal method for creating distance between themselves and a formidable enemy who has gotten too close.
Enhancing Misty Step’s versatility is that it can be triggered with a bonus action, enabling the user to utilize their main action for casting a cantrip or engaging in melee combat if necessary. Alternatively, they could opt to use their action to dash, increasing the gap between themselves and their adversary further.
8 Mirror Image
A Face In A Crowd
- Spell Level: 2nd
- Spell School: Illusion
A Mirror Image is an ideal pick for any mage seeking survival in the heat of battle. By casting this enchantment, three phantom replicas of the mage are conjured, encircling them and creating confusion for possible adversaries. Any assault aimed at the mage who used this spell has a chance to strike one of the illusions instead, resulting in the attacker squandering their attack with no effect.
Just as anticipated, illusory images aren’t hard to defeat, making it sufficient to knock out a replica with a single strike. As the number of replicas decreases, it gets progressively simpler to hit the genuine wizard. It’s worth mentioning that Mirror Image remains a fantastic option for wizards who need some extra rounds to strategically position a powerful fireball.
7 Absorb Elements
Bolstering Defenses
- Spell Level: 1st
- Spell School: Abjuration
Wizards may find swords and maces more daunting than most other classes, but they are equally susceptible to magic damage as everyone else. The spell “Absorb Elements,” which shields the caster from acid, cold, fire, lightning, and thunder damage, is particularly beneficial due to its reaction-based casting, making it a useful tool for wizards to carry around at all times.
With this incantation, the caster gains resilience against the kind of harm that activated the magic, reducing the received damage by half. This protection endures until their subsequent turn, ensuring they remain invulnerable to additional assaults during that period. While wizards with combat skills will enjoy an enhanced melee damage boost due to the energy they’ve absorbed, this defensive charm is still advantageous for those who have never engaged in physical combat. It significantly lessens the amount of harm they might otherwise sustain.
6 Mage Armor
Clothes Make The Wizard
- Spell Level: 1st
- Spell School: Abjuration
For the vast majority of wizards who don’t use multiclassing or possess special magic items like Elven Chain, armor is rarely part of their wardrobe. However, the Mage Armor spell attempts to bridge this defensive gap. Essentially, it envelops an unarmored being in a magical barrier, enhancing their armor class slightly above that of studded leather.
For eight hours, this protective charm remains active, ensuring wizards enjoy its shield for much of the day. It’s not just limited to the caster; other characters can be safeguarded as well, making it possible to guard an ally or a summoned creature if the required spell slots are available. Given its adaptability and usefulness, this defensive charm is a fundamental enchantment that every unarmored wizard should remember to include in their repertoire.
5 Silvery Barbs
Turning The Tide
- Spell Level: 1st
- Spell School: Enchantment
Silvery Barbs, hailing from the magical institution of Strixhaven, is a remarkably flexible enchantment that can rescue a party in dire straits if utilized at the optimal time. By invoking this spell whenever a creature attempts an attack roll, skill check, or saving throw, the wielder compels them to re-roll and select the lower result. This could transform an attack into a miss, potentially sparing the wizard or an ally from imminent danger.
Instead, once the wizard performs the enchantment, they have the ability to redirect the pilfered fortune towards a teammate’s favor, granting them an advantage in their upcoming roll. This magical artifact serves both to bolster allies and weaken adversaries, possessing the potential to dramatically alter the tide of battle, all for the price of one initial-level spell invocation.
4 Counterspell
Shutting It Down
- Spell Level: 3rd
- Spell School: Abjuration
Counterspell is well-known for its quick and effective method of thwarting an opponent’s spellcasting with a swift reaction. According to the original 5e rules, wizards have the power to nullify any spell of third level or lower, including other instances of Counterspell being cast on their own magic. If they succeed in their spellcasting ability check, they can even suppress higher-level spells. However, as per the 2024 update, this spell now necessitates the targeted caster to make a Constitution saving throw to prevent their spell from being countered.
In any scenario, it’s essential for every wizard to have Counterspell at their disposal when facing another spellcaster, regardless of their specialty. Magic in Dungeons & Dragons is incredibly influential, and a strategically cast spell can significantly alter the course of a fight. Counterspell serves as a shield against the most detrimental spells an adversary might employ, or it safeguards the wizard’s own spells from being countered.
3 Wall Of Force
An Immovable Object
- Spell Level: 5th
- Spell School: Abjuration
Wall of Magic Barrier is a strong defensive magic that, when used correctly, can effectively halt an adversary during combat. As the name implies, this spell summons an invisible barrier made of solid magical force, which players can mold as they wish. No creature, weapon, or spell can penetrate this barrier.
This wall is indestructible and resistant to all forms of damage, including the powerful Dispel Magic. It also prevents travel through the Ethereal Plane, making it a barrier against ethereal and incorporeal threats. Only a potent Disintegrate spell can bypass its defenses. Players may utilize this wall for protection, imprisoning formidable foes, or obstructing groups of attacking enemies.
2 Polymorph
Wearing Something Else’s Skin
- Spell Level: 4th
- Spell School: Transmutation
The Polymorph spell is an exceptionally potent and adaptable charm in a wizard’s collection. By uttering this enchantment, a character can transform into an animal whose difficulty rating for challenges is equal to or less than their own or their level. This transformation completely alters the target’s statistics, proving beneficial for a wizard in precarious situations. If the caster is running low on health points, they can adopt the form of something colossal such as a giant ape or T-Rex, boasting more than a hundred hit points and powerful attacks to complement it.
Wizards have additional uses for this spell, such as transforming themselves into soaring creatures to traverse treacherous chasms, or momentarily changing a formidable foe into an innocent rabbit. The possibilities for employing this spell are as extensive as the variety of beings a wizard can transform using it.
1 Shield
A Reliable Barrier
- Spell Level: 1st
- Spell School: Abjuration
As an aspiring wizard, mastering the Shield spell early on should definitely be on your list. This modest level 1 charm remains a cornerstone of my arsenal even up to level 20. In an instant, it bolsters my armor class by a substantial 5, providing robust protection against numerous incoming attacks. Moreover, it offers me a unique immunity to the Magic Missile spell – though it’s not a common occurrence, it sure comes in handy when I encounter it, as this enchantment usually pierces through conventional defenses.
This protective enhancement persists until the spellcaster initiates their next turn, providing them with some reassurance as they prepare to act and make decisive moves to escape danger. Given that it only requires a 1st level spell slot, this defensive ability is within reach for every wizard and should not be underestimated by any of them.
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2024-11-18 09:34