10 Best 5th Grade Wizard Spells, Ranked
Wizards are the jack-of-all-trades when it comes to throwing courses in Dungeons and Dragons. The spells wizards can cast have both the ability to do impressive damage and the potential for usefulness or relevance in non-combat situations. They can travel between planes of existence, summon environmental effects, and even tamper with the laws of reality itself by manipulating gravity and time.
Although they have almost no class-exclusive spells, they have one of the most comprehensive spell lists in the game. Including those from additional sources such as Xanathar’s guide to everything, wizards have access to over 180 spells.
ten Power Word Pain slows and punishes enemies
Sometimes an enemy needs to be stopped more than they need to be killed. Enter: Power Word Pain. This spell causes any creature below 100 hit points to be suddenly overcome with intense pain. Their movement speed is reduced to 10 feet and they have disadvantage on almost all dice rolls. This shows an opponent what adventurers are capable of without causing them any real harm. At the same time, it prevents the targeted enemy from easily retaliating, which could buy players time to negotiate or come up with a plan.
Many adventuring parties have been tricked by magical darkness, illusions, and other otherworldly trickery. True Seeing is a solution to all of these problems and more.
This spell grants truesight, which allows characters to identify illusions, perceive shapeshifters, and see what is unseen. It also allows the chosen target to discern hidden doorways and see into the Ethereal Plane. Using this spell, wizards can come into situations of questionable trust prepared for anything that could be used to double-cross them.
8 Teleportation can take adventurers anywhere
Teleport stands out among the variety of magically enhanced travel options that J&D has to offer. Other spells accelerate standard forms of physical movement or have a maximum range based on distance. Teleportation can take characters virtually anywhere, instantly. However, it is not without limitations. The safety and effectiveness of Teleport depends entirely on the caster’s familiarity with the intended destination. When they return home with their friends, the spell is virtually guaranteed to work properly. If they go somewhere brand new, however, they could easily hurt their friends and not even end up where they were trying to go.
7 Gate Is Plane Shift Deluxe
Although wizards can cast Plane Shift to travel between planes of existence, Gate is an even more efficient option. It also offers trips to other planes, but spellcasters can choose exactly where in the plane of their choice they take them. In comparison, Plane Shift only allows players to determine the general area of their arrival. Gate can also summon creatures from other planes if their name is spoken while casting the spell. Gate could send a lost ally back to another plane or find an elusive multiplanar enemy.
6 Crown Of Stars creates bonus action attacks
Deciding what to do with your bonus round can sometimes be a dilemma. If a player wants to use that precious time to attack, Crown of Stars offers a great setup. Crown of Stars creates seven glowing particles that surround the caster’s head.
As a bonus action, the caster can make an attack roll to use one of these lights as a projectile. It’s a simple way to spend bonus actions on damaging attacks without spending too many sorcery points or other valuable resources.
5 Mass polymorphism creates chaos
Any plan involving Polymorph is doomed to chaos. Mass Polymorph simply extends the havoc to a larger group of people. This spell transforms up to 10 beings of the caster’s choice into animals. They could all become the same animal, or the caster could make individual choices for each of them. Mass Polymorph could keep a mob from chasing the party for a while or disguise a party trying to lay low. Mass Polymorph could even prove deadly if used in combination with the right spells
4 Meteor Swarm is destruction incarnate
If a wizard is looking for the spell on their list that could do the most damage, this is the one. Meteor Swarm can inflict up to 40d6 damage on a failed Dexterity saving throw. It can also target any number of creatures within a 40 foot sphere. With this spell under their belt, wizards become weapons of mass destruction. They could almost literally rain hell on their enemies at any moment. The downside of Meteor Swarm is its area-based effect status; flaming chunks of rock falling from the sky don’t tell the difference between friend and foe.
3 Reverse Gravity Changes Most Reliable Ruler
The last thing a fearsome monster or an invading army would expect is for the floor to suddenly become the ceiling. Reverse gravity allows wizards to temporarily alter the laws of reality itself. This spell could bring any battle to a screeching halt as everyone involved tries to hold on to something solid. A Dexterity saving throw to do so is the only specified way for creatures to escape the effects of reverse gravity. Otherwise, they are destined for fate to impact high objects and take fall damage once the world returns to normal.
2 Stopping time is the ultimate power, within reason
Time Stop is another ninth level spell of impressive power. When cast, time stops for everyone except the caster. They can then perform up to five rounds in a row without interruption. That might sound a little too powerful, but it comes with limitations.
Any action that would affect another being or the affairs carried or carried by another being immediately restores the normal course of time. Because of these limitations, this expansive power has specific uses. Players can travel considerable distances without being stopped, or claim dropped items and start running away with them.
1 The psychic scream does double duty
During crucial moments, a spell that accomplishes multiple goals at once is best to have on hand. Psychic Scream takes that idea and follows it. Not only does it attack a massive number of targets, but Psychic Scream allows the player to choose their targets, which prevents friendly fire. Additionally, any creature that fails its Intelligence saving throw becomes stunned. For groups of high enough level to access this spell, it is normal for enemies to arrive in droves. Psychic Scream’s combination of damage and stun allows a wizard to take on a crowd.
D&D: 5 must-have spells for level 1 wizards (and 5 to avoid)
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