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June 4 Update: I am integrating the elemental evil section with 

the main guide. Elemental evil content will be given an (ee) as 
a prefix so you know the source. 
 
I discussed spellcasting tactics in a podcast you can find ​HERE 
 
The Color Guide: 
Blue:​ I​ love this option 
Green:​ ​This is a good option overall 
Purple:​ ​Middle of the Road - I could take or leave it 
Orange:​ T ​ he option is poor or overly Circumstantial 
Red: R​ ed alert - This is a turkey 
Brown: ​Crap is brown, this stuff is so rank, I couldn’t even rate 
it red 
 
Rule 1: Concentration is a cost that expands with your level. A 
spell cast at very low level that requires concentration is no big 
deal, what else were you going to concentrate on? However, 
when you get mid to high level, it is an ever-expanding burden. 
If you are concentrating on a fly spell, then you aren’t 
concentrating on a fear spell, or a slow spell, or a blur 
spell…etc. Therefore, when ranking spells, the exclusion of 
concentration from the requirements will affect the ranking of 
spells more the higher level we go. Here’s the exercise for you 
when selecting spells: What am I going to be concentrating on 
in battle? It’s not always an easy question to answer, but it 
makes spell selection way easier. 
 
Note: I was used to older editions where material components 
were consumed with the spell. Please note that if a spell 
description doesn’t specifically say the component is 
consumed, then it is a one time cost. If you notice anywhere 
where I’ve said a spell has a costly component for every 
casting, when it’s actually a one time cost - I would appreciate 
if you let me know.  
 
 
Cantrips 
Abjuration 
Blade Ward:​ You use your regular action to get resistance to weapon damage. That seems like you 
are giving up an awful lot. If you are in the situation where you might need this spell, consider 
getting out of dodge instead. There are circumstantial situations where this may still be useful, thus 
the rating. 
  
Conjuration 
Acid Splash:​ A basic damaging Cantrip. The damage is poor and it gives a save for NO damage. The 
only advantage is that you can potentially hit a second target if it is close. I don’t think it’s worth it. 
  
Mage Hand: T ​ he classic minor telekinesis spell. Mage hand has always been useful, and it remains 
so. Yes, I would much rather open the door from 30 feet away thank you. Yes, I would much rather 
open the strange container from 30 feet away thank you. Pull the level that drops the drawbridge, 
grab the wizard’s staff from his bedstand, or any of many other possible uses.  
  
Poison Spray:​ The damage on this is quite good, though they get a saving throw to avoid the 
damage, and, more importantly, the range is AWFUL. I’ve heard this is a good spell if you get stuck in 
melee. That’s crazy! If you get stuck in melee, your best option is to get out of melee.  
 
(ee)​Create bonfire (​ conjuration):​ ​So this is a Cantrip you can use for a choke point, dealing
1d8 to creatures that enter and fail a Dex save. This requires concentration to maintain, so it’s
really limited in use, but still, I’ll take it over the other save or take damage Cantrips for the
control aspect. See the look on the face of the wizard in the illustration using this spell? That
expression means, “I can’t believe I’m stuck doing mundane tasks. I’m the Wizard!” 
  
Divination 
True Strike:​ ​Use one action to get advantage on one attack, this is simply not a good deal. That it 
requires concentration as well makes it a lousy deal. There may be specialized builds to make use of 
this, but the standard wizard should just avoid it. 
  
Enchantment 
Friends: ​You get advantage on Charisma checks against one target (I’m assuming that’s not just 
making friends, but also intimidation or deception for example) for one minute and it requires 
concentration. The big drawback is that when the minute is up, the target knows he’s been had. 
This is still likely to be occasionally useful, but only really for short-term one-time interactions. The 
Bard is still going to be better at any of this stuff even without casting this. 
  
Evocation 
Dancing Lights:​ I’ve always liked this spell and I still do. Unlike the light spell, you can create four 
different points of light that you can send to 4 different points up to 120 feet away. It does require 
concentration and a bonus action to move, but still useful for lighting up points in the distance 
without lighting up you and your party like a big bullseye. 
  
Fire Bolt: ​This is very much the standard by which all other damage-cantrips are measured. It’s no 
eldritch blast, but it’s still a pretty decent blast for a Cantrip. Damage is decent, range is decent, it 
improves with your level, and it has no save (though it requires a to hit roll), overall, a pretty decent 
fallback spell, well worth picking up. 
  
Light: T​ his is your standard “light up the darkness” spell. It is brighter than dancing lights and it lasts 
an hour without concentration. In many cases it’s just going to be a better option than dancing 
lights, but keep in mind, that at least when you first cast it, it’s going to light up you and your 
companions. Consider using a mage hand to hold the light a bit away from you. You will still be 
illuminated, but with dim light only. ​meoka2368 on Reddit says, “​You can cast light on a rock and put it in a
lantern. Bullseye to not light yourselves, or hooded to try to stay hidden. Can be put in a pocket to "turn off" until
needed. If cast on a sling bullet, you can fire it at a group of baddies and make them easy to hit even if you miss,
while keeping yourselves in the darkness (giving them disadvantage, unless they have darkvision).” Good points. 
  
Ray of Frost:​ Half the range of Fire Bolt and less damage, but the creature loses 10’ speed for a 
round (no save). Overall, this is a pretty decent trade off. Use it to keep your enemy at a distance. 
  
Shocking Grasp:​ This spell removes a creature’s reaction (and does a bit of damage). The 
requirements are too high though, it requires a range of touch and a to hit roll. That’s a lot of 
requirement to remove a single reaction. It has been suggested to me to use this spell to replace a 
disengage (to get your wizard out of melee). However, this proposition is a bad gamble. You trade a 
100% chance to disengage (by just using the disengage action) for less than 100% chance to 
disengage (with the added benefit of some lousy cantrip damage). More persuasive commenters 
have mentioned using Shocking grasp in highly convoluted scenarios where it may prevent 
particularly nasty uses of a reaction. These scenarios remain very circumstantial, but if you see 
them as a possibility, there may be some use for you with this cantrip. 

(ee)​Thunderclap ​(evocation):​ ​The obvious perceived advantage of this spell is you can
potentially damage several creatures. Unfortunately, the disadvantages of this spell are
numerous. First and foremost, you need to get within 5’ of all targets (which “ideally” puts you
in the middle of a bunch of enemies). This first problem is big enough I don’t really need to go
over the other ones in detail (Con save, poor damage). 
 
(ee)​Frostbite ​(evocation):​ ​Mechanically, this spell is very close to the Bard Cantrip Vicious
Mockery. This spell does slightly more damage but targets a traditionally stronger save ability (I
would take the weaker save and less damage any day). I think the biggest difference for me
isn’t mechanical at all. Vicious Mockery is fun, this one seems pretty mundane. At low level,
this spell is going to be reasonably useful, but as your levels increase, the value decreases.
Note: If you are an EVOKER this spell benefits from both Potent Cantrip and Empowered
Evocation, making it pretty much a must-have. 
  
Illusion 
Minor Illusion: ​They made illusions a forever use Cantrip? This should ALWAYS be on your list. If 
you are not overly creative, let me give you a couple examples that make it worth it all on their own. 
1) Remember Blade Ward when I said “get out of dodge instead”? Make an illusionary stone wall 
between you and your enemy and back away. 2) Put yourself in an illusionary wooden box and cast 
spells out of it 3) The illusionary hiding Halfling with a shortbow makes a great distraction (to all 
those who say, “the spell says “object” Treantmonk, not “creature”), fine, it’s a hiding Halfling with a 
shortbow that’s been petrified. 
  
Necromancy 
Chill Touch: ​It does slightly less damage than Firebolt, but has a couple circumstantial benefits. 
Probably overall it’s of similar value. 
  
Transmutation 
Mending: ​This is a useful, if circumstantial utility spell. Probably worth your selection, but you can 
live without it. 
  
Message:​ I like this spell. Essentially it’s a limited telepathy. A great way to give secret advice to 
other characters when involved in a social interaction. Also a good way for sneaky characters to 
communicate without making much noise. Who needs thieves cant? 
  
Prestidigitation: T ​ he spell that does everything. It’s basically your catch-all magic trick spell. You 
aren’t bringing down mountains with Prestidigitation, but I often find it useful in social interactions, 
or just for some fun roleplaying. The party gets dry rations, and the Wizard gets a hot and tasty 
gourmet meal! 
 
(ee)​Control flames ​(transmutation):​ ​Although this spell has a number of options for effects,
overall, the requirement for non-magical flame as a source is limiting. Yes, there are lots of
ways to get a nonmagical flame going, but that takes some setup time. There is some utility
here, like making your torch shine a greater distance, but nothing that really stands out to me.

(ee)​Gust (​ transmutation):​ ​The mechanical effects of this are pretty mild, and since a saving
throw is offered, this isn’t even something I would use to escape melee. Unless your enemy is
standing beside a cliff, or 5’ away from a horrible magical effect, this is going to not see much
use.
(ee)​Mold earth ​(transmutation):​ ​This may be the least useful of all the “element manipulation”
Cantrips. Really nothing of value here. Make difficult terrain over 5’ square (or drop some
caltrops), dig a hole (if the earth is loose). I might occasionally find a use for this spell, but it’s
definitely not worth one of your few Cantrip selections.

(ee)​Shape water ​(transmutation):​ ​There are some minor utility uses of this spell (the standout
being the freezing of water), but they are all pretty obviously circumstantial.
  
Level 1 
Abjuration 
Alarm:​ A lovely little night time sentry that will save you when your Elven Ranger can’t make his 
perception check. Finally it’s useful right from level 1. Ritual 
  
Mage Armor:​ Here’s how this works: If you have gained armor proficiency from any source, you 
don’t need this spell, if you haven’t, then you do. It doesn’t make you hard to hit, but you will be hit 
significantly less with Mage Armor. It lasts a long time and it doesn’t need concentration. It’s pretty 
much a must-have. 
  
Protection from Evil and Good:​ Meh. This is no longer a great spell, and I’m not sure it’s even a 
good one. It protects against a very limited range of creatures for a limited duration and it requires 
concentration. Just not that great. 
  
Shield:​ Use a reaction to turn a hit into a very likely miss. Oh, and the protection continues through 
the round. What better to use a reaction on? The magic missile protection is circumstantial but it’s 
not why you want this spell. 
  
(ee)​Absorb elements (​ abjuration):​ ​This is a pretty good spell spell, but it’s really tailored more
to a melee combatant than a Wizard. The resistance ability is all you are really getting here,
and it’s one round duration, but at least you can bring it up when you need it. This is probably a
lot better investment than Protection From Energy. 
 
Conjuration 
Find Familiar:​ Familiars are fantastic. Always have been, and they continue to be. Note that 
familiars can’t attack in combat, but they can take the “help action”. They can “help” every round if 
you like (please note I’m referring to “ability checks”, the way I read it, they cannot “help” with attack 
rolls). They also deliver touch spells, provide scouting, etc. Nice use of a spell selection. 
 
I was corrected on this account. The Familiar can provide the “Help” action in combat (as well as 
work as a “sneak attack” ally). Source: 
http://www.sageadvice.eu/2015/12/02/two-familiar-questions/ 
http://www.sageadvice.eu/2015/11/25/can-a-familiar-use-help-to-grant-advantage-at-range/ 
 
I don’t have a rating higher to give this spell, but if I had it, it would be that rating. 
  
Fog Cloud:​ Create an area of heavy obscurement. I’ve always liked Fog cloud, and I’ve explained in 
multiple threads in the past ways it can be used. Here’s a condensed list: 1
​ ) Throw over enemy archers 
to force them out of cover/into melee with your BSF 2) Screw up an enemy caster by ruining line of sight 3) 
Protect yourself from enemy melee attackers by throwing up heavy obscurement. Note that concentration is 
required. 
 
Grease:​ 10’ area of dex save or fall prone. Prone creatures are attacked by your BSF with 
advantage. Also a great way to grant the rogue sneak attack. Also nearly immobilizes the enemy for 
a round since they have to get up then leave difficult terrain. Works great for choke points as well. 
  
Tenser's Floating Disk:​ basically a magic wheel barrow that lasts an hour and can carry 500 pounds 
of weight. I’m not taking it with spell selection, but I’ll gladly scribe it if found. Ritual 
  
Unseen Servant:​ This is basically mage hand squared. Longer duration, longer range, more weight. 
Otherwise, basically the same. Worthy of a ritual, but not a selected spell. 
 
(ee)​Ice knife ​(conjuration):​ ​So you have to make an attack roll (1d10 damage on a hit), then
the creature gets a save (or takes 2d6 more). On its own, that’s absolutely awful. However, the
secondary damage is a 5’ radius burst effect, which makes this a ranged area of effect spell, not
something you normally get at first level.  
 
 
​Divination 
Comprehend Languages:​ This ritual is technically circumstantial, but to be honest, I can’t think of 
the last campaign I was in where it didn’t find use. A decent spell, a great ritual. 
  
Detect Magic: U ​ nlimited detect magic (it’s a ritual) – I’ve seen that somewhere before… It’s definitely 
useful and well worth having. Maybe even as a spell selection 
  
Identify:​ 5
​ e is pretty lax with the whole identifying magic items thing, so I’m not sure this spell is 
necessary most of the time. It does provide a lot of information, but it also has a 100gp material 
component (not consumed so 1 time cost). Ritual spell 
  
Enchantment 
Charm Person:​ Simple wisdom save or humanoid treats you as a friend for an hour. The 
“humanoid” part is problematic because it makes the spell circumstantial. 
  
Sleep: ​This spell has traditionally been great at low levels and increasingly worse as you increase 
level, and look at that, tradition holds! At first level this spell is practically god-like (NO SAVE!). 5d8 is 
normally going to affect about 23 HP worth of creatures. That’s like 3 goblins! Or 0 trolls. See what I 
mean? 
  
Tasha's Hideous Laughter: T ​ hrow the enemy to the ground, leave it there while you kill his 
buddies, then surround him and finish him off with advantage on attacks. That’s how this spell looks 
when all the pieces fall in the right place. Keep in mind there are saving throws that can muck up 
the works, also there are some (not horribly crippling) restrictions on applicable targets. 
  
Evocation 
Burning Hands:​ This is a blast spell which does pretty lackluster damage, provides a saving throw 
for half damage, and has short range. The only saving grace is you can piss off more than one target 
at a time! 
  
Chromatic Orb:​ ​50 gp Component (one time cost). 3d8 damage means 14 average on a hit (attack 
roll required). That’s slightly higher than Magic Missile, but with the to hit requirement and the 
element type (meaning a better chance for resistance), it’s not as good IMO. 
  
Magic Missile:​ 3 darts doing 1d4+1 damage each (not stellar, but OK). They auto-hit, there is no 
save, and the range is decent. If you want to blast, this is the first level selection I recommend. 
  
Thunderwave:​The main use of this spell will be to push away creatures that have moved into a 
melee position, which allows you to retreat without taking an opportunity attack. You give them 
some damage as well. This can hit multiple creatures which is also useful. So why would anyone 
take burning hands? 
  
Witch Bolt:​ So I have this friend named Jeff who really loved this spell upon reading it, and this is 
how it went when he started to use it: Round 1) True strike Round 2) Witch bolt Round 3) I get to 
auto-hit this round! What do you mean the combat’s already over! Personally, I think the spell reads 
better than it plays. 
 
(ee)​Earth tremor (​ evocation):​ ​OK, so there is a fair bit going on here. You get a 10’ radius
effect (centered on you), that can do damage and knock prone on a failed save. Although I can
see circumstances where this spell could be a game-changer, I don’t like the “centered on you”
aspect enough that I can’t recommend it. It’s going to be dangerous to get in position, and
friendly fire will be an issue. 
  
Illusion 
Color Spray:​ This fills a similar niche to sleep. It affects 6d10 hp which means you are looking at an 
average of 33 HP vs 23, however, the effect is 1 round of blindness, which is quite inferior. Also you 
get lousy range. Overall, I think it’s quite a bit worse. 
  
Disguise Self: ​Oh come on, this spell isn’t a ritual? The use of this is totally circumstantial, and the 
effect is pretty lackluster and narrow. Overall this is just a bad spell. Arcane Tricksters – this is all 
yours. 
  
Illusory Script: H ​ as a 10gp material component, and I’m trying very hard to think of a practical use 
for this spell. There has got to be a way that this spell is more useful than the message Cantrip, I just 
can’t think of it. Ritual 
  
Silent Image: ​I should mention that part of my rating for this spell is my assumption that Minor 
Image creates a stationary image. If you and your DM assume otherwise, there is a more significant 
amount of redundancy here. Silent image has more range and creates a larger image as well. 
Naturally, tricking the enemy with some form of reinforcement approaching is always fun, though I 
still tend to favor the illusionary fog/illusionary wall, which does create some redundancy with minor 
illusion, thus I’m rating this a bit lower than I have in previous editions. 
  
Necromancy 
False Life: ​Grant yourself some extra temporary HP. Not what I plan to do with my first level spell 
slots, it’s not awful, but I prefer spells that allow you to avoid damage rather than take more of it. 
  
Ray of Sickness: W ​ hat a nice little debuff. You do 2d8 damage to a target, but they also must make 
a save or have the “poisoned” condition for a round. “Poisoned” gives you disadvantage on all 
attacks and ability checks. I think the drawback of this spell is pretty obvious – it requires a to hit roll 
AND provides a saving throw. Otherwise, not a bad spell at all. 
 
Transmutation 
Expeditious Retreat:​ For the first time in the history of this spell, you can actually move more on 
the round you cast it! Lovely. As always, this spell should be called “improved maneuverability” 
instead of “expeditious retreat” since it is used for much more than retreat. The bonus action 
casting is lovely, the concentration to maintain is not. 
  
Feather Fall:​ You can save the whole party now, that’s kind of nice. Still a wildly circumstantial spell 
though, as it has always been. 
  
Jump: H ​ ow on earth is this spell still around? 
  
Longstrider:​ Increase maneuverability of one creature for one hour (no concentration). A pretty 
subtle buff, but I’ve seen it put to use effectively (I saw a Druid use this to take down a Troll pretty 
much singlehandedly at low level). You don’t always know when you are going to need this, so I 
think it’s kind of middle of the road. 
 

(ee)​Catapult (​ transmutation):​ ​So, for most uses of this, it’s going to be Dex save or 3d8
damage (no damage on successful save). That’s really not all that great for using a spell slot.
The range is decent (and you can potentially strike a target up to 240’ away), and I love the
visuals, but an all or nothing damage spell (with moderate damage) isn’t going to be an overly
useful spell for a god wizard.

Level 2 
Abjuration 
Arcane Lock:​ For an adventurer who is always going to new locations, this is a pretty bad spell. 
Ultimately, you can use it to create a bolt hole, but there is a material component cost which means 
you normally won’t even want to use it for that. When you become rich and famous, and build that 
great wizard’s tower, arcane lock it up. Until then, not worth your selection. 
  
Conjuration 
Cloud of Daggers:​ Expect approximately 10 points of damage from this spell with no save, so not 
too bad, and it can be used at a choke point to potentially hit multiple targets. I figure a 2​nd​ level 
spell should be doing more damage though. Also, concentration is required. 
  
Flaming Sphere:​ ​I think this is much better than Cloud of Daggers. Yes, the damage is less (expect 7 
points average) and the spell grants a saving throw for half damage. However, you can hit multiple 
opponents with this spell, also, and this is the main thing, you can move it to where it is needed. 
This spell is for use against multiple weak creatures, against a single powerful creature, it’s a waste. 
Edit: I’m upping the rating on this spell from green to blue. This rating increase is conditional on two 
things; first, that Elemental Evil Player’s companion is available, and 2 that you take Pyrotechnics in 
addition to this spell. The synergy between these two spells is quite remarkable. 
  
Misty Step​: TELEPORT! OPPORTUNITY ATTACK AVOIDING, BONUS ACTION TELEPORT! 
  
Web:​ ​As always this spell has the disadvantage of requiring anchor points, and now, add the 
disadvantage of requiring concentration, but at least you can layer it on the floor (or wall, or ceiling) 
which reduces the “anchor point” limitation. That said, the area effect is nice and restrained is a 
lovely condition to inflict, so overall, it’s a pretty good spell. 
 
(ee)​Dust devil ​(conjuration):​ ​OK, so this spell uses up your concentration for 3 possible
effects: 1) You can use it to do crappy damage, 2) You can use it to move someone 10 feet
(1+2 are a package deal, but a Str save can screw that up), and 3) Create a 5’ square of
obscured vision (5’ square! That requires concentration to maintain!) Not worth it.
 
​Divination 
Detect Thoughts:​ As mentioned in the spell description, this spell is particularly useful in 
interrogation. Otherwise, the former use of this spell as magic radar are gone. Useful, but very 
circumstantial. 
  
Locate Object: ​Obviously, many D&D adventures involve the hunt for a certain item. If the princess 
has sent you on a quest to find her missing engagement ring, stolen by thieves, does this make the 
item familiar to you? My personal interpretation is no, which makes this spell not so good. 
  
See Invisibility:​ I don’t have to tell you that in 9/10 combats, this spell is useless and in 1/10 
combats, it’s essential. It makes this spell hard to rate, but I think in the end, you eventually want 
access to this by some means. I tend to prefer spells with broader use, but you can really end up 
screwed if you don’t have this when you need it. 
  
Enchantment 
Crown of Madness:​ Make the baddie kill his buddies, got to like that. Lots of limitation here, just 
like with Hold person. Concentration, humanoid only, saving throw every round. Sigh. 
  
Hold Person:​ Paralyzed is a devastating condition that said, the narrow scope of this spell kills it for 
me. Concentration, saving throw every round, must be cast on a humanoid. It’s just too much 
limitation. 
  
Suggestion: N ​ ow the effect of this spell is significantly more subtle than Crown of Madness or Hold 
Person, however note that there is only one save, and the humanoid-only restriction is gone. This 
makes it a more valuable spell as far as I’m concerned. There are lots of threads with ideas of how 
to use this spell (which had similar use in previous editions), so if you don’t know how to use it, a 
simple google will help you out. 
  
Evocation 
Continual Flame: T ​ here was a time, long ago, when you got a limited number of Cantrips every day. 
In those days long past, there was a certain attractiveness to creating a torch that lasted forever. 
Those days are gone and this spell is garbage. Come on game developers, what were you thinking? 
  
Darkness​: Unless you are a Warlock with Devil’s sight, this spell is pretty redundant with Fog Cloud. 
Is the ability to move the dark covered area worth an additional spell level? Maybe if it wasn’t half 
the range, a sixth of the duration, and a smaller area. As it is, fog cloud is going to cover this need 
adequately. 
  
Gust of Wind:​ This is a pretty minor battlefield control. Essentially you are pushing away enemies 
and creating difficult terrain for them to close with you. The 10’ wide area allows a lot of 
work-around for enemies in many battles unfortunately. Also, friendly fire can be an issue in the 
battles where you have limited space. Still, this isn’t a terrible way to keep enemies at bay while you 
blast them with other spells. 
  
Melf's Acid Arrow:​ I’ve never liked this spell and nothing has changed. If a spell does damage only, 
then the damage needs to be decent. I can do as much damage by making my magic missile a 
second level spell, and I don’t need to worry about acid resistance or making a hit roll. 
  
Scorching Ray:​ We’re looking at an average damage of 21 damage if the rays hit. Expect 2 rays to 
hit most of the time, meaning you are probably looking at something like 14 points of damage (give 
or take) - not terrible. 
  
Shatter:​ So they turned the fun and useful shatter into a weak area blast? 3d8 damage is 14 
damage on average, with a save for half. Considering it’s an area spell, that’s not awful, but it’s not 
wonderful either. Still can be used to shatter unattended objects, but unattended objects were 
never the ones I loved to shatter. 

(ee)​Aganazzar’s scorcher ​(evocation):​ ​Lots of things wrong with this spell. The damage isn’t
where a 2​nd​ level spell should be. Line shapes are the worst spell shape. The range isn’t good.

(ee)​Snilloc’s snowball swarm ​(evocation):​ ​A ranged area of effect (5’ radius) blast that does
3d6 damage on a failed save. This should not be a second level spell with damage like that.
Compare this to fireball – is that kind of difference reflective of one spell level? I don’t think so.

Illusion 
Blur:​ Causes disadvantage on all attacks for you for the duration. Uses up your concentration and 
only lasts a minute, that said, not a bad defense spell.  
  
Invisibility: W
​ e all know this spell is lots of fun and always has been. Unfortunately, the spell now 
ends if you cast ANY spell, which closes up some lovely loopholes that there used to be. Still pretty 
handy though. 
  
Magic Mouth:​ I haven’t really come up with any creative and overly useful applications of this spell, 
and there is a 10gp price tag as well. Mainly, I see it as a theft deterrent (i.e. it triggers if anyone but 
you touches your money purse for example). Ritual 
  
Mirror Image: ​So which is better, this spell or Blur? The answer I think is pretty definitively this 
spell. I think it is more likely to turn a hit into a miss, and it doesn’t require concentration. The 
limited uses is worth the benefits. Isn’t it sad though that none of the good 2​nd​ level defense spells 
are in the abjuration school? Isn’t that what abjuration is supposed to do? Instead it’s locking a 
door. 
  
Nystul's Magic Aura: ​SO circumstantial that it really should have a permanent duration. It doesn’t. 
  
Phantasmal Force:​ ​Basically an illusion that affects one target and provides him 2 saving throws, 
however, note that the saving throws are INT (and the second save isn’t until the targets round), so 
probably best targeted on opponents you know have a low Int score. The damage is lousy, so the 
main use of this is to tie up a creature that is concentrating on whatever illusion you’ve created. 
  
Necromancy 
Blindness/Deafness:​ I don’t like targeting Con saves, since creatures tend to have good Con scores. 
That said, this is pretty simply a save or be screwed spell. If you like that kind of spell, this is a good 
option for the level of the spell. Furthermore, no concentration is an added boost. If you are a 
Diviner with Portent, this spell is probably b ​ lue​ for you. 
  
Gentle Repose:​ The use of this is pretty self-explanatory, and hopefully never needed. Still, it’s a 
ritual, so if you can get it on your spell list it’s worth it. I wouldn’t pick it in spell selection though. 
  
Ray of Enfeeblement: ​Causes a creature to do half damage with strength based attacks. Here’s the 
downsides: It requires a to-hit roll, it provides a saving throw every round, it requires concentration. 
  
Transmutation 
Alter Self: ​You used to be able to fly with this spell, but they’ve cut that off. Now it’s limited water 
breathing plus disguise self plus a third use you will never use. 
  
Darkvision:​ 60 foot darkvision. I think that’s a pretty circumstantial spell, even if you aren’t one of 
the many races that get it included. On the up side, the duration is good and it doesn’t require 
concentration. 
  
Enlarge/Reduce: ​Whether used as a buff or as a debuff, the results of this are normally going to be 
pretty unspectacular mechanically. (Reader suggestion: Use on the locked door and reduce it, who 
needs knock?) 
  
Knock​: Most locks and stuck doors can be circumvented without use of a spell. Proficiency in 
thieves tools is easy for any character to get by selection of one of multiple backgrounds. These 
things limit the use of this spell. 
  
Levitate:​ More versatile than you originally expect. It can be used for utility (scaling the cliff or 
castle walls or to the floating castle), It can be used for defense (perfect defense against creatures 
that can’t fly and have no or weak ranged attacks). It can be used as a debuff (Levitate the creature 
that has little or no ranged attacks and kill his buddies, then finish him off with ranged attacks) 
  
Magic Weapon: ​A pretty simple buff that requires concentration, but it’s OK. I find magic weapons 
are rare in this addition so I can see it being useful at higher levels too. Probably worth using higher 
spell slots when available too. The concentration is a definite downside, the bonus action casting is 
a nice little upside. Obviously you are enhancing SOMEONE ELSE’S weapon. 
  
Rope Trick:​ 1 hour duration? This used to be the ultimate camping spell (better than any spell 
Leomund came up with), but no more. Now it’s a safe short rest spell and nothing more. I guess 
you use the Arcane Recovery to recover the Rope Trick slot?   
  
Spider Climb: ​I think there is some pretty clear redundancy with Levitate here, and I think Levitate is 
the better spell to prepare in most situations. There are certain situations where spider climb is 
better, and the duration is longer, but overall, it’s just less useful. 
 
(ee)​Earthbind ​(transmutation):​ ​You can prevent a flying creature from flying with this spell.
There are two primary weaknesses of this spell. The first is that it provides a Strength saving
throw, so don’t expect to landbound any dragons or anything. The second is that it requires
concentration to maintain. The range is quite good on this spell, probably enough to target most
flying creatures.

(ee)​Maximilian’s earthen grasp ​(transmutation):​ ​This is a one minute concentration spell,


and with it you get a moveable “hand” that can both attack and restrain creatures every round
for the duration of the spell. If they make their save, the way I read it you can try again next
round. There are 3 concerns I have with this spell. 1) Attacking with it is an action, even
squeezing a restrained creature. (should be a bonus action shouldn’t it?), 2) Moving it requires
an action, 3) The saving throw is a Strength save.

(ee)​Pyrotechnics ​(transmutation):​ ​The obvious limitation here is the requirement of the flame
source (it’s not insurmountable, but it does require either some planning or an action to throw a
torch or something). The spell gives you two uses for the spell. The first is an area of effect
blinding for one round, the second is obscurement for one minute. Both effects are decent, but
not overwhelming, so overall, this is a decent spell. Note that concentration is not required, so
there’s an advantage over fog cloud right there.

(ee)​Skywrite ​(transmutation, ritual):​ ​This spell is pretty much a circumstantial utility. It’s like
using a flare with a bit more detailed message. For a ritual, it’s OK. 
  
Level 3 
Abjuration 
Counterspell​: Back to my friend Jeff, who was convinced that this spell ruined the game because he 
was butt-hurt that the enemy wizard kept counterspelling his fireballs (hee hee). I don’t think this 
spell ruins the game, but I do think it’s a must for any Wizard. I honestly can’t think of any spell 
that’s more of an auto-pick in the game.  
  
Dispel Magic: ​There is some level of redundancy between this spell and counterspell. Naturally the 
advantage here is ending a spell that is already cast, while the advantage of counterspell is using a 
reaction to end a spell while it is being cast. I figure Counterspell is the better spell, and because of 
the redundancy, I’m not sure this spell is required, though I can’t say it’s not a decent spell. 
  
Glyph of Warding:​ Create a trap. Cost 100gp. Not for me. 
  
Magic Circle: ​100 gp cost for some admittedly nice protection effects from a VERY limited selection 
of enemies. Just not worth it. 
  
Nondetection: ​Once again a material component cost (what is it with you Abjuration?), but the 
effect is nice. Make your invisibility undetectable. Generally I’ve found most DM’s who want an 
enemy to spy on you find a way around any scry protections you try, but making see invisibility into 
a useless spell is pretty nice. 
  
Protection from Energ​y:​ Concentration spell for resistance (not immunity) is a bit of a letdown. 
You used to be able to use this spell to avoid damage, now you use it to reduce damage (at which 
point you will be making a concentration save by the way) 
  
Remove Curse:​ Hmmm…can’t Clerics cast this should you need it? It’s just not worth spell selection 
or preparation considering how often it will be needed. Worth a page in your spellbook to use 
during off-times I guess. 
  
Conjuration 
Sleet Storm:​ So fog cloud + grease over a pretty good radius, the concentration is a down side, but 
this is a good way to divide a well organized enemy. As they stumble out one at a time the big 
stupid fighter can cut them down. 
  
Stinking Cloud:​ The great part of this spell in previous editions is that creatures making their way 
out of the cloud were still nauseated for a few rounds. Not anymore, and that seriously impedes the 
value of the spell. The use of this is now very similar to sleet storm, but I think the former is the 
better spell due to the improved radius, better range, lack of vulnerability to wind, and the focus on 
Dex over Con saves. 
 
(ee)​Tidal wave (​ conjuration):​ ​A mix of blast and control. This spell targets a 30’x10’ “line” (but
not a LINE spell as it can be cast at range), where those within take 4d8 damage and are
knocked prone. (save and are not knocked prone and take ½ damage). Prone is actually a
pretty mild condition when caused on mass, since the advantage you get attacking such
creatures is limited by the number of attacks you can scrape together before they just get up.
That said, not a bad spell. 
  
Divination 
Clairvoyance:​ This is the spell I usually think of when I think Divination. It requires a costly focus 
(but at least it can be reused). Basically a spy spell, useful for gathering of info, but uses a pretty 
high level spell. Is knowing what is on the other side of that door worth a 3​rd​ level spell? Sometimes. 
  
Tongues:​ Like comprehend languages except you get two way communication. Unlike comprehend 
languages, this is not a ritual, and frankly, a 3​rd​ level slot is pretty high for something at least partially 
redundant with a 1​st​ level ritual. 
  
Enchantment 
  
There are NO 3​rd​ level Enchantment spells. What the heck? Fear and Hypnotic Pattern are both 
considered Illusion. Enchantment: The forgotten school. 
  
Evocation 
Fireball:​ You know it and you love it. I kind of love it too, especially at 5​th​ level when you first get 
access. Naturally there are diminishing returns, but 28 average damage in a large area is pretty 
darned effective at low-mid level. Save for half as always. 
  
Leomund's Tiny Hut:​ ​A ritual spell that basically provides a dome shaped wall of force for camping 
that you and your companions can move through. That’s pretty darned effective. Very nice ritual, 
and tempting to grab even with spell selection at some point. Oh, you can shoot arrows out of the 
dome, but enemies can’t fire arrows in. Also, enemies cannot enter the hut, they can’t see into the 
hut, and I don’t mean if they fail a save, I mean there is no save. Unless the enemy has some form of 
teleportation (and misty step won’t work, since you can’t see into the hut), this is a 100% effective 
spell for safe camping. Finally, there is the environmental benefit as the inside of the hut is always a 
comfortable temperature and nice and dry. Not only the best ritual in the game, one of the best 
spells for its level period. 
  
Lightning Bolt: ​The damage is the same as fireball, but you are creating a line rather than a big 
boom. The lack of range and the line effect I think make this a less attractive spell. 
  
Sending:​ The standard for long range communication. Probably this spell should be a ritual, but it’s 
not, so probably only worth it in off-time. You aren’t going into a dungeon with a Sending 
prepared… 
 

(ee)​Melf’s minute meteors ​(evocation):​ ​One action to set up this spell (but you can absolutely
do it if you have a chance to prepare for battle), and it requires concentration. The spell is going
to give you 6 attacks total with mini-fireballs. You can fire up to two per round starting the turn
you cast the spell. After the round of casting, it will use up your bonus action to fire the
mini-fireballs. Each mini-fireball does 2d6 damage in a 5’ radius (save for half). That means
that over 3 rounds (using 1 action, 2 bonus actions and requiring concentration) you have a
potential of 12d6 damage (150% of one fireball, although the area is significantly reduced).
Probably every bit as good as Fireball for the ability to set up, and the increased damage. The
downsides are the need for concentration, and the damage spread over 3 rounds minimum. 
 
(ee)​Wall of sand (​ evocation):​ ​A “Wall” that blocks line of sight but not movement, and it’s 3​rd
level, and it requires concentration. If it weren’t for the “slowing” effect of walking through the
wall, this would get a brown rating. Fog Cloud is the superior option for this kind of spell.

(ee)​Wall of water ​(evocation):​ ​This spell would rate red except that you can turn it in to a
moderately useful spell with some planning and teamwork. If someone else can fire a decent
area cold spell through the wall, you can freeze it, turning it into an actual, if somewhat brittle
wall. If you can’t set that up, then this is garbage. 
  
  
Illusion 
Fear:​ Illusion spell eh? Ok. A 30’ cone that creates a save or be screwed effect for all within. 
Naturally there is concentration to maintain. Targets Wisdom which is pretty good. Overall, a very 
effective mass debuffing. 
  
Hypnotic Pattern:​ A very similar use to the fear spell. Making creatures completely immobile and 
incapacitated is better than frightening them, but the ability to “shake” them out of that condition is 
a definite downside. I like this spell better than fear for a few reasons. #1: It is a ranged spell which 
gives you better placement options #2: Having the enemies stand still rather than run away is a 
tactical advantage. That said, I scored them the same, as the difference in effectiveness ultimately 
isn’t that big. 
  
Major Image:​ So the next step in standard illusions. Now your range is very nice, and you can add 
things like sound, smell, warmth, etc. Obviously there can be some issue with redundancy with 
these spells, and I kind of wish they had a first level illusion spell that could add these effects by 
using a higher spell slot rather than needing to prepare multiple spells. Using a 6th level slot you 
can make the illusion permanent which is very nice if you are an illusionist and use Malleable 
Illusions to change it’s nature, have it follow you around and turn it into whatever you need when 
you need it without using spell slots. (Thank you ​Strill ​for the suggestion) 
  
Phantom Steed:​ If this spell wasn’t a ritual, it would totally blow. In the olden days children, 
phantom steeds could fly and move at speeds that were frankly ridiculous. Now the speed is fast 
(but not ridiculous), and otherwise it’s just a horse. That said, 100 foot movement for an hour by use 
of a ritual is a no brainer. If you get this spell, cast it all the time and kiss the longstrider spell 
goodbye. 
  
Necromancy 
Animate Dead:​ I find the ENDLESS debate over whether casting this spell is evil so annoying I 
almost wish this spell didn’t exist, but it does, and it’s a good use of your action economy. An 
undead servant standing directly in front of me, opening doors that might have nasties on the other 
side, opening chests that might be filled with nasty traps, eating up enemy attacks, etc. Just plain 
useful. Tell you what, I’ll leave my alignment blank and you imagine whatever you like there. 
Satisfied? 
  
Bestow Curse:​ The effect of this spell is pretty subdued for a spell that requires concentration, 
provides a saving throw, and has a range of touch. Really not worth it. Edit: It’s been pointed out to 
me several times that you can avoid concentration on this spell by casting it with a 5th level slot. 
Since it remains a touch spell, I’m not going to recommend it for a god wizard, but it’s worth noting. 
  
Feign Death​: Pretend you are dead for an hour. Have someone else pretend they are dead for an 
hour. Impressed? Me neither. At least it’s a ritual, but keep in mind that if you are casting it as a 
ritual on you and your allies, the duration is going to be almost up by the time you finish casting. 
  
Vampiric Touch:​ I guess my motto for Wizards should be “No touchy! No touchy!” You need to 
touch the enemy to cause, get this, 3d6 damage (this is a 3​rd​ level spell by the way), and you get half 
that absolutely massive amount added to your HP in healing (so you don’t even get temporary HP if 
you are not wounded). In other words, to get use of this spell, you need to be a wounded wizard, 
walking into melee with an enemy, then pissing him off with minor damage. Think about that. 
Aren’t wizards supposed to be smart? 
  
Transmutation 
Blink​: Flip a coin, heads you are invincible this round, tails, you have no defense at all. That is pretty 
much this spell in a nutshell. It requires no concentration, but unless you have preparation time, it’s 
costing an action to set up. I always like to keep randomness under my control, so I probably have a 
bias against this spell. That said, I can’t say it’s not OK, especially since you can layer it with other 
defenses. I wouldn’t use it on round 1 of combat, but if I could use it before round 1, then it’s a good 
combat preparation spell. 
  
Fly:​ Fly 60’ per round for 10 minutes. Concentration is the new bug in the ointment. This used to be 
an unquestionable staple, now it’s an OK option. Once in awhile, your melee big stupid fighter will 
need this from you as a buff because moron doesn’t use a bow. 
  
Gaseous Form​: I think the use of this is pretty clear, and it’s pretty circumstantial too. 
  
Haste:​ Yes, this is a pretty potent buff effect, but just to be clear, this is affecting one creature and it 
is requiring your concentration to maintain. That makes it an expensive buff too. Decent choice, but 
often overrated. Everyone seems to love this spell regardless. Just remember, you are 
concentrating on no more than one spell at a time. 
  
Slow:​ 6 creatures that used to get a reaction, action and bonus action every round now just get an 
action or bonus action. That’s pretty darned cool. Creatures with multiple attacks get only one 
instead, double cool. Spellcasters may have their spells delayed, triple cool. Here’s the downsides: It 
requires concentration. It gives a saving throw every round. Hmmm....hefty downsides. I have 
recently increased the rating for this spell, as unlike Hypnotic Pattern and Fear (similar mass debuff 
spells at this level), you don’t have to worry about friendly fire with slow.  
  
Water Breathing:​ Once you gain water breathing, alter self becomes an expensive disguise self 
only. Water breathing is utility, and unless you are playing a water-based campaign, I wouldn’t likely 
use a spell selection for it, but it’s a decent spell to have in your toolbox. Ritual 
 

(ee)​Erupting earth (​ transmutation): ​Welcome to 3​rd​ level blasts! This spell has range and
area comparable to a fireball, but while a fireball does 8d6 damage with a dex save for half
(average 28), this spell does 3d12 damage with a dex save for half (average 18) Why would I
take this?
(Another wizard guide rates this spell very good for its improved “damage per spell slot”,
HERE​ is my analysis of that point.)

(ee)​Flame arrows (​ transmutation):​ ​This spell is an OK buff if, and only if the following
conditions apply: 1) You have a companion in the party who is an archer, 2) That archer is firing
multiple times per round. If both those conditions apply, consider this spell, otherwise pass. 
  
Level 4 
Abjuration 
Banishment:​ What I like about this spell is it’s not just a way to banish extradimensional creatures, 
but it’s also a way to banish that nasty baddie while you kill his minions, and then have everyone 
surround where he will return with a bunch of readied actions. A bit like maze, but with a save. The 
saving throw is Charisma, an unusual save. 
  
Mordenkainen's Private Sanctum: ​I like the idea of this spell, but struggle for a practical 
application, especially with Leomund’s tiny hut at level 3. It’s primarily the ultimate privacy room. I 
guess if you want to be VERY sure you are not being spied on. 
  
Stoneskin:​ Still costs 100gp to cast, a hefty price for a one hour spell that requires concentration. 
Damage resistance is great, but you might be better of recommending a Barbarian dip instead. 
  
Conjuration 
Conjure Minor Elementals: F ​ inally some summoning! The one minute casting time is a killer 
though, because you now have to use this before combat. The concentration is killer too. The 
obvious tactics to me are 4 dust mephitis spamming sleep and blinding breath, or an Azer with a 
flaming blade, though I’m not hugely impressed with this. 
  
Dimension Door: ​I’ve always loved dimension door, but I admit that Misty Step has taken a bit of the 
shine off. Taking along only one companion is a severe limitation as well. That said, the range is 
nice, and it’s always handy to be able to walk up to the hapless bard that has been grappled by the 
big baddie, touch him, and bug out. 
  
Evard's Black Tentacles:​ Y ​ ou know what I really love about this spell? Creatures stuck have to 
make a Strength or Dex ability check against your DC to break free. Notice I didn’t say Strength or 
Dex saving throw? That means no proficiency bonus. The damage is actually not bad either at 3d6 
per round to all that are stuck. The concentration is limiting, but worth it. When you ask the 
question: “What spell will you be concentrating on?” Evard’s is a good choice. 
  
Leomund's Secret Chest: A ​ re there creative uses to this spell? I see it as a very expensive hiding 
spot for your stuff. 
  
Mordenkainen's Faithful Hound:​ Give your Alarm spell bite? I’m not a big fan of this, but I wonder 
if I’m missing something. You could technically use it in combat as a bad immobile attack spell I 
suppose. 

(ee)​Watery sphere (​ conjuration):​ ​It took until the last spell on the 4​th​ level list, but finally a spell
that a god wizard will salivate over. There is so much going on here that this spell really
delivers. Restrain creatures who fail their save, forced movement to creatures that make their
save or are too big (this could be useful with planning), you can move the effect and
restrain/move more creatures while you maintain concentration. Great fun. 
  
Divination 
Arcane Eye: ​It’s like a short range clairvoyance except you can move it. The nice feature here is you 
can use this to scout out a large location with one spell. A highly useful divination. 
  
Locate Creature: ​Locate a missing creature within 1000 feet. Note that you need to have seen this 
creature before, so a description isn’t going to work. You can locate a type of creature as well. This 
is a good spell for preventing dimension door escapes by enemies. 
  
Enchantment 
Confusion​: This isn’t a bad spell, but when we compare it against other similar spells (provide a 
radius of save or be screwed maintained by concentration) I don’t think it ends up working out 
favorably. Hypnotic Pattern is a 3​rd​ level spell, is confusion better? I’m not sure it is. There was a 
little trick with confusion in 3.5 (and that other system) where you could get confused creatures 
reliably killing each other, that’s gone now, and I’m just not sure what’s left is worth a 4​th​ level spell. 
  
Evocation 
Fire Shield: G ​ ood defensive spells prevent damage, not cause damage to those that attack you. 
That said, this is a better spell than protection from energy because concentration is not required. 
For the fire/cold protection without concentration, I consider this a decent spell overall. 
  
Ice Storm: T ​ his is basically a blast, but it does less damage than fireball. What am I missing? The 
difficult terrain effect is child’s play. 
  
Otiluke's Resilient Sphere​: Concentration is required, that said, this is a solid spell (actually it’s 
hollow. Har har!) The versatility is the attraction. If you are in trouble, a sphere gives you pretty 
reliable protection while you lick your wounds. If you want to use it offensively, you can trap a 
creature while you beat up his friends and then finish him off last. Pretty good overall. 
  
Wall of Fire​: It’s a classic, but I’ve never been fond of wall of fire. Put up a wall that your enemy can 
walk through for the cost of about 23 points of damage if you don’t have fire resistance. I prefer 
walls that are solid. I can’t hate on this too much though, you also get to do damage to those who 
were beside the wall when you put it up, you also can use it down a hallway to pretty nasty effect. 
It’s not a bad spell. 
 
(ee)​Storm sphere ​(evocation):​ ​Basically this is an extended blast spell over a 20’ radius. The
spell requires concentration and can last up to a minute. In order to make this effective you are
really going to need it to be combined with some kind of restraining effect or something,
otherwise expect it to be a pretty poor blast. If you can somehow trap the targets in the area,
the round by round blast is a bonus action, even if the damage isn’t great. You can work out a
way to use this spell effectively, but without some planning, you will be disappointed in the
results.

(ee)​Vitriolic sphere ​(evocation):​ ​This is a lot like a fireball except the damage is spread over 2
turns. Expect 25 damage on round 1 on average, and half that on round 2 (total 37). BTW, if
you cast a fireball using a 4​th​ level slot, expect 32 damage all in one shot. This spell does level
damage slightly better than fireball for higher level slots. 
  
Illusion 
Greater Invisibility: ​Turn invisible and fire off (non-concentration) spells for the duration from the 
protection of not being seen. Here’s a quick hint – cast BEFORE you move! Also, this is going to be 
more effective if you have some degree of stealth, because your enemy can still hear you move just 
fine. You can also use this as a buff. The party rogue will thank you for the free sneak attack with 
advantage every turn. 
  
Hallucinatory Terrain: M ​ ake the terrain seem like some other kind of terrain for a day. That’s it, 
really. There’s nothing else. 
  
Phantasmal Killer:​ Kind of like Fear except you only affect one creature and it gets a saving throw 
every round and you get to cast a 4​th​ level spell instead of a 3rd. It does take a bit of damage 
though…EDIT: This spell has been errated and the save takes place at the end of the round. Still not 
recommended. 
  
Necromancy 
Blight: A
​ single target blast that barely does more damage than a fireball. It’s really good at killing 
vegetables though. Carrots fear the ARCHMAGE! 
  
Transmutation 
Control Water:​ Make water go up, make water go down. Make water flow right, make water flow 
left. Make water spin around. In a boat, a useful spell. Anywhere else, horribly circumstantial. 
  
Fabricate:​ Make stuff out of raw materials. This is an out-of-combat utility if I ever heard of one. 
Super circumstantial. 
  
Polymorph: S ​ o good. Transform an unwilling creature into any other creature (of equal or less CR – 
I think a gnat has less CR right?) for the duration of the spell. However, it’s even more attractive as a 
buff. Turn a friendly creature into a beast of CR equal to his level! Am I missing something or can 
you turn the party big stupid fighter into a creature that a Moon Druid can only dream of? Can you 
really turn the 8​th​ level fighter into ​THIS GUY?​ And when he turns back into a fighter, the 136 hp 
damage he took are gone? For the record, ​THIS GUY​ has 2 attacks at +10 each. 4d12+7 and 3d8+7. 
  
Stone Shape​: Move stone around. Useful for making tunnels or battlements. Pretty circumstantial 
really. Doesn’t turn anyone into a T-Rex. 
 
(ee)​Elemental bane ​(transmutation):​ ​Maybe, and I mean MAYBE for a pure blaster this spell
might not be total crap (though you are infinitely better off with the feat that bypasses energy
resistance). For a god wizard, this really is total crap. 
  
Level 5 
Abjuration 
Planar Binding:​ I find this spell very unclear. The way it is written the Planar Binding does NOT 
summon the extraplanar creature, and if that’s the case, just HOW are we getting the extra planar 
creature into the inverted magic circle? Planar Binding has always been a mainstay for me in 
previous editions, but the wording here is deeply troubling, nevermind the new costly material 
component. Finally, ABJURATION? What? 
  
Conjuration 
Cloudkill: ​Ugh. This is a 5​th​ level spell that does 5d8 damage on a failed Constitution save. That’s 
awful. It requires concentration. The use, as always, is an effective way to kill tons of minions, but it 
used to be pretty bad for the big baddies too, no longer. Maybe a good spell if it didn’t require 
concentration too. 
  
Conjure Elemental:​ Again, a minute to cast, but this time you get a real elemental. All elementals 
are pretty strong defensively, if a little lackluster offensively. Potentially useful as a bodyguard. 
  
Teleportation Circle:​ This spell is only useful if you know the location of a permanent teleportation 
circle near the area you wish to teleport to. That is a pretty big limitation. On the up side, this 
creates a long-distance travel option for the entire party. Pretty much utility only. 
  
Divination 
Contact Other Plane:​DM’s hate these kind of spells, because how much information do you give 
the character’s without spoiling the campaign. Players often hate these spells too, because they 
seem like a cheat. (It’s too risky to solve this riddle on our own, let’s just ask a god.). Ritual 
  
Legend Lore:​ Basically a spell cheat to replace a successful history or arcana roll. Technically, 
Legend Lore should give even more information, but if you’ve been on the other side of the screen 
you know that usually the information available can be gained through the required skill check. 
  
Rary's Telepathic Bond:​ Set up telepathy between the entire party, use this spell to communicate 
with any creature with at least 2 Int (Tongues is now obsolete). Finally, it can be cast as a ritual. Very 
nice. 
  
Scrying:​ The next level of spying after Clairvoyance, except this time you are scrying a creature 
rather than a location. There is a Wisdom saving throw, but there are various things you can do to 
make it a very difficult save listed in the spell itself. Not a spell I use often, but a divination staple. 
  
Enchantment 
Dominate Person:​ I’ve never liked this spell, and I think I like it less than ever. Firstly, spell only 
works on “humanoids” which is very limiting. Second, the duration is one minute, third, it requires 
concentration, fourth, the spell provides multiple saves if the target takes damage, fifth, they get 
advantage on their save if being attacked.. 
  
Geas:​ So this spell has some wording I’m not a fan of. It says the creature affected by this spell is 
“charmed” but the only persuasion the spell seems to offer for the creature to do what you ask is 
that if it doesn’t, it takes 5d10 damage. This would still be good if it wasn’t limited to once per day. 
So the way I read this is that a creature who fails the save can choose to ignore the Geas and take 
around 28 damage once per day. Ewww. 
  
Hold Monster:​ Pretty much what you would expect. Unlike Hold Person, this spell works on any 
creature. It makes a Wisdom save or it’s paralyzed. It gets another Wis save every round and it 
requires concentration, which are two large limitations. 
  
Modify Memory: I​ particularly see this as useful for a group that engages in sneaky activities. 
Convince the guard that he saw someone else fleeing from the scene of the crime, or maybe 
convince him he saw nobody. On the other hand, this isn’t a terrible spell to just incapacitate one 
creature. It gets a Wisdom save or it is incapacitated for up to a minute (concentration). Note that if 
you are in combat, not so good as the save has advantage. 
  
Evocation 
Bigby's Hand:​ For one minute of concentration, you basically get access to all the Bigby spells of 
previous editions. You can have it punch, push, grapple (and squeeze), and block. None of the 
effects are particularly game changing, but the versatility of this spell is a definite selling point. 
  
Cone of Cold: ​A 60 foot cone that averages 36 points of cold damage. (If you were to use a 5​th​ level 
slot for Fireball, average damage would be 35 fire damage). The cone is pretty big, though I’ve 
always found cones more difficult to place than a kaboom. I think I would rather have the fireball. 
(Of course if you come across a creature with fire immunity, do something else) 
  
Wall of Force:​ I love walls. The basic strategy of the wall spell is to divide the enemy forces so that 
you can take out half, and then take out the other half. Wall of force is up to the task, being a force 
affect (that blocks ethereal creatures), immune to damage, reasonably large, and with multiple 
options for shape. The ability to choose which side of the wall anyone in the path of the wall is 
pushed to is an added bonus. Concentration is required. 
  
Wall of Stone:​ Once upon a time, Wall of stone was permanent. Now it is concentration 10 minutes 
before becoming permanent. The wall of stone is the same size as the wall of force. Unlike wall of 
force, wall of stone requires supports, it can’t be free floating, it isn’t immune to damage, and it can’t 
block ethereal. The wall being opaque may offer advantage sometimes, but be a disadvantage at 
others. There are also some more shaping options available, but overall, it’s not worth having both 
walls, and wall of force is the better spell. Wall of Stone ends up becoming more of an 
out-of-combat option utility spell, while Wall of Force is the better battlefield control. 

(ee)​Immolation (​ evocation):​ ​Oh god this is horrible. The damage is terrible, it requires
concentration to maintain, it’s giving a save every round, it’s a single target, and this is a 5​th​ level
spell. This spell should be called “singe”. 
  
Illusion 
Creation:​ Y​ ou can temporarily create some form of nonliving matter. Duration can be anywhere 
from one minute to one day. Need a rope? Use a 5​th​ level wizard spell to make one temporarily! 
  
Dream: T ​ his spell is one that I find puzzling. It can be used for long distance communication, but 
with limitations that Sending doesn’t have. You can use it to prevent a good night sleep, and cause 
some minor damage. It seems pretty bad to me. 
  
Mislead:​ So basically this spell combines invisibility and the creation of an illusionary double. 
Unfortunately the invisibility isn’t greater, so casting a spell reveals yourself (though the illusionary 
double remains). The duration is pretty good at an hour, and as you would expect, concentration is 
required. One nice aspect about this spell is you can see and hear through the illusionary double, so 
this spell can double as a replacement for Arcane Eye. The combat use of this is pretty limited, but it 
can certainly be used as a defensive measure before combat (have the enemy throw everything at 
your double while you remain safely hidden). In the end, it’s still pretty circumstantial, but 
somewhat useful. 
  
Seeming:​ This is basically disguise self, but on a mass scale. I can think of a couple devious ways to 
use this spell to get the enemy fighting itself, and obviously the sneaky party could use this spell to 
allow infiltration by disguising themselves but overall I’m still not a big fan. 
  
Necromancy 
Transmutation 
Animate Objects:​ To me, Animate Objects is the spell that replaces summoning spells from 
previous editions. It’s one action to cast, and the objects are fairly tough for spell creations. It 
requires concentration and only lasts a minute though. Tiny objects are particularly effective, so 
maybe carry a bag of iron spikes, and animate 8 of them. They fly at 30’ and can attack at +8 for 
1d4+4 damage each. That’s 52 average damage folks (assuming hits)! Every round! Larger objects 
are obviously better for battlefield control. Consider things like animating a door you don’t want the 
enemy to go through for example. This spell is fun. 
  
Passwall:​ Make a temporary hole in a wall, ceiling or floor. There is some circumstantial use for this, 
but overall, it’s way too circumstantial. You are way better off preparing teleport options as they will 
provide greater versatility. 
  
Telekinesis: ​This spell has been reasonably toned down from previous incarnations. You get up to 
10 minutes of Telekinesis (concentration). The main use of this is to suspend an enemy in midair 
(and move him around, like over the cliff for example). The contest of Int to Strength limits the use 
of this, that said, the creature is effectively restrained until your next turn which is pretty nice. 
Otherwise you can use this to move objects around, but you can’t throw rocks at your opponents or 
anything. You can switch targets during this spell as well, meaning you get a lot of use out of one 
casting. 
 
(ee)​Control winds (​ transmutation):​ ​You get three possible options with this spell, though
some of the effects are redundant, and others, circumstantial. There simply is nothing in any of
these effects I think is worth maintaining concentration on in most scenarios, so I can’t
recommend this.

(ee)​Transmute rock (​ transmutation):​ ​Both Rock to Mud and Mud to Rock are now one spell.
Neither effect screws over your targets to the degree that you might expect. Temporary
restraining is really the best you can hope for here. Not terrible, but somewhat disappointing for
a 5​th​ level spell. 
  
Level 6 
Abjuration 
Globe of Invulnerability:​ This is the evolution of Counterspell. Now you get a 10’ globe that stops 
all spells of 5​th​ level or lower. One of the particularly attractive details of this spell is that it stops 
spells of 5​th​ level or lower EVEN IF YOU USE A HIGHER SPELL SLOT. This is really a strike against 
multiclassing spellcasters. The 10’ globe is immobile, also there is nothing preventing enemy 
spellcasters from entering the globe, so creating such prevention should be considered when using 
this spell. Very solid defense though. 
  
Guards and Wards: U ​ gh. Enchant your castle, that’s really the purpose of this spell. Don’t expect to 
see much use of it in actual adventuring. 
  
Conjuration 
Arcane Gate: ​Once again, I am having trouble coming up with a clever use for a spell that reads like 
it has clever uses. Without clever uses this is just a short range teleport (500 feet), that is multi use. 
Naturally, this could be a pretty effective escape spell, but as for the super-clever uses, give me a 
hand. Maybe something like the Rogue slips through, attacks the baddie, uses cunning action to slip 
back, and you use your bonus action to rotate the rings so he can’t be followed. Not sure why the 
baddie isn’t just going to start running to your actual location though (since you must be in sight). 
  
Drawmij's Instant Summons:​ Crush a 1000gp sapphire to teleport a small object to you. This is the 
highest level ritual spell a wizard can get, and it’s pretty darned lame, even as a ritual. 
  
  
Divination 
True Seeing: ​Gives the creature touched “truesight” for an hour (see pg 185 in your PHB). The range 
is 120’ and truesight allows you to see in normal and magical darkness, see invisible, detect illusions, 
detect shapeshifters (and see their true form), see into the ethereal plane, and automatically detect 
secret doors. An unexpected pleasant surprise is that this spell lasts for an hour without 
concentration, making it a very valuable spell and buff. The material component cost is 25gp, and 
although I hate paying for material components, at this level, 25gp is really nothing. 
  
Enchantment 
Mass Suggestion:​ The first thing I should mention, is that unlike Suggestion, mass suggestion does 
not require concentration. This is a big selling point. The second thing I should mention is that the 
duration is a very generous 24 hours. You can suggest up to 12 creatures (who receive a Wisdom 
save naturally). This spell might have been garbage, but the no concentration factor really turns this 
spell into a great choice. 
  
Otto's Irresistible Dance:​ ​So this spell reminds me a lot of Tasha’s Hideous Laughter, expect the 
latter is probably the better spell. Oh, this is also a 6​th​ level spell and Tasha’s is level 1. The only (and 
I mean only) advantage of this spell is that it’s guaranteed to work from the point you cast until the 
target’s turn (at which point they can make a saving throw). Not worth it at all. Really, and 
absolutely abysmal spell. 
  
Evocation 
Chain Lightning:​ 10d8 damage to up to 4 opponents. Average damage 45 (save for half). For 
reference, if you use a 7​th​ level slot for fireball you can expect 42 average damage, and you can 
potentially hit more than 4 opponents (though the chain lighting is more selective). Overall, I would 
say this isn’t worth it. 
  
Contingency​: There is a costly component here, but Contingency is still a good 10 day protective 
investment (one time cost as component is not consumed). The usual trigger is going to be your HP 
reaching a certain level. Then you will be automatically targeted with the previously selected spell. 
Might I recommend Dimension Door? 
  
Otiluke's Freezing Sphere: ​This is basically a 10d6 kaboom spell (35 average cold damage – save for 
half), which is pretty awful for this level. The only saving grace of this spell is you can cast it 
beforehand and someone else can throw it instead up to one minute later. This gives some options 
for a Nova of your party engaging a combat with multiple kabooms at once. 
  
Sunbeam: Y ​ ou create a line of light that does an average of 27 radiant damage (save for half), and 
creatures that fail the save are blinded for a round. This in itself isn’t very good, but Undead and 
Oozes have disadvantage on the save, which still isn’t very good, but you can repeat the same attack 
every round for the duration of up to 1 minute (concentration). OK, that’s decent. 
  
Wall of Ice:​ Imagine Wall of Force that trades being invulnerable and able to be free floating for 
doing some pretty tame cold damage and uses up a higher level spell slot. That’s this spell. Not 
worth it. 
  
Illusion 
Programmed Illusion:​ This is basically a permanent illusion that is triggered by the criteria you set 
beforehand. The material cost of this is 25gp. This is going to be more for setting up scenarios 
beforehand, so it will be of limited use in the typical dungeon crawl, but certainly you can come up 
with uses when involved in city adventures where creative solutions are required. 
  
Necromancy 
Circle of Death:​ ​This is a kaboom spell that does the same damage as a 3​rd​ level fireball on average. 
The damage is necrotic and the save is Constitution. It’s just awful. Wait, I forgot the 500gp material 
component. What’s worse than awful? This is the parasite that infects the feces of whatever is 
worse than awful. 
  
Create Undead:​ You can create up to 3 ghouls with this spell (or maintain control of up to 3 ghouls). 
This is kind of the obvious upgrade from Animate Dead, but I think it comes pretty late, and the 
upgrade is pretty minor. I mean, you were doing Animate Dead at 5​th​ level, you have to be 13​th​ level 
to cast this spell. Ghouls are CR 1, and don’t really have any neat abilities.  
  
Eyebite: ​For one minute of concentration, you get to attack an enemy with this spell each round. 
Choose from “sleep”, Panic” and “sicken”. All of these choices are fairly decent. There is a Wisdom 
save to avoid the effect. Overall, a pretty good spell. 
  
Magic Jar:​ Possession that lasts until dispelled. You can possess multiple creatures (one at a time) 
by use of a single casting of this spell. Create some serious havoc by casting this spell beforehand, 
and having an ally throw the gem into a room of enemies and shut and spike the door shut. Wait 
until your own body reanimates to tell them that everyone inside is dead. The cost of this spell is 
500gp, so nothing to sneeze at, but it’s pretty potent. 
  
Transmutation 
Disintegrate: ​Obviously, this spell can be used to disintegrate Walls of Force or a material wall or 
other barricade, but lets face it, this is usually used to disintegrate someone. The average damage is 
75 on a failed Dex save (pretty good), however, on a successful save, the creature takes no damage 
(pretty bad). This spell is also dangerous as it can disintegrate a enemies treasure hoard along with 
the enemy. Not a fan. 
  
Flesh to Stone: T ​ his is your first real save or die spell. (Or to be more precise, save or save again 
and save again or die). The idea here is you need to maintain concentration long enough for the 
enemy to fail 3 constitution saves (and if he makes 3 constitution saves first, it doesn’t work), while 
his allies try to wreck your concentration before that happens. Note that if the enemy makes the 
first save, the spell does nothing at all, but if it fails its first save, you can potentially kill it before it 
completes the saving throw trials. 
  
Move Earth: R ​ eshape dirt, sand or clay. Remove one 6​th​ level spell slot for the day. 
 
(ee)​Investiture of flame ​(transmutation):​ ​The offensive uses of this spell are mild at best, but
what it does do is give you fire immunity, which can be very useful, although circumstantial. It
requires concentration to maintain. You do get a blast ability for the long duration, but it’s pretty
awful (though better than a Cantrip – slightly).

(ee)​Investiture of ice (​ transmutation):​ ​Very similar to Investiture of Flame (except a cold


effect). The variations are all minor effects.
(ee)​Investiture of stone ​(transmutation):​ ​I don’t like this spell nearly as much. There is no
damage immunity here, just resistance (and I’ve gone over the problem with “resistance” on
concentration spells before). There is no blast here, instead an effect that will knock people
around you prone on a failed save (allies included).

(ee)​Investiture of wind ​(transmutation):​ ​Disadvantage on ranged attacks against you and fly
are a combination that works nicely. The blast portion of this spell is pretty lame, but still this
spell is OK, if not a bit high level for the effect. 
  
Level 7 
Abjuration 
Symbol:​ This essentially creates a trap. The effect of the trap has some versatility, but the expensive 
cost of this spell (1000 gp) is not negotiable. In other words, you create a 1000gp trap. BTW, the 
trap isn’t that great for a 7​th​ level slot anyways. 
  
Conjuration 
Mordenkainen's Magnificent Mansion​: Luxurious and completely safe accommodation and nosh 
for yourself and up to 99 more people for the cost of three 5gp items (one time cost). You are high 
level now, time to rest in the style and manner to which an archmage like yourself has grown 
accustomed. Naturally, servants, appearing in the manner of your choice, dressed in attire of your 
choosing, provide foot rubs, go on all fours to act as your footrest, dance and provide 
entertainment, and manicure your nails at your command. Leomund’s tiny hut is reasonably secure, 
but this is kind of the ultimate in this line of spells, and the spell to show your companions just how 
snobby and self-important you’ve become. 
  
Plane Shift: ​Like Teleport, except now you can travel with your companions to other planes of 
existence. This may be a required spell for some campaigns, for others, of less use than teleport 
itself. You can technically use this spell to send an unwilling creature to another plane with a failed 
save, but it’s a touch spell, so that’s a really bad idea. 
  
Teleport​: So you can now teleport any distance with up to 8 companions to a destination of your 
choice. If there isn’t a permanent teleportation circle, or you don’t have an object from that location, 
there is a chance of mishap. Mishaps aren’t that bad, causing 3d10 damage, though you can 
theoretically have infinite mishaps on the same trip. Just thinking here. Is there any reason you 
couldn’t skip this spell and take Plane shift instead, and use it to avoid mishap? Just thinking in print 
here, but let’s say theoretically you need to go from Icewind Dale to The keep in Mulsantir. This is an 
extremely long trip so you decide to teleport, but you’ve never been to Rashemen before. 
Teleporting suddenly becomes risky. However, you could cast Plane Shift twice. The first time, go 
somewhere benevolent, like the base of Mount Celestia, then cast a second time, stating the keep of 
Mulsantir as your destination. No mishap, no missing the location, just reliable (indirect) teleport. 
What am I missing? 
  
Divination 
Enchantment 
Evocation 
Delayed Blast Fireball:​ There used to be some pretty nasty tricks with this spell, but now with it 
requiring concentration, the options become limited. The base damage is equal to what a regular 
fireball would be using a 7​th​ level slot. There is one, fairly important passage in the spell description I 
consider unclear. “If at the end of your turn the bead has not yet detonated, the damage increases 
by 1d6”. Does this happen once? Or can you leave the bead for 10 rounds and have damage 
increase by 10d6? I think that’s pretty relevant. As I usually do in these cases, I’m going to assume 
the more conservative interpretation unless WOTC clarifies otherwise. 
  
Forcecage:​ First off, 1500 gp material component to cast this spell, but it’s a one time cost. This is a 
very effective spell. There is no saving throw to avoid being trapped, but you do have to make a 
saving throw if you try to teleport out. Finally, this is a non-avoidable way for you to move a 
particularly large creature a couple squares in the direction of your choice with no saving throw. 
  
Mordenkainen's Sword:​ C ​ lerics get a 2​nd​ level spell called Spiritual Hammer that works much like 
this spell except the Cleric spell doesn’t require concentration. (This spell does more damage, but 
not a whole bunch more – say about 17 points per hit instead of 10). This spell isn’t just bad, it is 
Circle of Death bad. 
  
Prismatic Spray: ​So create a 60’ cone and creatures hit by the cone have a random effect. 6 out of 
8 of those effects are 10d6 elemental damage (save for half). “Wait,” you say, “Isn’t 10d6 what you 
would expect from a 5​th​ level spell?” Yes it is. 1 out of 8 is a Flesh to stone (6​th​ level effect), and 1 out 
of 8 offers the chance for multiple effects. Overall, this is trash. I’m not a fan of Cone of Cold, but it’s 
going to trump this spell if you are looking for a 60’ cone blast. 
 
(ee)​Whirlwind (​ evocation):​ ​You know that 4​th​ level spell Watery Sphere? This spell is used a
lot like that one. I have to say too, this one isn’t that much better. It’s still an OK spell, but you
would think 3 spell levels would get you more. 
  
Illusion 
Mirage Arcane: ​This spell is like Hallucinatory Terrain except it has a longer duration and you can 
include more things in the illusion. You are still just changing the appearance of terrain though. 
  
Project Image: ​The purpose of this spell has always been to create a mobile attack drone. You 
could cast spells from the image, and it couldn’t be destroyed. Both those features are now gone, 
and I’m having great difficulty determining why this spell is better than Mislead (5​th​ level spell). 
Longer duration, but it lacks the invisibility of the original, also, the image is destroyed if it takes any 
damage. 
  
Simulacrum: O ​ nce again there is a 1,500 gp material component to this spell. This creates a 
duplicate of one beast or humanoid within range, but this duplicate has ½ the HP, can’t heal, can’t 
regain spells, and can’t learn. That said, it’s automatically friendly to you. This immediately starts my 
devious mind aflutter. So if you find a way to capture some super powerful entity for 12 hours, you 
can make a Simulacrum that is friendly to you and obeys your commands. Naturally, casting it on 
yourself is worth considering, or on the BSF to create a meatshield that is more obedient than the 
current BSF. The only downside is the cost, but this is still quite good. 
  
Necromancy 
Finger of Death:​ Save or die? Nope. Now if you don’t save, you take damage. How much damage? 
Well, the average would be 62. The save is Constitution, which isn’t great, but unlike Disintegrate, 
you at least take half on a successful save. I don’t consider the damage all that impressive 
considering the level and that it’s a single target spell, but honestly, there isn’t much competition at 
this level when it comes to blast spells. 
  
Transmutation 
Etherealness: ​So this spell basically turns you insubstantial for the duration. You can’t affect or be 
affected by things in the material plane. You can fly around and float through walls, which is a 
strong but circumstantial utility. Concentration is not required, unfortunately the spell is self only. 
  
Reverse Gravity:​ This used to be auto-win vs creatures that couldn’t fly that relied on melee attacks. 
Now they get a Dex save to avoid the effect which lowers the value of this spell. Here’s the big 
question: If you make the save are you stuck (restrained) holding onto whatever you grabbed? (to 
continue avoiding the effect?) That explanation makes the most sense to me, though I would be 
more comfortable if the spell specifically said that. The DM may also rule the creature can work its 
way outside the area of effect, which would be problematic. 
  
Sequester​: 5000 gp material component. That’s some serious scratch to cast a spell once. This is a 
pretty circumstantial spell too. 
  
Level 8 
Abjuration 
Antimagic Field:​ This spell completely shuts down magic in a 10’ radius centred on you. The 
obvious issue here is that you are a Wizard, and shutting down your own ability to use magic is 
really, really bad. That said, there can be some use to this, especially if you are trying to shut down 
some awful magic effect or some magic practitioner more dangerous than yourself. Not a spell I 
would use lightly though. 
  
Mind Blank:​ So good. As a defensive buff this spell really delivers. It’s a touch spell so it can be 
used on other members of your group as well, and it has a duration of 24 hours (no concentration) 
so you are good all day. What do you get? Complete immunity to psychic damage. Complete 
immunity to the charmed condition. Complete immunity to divination. This spell plus greater 
invisibility will make you invisible from even true seeing for example. A very potent spell worthy of 
an 8​th​ level slot. 
  
Conjuration 
Demiplane: T ​ his spell has multiple uses. First off, it gives you and your party a completely safe 
place to rest, scribe spells, or whatever (the way it’s written suggests to me that you can cast this 
spell again from within the Demiplane to recreate the same doorway). Secondly, it can act as a 
perfect place to store all your junk so you can access even big stuff at need (maybe a place to keep 
mounts too). Finally, it can be used to create a nearly impenetrable unescapable prison. Not a bad 
spell at all. 
  
Incendiary Cloud:​ Right off the bat I need to complain about the wording of the last sentence of this 
spell, “The cloud moves 10 feet directly away from you in a direction that you choose at the start of 
each of your turns.” Can we discuss that “directly away from me” and “direction that you choose” are 
mutually exclusive? (Assuming that you aren’t in the centre of the cloud, which would be a very silly 
place for you to be.) The damage of this spell is pretty mild (average 45/round) but you can keep it 
up for up to one minute (concentration). If I get to move it in a direction of my choosing, that’s not 
bad. If it’s moving 10 directly away from me each round (I’m assuming directly away from the 
position I was in when I cast the spell?) then I’m not a fan. Ultimately, because of the wording, I’m 
going to err on the side of caution and say this isn’t a good spell. 
  
Maze:​ What a lovely spell. You can make any enemy disappear with no saving throw. On its turn it 
can attempt to return with a DC 20 Int check (not a saving throw, so don’t add proficiency bonus, nor 
can legendary actions give you an auto-save!). This is a very hard check, so expect a decent amount 
of time before they return (you can maintain this spell with concentration up to 10 minutes). I 
remember in a previous edition of this game playing a campaign where Maze became the trick our 
party would use in 80% of battles. In particular I remember a Great Wyrm Red Dragon we trapped 
in a Maze while we killed all its minions, then we surrounded the area it would return and readied 
actions. Then it returned and we wiped it out before it got a single action. 
  
Divination 
Enchantment 
Antipathy/Sympathy: T ​ he obvious downside of this spell is that it offers a saving throw (Wisdom), 
and then if the target leaves the affected area, they get another saving throw. That said, this spell 
has a lot going for it. First off, there is a 10 day duration on this spell, secondly, there doesn’t appear 
to be a limitation on layering this spell. Imagine you and your party are going to be invading a Castle 
filled with angry Cloud Giants and their Wyvern pets. It seems to me that in the days before going to 
this castle you could cast Antipathy to Cloud Giants on yourself, then Antipathy to Wyverns, and then 
cast Sympathy to Cloud Giants on the BSF then Sympathy to Wyverns. Cloud giants and Wyverns 
would be attracted to they BSF (so he can engage melee), and repelled by you (so you can avoid 
melee). 
  
Dominate Monster:​ So if we are to compare this with Dominate Person we are first removing the 
limitation to humanoid which is the big draw, but we should also recognize that the duration is now 
one hour. This means a dominated creature could potentially be of use for several encounters. 
There are still a number of limitations on this spell, but it’s going to be of significantly greater use 
than Dominate Person, and probably worth the extra levels. 
  
Feeblemind:​ It used to be that creatures that were spellcasters had less chance to save against this 
spell, but those days are gone as this spell has the super-rare Int save. Creatures affected by this 
spell can’t cast spells, activate magic items, understand language, or communicate. This means if 
you cast it on a big stupid fighter you may not be able to tell if he saved or not. Casting it on uppidy 
Sorcerers, Bards, Clerics and Warlocks makes the most sense. Basically a save-or-be-screwed effect. 
Unfortunately, it’s pretty circumstantial. 
  
Power Word Stun:​ A creature targeted by this spell is automatically stunned until at least the end of 
its next turn with no saving throw as long as it has no more than 150 hp. The issue here is that you 
don’t always know how many HP your enemies have. Most primary enemies at this level will have 
more than 150 hp, so how much damage do you have to do before this sticks? There is a great deal 
of uncertainty here because of that, uncertainty you would have avoided if you had cast Maze 
instead. 
  
Evocation 
Sunburst: T ​ his spell is very similar to Sunbeam except you do more damage, you blind the enemy 
for up to a minute, and you are doing a kaboom-effect (a BIG 60’ radius kaboom). On the other 
hand, Sunbeam is giving you an attack every round, while this is a one shot boom. For that reason, I 
think I like Sunbeam better. Damage is also pretty tame for a one shot blast with 42 average on a 
failed save. 
  
Telepathy: A ​ lthough the duration is much better on this spell, I can’t help but wonder why this spell 
is 8​ level and Rary’s Telepathic Bond is 5​th​. Especially with Rary’s having the significant advantage of 
th​

being a ritual. If you have Rary’s, I wouldn’t bother with this one. I wouldn’t bother with this one 
anyways. I guess the point is that you can establish the bond with someone who is already a 
massive distance from you (maybe someone who’s gone missing?) In which case, this spell is 
probably an expensive replacement for some lower level divination. 
  
Illusion 
Necromancy 
Clone: F
​ or 3,000 gp you can make yourself immune to death. Keep this in a Demiplane accessed 
through the Demiplane spell to keep it safe until needed. Did I say “yourself”? I meant your entire 
party. (3000 gp each). If you leave something personal with the clone along with a Teleport scroll, it 
can go directly to your body’s location to recover lost equipment. 
 
(ee)​Abi-Dalzim’s horrid wilting ​(necromancy):​ ​So they decided to give credit to Horrid
Wilting did they? Abi-Dalzim must be really embarrassed. 10d8 damage on a failed
save. If that isn’t bad enough, the save is constitution (save for half damage). This
should be a 4​th​ level spell. Shame on you Abi-Dalzim, shame on you. 
  
Transmutation 
Control Weather​: This spell has always shared some basic factors through all the D&D incarnations. 
It’s always been a high level spell. It’s always had a long casting time. I’ve never understood the 
point in taking it. 
  
Level 9 
Abjuration 
Imprisonment:​ When you cast this spell, the target either makes a saving throw, or is imprisoned 
(potentially forever). The cost of casting this spell once is 500gp PER HIT DIE of the creature 
targeted. Target an 18​th​ level Wizard for example and you need to pay 9000gp to cast this spell one 
time – and it provides a saving throw to avoid the effect (but you still lose your 9000gp). 9​th​ level 
spell. 
  
Prismatic Wall:​ The ultimate wall (or sphere). I’m glad to see that concentration is not required 
(making this the only substantial wall you can create that doesn’t). This spell remains the most 
effective and indestructible wall imaginable. You and your buddies can pass through it unharmed 
though! Disintegrate doesn’t help. Antimagic doesn’t help. Walking though this wall will set you 
back about 175 hp, and hit you with a petrification and blindness. Creatures can be struck blind just 
by being within 20’ of this thing. This is how a 9​th​ level spell should look. 
  
Conjuration 
Gate​: You open a portal to another plane (5,000gp component - not consumed). Plane Shift of 
course can be used to travel to different planes, but this one can draw through a powerful creature 
from another plane. You just need to consider 2 things: 1) You need to know its true name. 2) You 
have no control over it when it comes through the gate. #2 is really the fly in the ointment. This can 
be used in conjunction with Planar Binding to try to control the creature, again, you need a true 
name. (No, Asmodeus is likely not his true name) 
  
Wish​: You duplicate the effect of a spell of 8​th​ level (not just Wizard spells either) or lower (but don’t 
go too much lower – this is Wish). In addition, you can avoid any material component of the spell 
being duplicated (Clone city!). You can also wish valuables into existence, heal everyone, buff 
everyone, go back in time and change a bad roll…This is so much better than any other spell in the 
game. 
  
Divination 
Foresight:​ So what does this buff do? Well it lasts 8 hours without concentration and the target gets 
advantage on all attack rolls, ability checks, saving throws and can’t be surprised. Enemies take 
disadvantage on attack rolls. That’s a pretty sick buff. 
  
Enchantment 
Power Word Kill:​ This spell has the exact same problem as Power Word Stun, except that now the 
HP limit is 100hp. I find that limitation very concerning. If the enemy has fewer than 100hp, maybe 
your best bet is just to cause 100hp of damage. 
  
Evocation 
Meteor Swarm: ​ You create essentially 4 double radius fireball effects (up to a mile away) that each 
do about 140 damage on a failed save (70 on a successful one). That’s a pretty nasty blast. 
  
Illusion 
Weird:​ ​This seems a lot like the spell Fear, except targets take some crappy damage each round. 
Fear is a 3​rd​ level spell. EDIT: Note that this spell has been errated (save now takes place at the end 
of the round), so I’ve moved it from Brown to Red. Still don’t take it. 
  
Necromancy 
Astral Projection: T ​ his spell has 2 primary purposes. The first is plane travel (which you can already 
do via Plane Shift, and making your party death-immune (which you can already do via Clone). The 
primary advantage of the latter is that in this case you will not need to recover any lost equipment if 
you “die”. There is the minute possibility with this spell that something may sever your Astral lifeline, 
but, as mentioned in the spell description, most creatures are incapable of doing that. The cost is 
1,100 gp per creature included in the spell. Dispel Magic is one way this spell can be disrupted, 
which is a substantial downside considering the spell level. 
  
Transmutation 
Shapechange: ​Assume the form of any creature of your challenge rating (your level) or lower. The 
only limits are that you need to have seen the type of creature at least once (not sure if seeing it in a 
book counts) and it can’t be undead or a construct (so basically, it needs to be alive). You can also 
use an action to change form during the spell (1 hour concentration). Naturally, there are lots of 
powerful combat forms you can take, but beware, as this is a concentration spell, and unless you 
can figure out a way to avoid taking damage, you may find your concentration disrupted in the 
middle of melee (this would be bad.) Unlike Polymorph, only you can take the new form. 
 
One primary advantage of this spell over polymorph is the retention of your own mental ability 
scores, as well as character abilities (like spellcasting, or concentration boosting feats like Warcaster). 
This provides significant advantage over a polymorphed form. In some cases, DM’s can limit what 
you can do with a Polymorphed form due to lowered Int, in these cases, Shapechange is even more 
attractive. 
  
Time Stop​:​ Take 1d4+1 turns in a row, because taking 1 round at a time is for big stupid fighters. 
This period of time involves some restrictions, but self buffing makes a lot of sense during a time 
stop, as does creating walls or barriers, or raising illusions. I hear a lot about delayed blast fireball + 
time stop, but that’s always seemed pretty lame to me. 
  
True Polymorph:​ To me, this spell trumps Shapechange. Although you can’t continually change 
forms, you can Polymorph your allies, turn your enemy into a newt (he’ll get better), or turn that big 
tree into a T-Rex. I’m more inclined to use this as a buff since unwilling targets get a saving throw. 
 

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