Spellcasters can activate a Spell Scroll if the spell is on their character class’s spell list, otherwise, the scroll is illegible. If the scroll’s magic is more powerful than the character can cast, they must make an ability check to use it successfully. Hiring someone to cast a relatively common spell of 1st or 2nd level, such as Cure Wounds or Identify, is easy enough in a city or town and might cost 10 to 50 gp. The original wizard who wrote a spellbook incurred the following monetary expenses to produce it: 50gp to buy the blank spellbook, plus an extra 50gp times the cost of hiring spellcasting services.
At the 2nd level, copying conjuration spells cost half the normal price and time. You can also magically conjure an item object no larger than 3 feet on each side. At the 6th level, you learn to conjure a cantrip. To add spells to your spellbook, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your cost.
D and D 5e has a mechanic “spell pool” or spell preparation, which is +1 per level and +1 per intelligence modifier for wizards. A book with 3rd-level spells in it is worth 2,700 gp, and a book with 9th-level spells is 72,900 gp. The process of copying a new spell into your spellbook takes 2 hours and costs 50 gp.
The closest rules as written way to price this out are as follows: Player’s Handbook, page 114: 50gp per spell level for each spell in the book. A spellbook’s sales price is anywhere between about 25gp/spell level to 50gp/spell level (plus the cost of the physical book), depending on the subjective nature of the spell. Spell scrolls are priced like so (half of a normal magic item): Common: 25-50 gp, Uncommon: 51-250 gp, Rare: 251-2500 gp, Very rare: 2501-25000 gp.
📹 Top 10 Spells Every Wizard Must Know
There are over 500 spells you can use in Dungeons and Dragons 5e which all belong to different spell lists exclusive to one or …
How do you count in wizard?
Wizard is a card game where players predict the number of tricks taken correctly by predicting the number of tricks taken incorrectly. The German version of Wizard features a fantasy-themed character on each card, with titles like der Krieger or die Priesterin. The decks contain four non-standard suits with values from 1 to 13, four Z cards labeled as der Zauberer or die Zauberin, and four N cards labeled as der Narr or die Närrin. The German deck is distributed in the United States as “Fantasy Wizard” with an English box and rules.
The Medieval deck features themed characters such as Hermit, Peasant, Farmer, Archer, Blacksmith, Merchant, Bard, Scholar, Bishop, Knight, Queen, King, and Dragon. The cards are color-coded with Hearts (Red), Spades (Black), Clubs (Green), Diamonds (Purple), Jesters (Brown), and Wizards (Blue).
How much is wizarding money worth?
Wizarding currency, also known as wizarding money, was used by the wizarding world and varied from country to country. In Great Britain, it consisted of three coins: Galleon, Sickle, and Knut, each with a different value. The coins had a series of numerals around the edge representing the serial number of the Goblin who cast the coin. In the United States, the wizarding currency consisted of the Dragot and Sprink. The currency was used by wizards to solve complex calculations with magic. The currency varied from country to country and was not averse to using convoluted denominations.
How do wizard spell levels work?
Wizards begin with six first-level spells in their spellbook and, as they advance in level, they add two more spells to their spellbook. Following a period of rest, the character is able to prepare a number of spells equal to their level plus their intelligence modifier.
How much is a wizard spellbook worth?
The financial investment associated with the replication of spells from a spellbook to one’s own spellbook is estimated to be approximately 50 gold pieces per spell level. Consequently, for a 9th-level wizard’s spellbook, the financial value is projected to be between 2000 and 3000 gold pieces, contingent upon the comprehensiveness of the book.
How do you calculate how many spells you have?
The text discusses the implementation of a system that calculates the number of spells that can be prepared for a single-classed character based on the spellcasting modifier. This is done by selecting the desired class and performing the calculation based on the spellcasting modifier. The full casters, such as Crystal, Druid, and Wizard, prepare spells, while Paladin is the only half caster that prepares spells. All other classes are “known” casters and do not change their spells during a long rest.
However, calculating the number of spells that can be prepared for a multi-classed character is a bit more challenging. The sheet must check for the number of levels in each class and then perform the calculation and sum. This adds a wrinkle to the system, as it may not always check if the correct number of spells have been prepared for each class. Additionally, there will need to be a way to exclude spells that are known from non-spellcasting class features, such as Racial Traits.
The text suggests adding a calculation for spellcastingability instead of wisdommod, as it will work for any base class. A better macro that shows how many spells are prepared per level with a total at the bottom can be used:
/w gm and amp;(template:npcaction) and amp;(noerror) ((rname=@(selectedcharactername)) ((name=Prepared Spells)) ((0@(selectedrepeatingspell-1$0spellprepared) + 0@(selectedrepeatingspell-1$1spellprepared) + 0@(selectedrepeatingspell-2$2spellprepared) + 0@(selectedrepeatingspell-3$2spellprepared) + 0@(selectedrepeatingspell-3$4spellprepared) + 0@(selectedrepeatingspell-4$0spellprepared) + 0@(selectedrepeatingspell-4$3spellprepared) + 0@(selectedrepeatingspell-4$6spellprepared) + 0@(selectedrepeatingspell-4$7spellprepared) + 0@(selectedrepeatingspell-4$8spellprepared) + 0@(selectedrepeatingspell-4$9spellprepared)))
In summary, the implementation of this system has several challenges, including the need to calculate the number of spells prepared for each class and the need to exclude spells from non-spellcasting class features.
The macro Mule is a fantastic tool that has been used to enhance the macros I propose to my players. However, when creating a macro with the same syntax, whether generic or as a new attribute of the character sheet of DnD5e, I systematically get the error on missing and nbsp;repeating_spell-xx (where they do not exist). This occurs when called from a macro (and not copied/pasted in chat), the and nbsp; and amp;(noerror) statement seems to be ignored.
The macro Mule is used to create a button using syntax looking like Guarda Prepariti/Preparabili and amp;(noerror). The purpose of this macro is to propose this to my casters with a button using syntax looking like (Guarda Prepariti/Preparabili)(~@(selectedIncantesimi_Prep for instance).
I am trying to find an explanation for why this occurs and how to avoid errors when calling this from macro. I have used the macro Mule to structure things differently, such as accessing Spell information in handouts when clicking the infobutton in spells and proposing Italian language to my players.
I would like to thank you for your help in improving the macros I propose to my players and for sharing your work on this issue. Your Macro Mule is truly fantastic and I appreciate your efforts in improving the macros I propose to my players.
How do you calculate wizard spells?
The number of spells that a wizard can prepare is contingent upon two factors: the wizard’s level and their intelligence modifier. A level 7 wizard with 19 intelligence can prepare 11 spells, based on their spellcasting modifier.
How much do wizard spells cost?
To copy a spell into your spellbook, you need to reproduce the basic form of the spell and decipher the unique system of notation used by the wizard. Practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. This process takes 2 hours and costs 50 gp for each level of the spell. Once you have spent this time and money, you can prepare the spell like any other spells.
To create a backup copy of your spellbook, you can copy a spell from your own spellbook into another book, spending only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells into a new spellbook. However, filling out the remainder of your spellbook requires finding new spells, so many wizards keep backup spellbooks in a safe place.
What is the best wizard level 1 spell?
The list of spells in Dungeons and Dragons 5e has been updated to include more powerful ones for different classes, such as Clerics, Warlocks, Sorcerers, and Wizards. These classes all start out using 1st-level spells, and the goal of every spellcaster is to grow more powerful and eventually gain a 9th-level spell slot. The updated list includes 8 Healing Word, 7 Inflict Wounds, 6 Thunderwave, 5 Burning Hands, 4 Chromatic Orb, 3 Detect Magic, 2 Magic Missile, 1 Jim’s Magic Missile, and Magic Missile via Wizards of the Coast.
The goal of every spellcaster is to grow more powerful and eventually gain a 9th-level spell slot, but even the greatest caster has to start somewhere. The updated list includes new additions and highlights the importance of choosing the best spells for each class.
How much is a hat of wizardry?
Occasionally, one may simply desire to make a purchase. The item price includes the following items: Spellbook, Ersatz Eye, Hat of Vermin, and Hat of Wizardry.
How many spells fit in a spellbook?
A spellbook is limited to 100 pages, with each spell occupying a space equal to the level of the spell. To illustrate, a level 1 wizard with six first-level spells would have a spellbook comprising six pages out of the total allotment of 100. It should be noted that JavaScript may be disabled or blocked by extensions, and that cookies may not be supported by your browser.
How much does a level 1 spell cost?
The cost of a spell can be compared to modern currency, with 1 c. p. equaling $1, 1 s. p. equaling $10, and 1 g. p. equaling $100. Levels of spells can range from 1 to 7th level, with a 1st level spell costing around $1, 000, 90 g. p. for a 3rd level spell almost $10, 000, 250 g. p. for a 5th level spell around $25, 000, and 490 g. p. for a 7th level spell almost $50, 000. Instant global and planar travel costs vary, with teleportation circles costing around $35, 500, teleporting without a circle almost $50, 000, and opening portals via the Gate spell costing around $131, 000. Rich people can cheat death with spells like Raise Dead, Clone, and True Resurrection, costing over $5 million.
📹 Treantmonk’s Guide to Wizards: Level One Spells
Quick correction: I said that I thought Earth Tremor was purple for evokers but wrote in the text Orange for evokers. In truth, it’s a …
Clarifications: When I speak about “Scaling” in the article, I am referring to casting these spells at higher levels, both as first level spells, or casting at a higher level. I said that I thought Earth Tremor was purple for evokers but it should be orange, the text is correct. While we are on the topic of misspeaking, I called Catapult a “to hit” spell, though it is actually a saving throw spell.
Here are the ratings & time stamps in text format for quick reference. Red (*) – Not Recommended Orange (**) – Too Circumstantial to warrant preparation Purple (***) – Ok Spells Green (****) – Good Spells Blue (*****) – Must Have Spells Ab – Abjuration Conj – Conjuration Enc – Enchantment Evo – Evocation Ill – Illusion Necr – Necromancy Tran – Transmutation Conc- Concentration Absorb Elements (Ab) (****) (04:46) Alarm (Ab, Ritual) (***) or (*****) for Abjurers (06:32) Burning Hands (Evo) (*) or (***) for Evokers (34:56) Catapult (Tran) (***) bad scaling (48:38) Cause Fear (Necr, Conc) (*) (43:50) Charm Person (Enc) (**) (25:14) Chromatic Orb (Evo) (***) (29:43) Color Spray (Ill) (***) (37:53) Comprehend Languages (Div, Ritual) (****) (18:47) Detect Magic (Div, Conc, Ritual) (*****) (17:43) Disguise Self (Ill) (**) or (***/****) in the right campaign (38:26) Earth Tremor (Evo) (*) or (**) for Evokers (33:35) Expeditious Retreat (Tran, Conc) (***) close to (****), doesn’t scale well (44:50) False Life (Necro) (***) close to (**) (42:54) Feather Fall (Tran) (**) or (****) for some characters/campaigns (47:08) Find Familiar (Conj, Ritual) (*****) (10:51) Fog Cloud (Conj, Conc) (****) (13:00) Grease (Conj) (****) (11:18) Ice Knife (Conj) (***) (15:36) Identify (Div, Ritual) (**) (19:44) Illusory Script (Ill, Ritual) (*) (39:27) Jump (Tran) (*) (50:05) Longstrider (Tran) (***) (46:01) Mage Armor (Ab) (*****) (03:20) Magic Missile (Evo) (****) (26:20) Protection from Good & Evil (Ab, Conc) (**) (09:26) Ray of Sickness (Necr) (***) close to (**) (40:50) Shield (Ab) (*****) (01:57) Silent Image (Ill, Conc) (****) or (*****) for 14th+ level Illusionists (35:48) Sleep (Enc) (*** at levels 1-2, maybe 3rd) (20:48) Snare (Ab) (**) (08:20) Tasha’s Hideous Laughter (Enc, Conc) (****) (22:12) Tenser’s Floating Disk (Conj, Ritual) (**) (16:31) Thunderwave (Evo) (****) or (*****) for Evokers (worse for all at higher levels) (28:15) Unseen Servant (Conj, Ritual) (***) (14:16) Witch Bolt (Evo, Conc) (*) (32:19)
Catapult is one of those spells that get better the more creative your DM lets you be. Comboing it with a bag of flour and a source of flame and you have an improvised fireball at first level. Best use I ever saw was a player in one of my games comboing with reduce to launch the Kobold Barbarian at the evil wizard who was at the time feeling safe up in his airship.
One major benefit of the identify spell that few people seem to realize or talk about is that you can use it on people. if you think someone’s acting strange or they’re possibly under a spell or they’ve been charmed and you don’t know how to tell for sure, or if you want to find out what an enemy has as a buff on themselves, you can use it to find out. (Since it’s a touch spell, you can use it through your familiar as well. And if you had say a spider familiar, it should do a little bit of infiltration and identification from a distance.)
The fact that my familiar can deliver Identify (Range of touch) makes it worthwhile IMO. Example: We have a fighter in our group whom acted intolerably in the early days of our campaign, only to suddenly turn the peace and love dial to 11 (21 would be appropriate DnD terminology I suppose) as if under some sort of spell. There was something sketchy about that new armor he got, and he seemed reluctant to talk about it. I asked him if he could watch my familiar-owl while it was resting on the fighters shoulders for a while… and, bam! Secrets revealed. Quite situational example. Though considering how often there’s something potentially dangerous I don’t wanna touch, or something in the reach of my familiar/out of reach for me, it makes it a green for me. (Biased Diviner)
My thoughts on Catapult: In my current campaign, I chose it over magic missile because I always choose magic missile, and taking that spell again just sounded boring (also wands of magic missile are fairly easy to come by, depending on your DM and campaign). I’m now a 4th level wizard and catapult has been both useful and very fun. It will never top magic missile in terms of reliability but there are some tactics you can use to reduce the likelihood that your spell will do nothing at all. Something unique about catapult is that because you’re dealing with a physical projectile the spell indicates that if a creature makes its DEX save to dodge whatever you’ve sent careening across the battlefield then your chosen projectile will continue in a straight line until it meets another creature, who also has to make a DEX save. And so on and so on, until it travels 90ft, hits a creature, or collides with a wall. This ranks it squarely above chromatic orb in terms of reliability, it may not hit your intended target, but if you aim it right it will usually hit a target. This is more useful if you’re dealing with lots of minions rather than one big boss, but my DMs do not typically pit us against just a single creature, no matter how powerful. Another really nice advantage is that it does not require you to see the object you wish to magically locomote. So as long as you know where it is, you can target any object of 1 to 5 pounds and send it flying in any direction. So if you know there’s a sneaky goblin (or two) that you can’t see, but know is hiding behind some fallen debris you can fling a cobblestone laterally into that space to remove that threat, this is something I actually did in my campaign.
Abjuration: (1:54) Shield (3:20) Mage Armor (4:46) Absorb Elements (6:32) Alarm (8:19) Snare (9:26) Protection from Evil and Good Conjuration (10:48) Find Familiar (11:19) Grease (13:00) Fog Cloud (14:16) Unseen Servant (15:37) Ice Knife (16:31) Tenser’s Floating Disk Divination (17:42) Detect Magic (18:47) Comprehend Languages (19:44) Identify Enchantment (20:45) Sleep (22:12) Tasha’s Hideous Laughter (25:14) Charm Person Evocation (26:18) Magic Missile (28:16) Thunderwave (29:44) Chromatic Orb (32:20) Witch Bolt (33:34) Earth Tremor (34:56) Burning Hands Illusion (35:59) Silent Image (37:53) Color Spray (38:26) Disguise Self (39:26) Illusory Script Necromancy (40:49) Ray of Sickness (42:55) False Life (43:50) Cause Fear Transmutation (44:49) Expeditious Retreat (46:01) Longstrider (47:09) Feather Fall (48:37) Catapult (50:04) Jump
11:59 During great session I was in, we were fighting two skeleton archers hiding in a 60-foot tall tower. My brother, a wizard, cast fog cloud on the tower top, blocking their view. The skeletons then crawled tried to climb down the tower to get out of the cloud. When they got halfway down, my brother cast grease on them causing them to lose their grip and fall all the way to the ground. One landed on its neck (nat 1 on the grease save) dying outright. The other lost almost all health and was an easy kill.
I feel as though a Cantrip article would be more helpful since you don’t gain very many and they are very useful; like do I want Mage hand or Light? Firebolt or Frostbite? And since you can just write down all the 1st – 9th lv spells you don’t have through spell scrolls, you don’t really need to pick and choose. So a Cantrip guide would be very much appreciated.
There’s one thing you forgot about Grease : creatures have to save VS prone when they end their turn in the area, yes, but unlike Sleet Storm, they ALSO have to save when they ENTER the area. So if the map configuration allows you to put a grease on a chokepoint and force enemies to go through it, it can waste one of their turns, since they might not have enough movement remaining to get up right away. For a non concentration lvl 1 spell, that’s pretty strong.
Very good analysis. Here are a couple of things I think were missed on some spells: Catapult – This spell really isn’t a single target spell. It travels 90 feet in a line, meaning that you can line multiple enemies up with Catapult and have a chance to hit at least one of them. This means that lining 2 or more enemies up with Catapult gives a sort of pseudo advantage (because if the first enemy passes their saving throw, there is a chance the second one fails, and so on and so forth). Given this ability, if you line up 2 enemies with Catapult the average damage is higher than Magic Missile if you consider a 60% chance of an enemy of failing their saving throw (11.34 for Catapult and 10.5 for Magic Missile). This gets more advantageous for Catapult the more enemies you can line up. Sleep – One additional use case for Sleep is to take out a single tough/boss enemy who is somewhat low on HP. There is no attack roll or saving throw to be made, so there is no chance of missing or the boss using a legendary resistance to resist the effect. Since Sleep is spherical it can be placed above the battlefield so as to only hit the intended target with the “hitbox” that extends downward (assuming there is no way to place it on the ground and only hit the intended target). So whereas you’d have to cast 2 or 3 Magic Missile spells to take out an enemy with 22 HP left, Sleep can pretty much do that instantly assuming at least an average roll. This does rely on either knowing or inferring the enemy’s HP however.
Not a lot of surprises there. You’re pretty consistent with your approaches. I do have a request though, for future vids. The Wizard list is shared by the EK and AT, but the decisions about spell choice and spell usage is very different. I know this is a Wizard guide. But in the cases that a spell would receive a markedly different rating for the EK or AT than for the Wizard, a little comment to that effect would be much appreciated. This might also help players who MC wizard into a build. TIA
big fan of your articles as wizard is my fav class to play, 2 quick thoughts… suggestion of a name for your fan base or followers; ‘apprentices’… and since Alarm is neither concentration or ends if you cast it again, you could cast it multiple times to cover more area (4 quadrants for a much bigger square; 40′ x 40’) or one for the door and one for the window in a tavern room (get a long rest)
You may have missed the other use case of identify- identifying people. Specifically, it can be used to identify any spells affecting the target. Weirdly often I need to quickly check if someone is under the effect of suggestion, geas, etc. It can help you confirm your suspicions if you think something is under Nystul’s magic aura or instant summons. I actually sometimes keep identify prepared for these events.
Witch Bolt has a lot of limitations that I can understand why it’s just not competitive enough to be worth preparing… but as a scroll it may be worth it. Sometimes the fact that it compels an enemy to retreat 30ft away from you is exactly what you need as it forces them to effectively give up their turn as they take the Disengage action which is fun if your front-line brawler has Sentinel.. Also there’s a certain amount of GM metagaming… how would every enemy know that if they moved only 35ft away from the Wizard it would end the spell that otherwise had unlimited duration? How would low-intelligence beasts know that? How would mindless undead know that? Did the DM even attempt an Arcana check for an NPC who could know about the strengths and limitations of Witch Bolt? Try Witch Bolt against players who are new to D&D5e, how many figure out that the witch bolt has unlimited duration and they could so easily end the spell by just retreating. They’re probably not which is why the weakness of Witchbolt is mostly causes by the NPCs metagaming.
Well done. However, I have to point out a very valuable use of Identify that is excellent to have in your book: Cursed Items. A lot of cursed loot has some SERIOUS downsides, and Identify can sidestep this and protect someone from having a serious detriment instead of eating the Curse and risking an encounter
A great use for Illusory Script is to use it to make ‘Psychic Paper’ from the Doctor Who series. You’d do this by being a 6th level Illusionist Wizard that is also proficient in forgery. You can now adjust the document to be whatever you want at will. Just arrived in town and you are one corner away from the palace but need a good reason to get in? Take out your scroll that has been pre-sealed using sealing wax and adjust it to fit whatever story you come up with. Maybe you were hired by a local noble to track down a runaway servant, or are an envoy from another nation needing to speak to the queen, if you can write it and have seen a similar document before, you can create that document on the spot. Go up to the guard, walk into the palace 🙂
20:00 you haven’t played with enough evil DMs. Attuning to an unknown magical item? May god have mercy on your cursed soul. 22:00 Sleep is no save, requires no concentration, starts at 5d8 and scales at 2 dice per level, double what any other spell out there basically gets. Its a Radius spell, so you can place the center above creatures which lets you fairly reliably target single creatures. And it has a 90′ range. I have killed so many flying creatures, especially escaping flying creatures with sleep. 90′ of falling damage into a quick dirt nap. Its become a fey patron warlock specialty.
I know many spells are DM dependant but Identify is super DM dependant. Ive played under a few DMs and many of them LOVE cursed items or require attuning to get facts and Identify can really save your butt in those areas, usually short rest are an hour and if I recall you need two short rest to know what you need to learn that makes Identify pretty handy. Considering how many DMs seem to hate it I cant really call it less than purple but of course tables vary. edit Ok Im dumb and messed up the color code and despite your description I think you did rate the spell properly, I would always want SOMEONE in the party to have it but only one.
One potential reason to cast Alarm in conjunction with Tiny Hut is that it can give you a second chance to see an enemy hunkering down and setting up an ambush for when the spell duration ends or the caster exits it. IIRC the hut may block spell effects but it doesn’t block someone from throwing a rock or shooting an arrow from inside of it and hitting something outside of it. Since both Alarm and Tiny Hut are rituals, in very specific circumstances you can set up an ambush point at the cost of no spell resources, while greatly bolstering your ranged weapon specialist allies. Throw in a disposable minion, such as a Tiny Servant, and you can have an ambush without having to rely on memorizing guard patterns or chance. Admittedly, that’s more Tiny Hut than Alarm. Alarm could be used to fine-tune when to set off more mundane traps, though.
Jump and feather fall are fun spells. I don’t think they’re quite as situational as you make them out to be, but perhaps your games are different. They’re both spells that open up options to go places and do things. Oftentimes jump actually allows you to bypass obstacles that other creatures simply can’t, which as a wizard who doesn’t want to get hit can be very nice (although it tends to rely on having more than my 6 in strength). For no concentration and no action if you cast it ahead of time, it’s not half bad. Feather fall I think is fantastic. It comes up pretty often in my games that we’re up in a tower, at a cliffside or on a bridge. It is fantastic to have the confidence that you have a way out. The real thing to consider with feather fall though is that while it doesn’t come up all of the time, the times that it does it turns a life and death struggle into a situation solved completely with a single 1st level slot as a reaction. The odds are mediocre but the prize is incredible. Perhaps most importantly though is how having this spell influences your team’s group dynamic. You can have your barbarian heroically tackle the BBEG off his *Dark Spyre ™*, seemingly sacrifing himself, and then save him. You can allow your rogue to attempt the climb of the century with confidence that you can save him if he fails. You can promise your ranger that you’ll catch them if they fall to help them conquer their fear of heights. Having feather fall allows you to enable your allies to feel like heroes with amazing taste in allies.
Catapult a flask of oil, or vial of poison, it’s good, also need that grappling hook up a large cliff, 90 feet into the air. It’s also a dex save, what if they make it? Well it keeps going and could hit the next enemy, so one save becomes 2, 3 maybe more. Lastly knocked that miguffin out of the big bads hands? Catapult it away. It’s an amazing spell, at least green by your standards, and blue by mine. I always find a use for it.
I love these articles, they are very helpful and get me to think on how I would rank them. For the ones I disagree with I give my reasoning. My ranking is as follows; Abjuration Shield – Blue Mage Armor – Green (Almost blue) Absorb Elements – Green Alarm – Green (I like how it’s a ritual and it’s very useful at low levels but I would drop once I get Tiny Hut, but I agree it’s blue for Abjurers) Snare – Orange Protection from Evil and Good – Purple ( I think it’s ok, probably used more at higher levels) Conjuration Find Familiar – Blue Grease – Green Fog Cloud – Green Unseen Servant – Green (Great for triggering traps and it’s a ritual) Ice Knife – Purple Tensors Floating Disk – Orange Divination Detect Magic – Blue Comprehend Languages – Green Identify – Purple (I feel like this comes up more than people give it credit for) Enchantment Sleep – Green ( Great at 1st level, decent at 2nd level, ok at 3rd and 4th level, outdone by Fireball at 5th level) Tashas Hideous Laughter – Green Charm Person – Purple (kinda hard to use but if you can use it, it can be effective. Probably should not be used in combat) Evocation Magic Missile – Green Thunderwave – Green (agree it’s blue for evokers) Chromatic Orb – Purple Witch Bolt – Red Earth Tremor – Red (Purple for Evokers) Burning Hands – Purple ( is pretty good against strong single targets from my experience and I like how they still take half damage if they save. Thunderwave though better overall is very loud) Illusion Silent Image – Green Color Spray – Purple Disguise Self – Green ( Circumstantial but very effective ) Illusory Script – Red Necromancy Ray of Sickness – Orange ( Chromatic Orb is just better, the poisoned effect is decent but the CON save is easy for many enemies to beat ) False Life – Green ( Temp hit points are never a bad thing, always good for back up) Cause Fear – Red Transmutation Expeditious Retreat – Purple (agree it’s almost green) Longstrider – Purple Featherfall – Green (when you need you really need it, I almost always take it) Catapult – Purple Jump – Orange ( can be useful I found but not that impressive overall, should be a Cantrip but not completely useless)
Catapult has some good bits to it that I think makes it a fairly solid spell (but I picked it as a sorcerer primarily for its versatility, especially since mine is transmutation themed, I think purple is right for Wizards). Catapult does ok damage, and can damage objects, like you said, but it also has two interesting interactions in that it works as a fast and long range telekinesis- if the object doesn’t hit something it takes no damage, so you can move that object up to 90 feet to you. It also can ‘hit’ multiple targets if they are in a line, super circumstantial, but since it only stops on a hit, if you can pass through 2 enemies (which is fairly common) or even 3 or more, it will have a much higher chance of hitting, although may not hit the best target. The higher accuracy will help it compete against magic missile and when you consider the other minor benefits, I think it’s solid. It reminds me of a first level levitate spell in that it’s not amazing all the time, but it’s so flexible that it’s almost always useful- why I think it’s potentially better depending on your class, but less so for Wizards. Also I used Prestidigitation for a 1 hour illusory script. What a bad spell, Pres is already super fun to grab and use, don’t get that spell. If your team can’t hide a note successfully for an hour, you deserve to get got on it.
I find Catapult way better than Chromatic Orb, mainly because it’s a telekinetic effect with damage as a rider, some uses: 1. Use special “ammunition” like alchemist fire, bottles of oil or bottles of ball bearings or caltrops. 2. The object doesn’t need to be close to you, in some cases you can even dissimulate the casting. 3. In some cases you can use it to bring items closer to you and your allies, or just to take them away from enemies. Just with the second probable target in case the first missed make it already better.
Hi ! A few remarks : For Charm, it’s really easy to tell someone you charmed, “calm down they are working for me !”, or to your teammates, “let me handle it stay behind”, so that you can use your Charm easily. Just by saying, “come with me I will pay you, you won’t regret it”, you can convince quite all charmed ennemies to guide/help you. And it lasts 1 full hour and doesn’t require concentration ! Compared to other 1st level spells, this effect is really crazy + remains reliable later on because the enemy has only a single roll to resist, which is nothing when you have Potent like me ! I feel that having someone guiding me, helping me for only a single 1st lvl spell (and a few gold coins before being killed 😉 ) without concentration will remain crazy good, even when I’ll be a 10th or a 15th level wizard…
First of all, thanks for these articles, I LOVE your content! I’m probably going to play a Wizard for the first time in decades thanks to you! Second: I would love a written compendium of all your ratings and such. I watch all the articles but sometimes it would be nice to be able to cross reference faster. Thanks again for the great content!
Treantmonk – One of the big traps I find with fogcloud is that it generally doesn’t even give disadvantage to enemies attacks. It feels like it SHOULD but it doesn’t. That’s because enemies have disadvantage because they can not see us, but advantage because we can not see them. This makes their attacks a straight roll – all it really does is deny them advantage if they had it. The same in reverse – it makes it so we don’t have disadvantage. This might be useful in melee so we can cast at a straight attack roll but generally I don’t cast attack roll spells anyway. This is one of the reasons staff of swarming insects is so strong(Only for the wielder of course) – because we can see through the cloud it acts like the darkness example below except it isn’t pierced by things such as devils sight. Compare this to Darkness – the same thing would apply except the errata appears to imply that your only blinded if you are trying to see a target inside the darkness. For example (If your in a really really dark area but your staring at someone outside – like near that bright streetlight. You can see them but they can’t see you. In this case they are getting disadvantage and you are gaining advantage. BTW – I am so pumped for this entire series and i’m currently playing through as a low level diviner that just hit the mid levels. The CC is definitely swinging the fights and the GM is starting to need to make them harder. I am looking forward to that diviner build you have down the line especially!
chromatic orb is a good spell for a storm sorcerer. Guaranteed damage even if you miss. and if there are a bunch of minions you can twin spell, if there is a boss with minions you can attack boss and deal damage to the minions, There is also very little risk because you can bonus action fly 10 feet then move as far as you can.
3:20 If you’re an abjuration wizard, casting Alarm as a ritual at the start of the day also procs your ward. So you don’t need mage armor for builds that he touched on, who have light or medium armour profiency. This way you don’t waste a spell slot for 1AC. Althoigh you can always cast it on a teammate at the beginning of the day, which is always nice for fellow wizards/sorcerers who don’t have armour.
Catapult could be nice to throw vials of acid, and you can shoot MacGuffins (which are usually indestructible or magical) towards your group (as long as they aren’t being worn). I’ve used a scroll of Catapult (Didn’t feel like putting it in my spellbook) to shoot a weight with a rope attached to it to help us cross a chasm (and the DM didn’t rule that the rope took the 3d8 damage, not sure if it should). Wouldn’t a fighter have worked too by just throwing it? Probably, but I don’t think he could throw the rope that far, or the DM would’ve asked an attack roll/strength check or something. Honestly it’s one of those spells that if you can get a scroll of it’s really neat as there are lots of creative uses for it that just don’t come up often enough to make it worth preparing.
I feel like Catapult should be at least green because you can target multiple enemies with it but depending on how creative your DM allows you to be I would argue it could even be blue. Launching alchemists fire is the obvious example but I’ve had DMs that have allowed launching things like daggers or nets at enemies which makes it much more versatile and fun. I could even see some shenanigans with enlarge/reduce coming into play as well although that’s more dubious. Also there’s utility to think about as well, for example if your bard casts heat metal on an enemies sword and they drop it you could catapult it away which doesn’t do direct damage but could leave that enemy with only his fists to fight with which could win you the fight.
Important note about Feather Fall that’s come up in my table: IF YOU ARE IN EBERRON SOMEONE SHOULD TAKE IT. Falling is a huge concern in Eberron: Airships, The Lihghtning Rail, Falling off high area in Sharn or other major cities with verticality (the towers in Arcanix in Aundaire for example) Not i spell you want prepared all the time but it comes up a lot more than in other campaign settings because of things like airships and the lightning rail and the verticality in the cities.You don’t need it prepared all the time, but if you’re party is gonna be getting on a skycoach or an airship….. or the lightning rail….. yeah maybe think about preparing it. We just had a caster get shoved off a place in the middle city and fell to the lower wards and it was not pretty, they barely survived.
Catapult has a couple of benefits that you missed: 1) The object doesn’t need to start at you – in other words you can choose an object on the battlefield and fling it ACROSS your line of sight – potentially around corners for example. 2) The biggest benefit IMO is that the object continues past the first target if that target makes it’s save. This means that if there are multiple targets in a line, it forces a save for the first one, then the second, then the third until it hits. This means that it is MUCH more likely to do damage than most save-or-suck spells, because you are forcing multiple saving throws. These two features of the spell mean that in the likely event that you are fighting multiple creatures where there is some debris laying around you can choose a line of effect that passes through 2-3 of them and force a save until a save is failed – resulting in about 16 points of damage at 1st level. Compare this to a magic missile that does 11 points of damage at 1st level. That damage bump is not a bad trade-off for the save or suck feature of this spell IMO.
Another good article, though naturally there are some things I disagree with. Particularly, I think you overlook a few small points about scaling. False life, to start with, scales very well with higher spell slots. The two alternatives you point to, inspiring leader and bear spirit, cap out at 25 temporary hit points at 20th character level. False life provides at least that much out of a 5th-level slot. False life outpaces every other reliable source of THP out there, making it far and away the best necromancy wizard spell at this level. On the other end of things, you correctly observe that thunderwave and earth tremor do not scale well in damage. However, they both have secondary effects which are just as useful at any level, meaning that you can knock away an invisible stalker or make prone a fire giant with a 1st-level slot. Even after the point where they are no longer optimal for dealing damage (which earth tremor never was anyway), they can be worth preparing as cheap tactical options.
One thing I noticed about Charm Person is that while they know they were charmed, unlike with Friends that doesn’t mean they automatically become hostile. My suggestion is that if you intend to charm someone and subsequently continue to interact with them, use the charm time (when they will not attack you and you have advantage on charisma checks against them) to convince them that you charming them was for their own good. Indeed, you charming them was you doing them a favour! Who knows how badly the situation could have spiraled out of control if you hadn’t magically dope-slapped some sense into them? Really, they should be thanking you for charming them before they made the worst mistake of their life. Side note: Damage spells scale horribly. A burning hands spell at 3rd level does 5d6 damage to 6 squares. a fireball does… more. The only reasons to scale up direct damage spells rather than use a higher level spell is if 1) you have limited spells known/prepared and are being conservative with how many damage spells you invest in, or 2) you really need that damage type or area specifically, and are willing to lose some damage to get it.
Interesting on how you like Thunderwave – I understand that it does pretty good damage and covers a great area (for its level), but my personal experience was that the loud sound makes it problematic in many situations (though it could be just to small of an sample size, so maybe I should try it a bit more)
My one comment on Alarm would be the 1 minute cast time. Casting five during a short rest = 55 minutes the sixth pushes it to 66 minutes. Not much difference when the party are short resting but I would only expect to be able to get the five recharges not six if we are camping out in a dungeon on guard for monsters approaching.
Identify is dead useful, way more than you spoke of it I’d say. Why? Well first off, curses. If you find a magic item, don’t know what it does or that it’s cursed, but then decide to just attune to it without knowing what it does already, then congrats, you just played yourself. A niche situation to be sure, but still a very easily avoidable one that costs you next to nothing. EDIT: I completely forgot that curses are undetectable with Identify, the next point still stands The next situation I can think of is time constraints. The ritual takes 10 minutes to perform, meaning that during a long rest you can identify 6 items. Let’s say you just beat a dragon and are taking an hour to rest and loot through their hoard. Let’s say you find 8 magic items within that hoard. Since you know identify, you can plop down after you find the first item and begin performing 8 rituals while your allies continue to search through the piles of treasure. By the time you’re ready to conjure up a floating disk and pile it with the items you want to keep/sell, you already know which ones are worth your time. If you didn’t take identify, the party would have to spend 8 full hours in the dragon’s lair or somewhere else attuning to different items to find out what they do. Not to mention the time you’d have to spend re-attuning to the items you want to actually be attuned to. You might argue that in this game, the difference between 80 minutes and 8 hours is negligible. However, this would likely mean wasting an entire day doing nothing but trying to find out what these things do.
Advice on fighting magic resistant enemies please. We didn’t have a wizard but we just fought a bone devil with 2 bards, a sorcerer, a rouge 2/Warlock 4, a monk 5 (no magic weapon), and a cleric. Won by lucky crits, but 2 magic resistant enemies would have finished us. I figure wizard advice would be generally applicable.
Fog cloud is DEVASTATING my campaign. There are a lot of small creatures in my party (3 kobolds and a goblin) including the wizard and he does one way smoke strats putting the smoke at just above their head level which means most regular height enemies are blinded but the short kings fighter and Monk and rogue are not and the tiefling warlock just drops prone sniper style to fire Eldritch blasts at their groin at advantage. 😭😂
I can agree on how situational Identify is. However, I do have a DM who willingly withholds information on magic items until they’re identified. Weapons get this treatment even more so. He has expressed a small bit of concern or frustration in that we don’t use these items, but when they trigger a bad effect on a low roll, well we’re just not interested. My party just doesn’t have a flexible spell caster beyond our Bard. We have a Cleric and Paladin, but they’re more frontline fighters. I do have the stats to take 1-2 level in wizard just to have a spellbook with rituals, which wouldn’t be too bad for my Arcane Trickster, but that’s the length I would have to go to in order to get Identify just for the full details of anything magical we pick up.
Thing you’ve missed about Catapult: you can chose the point of origin of that attack by using oject laying around f.e behing enemy. Wizzers are known for str as their dumpstat. With Catapult you can throw objects up to 90f. I’m always using this spell to distract someone when i try to sneak aronud. Bonus points for striking creatures that are behind full cover and you don’t have a line of sight with them. You just neet to know where they are and have some object that you can throw in a straight line to them. Also, if someone makes their save, the object still moves, so you can try to make a attack with a rock, that even on a passed dex save for one creature, goes further to strike another one. Catapult is a mediocre dmg on low lvl but it comes with a lot of utility.
This might have come up, but… Protection from Good/Evil, or any other concentration spell, make great potions if you can negotiate their inclusion. Potions of spells don’t require concentration, and that makes potions very useful to spell casters in general. It makes my players want to make them, and creates cool sessions where we go slogging for ingredients to make a batch or two at a time — win/win in my opinion.
I think jump deserves the orange rating. A 16 STR character with the jump spell will jump 48ft wide and 57ft up, maybe more with an athletics check, which is often enough to cross a chasm or climb a ledge with a rope and easily pull everyone else. In these ocasions, we’ve all seen how much time and resources are spent to maybe cross these obstacles at the chance of someone taking damage or even dying, while relying on some farfetched solutions that the DM allows to not boggle the session (ropes are often involved) If you have a monk in your party, this becomes a little more useful. A monk with say, 14 STR using step of the wind and with the jump spell will be able to jump 84 wide and 102 feet up. This can outright make a character bypass a whole dungeon. As to movement speed limitations, this only implies that a character would need to use a dash or spend two turns “jumping”. The rules don’t limit the jump distance, only says how much movement it costs, and if it costs more than a dash movement, so it would take more turns, I think (otherwise there’s no reason to design features as step of the wind, the jum spell or the boots of jumping). While I think it would mostly be useful out of combat, being able to so quickly move great distances and heights in combat might just do the trick in certain combats and scenarios. I’m yet to see this spell actually being used like this, but I’ve seen the boots of jumping in action, which do the same.
I would only “disagree” with Earth Tremor; having seen it in a 1-year campaign, it is easy to use frequently and useful quite often, both offensively and defensively. Being surrounded by 3-4 enemies and making them fall prone gives them disadvantage on their opportunity attacks. It also gives melee allies advantage for increasing hit and critical chance. Overall, I would rank it one colour above. I agree 100% with all the other ratings and was pleased to see your revised your initial colourification. I admit that I was one of those who looked at it when I first started playing 5e, but did not fully agree with you on various spells.
Loved the vid and made me rethink my opinion of a lot of spells. The one spell I disagree with you on is Catapult. I fully agree with you if you use it on a random object – BUT … if you use it to deliver a specific payload to a target? In that case it becomes better than chromatic orb, though not quite as good as Magic Missile imo.
This is probably too late for your level 2 spells article on Friday (looking forward to it, by the way!) but for the first time, I just took Nystul’s Magic Aura. Yes, it’s circumstantial, but if you’re suddenly entrusted with the care of an incredibly powerful magical artefact that dark forces are after, it’s something you’ll want to cast on said artefact every night before bed.
Alarm requires 1 minute to cast by default, which means 11 minutes as a ritual, which means you can do it about 5 times instead of a short rest. Also technically rests don’t require you to not cast spells just that you do nothing strenuous, so depending on the dm ritual casting alarm five times and getting the rest might be fine.
I think Illusory Script should be purple simply because it’s a ritual. The opportunity cost is relatively low if your GM allows you to buy common magic items (value 50-100 gp) then you can get a scroll of it and scribe it into your spellbook for 100-150 gp, which isn’t too much at all at even mid levels.
Illusory script can be used to modify a contract, get a signature, then end the spell so any detection method shows it was legitimately signed for. Fun, but not helpful if Zone of Truth exists in your world’s legal system, but that’s true of literally all crime. But if you don’t think anyone will use ZoT, it’s a great con spell. So yeah, still circumstantial but that’s probably the most common circumstance for me. That and conning devils into giving you rad rewards in exchange for like… a handshake. If they lack truesight
I took the Orb for rule of cool and got a crit when I used it for the first time in my first Wizard game. It’s okay in an ambush situation, and can have many niche uses. Plus I roll a Divination Wizard, so in some cases I can use portent on it. My concept isn’t blaster, just support. But an ally was in trouble and I used Chromatic Orb to help them out. 30 damage on 6d8, quite good though I got lucky, yes.
I like “Optimancers”. It beats “Arcane nerds” by a mile. Great article, as always. Does Magic Missle force a concentration check for each missle? Multiple daggers that hit would. Using catapult to launch contact poison, alchemist fire, caltrops, oil or holy water may be useful if your DM allows it. Someday I hope to launch a 45 lb gnome that “is not being worn or carried” with a 9th level upcast catapult. RAW? Grease is a cube that does not need to be attached to the ground. Flying creatures that fly through the cube fall prone and drop to the ground. Disguise self is an illusion. Can illusionist make this permanent? Is there any way to make cast on self only spells able to target others? Because I sense a 10th level plastic surgeon in the making.
Ray of sickness is not designed to kill. Its designed to cripple. Its more of a defensive spell. The main point is to do some chip damage and imposed disadvantage so the enemy dose not hit as hard. Ray of sickness is the reason why people think Grim harvest is bad. They cast it and wonder why people are not dead. Its a good damage and debuff spell. The spell save improves over time so the poison can be made more reliable but it is circumstantial. Its honestly better imo twinned by a sorcerer. False life is practically an arcane ward in spell form. The only difference is you can’t give it to other people. On an abjurer it would be rather good as you can still give yourself protection while sharing your ward. Later on in the game its better served as a kind of psudo self healing spell. Its a good choice if you don’t have a source of temp hit points. You can also use those temp hit points for life transference spell turning your temp hp into healing for another pc.
Nobody uses Catapult right – you can launch an item from any square in range in a 60 ft line. The idea is that you launch it in a line that has multiple enemies so if the first enemy makes the save, the object continues to catapult and the next enemy has to make a save. If a 1st level character lines three enemies up who have, say, a +3 to dex saves, that character has almost a 90% chance (87.5%) to hit at least one of them.
I think Jump is slightly better than you give it credit for. Perhaps dependant on the terrain your DM provides, but the 10/15′ vertical jumps it can provide are quite useful for either sending the party fighter on top of a defensive wall to clear out archers, or to send our wizard into a tree to avoid melee attackers. For being a pseudo flight ability without concentration it seems better than the red rating you’ve given it
Cause fear should be rated higher. For creatures under 5 INT, cause fear is the best single target spell (Hideous Laughter wouldn’t work). In the frightened condition, creatures gets disadvantage on attack roles AND cannot move closer to the wizard. This is a strong first level spell against a strong melee target. For example, my 2nd level party encountered a young remorhaz which would have likely killed multiple party members (if not all). Yet my wizard was able to stick cause fear for two rounds. My party was able to move back and was protected since the remorhaz could not move toward the wizard. The remorhaz has no range attack and was powerless. We were able to knock out the remorhaz from range. This isn’t a rare instance, lots of creatures are below 5 INT. As well, Hideous Laughter induces prone, which gives disadvantage at range and it’s easier to break out of since they get a savings throw every time they take damage. Overall, I would choose Cause Fear over Hideous Laughter.
Regarding the Identify spell: Depending on the group you play with it can be much more valuable than that. It can help the group decide who attunes to it. It doesn’t solve any issues of logical loot division unfortunately .. at least until people reach their 3 item attunement limit. .. Oh look the guy that plays the Wizard and stays away from melee all the time rolled highest and got that magical melee weapon. That will really benefit the group especially against those monsters that are resistant to non-magical weapons. Oh look he rolled highest on the Potion of Extra Healing too. Lucky him. Oh look again he also got a spellbook unopposed because nobody else could use it. This rolling method makes so much sense and I’m so thrilled he shows up every week. omfg
I’m surprised you didn’t make illusory script at least purple for lv 6+ illusionists. In a homebrew campaign was DM-ing, at lv 7 I had the party meet the king of some massive empire, and for some reason, they had to make the king sign a contract. But the Chaotic Neutral illusionist in the campaign wrote up the contract, used illusory script, and instead of having to try to persuade the king, it was an immediate success. I guess a contract saying that you can get a train load of GP off of a party of adventurers is at least a little bit enticing. Anyway, the illusionist then used malleable illusions to change it so that the king signed over the entire kingdom to the illusionist and the first objective. I had the Kingdom get meteor swarmed by the future BBEG though, so he didn’t just win the game at level 7.
Is Chromatic Orb higher than Purple color and more worthwhile vs Magic Missile if you’ve got a Familar Owl giving you advantage on the hit with Chromatic Orb every turn? What if you’re also an elf with Elven Accuracy feat and so the spell attack roll with Chromatic orb is always 3d20 fishing for crits, and almost guaranteed hits every turn? What if you also are starting at level 5 in this campaign and you were given an Arcane Grimoire from your DM for another +1 to spell attack rolls, and you also rolled a really nice stat on character creation and after the +2racial you have 20int after it was boosted again by Elven Accuracy’s +1int? That’s the situation I’m in and considering right now. I’m considering if I should try to focus on spell attack rolls in multiple slots at the moment during this character creation.
Would you consider earth tremor for any class? I thought it would be nice to use it as an eldritch knight to knock enemies prone and get adv. on attacks? I am not that good at theorycrafting and always get carried away by seemingly cool ideas. So I would appreciate your adive. 😀 Would you consider making a decent spell list for EK? I play a Forest Gnome dex based fighter and have the problem to decide on spells.
Cause fear vs. Tasha’s hideous laughter. Both are save vs wisdom or nothing happens. Both allow the target an additional save every turn. Tasha’s: target is incapacitated and prone but extra saves every time the target takes damage, one target only. Cause fear: Target has disadvantages on ability checks and attack rolls, upcastable to target additional targets. Sure, I guess tasha’s is better in most situations but I can imagine several situations where cause fear would be better. Not saying it’s green or even purple but red is reserved for nearly useless spells isn’t it? Is it really worse than Charm person?
Question about saving throws. Am I understanding this correctly? Lets say I am one on one with enemy and cast tasha’s on my turn. Enemy gets a save on the casting. My turn ends. Its now enemy’s turn that they spend laughing on the ground. Enemy’s turn ends. They get a second save before my turn? This seems to be implied by the wording of a save on casting, and at the end of the enemy’s turn. Seems crazy that enemy gets two save opportunities before I can make use of the effect. Only if I have allies after me in the initiative order but before the enemy I cast on can anyone make use of the effect after the first failed save. Am I understanding this correctly?
catapult is green in my opinion as it has uses outside of combat. it linear telekinesis for there an object surrounded by poison, acid or fire. key across from the prison bars ctapult it towards your self up to 90ft?. catapult is an alternative to mage hand with greater range and can causes object+creature damage if desired . also used catapult a couple of time to launch a dagger or grappling hook attached to a silk rope to cross a river, chasm or climb a shear wall. I don,t think a barbarian can fling a grappling hook silk rope 108ft accurately for a 2nd spell slot avoid combat or 1st slot to cross 72ft gap with silk rope and dagger. if your dm allows it catapult pairs well with oil+alchemist fire sacks or chucking holy water if you have a cleric. combat+utility over plain combat any day which is what catapult has.
The more I watch your spell articles, the more I think the color system is a bit limiting: a spell’s value is often highly dependent on character level. Grease and Sleep are two perfect examples: Grease becomes better when you stop spending your concentration on 1st level spells and have slots to spare, while Sleep’s usefulness only lasts for a couple levels. You should consider making a article with such outliers and spell “power curves” in general!
With catapult i dont have to do damage to the object say a enemy drops their weapon i cats catapult on it it goes up to 90 feet away from me spell range plus 60 it moves in a straight line. Now the enemy has to eighter fight me with their weaker fist or take at least 2 turns to get the weapon back pretty good to me.
illusory script. DM ruling dependent. Can those that see the real message also see the fake one? Can you designate Anyone other than your party members or anyone other than the “chosen” person may see the message. if so, write some innocent throwing a party letter or some other thing as the base message & the illusion carries the important message. Did this get errata’d or clarified in a ruling?
Tenser’s floating disc is better with a character that has access to flying or levitation. Tenser’s floating disc with levitation becomes the elevator spell, and fly is this on steroids. Carry up to 500lbs of characters and gear. So why use 3 fly spells when you can cast this and the disc follows the flying character. This has a lot of uses, I would personally make it Purple and not Orange. You need a DM call for Dimension door, however.
One point about Identify: it’s probably the safest way to know if an item is cursed. Attuning to a found magic item is a bit like eating food you found laying around. But, I also have to say it’s hardly a spell anyone is going to pick as their level 1 spell. Reason #1: the material component is costly. Reason #2: it isn’t quite as cool of a spell. Reason #3: most D&D parties do act like people who would not care where the food on the floor came from. “A magical axe that is just laying around? Sure, I’ll attune to it. Not like I could get cursed or anything!”
This world is mine too and it was well 4really 8I but it wasn’t for me but my mom made me watch the game and the best team in the number was so bad that it has been a great 4years for the advice of the Fliesmlk family since I got a new job at my house in new York city on 8to but it was a great time to be a young woman in my ass but