Key foods
- Defensive spells are very important for wizards
D&D
To survive – prioritize rope trick, fog step and absorb elements. - The Rope Trick creates a safe pocket dimension, Misty Step transfers to remote safety, and Absorb Elements resists damage.
- Reflect on Mirror Image, a spell that confuses attackers, provides much-needed protection and buys time for strategic moves.
There are many spells in it Dungeons and dragonsand the magician Class, as the archetypal spellcaster, takes the lion's share. It's hard for newer players to decide which spells to prioritize when faced with the vast list of options available, but a wizard who doesn't master at least a few. Defensive spells It's not going to last
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Wizards are very fragile in it Dungeons and dragons. They have the smallest hit dice to quantify their HP and, by default, no armor skills to keep them safe in battle. Fortunately, there are many powerful and useful spells that help wizards keep themselves and their allies safe in the heat of battle. Here are ten The best defensive spells that should be in every wizard's spell book.
10 rope trick
Shelter on the move
- Spelling level: 2
- spelling school: conversion
- Source:Player's manual
Second level spell rope trick It serves as a get-out-of-jail-free card for almost any sticky situation a wizard might find himself in. To cast this spell, the caster must touch an ordinary rope, causing it to travel straight up into a small pocket. Dimensions spacious enough to accommodate all but the largest parties.
These pocket dimensions are invisible from the outside, and a rope can be pulled into the wizard's back port to completely cut off access. Once cast, the spell lasts a full hour, giving adventurers plenty of time to rest and reevaluate if they find they've bitten off more than they can handle.
9 foggy step
Walking freely
- Spelling level: 2
- Spelling school: Curiosity
- Source:Player's manual
foggy step It is as simple as it is essential. This spell allows a wizard to instantly teleport to any point he can see within 30 feet. Since teleportation bypasses attacks of opportunity, this provides a great way for mages to put distance between themselves and a threatening enemy that gets too close.
A further extension of Misty Step's utility is the fact that the spell does a bonus action for the caster, allowing the caster to use their main action for a cantrip or even a melee attack if they're desperate. Their action can even be used to strike, putting even more distance between them and their enemy.
8 mirror image
A face in a crowd
- Spelling level: 2
- spelling school: Illusion
- Source: Player's manual
mirror image A great choice for any mage who wants to survive in the thick of a fight. This spell summons three illusory duplicates of the caster, which surround them and confuse any would-be intruders. Any attack that targets a mage casting this spell has a random chance to hit one of the duplicates, causing the attacker to completely waste their attack.
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As you might expect, illusory images aren't that hard, so it only takes one hit to knock out a copy. And of course, the fewer duplicates left, the easier it is to hit the real wizard. That being said, Mirror Image is still a great choice for mages who need a few rounds of breathing room to line up a devastating fireball.
7 Absorption of elements
Strengthen the defense
- Spelling level: 1
- spelling school: opt out
- Source: Zanatar's guide to everything
While mages fear swords or maces more than most classes, they are just as vulnerable to magical damage. Absorption of elements It protects the caster from acid, cold, fire, lightning, and lightning damage, and the fact that it's a reactive cast makes it an ideal spell for a wizard to keep in their pocket. .
This spell makes the caster resistant to any damage caused by the spell and halves the amount of damage the wizard takes. This resistance lasts until their next turn and protects them from further attacks until then. Mages with some combat abilities benefit from a bonus to melee damage from absorbed energy, but even for mages who have never thrown a punch in their lives, this defensive spell deals a lot of damage.
6 Mage armor
The clothes make the magician
- Spelling level: 1
- spelling school: opt out
- Source: Player's manual
Without a few classes or special magic items like Elven Chain, most wizards will never see the inside of a suit of armor or even hold a shield. Mage armor It helps to compensate for that deficiency. As the name suggests, this spell encases an unarmored creature in a magical array of protective wards, giving them an armor class slightly better than studded leather.
The spell lasts for eight hours, allowing wizards to benefit from its protection for most of the day. It can also be cast on other characters, so a caster can protect a summoned companion or minion if they have the spell slot. The versatility and utility of this spell make it an essential defensive spell that any unarmored mage should remember.
5 Silver thorns
The tide turns
- Spelling level: 1
- spelling school: charm
- Source: Strixtown: The Chaos Curriculum
silver thorns, A piece of enchantment from Strixtown's University of Magic, it's a brutally versatile spell that can get an entire party out of a jam if used at the right moment. A wizard can cast this spell whenever he sees a creature making an attack, ability check, or saving throw, forcing him to reroll and choose the lower option. This can turn an attack into a mistake, potentially saving the mage or an ally from certain death.
Even better, after casting the spell, the sorcerer can convert the stolen chance into a boon for one of his companions, giving that character points on his next roll. This spell helps allies, hinders enemies, and can potentially change the entire course of combat, all for the price of a 1st level spell slot.
4 anti spelling
Turn it off
- Spelling level: 3
- spelling school: opt out
- Source: Player's manual
anti spelling Notorious for his ability to silence an enemy spell with a simple reaction. According to the 5e core rules, wizards can cancel any spell of 3rd level or lower, including another spell based on their own magic. A successful spell ability check can disable a higher level spell. In the 2024 update, this spell instead requires the target to make a Constitution save to avoid being countered by the spell.
Either way, Counterspell is essential for any wizard facing another spellcaster of any stripe. magic in Dungeons and dragons It's incredibly powerful, and a well-timed spell can turn the tide of battle either way. Counterspell can defend a mage against the worst spells an enemy has to offer, or shield the mage's own spells from being countered in turn.
3 Wall of force
An immovable object
- Spelling level: 5
- spelling school: opt out
- Source: Player's manual
wall of power A powerful defensive spell that, if used correctly, can completely shut down an enemy in mid-battle. As the name suggests, this spell conjures up an invisible wall of solid magical force that players can shape to their will. Nothing can pass through this wall, be it a creature, weapon or spell.
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This wall is immune to damage and cannot even be destroyed by Dispel Magic. It also blocks travel through the etheric plane and silences most ethereal and incorporeal threats. Nothing short of a high-level Disintegrate spell will pierce its defenses. Players can use this wall to protect themselves, fence off a dangerous enemy, or ward off a crowd of attacking enemies.
2 polymorphic
Wearing the skin of something else
- Spelling level: 4
- spelling school: conversion
- Source: Player's manual
particle for direct object polymorphic spell is one of the most powerful and versatile spells in the repertoire of magicians. This spell turns a character into a beast with a challenge rating equal to or lower than their level or their level. This completely replaces the target stat, which is ideal for witchcraft in a tight spot. If the caster has a low rating, he can take the form of something enormous, such as a giant ape or a t-rex, with over a hundred hit points and devastating attacks.
Wizards can also use this spell for good, such as assuming the form of a flying beast to cross a dangerous chasm, and can even temporarily turn a menacing boss into a harmless rabbit. The list of applications of this spell is as huge as the wizards can use it.
1 shield
A reliable barrier
- Spelling level: 1
- spelling school: opt out
- Source: Player's manual
particle for direct object shield The spell is one of the first spells any beginner wizard should learn, and will probably be a staple of their repertoire until level 20. This lowly level spell instantly increases the caster's armor class by 5, a lot to block. A lot of attacks also make the caster completely immune to the Magic Missile spell, which is a special but valuable item since this spell usually cuts off any defenses.
This defensive boost lasts until the start of the caster's next turn, allowing them to breathe a little easier until they can act and take more decisive steps to remove themselves from danger. Since it only costs a 1st level spell slot, this defensive power is widely accessible to any mage and should not be ignored by any of them.
Dungeons and dragons
- Original publication date
- 00-00-1974
- designer
- E. Gary Giggs, Dave Arneson