I'm playing an 8th level Necromancy Wizard. These higher level spell slots are rather critical/dedicated to amassing or maintaining hordes of undead allies. For maximum single-target damage, I took a feat that allowed me to acquire "Inflict Wounds," which is an otherwise cleric exclusive neceomancy spell. Fuethermore, the feat allows me to cast it using the modifier of my choice. Upcast to level 2, that's 4 D10 damage. If you kill and enemy with all that damage, you get 3x the spell level in hp back with Grim Harvest due to it being a necromancy spell (hey, it all helps).
I had a game where we were fighting a displacer beast and magic missile came up clutch to beat the disadvantage effect that kept made everyone in my group missing. Also upcasting it...those additional darts can really start adding up
Fun fact: If you have features that can increase the damage of only one damage roll, using the magic missile spell RAW, as confirmed by Crawford, yields more damage. A level 10 evocation wizard with a +5 intelligence modifier using RAW would average 25.5 damage.
Sorcerers can do this at level 6 if they transmute it to their draconic element. Wizard is better for this, but needs to wait until level 10, but doesn't take any extra resources and they keep it as force damage
1st conment back on your channel. IMO telekinesis is better wielded by a sorcerer than a wizard. I'll share my top 5 but i'll try to keep the list with generally wizard-only spells (meaning this is why i'd usually play a wizard). I'm also not going to exceed 5L as thats what you capped out on and lets be honest, most campaigns dont go past L13-14. 1. Wall of force (pretty much the main reason to play a wizard over a non-clock sorc) 2. Transmute Rock 3. Find Familiar 4. Rope Trick 5. Black Tentacles
Great list! Another iconic option might be sleep. I remember using that all the time in some old school Commodore 64 games like Pool of Radiance! It would change the dynamic of so many encounters! Definitely not exactly the same in 5e, but the cheese factor is still strong at low levels.
I'm playing an 8th level Necromancy Wizard. These higher level spell slots are rather critical/dedicated to amassing or maintaining hordes of undead allies.
For maximum single-target damage, I took a feat that allowed me to acquire "Inflict Wounds," which is an otherwise cleric exclusive neceomancy spell.
Fuethermore, the feat allows me to cast it using the modifier of my choice.
Upcast to level 2, that's 4 D10 damage.
If you kill and enemy with all that damage, you get 3x the spell level in hp back with Grim Harvest due to it being a necromancy spell (hey, it all helps).
Magic missile’s forced concentration checks are the strongest part. Not the guaranteed damage
I had a game where we were fighting a displacer beast and magic missile came up clutch to beat the disadvantage effect that kept made everyone in my group missing.
Also upcasting it...those additional darts can really start adding up
Fun fact: If you have features that can increase the damage of only one damage roll, using the magic missile spell RAW, as confirmed by Crawford, yields more damage. A level 10 evocation wizard with a +5 intelligence modifier using RAW would average 25.5 damage.
Sorcerers can do this at level 6 if they transmute it to their draconic element. Wizard is better for this, but needs to wait until level 10, but doesn't take any extra resources and they keep it as force damage
Keep making vids. Don't let the algorithm get ya down!
Thank you :D I am down but I am not out lol
Rope trick. Cast, climb in, pull rope up, wait, stick hand out, cast spell, back in.
Perfect to avoid being targeted by most if not all things
Rope trick is such a great spell so few people are aware of!
1st conment back on your channel.
IMO telekinesis is better wielded by a sorcerer than a wizard. I'll share my top 5 but i'll try to keep the list with generally wizard-only spells (meaning this is why i'd usually play a wizard). I'm also not going to exceed 5L as thats what you capped out on and lets be honest, most campaigns dont go past L13-14.
1. Wall of force (pretty much the main reason to play a wizard over a non-clock sorc)
2. Transmute Rock
3. Find Familiar
4. Rope Trick
5. Black Tentacles
Great video, Lee!
Great list! Another iconic option might be sleep. I remember using that all the time in some old school Commodore 64 games like Pool of Radiance! It would change the dynamic of so many encounters! Definitely not exactly the same in 5e, but the cheese factor is still strong at low levels.
Great list
I agree with JNJake that sleep is a great spell too
Used it many times to get out of trouble and then dispatch that trouble!
I was with you till Telekinesis. What? No Find Familiar. No Forcecage. No Ritual Spells... do you even understand Wizards?
This video is 10 minutes too long. "Fireball. Just fireball. Nothing but fireball."
The meme lives on!