The scenario where Witch Bolt is useful is when the party is fighting a tough opponent who is in melee with one or more other characters. Cast Witch Bolt and if you hit you can do an automatic 1d12 damage to the opponent every round, which potentially 10d12 of damage, for the cost of one 1st level spell slot. If the opponent withdraws without taking a Disengage action, which will require that the opponent know about Witch Bolt's 30' range, your friends in melee with the opponent will get free attacks against it. It's not always a great choice, but when the situation is right it's a very effective option at low levels when you have a limited number of spell slots. Once you get up to the point where you have 3rd level spell slots available it's pretty weak because you can easily do more than 1d12 damage per round with cantrips at 5th level. How long it's useful depends on what level you are and how fast your DM levels you up.
I agree that Floating Disk is awesome! Especially as a ritual!
I don't want to continue beating a dead horse... but I'll offer one more argument: Witch Bolt averages 6.5 damage per turn, given that you hit the first time, and can manage to maintain Concentration, and can force or persuade the target to stay within 30' at all times (note that at such a short distance, it's possible for the target to escape your Witch Bolt but still stay within melee range of your teammates, thereby avoiding Opportunity Attacks). Magic Missile averages 10.5 damage per turn, will always hit, does not require Concentration, has a very respectable range, and is resisted less often than Witch Bolt. Even if you manage to stick Witch Bolt for an extra round, you're still only doing 2 more damage than a single Magic Missile, using the same amount of spell slots, but using up two actions and your Concentration. And that's assuming you hit the first time.
How often will you be fighting an opponent who lasts 3 rounds, while taking damage from your Witch Bolt and multiple teammates, being level 4 or lower, and only having one level 1 slot available? If there are other opponents, good luck maintaining Concentration. If the opponent is tough enough to last that long, good luck landing your Witch Bolt to begin with (probably has high AC). If you have more level 1 slots, over 3 rounds, two Magic Missile casts will do more damage than one Witch Bolt cast, even assuming you can stick it for all 3 rounds. The situation you're describing is extremely rare: level 4 or lower Wizard (or Sorcerer, but not Warlock), fighting a single, significantly tougher opponent, which has surprisingly low AC but high HPs, aided by multiple, melee teammates focusing on the same opponent. Higher level Wizard/Sorcerer? We both agree cantrips are a better option. Multiple opponents? Hard to maintain Concentration. Opponent not too tough? Multiple teammates wailing on them will bring them down. Higher AC? Significant risk of missing on the initial attack, and wasting your action and spell slot. HPs not high? Probably won't last more than 2 rounds, so Magic Missile will be better damage for same amount of spell slots, but less actions/turns. Fighting alone? Opponent can trivially break Witch Bolt by moving. Fighting will ranged teammates? Opponent doesn't risk Opportunity Attacks by moving, so can break Witch Bolt easily. Teammates not focusing on opponent? Again, no risk of Opportunity Attacks.
Again, there are situations in which Witch Bolt will be optimal, or at least good enough to consider. But those situations are so rare, it is never a good idea to prepare (if Wizard) or learn (if non-Wizard) Witch Bolt. If you have a Mizzium Apparatus, or a homebrew/UA class feature that allows you to attempt to cast spells you don't have prepared/learned, then yeah, you might want to consider Witch Bolt at some point. But learning and preparing it is a bad idea.
Witch Bolt is one of those spells that doesn’t make a lot of sense for a PC to use but could make for an interesting encounter when used by enemies. Let’s say an enemy caster(s) behind cover with allies wielding nets.
Here's a sorted ranking of the votes so far, with breakouts to separate some groups. First, the runaway leader:
Shield: 72.9% of Users - 51 votes
Then, the super-voted:
Find Familiar: 55.7% of Users - 39 votes
Mage Armor: 44.3% of Users - 31 votes
Magic Missile: 42.9% of Users - 30 votes
Detect Magic: 38.6% of Users - 27 votes
Sleep: 27.1% of Users - 19 votes
Then, the masses, which I've somewhat arbitrarily separated into two groups:
Absorb Elements: 18.6% of Users - 13 votes
Alarm: 18.6% of Users - 13 votes
Feather Fall: 18.6% of Users - 13 votes
Thunderwave: 17.1% of Users - 12 votes
Chromatic Orb: 15.7% of Users - 11 votes
Ice Knife: 15.7% of Users - 11 votes
Identify: 14.3% of Users - 10 votes
Catapult: 14.3% of Users - 10 votes
Disguise Self: 12.9% of Users - 9 votes
Burning Hands: 11.4% of Users - 8 votes
Comprehend Languages: 11.4% of Users - 8 votes
Charm Person: 10% of Users - 7 votes
Fog Cloud: 8.6% of Users - 6 votes
(Tasha's) Hideous Laughter: 8.6% of Users - 6 votes
Expeditious Retreat: 7.1% of Users - 5 votes
Witch Bolt: 7.1% of Users - 5 votes
The least voted:
Grease: 5.7% of Users - 4 votes
Protection from Evil and Good: 5.7% of Users - 4 votes
Silent Image: 5.7% of Users - 4 votes
Unseen Servant: 5.7% of Users - 4 votes
Jump: 4.3% of Users - 3 votes
Longstrider: 4.3% of Users - 3 votes
Snare: 4.3% of Users - 3 votes
Cause Fear: 2.9% of Users - 2 votes
Color Spray: 2.9% of Users - 2 votes
Earth Tremor: 1.4% of Users - 1 votes
False Life: 1.4% of Users - 1 votes
(Tenser's) Floating Disc: 1.4% of Users - 1 votes
Illusionary Script: 1.4% of Users - 1 votes
Ray of Sickness: 1.4% of Users - 1 votes
I'm a bit surprised that Shield has such a lead, but, honestly, I agree with those who describe it as an invaluable spell. On the other hand, I would expect Find Familiar to be about as popular, but apparently I'm wrong. I'm also a bit surprised that every spell has at least one vote, but I'm guessing someone simply voted for all the spells, which is the equivalent of voting for none, really. I was also a bit surprised to see Feather Fall ranked so high, when I've seen it used maybe once in thirty years of gaming. But I guess that's what I get for making assumptions based on my experience. As others have stated, I don't find Identify that valuable in 5e, and I'm wondering why utility spells like Unseen Servant and Tenser's Floating Disk are ranked so low. Maybe because it's a combat-focused game.
Shield has such a lead because almost every wizard learns it. Shield combined with Mage Armor give you an AC that's high enough to survive when you get trapped in melee while you bug out. I'm using it as my 1st level spell for the Magic Initiate feat for one character! Sure it's once per day for that character, but once per day is enough for someone who usually avoids melee!
Here's a sorted ranking of the votes so far, with breakouts to separate some groups. First, the runaway leader:
Shield: 72.9% of Users - 51 votes
Then, the super-voted:
Find Familiar: 55.7% of Users - 39 votes
Mage Armor: 44.3% of Users - 31 votes
Magic Missile: 42.9% of Users - 30 votes
Detect Magic: 38.6% of Users - 27 votes
Sleep: 27.1% of Users - 19 votes
Then, the masses, which I've somewhat arbitrarily separated into two groups:
Absorb Elements: 18.6% of Users - 13 votes
Alarm: 18.6% of Users - 13 votes
Feather Fall: 18.6% of Users - 13 votes
Thunderwave: 17.1% of Users - 12 votes
Chromatic Orb: 15.7% of Users - 11 votes
Ice Knife: 15.7% of Users - 11 votes
Identify: 14.3% of Users - 10 votes
Catapult: 14.3% of Users - 10 votes
Disguise Self: 12.9% of Users - 9 votes
Burning Hands: 11.4% of Users - 8 votes
Comprehend Languages: 11.4% of Users - 8 votes
Charm Person: 10% of Users - 7 votes
Fog Cloud: 8.6% of Users - 6 votes
(Tasha's) Hideous Laughter: 8.6% of Users - 6 votes
Expeditious Retreat: 7.1% of Users - 5 votes
Witch Bolt: 7.1% of Users - 5 votes
The least voted:
Grease: 5.7% of Users - 4 votes
Protection from Evil and Good: 5.7% of Users - 4 votes
Silent Image: 5.7% of Users - 4 votes
Unseen Servant: 5.7% of Users - 4 votes
Jump: 4.3% of Users - 3 votes
Longstrider: 4.3% of Users - 3 votes
Snare: 4.3% of Users - 3 votes
Cause Fear: 2.9% of Users - 2 votes
Color Spray: 2.9% of Users - 2 votes
Earth Tremor: 1.4% of Users - 1 votes
False Life: 1.4% of Users - 1 votes
(Tenser's) Floating Disc: 1.4% of Users - 1 votes
Illusionary Script: 1.4% of Users - 1 votes
Ray of Sickness: 1.4% of Users - 1 votes
I'm a bit surprised that Shield has such a lead, but, honestly, I agree with those who describe it as an invaluable spell. On the other hand, I would expect Find Familiar to be about as popular, but apparently I'm wrong. I'm also a bit surprised that every spell has at least one vote, but I'm guessing someone simply voted for all the spells, which is the equivalent of voting for none, really. I was also a bit surprised to see Feather Fall ranked so high, when I've seen it used maybe once in thirty years of gaming. But I guess that's what I get for making assumptions based on my experience. As others have stated, I don't find Identify that valuable in 5e, and I'm wondering why utility spells like Unseen Servant and Tenser's Floating Disk are ranked so low. Maybe because it's a combat-focused game.
I apologize if i misunderstood the voting. I only picked a single spell. So i voted only for disguise self.
Absorb Elemenets is as good as Shield. Not getting hit is great, but Shield becomes nearly useless in Tier 3 (19-20 AC is too low at that point), while Absorb Elements only gets better.
yeah I'm not sure why False Life is so low on the totem pole
it's not concentration
lasts for an hour
can be cast using higher level spell slots for even more temp hp
...and perhaps the most overlooked tactic, when the temp hp is used up simply cast it again... and when those are used up cast it yet again... and again... and again!!!
Hello! can anyone say wizards are squishy ever again with a straight face
False Life is low because it requires an action, it only restores an average of only 6 temporary hit points, which is worse than real healing because it doesn't stack, and requires a first level spell slot or higher for a spell that doesn't even scale well! You said that you can just cast it again, but that requires another slot! Honestly, this spell, like Detect Magic, is best as a warlock invocation.
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
Especially at higher levels, this spell is much more trouble than it's worth. The number of temporary hit points given, especially at levels 4+ or so, equals around one hit from the average monster that's being fought.
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"Halt your wagging and wag your halters, for I am mastercryomancer!"
False life is a real headscratcher, at what level is it something you would consider casting? If you are being attacked by creatures that have non hit roll spells or abilities then its better than an ineffective mage armor but its rare for this to occur often, and when it does the hit points gained are a drop in the bucket compared to the damage dealt. Worse if you have a shepherd druid with you they will grant everyone level +5 temporary hitpoints, so it becomes redundant if a shepherd is with you. If you have an Inspiring leader? Again more hitpoints will be granted by them more often than than false life at level 1.
I have a Druid who has used Jump before. It’s not useful very often, but when you need to get someone with an 8 in strength over a 10’ or 15’ pit it’s a necessity and we were underground.
All the ritual spells are worth learning as each can be useful and the ability to cast without using a slot means there is no reason not to seek these out for your spell book.
The other most useful spells are Shield for protection and Magic Missile for when you absolutely have to hit.
I'm surprised that absorb elements did not rate higher. Shield and absorb elements are my 1st and 2nd choices. Unlike almost every other non ritual 1st level spell they can see play at any level. I can't relate the amount of times absorb elements has helped me out in a pinch.
Shield has such a lead because almost every wizard learns it. Shield combined with Mage Armor give you an AC that's high enough to survive when you get trapped in melee while you bug out. I'm using it as my 1st level spell for the Magic Initiate feat for one character! Sure it's once per day for that character, but once per day is enough for someone who usually avoids melee!
I would think shield is on everyone's list because a level of cleric or fighter combined with wizard provides obscenely high ACs. Who cares about mage armor when a level of cleric can get you in medium or heavy with a shield?
Who cares about mage armor when a level of cleric can get you in medium or heavy with a shield?
Um, anybody who's not interested in slowing down their advancement as a Wizard or Sorcerer by taking a level in Cleric? Not saying taking a level in Cleric is a bad idea, but it comes at a cost. That, plus it might not fit the player's concept for their character.
Who cares about mage armor when a level of cleric can get you in medium or heavy with a shield?
I prefer mage armour. That way I don't lose progression in my class, get the level 20 feature, and don't have to worry about being caught without armour when attacked in the night or being captured and stripped of it. I can also apply it to the commoners we're trying to protect or similar ally. It means I can walk into the room looking entirely mundane: no weapons or armour, but still have protection.
Plus I prefer the thematic of my char in robes or ordinary clothing rather than walking around in bulky armour.
You guys are taking my quote a bit out of context. I am only suggesting that shield is so high on the list because when pared with armor it provides a downright abusively high AC.
I appreciate the classic robed wizard but, being a huge fan of Iron Kingdoms, I very much like the image of a heavily armored mage with witch fire crackling around them. I suspect that I am not alone and I make the assumption this is one of the factors in this poll.
You guys are taking my quote a bit out of context. I am only suggesting that shield is so high on the list because when pared with armor it provides a downright abusively high AC.
I appreciate the classic robed wizard but, being a huge fan of Iron Kingdoms, I very much like the image of a heavily armored mage with witch fire crackling around them. I suspect that I am not alone and I make the assumption this is one of the factors in this poll.
Going back to re-read your post, I think I did, in fact, misread your intent. My apologies. I think you were speaking sorta "in character", as in "I have a level of cleric or fighter, so I don't care about mage armor", and not suggesting nobody should care about mage armor, because they can simply take a level of cleric or fighter.
For what it's worth, I do like the idea of an armored wizard. In fact, I'm looking for ways to get my necromancer into armor, mostly for thematic purposes, although the extra AC is certainly a factor. I'm not willing to take a level in cleric or fighter, though, because it doesn't really fit. Although maybe Death or Grave cleric might work... hmm. Anyway, point was, not everybody's gonna want an armored wizard, but yes, I agree that Shield might be higher on the list because it's popular with both armored and unarmored wizards.
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I don't want to continue beating a dead horse... but I'll offer one more argument: Witch Bolt averages 6.5 damage per turn, given that you hit the first time, and can manage to maintain Concentration, and can force or persuade the target to stay within 30' at all times (note that at such a short distance, it's possible for the target to escape your Witch Bolt but still stay within melee range of your teammates, thereby avoiding Opportunity Attacks). Magic Missile averages 10.5 damage per turn, will always hit, does not require Concentration, has a very respectable range, and is resisted less often than Witch Bolt. Even if you manage to stick Witch Bolt for an extra round, you're still only doing 2 more damage than a single Magic Missile, using the same amount of spell slots, but using up two actions and your Concentration. And that's assuming you hit the first time.
How often will you be fighting an opponent who lasts 3 rounds, while taking damage from your Witch Bolt and multiple teammates, being level 4 or lower, and only having one level 1 slot available? If there are other opponents, good luck maintaining Concentration. If the opponent is tough enough to last that long, good luck landing your Witch Bolt to begin with (probably has high AC). If you have more level 1 slots, over 3 rounds, two Magic Missile casts will do more damage than one Witch Bolt cast, even assuming you can stick it for all 3 rounds. The situation you're describing is extremely rare: level 4 or lower Wizard (or Sorcerer, but not Warlock), fighting a single, significantly tougher opponent, which has surprisingly low AC but high HPs, aided by multiple, melee teammates focusing on the same opponent. Higher level Wizard/Sorcerer? We both agree cantrips are a better option. Multiple opponents? Hard to maintain Concentration. Opponent not too tough? Multiple teammates wailing on them will bring them down. Higher AC? Significant risk of missing on the initial attack, and wasting your action and spell slot. HPs not high? Probably won't last more than 2 rounds, so Magic Missile will be better damage for same amount of spell slots, but less actions/turns. Fighting alone? Opponent can trivially break Witch Bolt by moving. Fighting will ranged teammates? Opponent doesn't risk Opportunity Attacks by moving, so can break Witch Bolt easily. Teammates not focusing on opponent? Again, no risk of Opportunity Attacks.
Again, there are situations in which Witch Bolt will be optimal, or at least good enough to consider. But those situations are so rare, it is never a good idea to prepare (if Wizard) or learn (if non-Wizard) Witch Bolt. If you have a Mizzium Apparatus, or a homebrew/UA class feature that allows you to attempt to cast spells you don't have prepared/learned, then yeah, you might want to consider Witch Bolt at some point. But learning and preparing it is a bad idea.
Witch Bolt is one of those spells that doesn’t make a lot of sense for a PC to use but could make for an interesting encounter when used by enemies. Let’s say an enemy caster(s) behind cover with allies wielding nets.
Here's a sorted ranking of the votes so far, with breakouts to separate some groups. First, the runaway leader:
Then, the super-voted:
Then, the masses, which I've somewhat arbitrarily separated into two groups:
The least voted:
I'm a bit surprised that Shield has such a lead, but, honestly, I agree with those who describe it as an invaluable spell. On the other hand, I would expect Find Familiar to be about as popular, but apparently I'm wrong. I'm also a bit surprised that every spell has at least one vote, but I'm guessing someone simply voted for all the spells, which is the equivalent of voting for none, really. I was also a bit surprised to see Feather Fall ranked so high, when I've seen it used maybe once in thirty years of gaming. But I guess that's what I get for making assumptions based on my experience. As others have stated, I don't find Identify that valuable in 5e, and I'm wondering why utility spells like Unseen Servant and Tenser's Floating Disk are ranked so low. Maybe because it's a combat-focused game.
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Shield has such a lead because almost every wizard learns it. Shield combined with Mage Armor give you an AC that's high enough to survive when you get trapped in melee while you bug out. I'm using it as my 1st level spell for the Magic Initiate feat for one character! Sure it's once per day for that character, but once per day is enough for someone who usually avoids melee!
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I apologize if i misunderstood the voting. I only picked a single spell. So i voted only for disguise self.
Blank
Absorb Elemenets is as good as Shield. Not getting hit is great, but Shield becomes nearly useless in Tier 3 (19-20 AC is too low at that point), while Absorb Elements only gets better.
yeah I'm not sure why False Life is so low on the totem pole
it's not concentration
lasts for an hour
can be cast using higher level spell slots for even more temp hp
...and perhaps the most overlooked tactic, when the temp hp is used up simply cast it again... and when those are used up cast it yet again... and again... and again!!!
Hello! can anyone say wizards are squishy ever again with a straight face
False Life is low because it requires an action, it only restores an average of only 6 temporary hit points, which is worse than real healing because it doesn't stack, and requires a first level spell slot or higher for a spell that doesn't even scale well! You said that you can just cast it again, but that requires another slot! Honestly, this spell, like Detect Magic, is best as a warlock invocation.
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Especially at higher levels, this spell is much more trouble than it's worth. The number of temporary hit points given, especially at levels 4+ or so, equals around one hit from the average monster that's being fought.
"Halt your wagging and wag your halters, for I am mastercryomancer!"
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False life is a real headscratcher, at what level is it something you would consider casting? If you are being attacked by creatures that have non hit roll spells or abilities then its better than an ineffective mage armor but its rare for this to occur often, and when it does the hit points gained are a drop in the bucket compared to the damage dealt. Worse if you have a shepherd druid with you they will grant everyone level +5 temporary hitpoints, so it becomes redundant if a shepherd is with you. If you have an Inspiring leader? Again more hitpoints will be granted by them more often than than false life at level 1.
Who voted for Jump? How did this spell even make it through playtesting? What playtester said, wow, I gots to have me some leaping ability!
I think one person voted for all of them, instead of just picking five or six
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I have a Druid who has used Jump before. It’s not useful very often, but when you need to get someone with an 8 in strength over a 10’ or 15’ pit it’s a necessity and we were underground.
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All the ritual spells are worth learning as each can be useful and the ability to cast without using a slot means there is no reason not to seek these out for your spell book.
The other most useful spells are Shield for protection and Magic Missile for when you absolutely have to hit.
I'm surprised that absorb elements did not rate higher. Shield and absorb elements are my 1st and 2nd choices. Unlike almost every other non ritual 1st level spell they can see play at any level. I can't relate the amount of times absorb elements has helped me out in a pinch.
I would think shield is on everyone's list because a level of cleric or fighter combined with wizard provides obscenely high ACs. Who cares about mage armor when a level of cleric can get you in medium or heavy with a shield?
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I personally have seen players use Jump. Once in a blue moon, but still.
Jim's Magic Missiles isn't on the list, but I'd vote for that too.
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Um, anybody who's not interested in slowing down their advancement as a Wizard or Sorcerer by taking a level in Cleric? Not saying taking a level in Cleric is a bad idea, but it comes at a cost. That, plus it might not fit the player's concept for their character.
I prefer mage armour. That way I don't lose progression in my class, get the level 20 feature, and don't have to worry about being caught without armour when attacked in the night or being captured and stripped of it. I can also apply it to the commoners we're trying to protect or similar ally. It means I can walk into the room looking entirely mundane: no weapons or armour, but still have protection.
Plus I prefer the thematic of my char in robes or ordinary clothing rather than walking around in bulky armour.
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You guys are taking my quote a bit out of context. I am only suggesting that shield is so high on the list because when pared with armor it provides a downright abusively high AC.
I appreciate the classic robed wizard but, being a huge fan of Iron Kingdoms, I very much like the image of a heavily armored mage with witch fire crackling around them. I suspect that I am not alone and I make the assumption this is one of the factors in this poll.
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Going back to re-read your post, I think I did, in fact, misread your intent. My apologies. I think you were speaking sorta "in character", as in "I have a level of cleric or fighter, so I don't care about mage armor", and not suggesting nobody should care about mage armor, because they can simply take a level of cleric or fighter.
For what it's worth, I do like the idea of an armored wizard. In fact, I'm looking for ways to get my necromancer into armor, mostly for thematic purposes, although the extra AC is certainly a factor. I'm not willing to take a level in cleric or fighter, though, because it doesn't really fit. Although maybe Death or Grave cleric might work... hmm. Anyway, point was, not everybody's gonna want an armored wizard, but yes, I agree that Shield might be higher on the list because it's popular with both armored and unarmored wizards.