My list are things I often take, not necessarily that I take all of them. Although, even if you add them later on (copying, rather than levelling) they're worthy additions in my opinion.
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This is an interesting topic bc there are so many types of spells to choose from. But if you're going for combat THUNDERWAVE is definetly one of the best combat spells out there, not only does it do pretty good damage it also pushes enemy's back
Magic Missile-Send three darts doing 1d4 plus spell casting mod is a classic but damage wise doesn't do a lot but looks super cool
Detect Magic is always super useful when interacting with NPC's but again this would depend on the situation your in, if you're fighting a dragon detect magic won't do you any good.
Witch Bolt is suprising underrated and as you gain levels it becomes sucky but as a first level wizard it is not a bad 1st level combat spell.
Mage Armor is also good considering lots of Wizards don't have good AC and this is a easy spell to fix that problem, this also matches up with how shield is a good spell because your spellcasters are your heavy hitters but they usually don't have the best health or AC so protecting them is of uptmost importance. (And of course keeping yourself alive is good too :)
Shield-Definetly good for protecting but if you have a Cleric in your party don't worry about it because they have spells that do the same thing but better.
Another factor that comes into play with this topic is who else is in your party because certain spells can be covered by different class types, for example if you have a bard in your party don't worry about charm person because they'll have it. Another classic example is don't worry about healing spells if you have cleric/paladin. Wizards are usually the heavy hitters/illusions so anything else you can take on but don't waste spell slots if you have a adventurer who can handle that area of spells.
Witch Bolt is suprising underrated and as you gain levels it becomes sucky but as a first level wizard it is not a bad 1st level combat spell.
I'm gonna have to strongly disagree with you on this. Witch Bolt is one of the worst spells of any level. It does less damage than any other single-target level 1 spell. It has worse range than any other single-target level 1 spell. The "continuing damage" might sound good, but it's not: it is trivially broken by any creature with 30' speed by simply walking away from you (less, if you're not using it point-blank, which you probably aren't doing). It uses up your Concentration. About the only situation in which this spell would have any advantage over any other single-target level 1 spell is if you're targeting a grappled, but not restrained, enemy, and have no other use for Concentration, and can spare one, but not more than one, spell slot. If the target is restrained or worse (paralyzed, stunned, etc.), you're better off firing damage cantrips (better damage, no slot use). If the target is not affected by a condition that reduces its speed to 0, you're better off using any other single-target damage spell (including cantrips above level 5). If the target is vulnerable to lightning damage, you're better off using Chromatic Orb.
It's a very "fun"-looking spell, reminiscent of (if not outright lifted from) Sith Force Lightning from Star Wars. But, mechanically, it's no good. :(
I agree with Tonio on witchbolt for every reason given and for the other nails in its coffin - Yes you have to concentrate, but you also have to spend your action to deal 1d12 (unmodified by upcasting in higher slots) in each following round. Thats madness but the crazy doesnt end there because if you dont spend your action in this way the spell ends 'prematurely'. I know it costs money but if you really want to do damage every round think about using catapult on a flask of alchemist fire, then go back to cantrips or sprinkling oil in their space for more damage. (pro tip, dont apply oil between the legs of an immolated target by hand unless its a mage hand)
Here's why Witch Bolt is good for 1st through 4th level. At 1st level your Sorcerer and Wizard only have 2 spell slots and your Warlock only has 1 spell slot. Witch Bolt can last and do 1d12 damage for several rounds with a single successful to hit roll. If your DM isn't letting you take a Short Rest after every encounter, that's a huge benefit to a damage dealing spell! After 4th level you have more spell slots available and you can swap it out for a better spell, but until you have more spell slots it's a great 1st level spell choice. Especially for a Diviner who can guarantee to hit with it at 2nd level!
Here's why Witch Bolt is good for 1st through 4th level. At 1st level your Sorcerer and Wizard only have 2 spell slots and your Warlock only has 1 spell slot. Witch Bolt can last and do 1d12 damage for several rounds with a single successful to hit roll. If your DM isn't letting you take a Short Rest after every encounter, that's a huge benefit to a damage dealing spell! After 4th level you have more spell slots available and you can swap it out for a better spell, but until you have more spell slots it's a great 1st level spell choice. Especially for a Diviner who can guarantee to hit with it at 2nd level!
You'll find very few situations in which you'll successfully land the spell and manage to do a 2nd round's worth of damage with it. Target moves away? Breaks the spell. If it's fast enough, or close enough to the 30', it can even move away and back in, in the same turn, to break it (spell doesn't break if the target ends its turn out of range, but if it's out of range at any time). You get hit? Might lose Concentration. Want to use your Action for anything other than dealing the damage? Spell breaks.
Mind you, Fire Bolt does 1 less damage before level 5, has 4 times the range, requires no material components, and is a cantrip (so no used spell slots). Warlocks can just use Eldritch Blast, which does better damage than Witch Bolt, as long as they're using the Agonizing Blast invocation (and, again, 1 less damage, before level 5, without the invocation). All single-target damage cantrips do better damage than Witch Bolt after level 5, too. So even between levels 1 and 4, even for a non-Warlock, a cantrip is a better option in nearly every circumstance. Preparing Witch Bolt for the very, very limited and rare occasions in which it will be every so slightly more useful than a cantrip is a very bad option.
Witch Bolt shines when you cast it in conjunction with another spellcaster's Hold Person or maybe even Command. One spellcaster keeps the guy from moving while the other does 1d12 per turn. Alternatively, a fighter or barbarian could grapple the guy to keep him from moving. (Though if I were the DM, I would definitely rule that the grappler would get shocked too)
3.) Have the wizard and the sorcerer use Witch Bolt. The bad guy is now taking 2d12 damage per turn, the sorcerer uses Quickened Spell for a shocking grasp that is an auto crit if he hits, and even though the unfortunate dude awakens, he's gonna have to make a DC 20 Athletics check before even making a run for it.
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3.) Have the wizard and the sorcerer use Witch Bolt. The bad guy is now taking 2d12 damage per turn, the sorcerer uses Quickened Spell for a shocking grasp that is an auto crit if he hits, and even though the unfortunate dude awakens, he's gonna have to make a DC 20 Athletics check before even making a run for it.
Thing is, if the target's restrained, your attacks have Advantage, so you might as well wail on them with cantrips, since you're unlikely to miss. Again, with Fire Bolt (assuming Wizard/Sorcerer), that's 1 less damage per round, no Concentration requirement, etc... and if the target's sleeping, you've already won, no need to zap him to death.
Again, I have to concur with Tonio, if your target is chained up Mr. melee attack (or if worried about nasty claws or teeth Ms. ranged attack) saves two spells that could be used for more sleeps later.
One thing which surprises me is that no one (including me) has picked Floating Disk. A level 1 ritual which allows you to loot 500 pounds of easily tradeable goods? You know, all that stuff you usually leave in the bandit cave because it's too cumbersome to carry?
One thing which surprises me is that no one (including me) has picked Floating Disk. A level 1 ritual which allows you to loot 500 pounds of easily tradeable goods? You know, all that stuff you usually leave in the bandit cave because it's too cumbersome to carry?
I love Tenser's Floating Disk, and now that it's a ritual, I love it even more. I even tried to make a trap with it, by loading it up with 500 lbs. worth of rocks and holding it above the opening where the stairs from the bottom floor came up, but upon re-reading the description, turns out it wouldn't work, since it wouldn't hover above the opening. As a Necromancer, though, it's been very useful to carry corpses, bones, and equipment (longbows and scale mail for my skeletons) around until I can (re-)animate them with Animate Dead. :D
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!
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!
My list are things I often take, not necessarily that I take all of them. Although, even if you add them later on (copying, rather than levelling) they're worthy additions in my opinion.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
This is an interesting topic bc there are so many types of spells to choose from. But if you're going for combat THUNDERWAVE is definetly one of the best combat spells out there, not only does it do pretty good damage it also pushes enemy's back
Magic Missile-Send three darts doing 1d4 plus spell casting mod is a classic but damage wise doesn't do a lot but looks super cool
Detect Magic is always super useful when interacting with NPC's but again this would depend on the situation your in, if you're fighting a dragon detect magic won't do you any good.
Witch Bolt is suprising underrated and as you gain levels it becomes sucky but as a first level wizard it is not a bad 1st level combat spell.
Mage Armor is also good considering lots of Wizards don't have good AC and this is a easy spell to fix that problem, this also matches up with how shield is a good spell because your spellcasters are your heavy hitters but they usually don't have the best health or AC so protecting them is of uptmost importance. (And of course keeping yourself alive is good too :)
Shield-Definetly good for protecting but if you have a Cleric in your party don't worry about it because they have spells that do the same thing but better.
Another factor that comes into play with this topic is who else is in your party because certain spells can be covered by different class types, for example if you have a bard in your party don't worry about charm person because they'll have it. Another classic example is don't worry about healing spells if you have cleric/paladin. Wizards are usually the heavy hitters/illusions so anything else you can take on but don't waste spell slots if you have a adventurer who can handle that area of spells.
I'm gonna have to strongly disagree with you on this. Witch Bolt is one of the worst spells of any level. It does less damage than any other single-target level 1 spell. It has worse range than any other single-target level 1 spell. The "continuing damage" might sound good, but it's not: it is trivially broken by any creature with 30' speed by simply walking away from you (less, if you're not using it point-blank, which you probably aren't doing). It uses up your Concentration. About the only situation in which this spell would have any advantage over any other single-target level 1 spell is if you're targeting a grappled, but not restrained, enemy, and have no other use for Concentration, and can spare one, but not more than one, spell slot. If the target is restrained or worse (paralyzed, stunned, etc.), you're better off firing damage cantrips (better damage, no slot use). If the target is not affected by a condition that reduces its speed to 0, you're better off using any other single-target damage spell (including cantrips above level 5). If the target is vulnerable to lightning damage, you're better off using Chromatic Orb.
It's a very "fun"-looking spell, reminiscent of (if not outright lifted from) Sith Force Lightning from Star Wars. But, mechanically, it's no good. :(
I agree with Tonio on witchbolt for every reason given and for the other nails in its coffin - Yes you have to concentrate, but you also have to spend your action to deal 1d12 (unmodified by upcasting in higher slots) in each following round. Thats madness but the crazy doesnt end there because if you dont spend your action in this way the spell ends 'prematurely'. I know it costs money but if you really want to do damage every round think about using catapult on a flask of alchemist fire, then go back to cantrips or sprinkling oil in their space for more damage. (pro tip, dont apply oil between the legs of an immolated target by hand unless its a mage hand)
Here's why Witch Bolt is good for 1st through 4th level. At 1st level your Sorcerer and Wizard only have 2 spell slots and your Warlock only has 1 spell slot. Witch Bolt can last and do 1d12 damage for several rounds with a single successful to hit roll. If your DM isn't letting you take a Short Rest after every encounter, that's a huge benefit to a damage dealing spell! After 4th level you have more spell slots available and you can swap it out for a better spell, but until you have more spell slots it's a great 1st level spell choice. Especially for a Diviner who can guarantee to hit with it at 2nd level!
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You’re correct. It’s mainly useful in areas where movement is limited. Indoors or underground for example. In the open it’s much less useful.
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Damn, I'd even missed that. I had assumed the following rounds' damage was also increased.
You'll find very few situations in which you'll successfully land the spell and manage to do a 2nd round's worth of damage with it. Target moves away? Breaks the spell. If it's fast enough, or close enough to the 30', it can even move away and back in, in the same turn, to break it (spell doesn't break if the target ends its turn out of range, but if it's out of range at any time). You get hit? Might lose Concentration. Want to use your Action for anything other than dealing the damage? Spell breaks.
Mind you, Fire Bolt does 1 less damage before level 5, has 4 times the range, requires no material components, and is a cantrip (so no used spell slots). Warlocks can just use Eldritch Blast, which does better damage than Witch Bolt, as long as they're using the Agonizing Blast invocation (and, again, 1 less damage, before level 5, without the invocation). All single-target damage cantrips do better damage than Witch Bolt after level 5, too. So even between levels 1 and 4, even for a non-Warlock, a cantrip is a better option in nearly every circumstance. Preparing Witch Bolt for the very, very limited and rare occasions in which it will be every so slightly more useful than a cantrip is a very bad option.
Witch Bolt shines when you cast it in conjunction with another spellcaster's Hold Person or maybe even Command. One spellcaster keeps the guy from moving while the other does 1d12 per turn. Alternatively, a fighter or barbarian could grapple the guy to keep him from moving. (Though if I were the DM, I would definitely rule that the grappler would get shocked too)
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But yeah, for its level, Witch Bolt is pretty awful.
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My party uses it like this:
1.) Cast Sleep. Send the bad guy to snoozeville
2.) Wrap him in chains.
3.) Have the wizard and the sorcerer use Witch Bolt. The bad guy is now taking 2d12 damage per turn, the sorcerer uses Quickened Spell for a shocking grasp that is an auto crit if he hits, and even though the unfortunate dude awakens, he's gonna have to make a DC 20 Athletics check before even making a run for it.
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Thing is, if the target's restrained, your attacks have Advantage, so you might as well wail on them with cantrips, since you're unlikely to miss. Again, with Fire Bolt (assuming Wizard/Sorcerer), that's 1 less damage per round, no Concentration requirement, etc... and if the target's sleeping, you've already won, no need to zap him to death.
Again, I have to concur with Tonio, if your target is chained up Mr. melee attack (or if worried about nasty claws or teeth Ms. ranged attack) saves two spells that could be used for more sleeps later.
One thing which surprises me is that no one (including me) has picked Floating Disk. A level 1 ritual which allows you to loot 500 pounds of easily tradeable goods? You know, all that stuff you usually leave in the bandit cave because it's too cumbersome to carry?
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I love Tenser's Floating Disk, and now that it's a ritual, I love it even more. I even tried to make a trap with it, by loading it up with 500 lbs. worth of rocks and holding it above the opening where the stairs from the bottom floor came up, but upon re-reading the description, turns out it wouldn't work, since it wouldn't hover above the opening. As a Necromancer, though, it's been very useful to carry corpses, bones, and equipment (longbows and scale mail for my skeletons) around until I can (re-)animate them with Animate Dead. :D
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!
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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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