I already have come across Fireball in a spell book so I have that spell. Also I know I will be squaring off against a spell user later on. So I'm thinking counterspell. So my first choice on a third level Wizard spell should be what?
Counterspell is amazing against enemy casters, I'd probably go with that. Slow is a pretty good debuff, too, though you shouldn't use it against wizards or wisdom-based casters.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Tiny Hut is a good option, Phantom Steed is one of the best movement options in the game, Sending and water breathing are also really good spells. Sending for communication and water breathing just uncase.
I'd vote Haste as long as you do have a dedicated martial character in the party and you don't use your concentration for much else.
The AC boost is substantial and giving a barb or fighter with a 2 hander another swing every turn for no additional cost can quickly outpace the damage output of any other spell. The bonus to movement speed can be a substantial buff situationally as well.
When in combat with a bunch of clustered small enemies, fireball is an all star. Haste is an all star when you're fighting one large creature and you need single target damage.
Personally, I'm not a big fan of slow. Against "boss" type creatures there is a high chance of it being resisted. And against multiple smaller creatures you're usually better off dealing damage, because murder is the best crowd control.
Casters tend not to be very powerful until later. You'll definitely want counterspell, but IMO haste is the priority early in the game.
+1 for Haste or Hypnotic Pattern, depending on whether you have someone in the party (like a Barbarian or GWM Fighter) who would greatly benefit from Haste.
IMO Counterspell just encourages a reverse arms race with your DM that results in all the coolest spells not happening. It's certainly useful and dramatic but I kind of prefer games where it never sees the light of day.
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
If there's no rogue in the party, or somebody with proficiency in thieves' tools, then Knock is always a good option. Could be better than picking locks since it removes bars that might be keeping a door locked too :)
If there's no rogue in the party, or somebody with proficiency in thieves' tools, then Knock is always a good option. Could be better than picking locks since it removes bars that might be keeping a door locked too :)
If there's no rogue in the party, or somebody with proficiency in thieves' tools, then Knock is always a good option. Could be better than picking locks since it removes bars that might be keeping a door locked too :)
Knock is second level.
I know. But it doesn't hurt to make sure that the wizard has the spell.
After all, just because you've reached 5th level doesn't mean you HAVE to take two 3rd level spells :)
I am in a campaign much of which is based at sea, water breathing enables us to sneak up on enemies vessels or hostile islands without being seen, it can also be cast as a ritual leaving your spell slots for fireball. Clearly in a campaign with little action on water it would be very limited use.
If you have a campaign with a lot of travelling in a hostile environment, tiny hut is another great ritual spell it also provide protection from unintelligent enemies during your rest, though intelligent enemies can either cast dispel magic or just wait (other DMs might treat it otherwise.
With a bit of imagination Major image can be a great spell, have the image of a storm giant as your allay, deceive people with an image of their leader telling them what to do, cause a distraction with a suitable monster appearing about ot attack etc etc. This varies very much on the DM some will have everyone in the area making an investigation check and if anyone succeeds they will inform the others, at the other extreme I have known minor image or silent image to be allowed to have the same power.
I agree unless you ar doing a very combat oriented campaign to look for utility for your spell, fly as oothers have said is a very good option.
When it does come to getting more combat spells others have mentioned most of the good ones, something ot bear in mind with haste however is you do not want to lose your concentration, the obvious way is by failing a check but I remember of fight I was in the sorcerer twin caste hasteand then the 4th party memeber took a big loss of hit points, the only way to keep him up was to polymorph him into something with a lot of hit points but that resulted in two other party members being stunned.
I'd vote Haste as long as you do have a dedicated martial character in the party and you don't use your concentration for much else.
The AC boost is substantial and giving a barb or fighter with a 2 hander another swing every turn for no additional cost can quickly outpace the damage output of any other spell. The bonus to movement speed can be a substantial buff situationally as well.
When in combat with a bunch of clustered small enemies, fireball is an all star. Haste is an all star when you're fighting one large creature and you need single target damage.
Personally, I'm not a big fan of slow. Against "boss" type creatures there is a high chance of it being resisted. And against multiple smaller creatures you're usually better off dealing damage, because murder is the best crowd control.
Casters tend not to be very powerful until later. You'll definitely want counterspell, but IMO haste is the priority early in the game.
Slow is actually really good unless you're fighting trash mobs. It's especially excellent given that it's one of the few debuff spells that has an area effect but does not harm allies. That's really good when you have party members and enemies clumped together. It can also drop the amount of damage an opponent inflicts substantially if they have Multiattack and three or more attacks per round.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Some of it also depends on which school you chose. Sleet Storm is incredibly effective and if you’re a School of Conjuration wizard it will recharge your Benign Transposition after you hit 6th level.
I already have come across Fireball in a spell book so I have that spell. Also I know I will be squaring off against a spell user later on. So I'm thinking counterspell. So my first choice on a third level Wizard spell should be what?
Fly, Haste, Dispel Magic are all good choices.
Counterspell is amazing against enemy casters, I'd probably go with that. Slow is a pretty good debuff, too, though you shouldn't use it against wizards or wisdom-based casters.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
There is also the best save or suck spell in the game: Hypnotic Pattern.
I was leaning toward Hypnotic Pattern but Fly, Slow, and Haste have there allure.
Tiny Hut is a good option, Phantom Steed is one of the best movement options in the game, Sending and water breathing are also really good spells. Sending for communication and water breathing just uncase.
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"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
Thank you for everyone's responses thus far.
I'd vote Haste as long as you do have a dedicated martial character in the party and you don't use your concentration for much else.
The AC boost is substantial and giving a barb or fighter with a 2 hander another swing every turn for no additional cost can quickly outpace the damage output of any other spell. The bonus to movement speed can be a substantial buff situationally as well.
When in combat with a bunch of clustered small enemies, fireball is an all star. Haste is an all star when you're fighting one large creature and you need single target damage.
Personally, I'm not a big fan of slow. Against "boss" type creatures there is a high chance of it being resisted. And against multiple smaller creatures you're usually better off dealing damage, because murder is the best crowd control.
Casters tend not to be very powerful until later. You'll definitely want counterspell, but IMO haste is the priority early in the game.
+1 for Haste or Hypnotic Pattern, depending on whether you have someone in the party (like a Barbarian or GWM Fighter) who would greatly benefit from Haste.
IMO Counterspell just encourages a reverse arms race with your DM that results in all the coolest spells not happening. It's certainly useful and dramatic but I kind of prefer games where it never sees the light of day.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Fireball. It does way too much damage.
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
The OP already has Fireball.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
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"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
If there's no rogue in the party, or somebody with proficiency in thieves' tools, then Knock is always a good option. Could be better than picking locks since it removes bars that might be keeping a door locked too :)
Knock is second level.
I have a weird sense of humor.
I also make maps.(That's a link)
I actually just acquired the last session a knock scroll so I will have that one learned!
I know. But it doesn't hurt to make sure that the wizard has the spell.
After all, just because you've reached 5th level doesn't mean you HAVE to take two 3rd level spells :)
A lot depends on your DM, and the campaign.
I am in a campaign much of which is based at sea, water breathing enables us to sneak up on enemies vessels or hostile islands without being seen, it can also be cast as a ritual leaving your spell slots for fireball. Clearly in a campaign with little action on water it would be very limited use.
If you have a campaign with a lot of travelling in a hostile environment, tiny hut is another great ritual spell it also provide protection from unintelligent enemies during your rest, though intelligent enemies can either cast dispel magic or just wait (other DMs might treat it otherwise.
With a bit of imagination Major image can be a great spell, have the image of a storm giant as your allay, deceive people with an image of their leader telling them what to do, cause a distraction with a suitable monster appearing about ot attack etc etc. This varies very much on the DM some will have everyone in the area making an investigation check and if anyone succeeds they will inform the others, at the other extreme I have known minor image or silent image to be allowed to have the same power.
I agree unless you ar doing a very combat oriented campaign to look for utility for your spell, fly as oothers have said is a very good option.
When it does come to getting more combat spells others have mentioned most of the good ones, something ot bear in mind with haste however is you do not want to lose your concentration, the obvious way is by failing a check but I remember of fight I was in the sorcerer twin caste hasteand then the 4th party memeber took a big loss of hit points, the only way to keep him up was to polymorph him into something with a lot of hit points but that resulted in two other party members being stunned.
As others have
Counterspell
Slow is actually really good unless you're fighting trash mobs. It's especially excellent given that it's one of the few debuff spells that has an area effect but does not harm allies. That's really good when you have party members and enemies clumped together. It can also drop the amount of damage an opponent inflicts substantially if they have Multiattack and three or more attacks per round.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Some of it also depends on which school you chose. Sleet Storm is incredibly effective and if you’re a School of Conjuration wizard it will recharge your Benign Transposition after you hit 6th level.
Professional computer geek
Slow is my go-to, super strong if you want to control a fight