Find Familiar is probably the best utility spell on the game. It gives you a customizable advance scout that can be used to do all sorts of things... they can pick up and carry objects within reason, you can see through their eyes as an action to see what's in the next room, they're a disposable guinea pig (possibly literally) that you can use to check for traps, whether anyone is watching a particular area, etc. You can also pick a familiar that has senses beyond what your character has... whether it's as simple as darkvision, or they could have blindsight or even tremor sense. They're not going to solve every problem you come across, but they can certainly help. If your DM allows it, the best Familiar is quite possibly the Flying Monkey... all the versatility of a creature with dexterous limbs, plus the ability to fly.
Focusing on crowd control/AoE spells, if you don't want to just fling fireballs and fire bolts around, is always good -- sleep, color spray, grease, web, hypnotic pattern, slow, stinking cloud...
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There is a metric ton of utility spells (tag or no) and a ton of spells that can also be used as utility whether they do damage or not. I was trying to make you a list but the sheer number of them makes that difficult. I'd suggest just going through them to figure out which ones you want to use but if there is one spell list that does not suffer from a lack of utility, it is definitely the Wizard's.
Note that I haven't read through all of it myself so I don't know if it's good.
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Do you mean specifically attack-based, or did you mean combat-based?
Mid to high level Wizards are very powerful, and not because of attack spells. They have them, but they're generally not the best use of your spell slots. Wizards are AMAZING at:
1. Battlefield control spells, such as Wall of Force.
The above examples are just one of many, many in those categories. And then they have tons of other spells that aren't easy to pin down to a specific category, like Polymorph. They have teleportation spells coming out the wazoo.
Wizards are the king of just about everything, except perhaps single target damage. There are even a few good spells for that when you get to higher levels, like Finger of Death, but it's not their forte. Martial characters usually do the heavy lifting for that. Lastly, several classes are better at healing, Bards are better buffers, Druids are (perhaps) better conjurers, although Wizards are pretty good in that area as well.
Most rituals offer lots of versatility, like Find Familiar for instance. Which besides being a perfect scout and even a good way to communicate with allies, it’s a mobile platform to deliver good damage with Dragon’s Breath.
I'm trying to make my level 6 wizard character a bit more versatile without having to just make a whole new character.
if you know of any any level-3 or below utility spells that can be cast by wizards, please feel welcome to share them.
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Many spells can become 'utility' spells with some creativity and out of the box usage.
Answering your question a bit more literal, here are the Wizard spells that have the tag 'utility': LINK
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That's really helpful! thank you!
"If you ever ask a wizard to list the books they've read recently, prepare to be there for a solid week. " - Original.
Grammar Cult
Bow down to Cats! (Cult of Cats)
Find Familiar is probably the best utility spell on the game. It gives you a customizable advance scout that can be used to do all sorts of things... they can pick up and carry objects within reason, you can see through their eyes as an action to see what's in the next room, they're a disposable guinea pig (possibly literally) that you can use to check for traps, whether anyone is watching a particular area, etc. You can also pick a familiar that has senses beyond what your character has... whether it's as simple as darkvision, or they could have blindsight or even tremor sense. They're not going to solve every problem you come across, but they can certainly help. If your DM allows it, the best Familiar is quite possibly the Flying Monkey... all the versatility of a creature with dexterous limbs, plus the ability to fly.
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Focusing on crowd control/AoE spells, if you don't want to just fling fireballs and fire bolts around, is always good -- sleep, color spray, grease, web, hypnotic pattern, slow, stinking cloud...
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
A lot of ritual spells work well for this style. Clearly they are not intended to be used in combat.
Consider:
Alarm, Skywrite, Gentle Repose, and Tiny Hut.
There is a metric ton of utility spells (tag or no) and a ton of spells that can also be used as utility whether they do damage or not. I was trying to make you a list but the sheer number of them makes that difficult. I'd suggest just going through them to figure out which ones you want to use but if there is one spell list that does not suffer from a lack of utility, it is definitely the Wizard's.
I found this on the internet, it should help:
https://docs.google.com/document/u/0/d/1IeOXWvbkmQ3nEyM2P3lS8TU4rsK6QJP0oH7HE_v67QY/mobilebasic
Note that I haven't read through all of it myself so I don't know if it's good.
This isn't actually a signature, just something I copy and paste onto the bottom of all my posts. Or is it? Yep, it is. Or is it..? I’m a hobbit, and the master cranial imploder of the "Oops, I Accidently Destroyed Someone's Brain" cult. Extended sig. I'm actually in Limbo, it says I'm in Mechanus because that's where I get my WiFi from. Please don't tell the modrons, they're still angry from the 'Spawning Stone' fiasco.
No connection to Dragonslayer8 other than knowing them in real life.
Do you mean specifically attack-based, or did you mean combat-based?
Mid to high level Wizards are very powerful, and not because of attack spells. They have them, but they're generally not the best use of your spell slots. Wizards are AMAZING at:
1. Battlefield control spells, such as Wall of Force.
2. AOE damage, such as Fireball.
3. Utility, such as Darkvision.
The above examples are just one of many, many in those categories. And then they have tons of other spells that aren't easy to pin down to a specific category, like Polymorph. They have teleportation spells coming out the wazoo.
Wizards are the king of just about everything, except perhaps single target damage. There are even a few good spells for that when you get to higher levels, like Finger of Death, but it's not their forte. Martial characters usually do the heavy lifting for that. Lastly, several classes are better at healing, Bards are better buffers, Druids are (perhaps) better conjurers, although Wizards are pretty good in that area as well.
Most rituals offer lots of versatility, like Find Familiar for instance. Which besides being a perfect scout and even a good way to communicate with allies, it’s a mobile platform to deliver good damage with Dragon’s Breath.
Detect Magic, Comprehend Languages, Gentle Repose, Tiny Hut, Phantom Steed, Water Breathing.
There are endless combination and cheap spells to your utility belt.