The best defensive spells in Dungeons and Dragons that every wizard needs

Key takeaways

  • Defensive spells are important for wizards
    D&D
    For Survival – Prioritize Rope Trick, Misty Step, and Absorb Elements.
  • Rope Trick creates a safe pocket dimension, Misty Step teleports to safety, and Absorb Elements resists damage.
  • Reflect in Mirror Image, a spell that confuses attackers, provides much-needed protection, and buys time for strategic moves.



There are many mantras Dungeons and Dragonsand magician Varga gets the lion's share as the archetypal spellcaster. It can be difficult for new players to decide which spells to prioritize when faced with a vast list of available options, but a wizard who doesn't master at least a few. Defensive Mantra won't last

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Wizards are famously weak Dungeons and Dragons. They have the smallest hit dice to measure their HP and, by default, they gain no armor proficiencies to help keep them safe in combat. Fortunately, there are many powerful and useful spells that help wizards protect themselves and their allies in the heat of battle. Here are ten The best defensive spells every wizard should have in their spell book.


10 rope trick

A sanctuary on the go


  • Spell Level: 2
  • Spelling School: Transformation
  • Source:Player's Handbook

Second-level spell rope trick Acts as a get-out-of-jail-free card for almost any sticky situation a wizard can find himself in. To cast this spell, the caster must touch the normal cord, causing it to move straight up into the small pocket. Spacious enough to hold all but the largest of parties.

This pocket is invisible from outside the dimension, and the rope can be pulled to completely cut off access to the wizard's back portal. Once cast, the spell lasts for a full hour, giving adventurers plenty of time to rest and reassess if they find they've bitten off more than they can chew.

9 misty steps

Taking action independently


  • Spell Level: 2
  • Spelling School: conjuration
  • Source:Player's Handbook

misty steps It is inevitably simple. This spell allows the wizard to instantly teleport to any location that can be seen within 30 feet. Since teleportation bypasses attacks of opportunity, it provides a great way for wizards to put space between them and dangerous enemies that are too close.

Further expanding the usefulness of Misty Step is the fact that the spell takes a bonus action to cast, allowing the caster to use their main action for a cantrip or even a melee attack if they're desperate. One can also use their actions to dash, putting more distance between them and their enemies.

8 Mirror image

A face in the crowd


  • Spell Level: 2
  • Spelling School: confusion
  • Source: Player's Handbook

Mirror image An excellent choice for any wizard who wants to survive in the thick of battle. This spell summons three illusionary duplicates of the caster, which surround them and confuse any potential attackers. Any attack that targets the wizard has a random chance of hitting one of the duplicates instead, causing the attacker to completely waste their attack.

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As one might expect, the misleading images are not particularly strong, so it will only take one hit to place a commission copy. And, of course, the fewer duplicates there are, the easier it is to hit the real wizard. That said, Mirror Image is still a great choice for wizards who need a few rounds of breathing room to line up a devastating fireball.


7 Absorb the elements

Bolstering defenses

  • Spell Level: First
  • Spelling School: give up
  • Source: Xanathar's guide to everything

While wizards are more afraid of swords or maces than most classes, they are just as vulnerable to magical damage as anyone else. Absorb the elements The caster will protect against acid, cold, fire, lightning, and thunder damage, and the fact that it's a reaction cast makes it an ideal spell for a wizard to keep in their pocket.

This spell grants the caster resistance to any type of damage that triggers the spell, halving the amount of damage the wizard takes. This resistance lasts until their next turn, then protects them from further attacks. Wizards with some martial ability will benefit from a bonus to damage when fueling the energy they absorb, but even for wizards who have never been punched in their lives, this defensive spell will do a lot of damage.


6 Mage Armor

Cloth makes a wizard

  • Spell Level: First
  • Spelling School: give up
  • Source: Player's Handbook

Without multi-classing or special magic items like elven chain, most wizards never see the inside of a suit of armor, or even hold a shield. Mage Armor It helps to fill the gap. As the name suggests, this spell encases an unarmored creature in a magical set of protective wards, giving them a slightly better armor class than studded skin.

This spell lasts for eight hours, allowing wizards to benefit from its protection for most of the day. It can also be cast on other characters, so a caster can protect a friend or summoned minion if they have spell slots. The versatility and utility of this spell make it a basic defensive spell that any unarmed wizard should make a point of memorizing.


5 Silvery barbs

Turning the Tide

  • Spell Level: First
  • Spelling School: infatuation
  • Source: Strixhaven: Course of Chaos

silver barbs, A piece of enchantment from the Magical University of Strixhaven, a wildly versatile spell that an entire party of a jam can use at the right time. A wizard can cast this spell when they see a creature make an attack roll, ability check, or saving throw, forcing them to reroll and take the lower option. This can turn the attack into a miss, potentially saving the mage or ally from certain death.


Even better, after they cast the spell, the wizard can channel the stolen fortune into a boon for one of their companions, giving that character advantage on their next roll. This spell aids allies, disrupts enemies, and can potentially change the entire course of combat, all for the cost of a single first-level spell slot.

4 Counterspell

Closing it

  • Spell Level: Third
  • Spelling School: give up
  • Source: Player's Handbook

Counterspell The spellcaster is notorious for his ability to shut down an enemy with a simple reaction. By the original 5e rules, wizards can cancel any spell of 3rd level or lower with another counterspell cast on their own magic. A successful spellcasting ability check can block a high-level spell. In the 2024 update, this spell instead requires the target to make a Constitution save to avoid their spell being countered.


Either way, a counterspell is a must for any wizard going against another spellcaster of any stripe. magic in Dungeons and Dragons is exceptionally powerful, and a well-timed spell can turn the tide of battle in either direction. A counterspell can protect a wizard from the worst spells an enemy has to offer, or prevent a wizard's own spells from being countered on a turn.

3 A wall of force

an immovable object

  • Spell Level: 5th
  • Spelling School: give up
  • Source: Player's Handbook

A wall of force A powerful defensive spell, if used properly, can completely shut down an enemy in the middle of battle. As the name suggests, this spell conjures an invisible wall of solid magical balls, which players can shape to their liking. Nothing can pass through this wall, be it creatures, weapons or magic.


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This wall is immune to damage and cannot be taken down by Dispel Magic. It also prevents travel through the ethereal plane, shutting out most ethereal and ethereal threats. A high level disintegrate spell will not pierce its defenses. Players can use this wall to protect themselves, fence off a dangerous enemy, or fend off hordes of attacking enemies.

2 Polymorph

Skinning others

  • Spell Level: Fourth
  • Spelling School: Transformation
  • Source: Player's Handbook


The Polymorph One of the most powerful and versatile spells in a magician's repertoire. This spell turns a character into an animal whose challenge rating is equal to or lower than theirs or their level. It completely replaces the target's stats, which is ideal for a wizard in a tight spot. If the caster is low on hit points, they can take the form of something huge, like a giant ape or a T-Rex, with over a hundred hit points and devastating attacks to boot.

Wizards can also use this spell for utility, such as taking the form of a flying animal to cross a dangerous chasm, and they can temporarily turn a dangerous master into a harmless rabbit. The list of applications for this spell is as large as the creature wizards can use to use it.

1 the shield

A reliable barrier

  • Spell Level: First
  • Spelling School: give up
  • Source: Player's Handbook


The the shield The spell is one of the first spells any beginner wizard should learn, and it will probably remain a mainstay in their repertoire until level 20. A spell of this modest level instantly increases the caster's Armor Class by 5, a large amount that can block. Many attacks. It also makes the caster completely immune to magic missile spells, which is a niche case but a valuable one, since that spell usually cuts through any defenses.

This defensive boost lasts until the start of the caster's next turn, letting them breathe a little easier until they are able to act and take more concrete steps to remove themselves from danger. Since it only costs a 1st level spell slot, this defensive power is widely accessible to every wizard, and should not be overlooked by any of them.

Dungeons-and-dragons-series-game-tabletop-franchise

Dungeons and Dragons

Original release date
1974-00-00

designer
e. Gary Gax, Dave Arneson

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