[RPG] How to the Bladesinger Wizard ensure that their spells cannot be avoided

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I have been playing a Bladesinger wizard in a fairly long running campaign, at least by my standards. There have been a lot of good moments but after my third attempt to make disintegrate work, I have realized something: everything worth using a big spell on probably has a good enough save that the big spell won't work.

Obviously, I don't like that, so I have come to ask, what ways can a wizard use spells that are guaranteed to have at least some effect?

The suggestions are ideally achievable by 15th level, since that is the goal of the campaign,and should not require more than a dip into another class, hopefully keeping pure wizard. I have already picked the bladesinging school and am looking for spells in general.

Our party includes a Grave Domain Cleric, a Fighter, a Barbarian, and a Rogue/Warlock.

Best Answer

Avoid "all or nothing" spells, especially against boss type enemies.

By "all or nothing", I'm referring to spells, like Disintegrate, that have zero effect on a creature that saves against them. These spells are especially risky against bosses that tend to have high saving throws and/or Magic Resistance, and may have Legendary Resistances to save themselves even if they roll poorly.

Instead, consider spells like Fireball, Wall of Ice, or Sunbeam that deal half damage even if the target saves. Or, there are a few rare spells like Otto's Irresistible Dance or Power Word Pain that don't offer an initial save and just work initially but give the target a chance to save once they've experienced the effect for at least a turn.

Spells that use attack rolls, like Scorching Ray, Steel Wind Strike, or Crown of Stars can also be more effective, depending on the situation. Many enemies that have great saving throws don't necessarily have a great armor class, and attack roll based spells don't have to deal with Magic Resistance (which grants advantage on saving throws vs spells) or Legendary Resistances.

Alternatively,

Don't blast your enemies, buff your friends (or yourself)!

Unless all your enemies are equipped with Counterspell, you never need to worry about a buff failing. Spells like Enlarge/Reduce (choosing Enlarge), Haste, or Greater Invisibility cast on yourself or the party's Fighter, Paladin, or Barbarian can help them tank or dish out more damage. Fire Shield, Blink, and Mirror Image are some nice spells to help with your own survivability, and none of them even require concentration.

And,

Control the Battlefield.

Create difficult terrain to keep enemies from moving as they please with spells like Earth Tremor, Erupting Earth, or Ice Storm. Cut off enemy lines of sight with spells like Fog Cloud or Darkness. Block enemies' paths or lines of sight to your allies with the various "Wall of ..." spells. Use Telekinesis or Bigby's Hand to hold an enemy in place (these spells both use contested ability checks instead of saving throws, so you can bypass Magic Resistance and Legendary Resistances) or move aspects of the terrain.