To aid in the quest to save all of Faerûn from mind flayers, gives its players many powerful tools. Few are more potent than the vast array of spells available that cover all manner of situations, both in and out of combat. However, as the game progresses and the spells become more powerful, it becomes even more important to know which should be added to the party's arsenal.
Spells in stop at level six, unlike, which goes as high as ninth level. By the time the party reaches the end of , the spellcasters will have access to and be using fifth and sixth-level spells which can offer some very powerful effects. From healing and buffs to damage dealing and extra backup, these spells are worth adding to any party's spellbook.
is a fifth-level spell which is great for AOE damage and interacts nicely with environmental conditions like wet to deal extra damage. With this spell, casters can blast out a nine-meter/30-foot cone of freezing magic which deals 8d8 of cold damage. All targets within the cone must make Constitution saves, and take half damage on a success, while any water on the ground is frozen into ice.
Icy surfaces are considered difficult terrain and any creature moving across them has a chance to slip and fall prone.
is a powerful spell that allows the caster to take control of another humanoid. This spell targets one humanoid who is not already allied with the party, and they must succeed on a Wisdom Saving throw or be forced to fight alongside the caster. is a great spell when surrounded by enemies to get a little extra help, although players cannot control them directly.
Each time the dominated target takes damage they will reroll their Wisdom save so this can be most effective on enemy spellcasters or healers
Read more on screenrant.com