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This guide is meant for novice and perhaps intermediate wizard players, basically people that might feel a bit overwhelmed playing the class and mainly focuses on the combat with only a nod to social and exploration tiers of play. Those that feel comfortable playing wizards will have their own way of playing that might contradict parts of this. It isn't meant as a guide for the 'best and only' way to play a wizard by any means. It is also meant more for the person with a staff and robe than the mage knight concept.
Spell selection (level-up, scribing, and preparation choices)
The one thing I've personally seen wizard players struggle with the most is spell selection for the adventuring day and to a lesser extent spells when scribing/leveling up. For me personally I tend to divide my known spells into a few categories. Many spells might not strictly fit into one but would tend to fit one category more than the other.
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I try to have at least 1 spell prepared of each category, some spells might span multiple categories allowing me a bit more freedom. Having 9 different ways to do the same thing and no way to do anything else is needlessly shoehorning yourself.
The key isn't to always have the best spell for a situation, but rather regardless of the situation having a spell that could be used to aid in it. Likewise don't have all spells require the same conditions such as the target being charmable etc. It's still fine to choose spells that only hit a subset of the population, just make sure you can do something else if you encounter someone immune.
Utility/Muti-purpose: I'd place Polymorph here as not only can it be in combat support and single target CC with a save, but could allow a party to burrow under a keep or ferry the party over a chasm by shapeshifting one PC into a big critter with burrow or fly. It can even have stealth applications by changing into a harmless creature like a mouse, bird, or puppy. Many illusions I'd put in this category as well and several of the 9th level spells like Wish and True Polymorph. Bigby's would be another example fitting well into the both some single target no-save CC (Crowd Control, I explain what this is at the bottom) and single target damage categories. These spells are often not the best choice, but they have so many applications to make them worth having prepared.
Single Target CC with a save: Even though some of these can be boosted to affect multiple opponents spells like Hold Person/Monster, Banishment, Phantasmal Force, Bestow Curse (often used in conjunction with a familiar) etc.
Single Target CC without a save: Wall of Force - Bubble option, Maze, etc. High level illusionists really shine here with their level 14 feature.
AoE CC with a save: Web, Hypnotic Pattern, etc.
AoE CC without a save: Sleep (though usage tapers off), Fog Cloud / Darkness (basically no-save blindness), Wall of Force - wall option. High level illusionists really shine here with their level 14 feature.
Single target damage: I normally leave this to cantrips as pretty much every other party member is an expert at this. Personally I like Chill Touch for its ability to prevent regaining HP but there a lot of good choices here so pick whatever you like. Often times Minion spells and Utility spells end up being used to cover this.
AoE damage: Fireball etc, ideally of a different element than your single target damage. Personally I like non-concentration spells here so they can be spammed if needed.
Support: Greater Invisibility, Haste, etc.
Minions: Conjure line, Animate Dead, Animate Objects, Planar Binding, Simulacrum This line seems split in half between spells you'd prepare and cast during downtime and spells you'd actually cast right before, during, or after combat. Obviously only prepare the ones you'll need that day. These not only add in damage but also can fill up a battlefield to hinder the movement of the enemy (and ally if you're doing it poorly). If you can actually get the enemy to waste attacks on the mirions it is wonderful as those are attacks not going towards a PC.
Defense: Generally I prefer spells that do not use my concentration slot here. Once a wizard gets high enough level Contingency is a wonderful addition to this line, extra nice as you'll cast it during downtime usually. Things like Counterspell and Shield are wonderful and worth preparing on top of another defensive spell as they're reactions.
Social: Disguise Self, Suggestion, Detect Thoughts, etc. Some of these spells can also serve as CC or even pseudo-minion spells depending upon creativity and how the DM feels about mind control.
Exploration: Scouting, climbing, stealth, travel, etc. Something like Find Familiar can actually be a great low level scout, basically your own personal disguised drone that is pretty cheap to replace. Some of the line like teleport spells can both serve to aid getting from A->B quickly as well as escape for a combat gone wrong or even in-combat positioning. And of course there is the dreaded Scry and Die tactic of Scry+Teleport that can make DMs remember that every BBEG needs a Private Sanctum in their bedroom.
Other: Spells like Magic Circle, Glyph of Warding, Private Sanctum, and Guards and Wards tend to fall into this non-category, you might be able to come up with a creative use for them but often they're used for specific purposes. Magic Jar would be an example of a great spell if you can meet all the conditions to use it 'safely'. It's normally not a spell you use without a plan that specifically calls for its use. Often I might not prepare a single spell in this category unless I already have a plan in mind that requires it.
Ritual: You have your ritual spells as well, for example Leomund's Tiny Hut is a great spell but you normally don't need to prepare it to get 90% of its usefulness.
Basic tactics
One of the most basic tactics is splitting up your move between casting to start behind total cover, step out and cast a spell, then step back behind total cover. It is very simple but I've seen a lot of wizards in play not use it. It is certainly not foolproof but at least requires a bit of effort to counter.
On counterspelling (both on using and defending against):
This spell relies on 2 things being true, one is that the target is within 60 ft, another is that the target can be seen casting a spell. Past counterchaining and subtle spell, simple positioning is important.
If two casters are standing 55 ft from each other on their turn they can move back 10 feet and cast their spell while being immune to counterspell due to now being out of range. Distance only matters when someone casts, not what it is at the beginning or end of a turn so plan accordingly.
Even in a small space if one caster can move where they have total cover from the other they can cast without worry. Ducking behind a large tree or wall might prevent LOS (Line-Of-Sight) to the enemy caster but still leave another enemy in LOS. Or just use spells that don't need LOS.
Effects that can make someone unseen like invis, heavy fog, darkness, etc can allow one to cast without worry though may limit what spells they can use due to LOS issues.
Usage of spells in combat:
I tend to see wizards as excellent force multipliers and dividers in combat. They can cut the effectiveness of the enemy in half or less and/or boost the effectiveness of the party.
I like to spend my first round casting a concentration spell to maximize its effects. A Wall of Force that traps the enemies where they can't attack is best used at the start as opposed to after they've gained 1-2 rounds of attacks. Same thing for minion spells like Animate Objects. If the DM is running the recommended 4-8 encounters a long rest this may be my only spell slot I'll use the entire encounter, relying on cantrips after that. There are of course exceptions like needing to use defensive spells to stay alive or counter enemy actions like Counterspell, or realizing that we could use some AoE burst damage and start spamming something like Fireball.
Sometimes you can even cast a concentration spell with a decent duration before the fight such as Polymorph or a Conjure line spell, and it may even last for multiple combats. This can be great if your sessions tend to follow the flow of fighting minions for multiple encounters to drain resources and a final big bad as the last fight of the session. Maximizing spell slot usage early in where a single slot is lasting 2-3 encounters allows you to blow through spell slots on the boss fight almost like you only had 1 fight that day.
On mind control magic
A lot of this is DM dependent, some DMs hate it and it is better to just not use it over an argument ever time it is cast. Others may love it. In my own experience most tend to have a mild dislike for it when used as a brute-force method. This advice is mainly meant for those in the latter category.
Let's take the Suggestion and Mass Suggestion spells as examples with the part that reads:
The suggestion must be worded in such a manner as to make the course of action sound reasonable.
For an example, the party encounters an orc raider (Suggestion) or a band of orc raiders (Mass Suggestion).
Situation A:
Wizard casts the spell and says 'You should join us.'
Something like this is probably going to start an argument over how tough the party looks, the desires of the orcs, racism in the campaign world, etc.
Situation B:
The wizard drops a small chest on the ground that pops open, gold coins spilling out as he casts the spell. 'We want to hire you as mercenaries to join us in our slaughter and reap the benefits.'
The chest with coins is effectively a prop to aid in making the suggestion seem more reasonable. Barring the orcs wanting to continue working for the wizard after the suggestion has faded the wizard is going to get all that gold back when they kill the orcs anyway.
On illusions
Much like the mind control part this is very DM dependent. The more reasonable and detailed the illusion the better it will probably go. My biggest advice here is to talk to your DM before the campaign starts and give them several example situations of using an illusion and ask how they would arbitrate it.
If they reply with a particular idea not working instead of arguing with them ask for help modifying it so would seem reasonable to them or offer alternatives yourself. I've found that sometimes just a small modification is needed to shift an illusion from 'bullshit' to 'that makes sense' in the eyes of a particular DM.
What is CC (Crowd Control) and why would I use it?
CC is the ability to either limit actions such as stunning an enemy so they can't act or make them less effective like giving them disadvantage or preventing a melee-only enemy from getting into melee range.
I'll give a simplified example with Hypnotic Pattern which prevents those affected from taking actions or reactions due to being incapacitated
Party of 4 versus 6 enemies where one enemy dies a round due to focus fire:
No CC, number of enemy attacks a round:
6+5+4+3+2+1=21 attacks total
Hypnotic Pattern hits 3 of the 6 enemies, leaving 3 active at the start and after they're dead the party breaking the spell on each remaining enemy individually:
3+2+1+1+1+1=9 attacks total
The offense of the enemies was drastically decreased through the use of a single spell.
Spell Resource link
Treantmonk's Guide to Wizards (Part 2) - Doesn't have the new spells added in recent books but gives well thought out reasoning on why a particular spell is very useful or not so much with an easy to read rating guide.