Wizards have the most spells to pick from, so you can take both situational and staple spells. Some spells may be more enticing based on your school of magic and how they connect with your subclass features.
Spell Slot Progression
Wizards are considered full casters and can eventually learn spells up to 9th level, becoming available at level 17.
Prepared Vs. Learned Spells
Wizards are prepared casters, so you can take situational spells if you think they will benefit your party’s current situation. Luckily for Wizards, you can prepare many spells each day and cast spells with the ritual tag, even when they aren’t prepared that day, as long as they’re in your spellbook.
You learn two new spells at each level, but Wizards can add spells to their spellbooks as long as they can buy or find a spell scroll and have the time and materials to copy them.
Cantrips
Wizards begin with three cantrips at level 1. They gain a fourth cantrip at level 4 and a fifth at level 10. Once you’ve chosen a cantrip, you cannot exchange it. There is an optional rule to allow a character to change out a cantrip when they reach a level that confers an ASI (4th, 8th, 12th, 16th, and 19th for the wizard).
Mind Sliver
The damage isn’t exceptionally high, but Intelligence saving throws are notoriously tricky. The real draw is the secondary effect: deducting 1d4 from the enemy’s next saving throw.
Shape Water
Shape Water is an amusing spell because of its numerous applications. Our favorite application of this spell is to pour water into a doorknob and freeze it. The expanding ice should destroy the lock.
If your DM is willing, you could freeze the floor and make it very slippery, potentially forcing Dexterity (Acrobatics) checks to avoid falling.
1st Level
You gain access to 1st level spells at level 1.
Find Familiar
We recommend a flying familiar, but you should choose something that fits your group and campaign setting. A familiar can provide a strategic advantage in battle, act as a scout, and is frequently a huggable emotional support animal. Check out our full guide to Find Familiar 5e.
Shield
Shield is an excellent way to use your reaction to deflect most attacks. Even if you have Mage Armor, your AC will be quite low, so you may still be hit before you cast Shield. Shield lasts until your next turn, so if you use it right away, you’ll be protected from any enemy who takes its turn before you.
2nd Level
You gain access to 2nd level spells at level 3.
Invisibility
Being invisible for up to an hour is a massive advantage for Wizards, who aren’t usually very stealthy. You can also use this to send your Rogue or Ranger scouting ahead without worry.
Misty Step
Misty Step is one of the most effective methods of moving around the battlefield. Do you need to break free from a grapple or restraints? Don’t want to be caught up in a melee? When you teleport away, no one can make an opportunity attack.
3rd Level
You gain access to 3rd level spells at level 5.
Dispel Magic
There will be many occasions when you want to dispel magic, and not all of them will be outside combat. If an enemy relies heavily on a magical item, you can dispel and neutralize it.
Fireball
Fireball is an excellent way to deal with overcrowding in a battle. It has a 150-foot range and deals decent damage at 3rd level. If you can drop this at the start of a fight before you sprint in, you can likely take out or seriously harm most of your opponents before drawing your weapon.
4th Level
You gain access to 4th level spells at level 7.
Arcane Eye
A superb scouting spell that allows you to peek into the next room and see what you should prepare for.
Wall of Fire
The Wall of Fire is a fantastic area control effect. It doesn’t do anything else, but it’s often enough to justify keeping this spell on hand.
5th Level
You gain access to 5th level spells at level 9.
Rary’s Telepathic Bond
One of the most common problems that adventuring parties face is a lack of in-character communication. With this spell, everyone can converse telepathically, so even if someone has snuck off and run into trouble, they can let everyone else know without meta-gaming.
6th Level
You gain access to 6th level spells at level 11.
True Seeing
It is never bad to see through all illusions and automatically succeed on saving throws against them. You can also see into the Ethereal Plane and through magical darkness.
7th Level
You gain access to 7th level spells at level 13.
Draconic Transformation
It’s difficult to go wrong with this spell if you manage a surprise round or can prepare for combat. It requires concentration, but you automatically unleash a massive attack on your bonus action, freeing you to cast whatever you want.
This is also an excellent way to fly without using the fly spell or other magical items.
Plane Shift
While traveling between planes is always exciting, you can also use this spell to eliminate an enemy. Just make sure they can’t plane shift back to you.
8th Level
You gain access to 8th level spells at level 15.
Clone
You create a clone of yourself, as the name implies. The clone can cast your spells with its own spell slots and behaves like another party member. It’s a lengthy and costly spell, but if you die, you’ll always have a backup plan since your soul will automatically inhabit your clone.
9th Level
You gain access to 9th level spells at level 17.
Wish
This is a difficult spell for both DMs and players to learn, but it is the most impactful spell in the game. It can already be used to duplicate another spell from any spell list (and it will be cast at 9th level). If you’re willing to take a chance, you can use this spell to do one of the suggested things or make your own wish. However, anything that isn’t a spell replica has two potential drawbacks.
You have a 33% chance of losing your wish spell forever. Furthermore, your DM will most likely spin your wish to have adverse consequences you weren’t aware of. Consider it a last resort, and be careful what you wish for.
Wizard Spells 5e Complete List
Here is a complete list of Wizard 5e Spells in 5th Edition DnD, which also includes some Spells from Unearthed Arcana (UA), which is not official Material.
Cantrip
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Encode Thoughts
- Fire Bolt
- Friends
- Frostbite
- Green-Flame Blade
- Gust
- Infestation
- Light
- Lightning Lure
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Mold Earth
- On/Off (UA)
- Poison Spray
- Prestidigitation
- Ray of Frost
- Sapping Sting
- Shape Water
- Shocking Grasp
- Sword Burst
- Thunderclap
- Toll the Dead
- True Strike
1st Level Wizard Spells
- Absorb Elements
- Acid Stream (UA)
- Alarm
- Burning Hands
- Catapult
- Cause Fear
- Charm Person
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Magic
- Disguise Self
- Distort Value
- Earth Tremor
- Expeditious Retreat
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Frost Fingers
- Gift of Alacrity
- Grease
- Guiding Hand (UA)
- Healing Elixir (UA)
- Ice Knife
- Id Insinuation (UA)
- Identify
- Illusory Script
- Infallible Relay (UA)
- Jim’s Magic Missile
- Jump
- Longstrider
- Mage Armor
- Magic Missile
- Magnify Gravity
- Protection from Evil and Good
- Puppet (UA)
- Ray of Sickness
- Remote Access (UA)
- Sense Emotion (UA)
- Shield
- Silent Image
- Silvery Barbs
- Sleep
- Snare
- Sudden Awakening (UA)
- Tasha’s Caustic Brew
- Tasha’s Hideous Laughter
- Tenser’s Floating Disk
- Thunderwave
- Unseen Servant
- Witch Bolt
2nd Level Wizard Spells
- Aganazzar’s Scorcher
- Alter Self
- Arcane Hacking (UA)
- Arcane Lock
- Augury
- Blindness/Deafness
- Blur
- Borrowed Knowledge
- Cloud of Daggers
- Continual Flame
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Digital Phantom (UA)
- Dragon’s Breath
- Dust Devil
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Find Vehicle (UA)
- Flaming Sphere
- Flock of Familiars
- Fortune’s Favor
- Gentle Repose
- Gift of Gab
- Gust of Wind
- Hold Person
- Icingdeath’s Frost (UA)
- Immovable Object
- Invisibility
- Jim’s Glowing Coin
- Kinetic Jaunt
- Knock
- Levitate
- Locate Object
- Magic Mouth
- Magic Weapon
- Maximillian’s Earthen Grasp
- Melf’s Acid Arrow
- Mental Barrier (UA)
- Mind Spike
- Mind Thrust (UA)
- Mirror Image
- Misty Step
- Nathair’s Mischief
- Nystul’s Magic Aura
- Phantasmal Force
- Pyrotechnics
- Ray of Enfeeblement
- Rime’s Binding Ice
- Rope Trick
- Scorching Ray
- See Invisibility
- Shadow Blade
- Shatter
- Skywrite
- Snilloc’s Snowball Storm
- Spider Climb
- Spray of Cards (UA)
- Suggestion
- Tasha’s Mind Whip
- Thought Shield (UA)
- Vortex Warp
- Warding Wind
- Web
- Wither and Bloom
- Wristpocket
3rd Level Wizard Spells
- Animate Dead
- Antagonize (UA)
- Ashardalon’s Stride
- Bestow Curse
- Blink
- Catnap
- Clairvoyance
- Conjure Lesser Demon (UA)
- Counterspell
- Dispel Magic
- Enemies Abound
- Erupting Earth
- Fast Friends
- Fear
- Feign Death
- Fireball
- Flame Arrows
- Flame Stride (UA)
- Fly
- Galder’s Tower
- Gaseous Form
- Glyph of Warding
- Haste
- Haywire (UA)
- House of Cards (UA)
- Hypnotic Pattern
- Incite Greed
- Intellect Fortress
- Invisibility To Cameras (UA)
- Leomund’s Tiny Hut
- Life Transference
- Lightning Bolt
- Magic Circle
- Major Image
- Melf’s Minute Meteors
- Nondetection
- Phantom Steed
- Protection from Ballistics (UA)
- Protection from Energy
- Psionic Blast (UA)
- Pulse Wave
- Remove Curse
- Sending
- Sleet Storm
- Slow
- Speak with Dead
- Spirit Shroud
- Stinking Cloud
- Summon Fey
- Summon Lesser Demons
- Summon Shadowspawn
- Summon Undead
- Summon Warrior Spirit (UA)
- Thunder Step
- Tidal Wave
- Tiny Servant
- Tongues
- Vampiric Touch
- Wall of Sand
- Wall of Water
- Water Breathing
4th Level Wizard Spells
- Arcane Eye
- Banishment
- Blight
- Charm Monster
- Confusion
- Conjure Barlgura (UA)
- Conjure Knowbot (UA)
- Conjure Minor Elementals
- Conjure Shadow Demon (UA)
- Control Water
- Dimension Door
- Divination
- Ego Whip (UA)
- Elemental Bane
- Evard’s Black Tentacles
- Fabricate
- Fire Shield
- Galder’s Speedy Courier
- Gravity Sinkhole
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Leomund’s Secret Chest
- Locate Creature
- Mordenkainen’s Faithful Hound
- Mordenkainen’s Private Sanctum
- Otiluke’s Resilient Sphere
- Phantasmal Killer
- Polymorph
- Raulothim’s Psychic Lance
- Raulothim’s Psychic Lance (UA)
- Sickening Radiance
- Spirit of Death (UA)
- Stone Shape
- Stoneskin
- Storm Sphere
- Summon Aberration
- Summon Construct
- Summon Elemental
- Summon Greater Demon
- Synchronicity (UA)
- System Backdoor (UA)
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere
- Widogast’s Vault of Amber
- Widogast’s Web of Fire
5th Level Wizard Spells
- Animate Objects
- Bigby’s Hand
- Cloudkill
- Commune with City (UA)
- Cone of Cold
- Conjure Elemental
- Conjure Vrock (UA)
- Contact Other Plane
- Control Winds
- Creation
- Danse Macabre
- Dawn
- Dominate Person
- Dream
- Enervation
- Far Step
- Geas
- Hold Monster
- Immolation
- Infernal Calling
- Legend Lore
- Mislead
- Modify Memory
- Negative Energy Flood
- Passwall
- Planar Binding
- Rary’s Telepathic Bond
- Scrying
- Seeming
- Shutdown (UA)
- Skill Empowerment
- Steel Wind Strike
- Summon Draconic Spirit
- Synaptic Static
- Telekinesis
- Teleportation Circle
- Temporal Shunt
- Transmute Rock
- Wall of Force
- Wall of Light
- Wall of Stone
6th Level Wizard Spells
- Arcane Gate
- Chain Lightning
- Circle of Death
- Contingency
- Create Homunculus
- Create Undead
- Disintegrate
- Drawmij’s Instant Summons
- Eyebite
- Fizban’s Platinum Shield
- Flesh to Stone
- Globe of Invulnerability
- Gravity Fissure
- Guards and Wards
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Magic Jar
- Mass Suggestion
- Mental Prison
- Move Earth
- Otherworldly Form (UA)
- Otiluke’s Freezing Sphere
- Otto’s Irresistible Dance
- Programmed Illusion
- Psychic Crush (UA)
- Scatter
- Soul Cage
- Summon Fiend
- Sunbeam
- Tasha’s Otherworldly Guise
- Tenser’s Transformation
- True Seeing
- Wall of Ice
- Widogast’s Transmogrification (HB)
7th Level Wizard Spells
- Conjure Hezrou (UA)
- Create Magen
- Crown of Stars
- Delayed Blast Fireball
- Draconic Transformation
- Dream of the Blue Veil
- Etherealness
- Finger of Death
- Forcecage
- Mirage Arcane
- Mordenkainen’s Magnificent Mansion
- Mordenkainen’s Sword
- Plane Shift
- Power Word: Pain
- Prismatic Spray
- Project Image
- Reverse Gravity
- Sequester
- Simulacrum
- Symbol
- Teleport
- Tether Essence
- Whirlwind
8th Level Wizard Spells
- Abi-Dalzim’s Horrid Wilting
- Antimagic Field
- Antipathy/Sympathy
- Clone
- Control Weather
- Dark Star
- Demiplane
- Dominate Monster
- Feeblemind
- Illusory Dragon
- Incendiary Cloud
- Maddening Darkness
- Maze
- Mighty Fortress
- Mind Blank
- Power Word: Stun
- Reality Break
- Sunburst
- Telepathy
9th Level Wizard Spells
- Astral Projection
- Blade of Disaster
- Foresight
- Gate
- Imprisonment
- Invulnerability
- Mass Polymorph
- Meteor Swarm
- Power Word: Kill
- Prismatic Wall
- Psychic Scream
- Ravenous Void
- Shapechange
- Time Ravage
- Time Stop
- True Polymorph
- Weird
- Wish
Alexa spends the majority of her days explaining the ins and outs of DnD to her two cats, much to their dismay.