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Wizard Spells 5e

Wizard Spells 5e

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.


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 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.


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 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.


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.


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.


1st Level Wizard Spells

2nd Level Wizard Spells

3rd Level Wizard Spells

4th Level Wizard Spells

5th Level Wizard Spells

6th Level Wizard Spells

7th Level Wizard Spells

8th Level Wizard Spells

9th Level Wizard Spells