The arcane arts in Dungeons & Dragons5th Edition offer a vast and wondrous playground for those who choose the path of the Wizard 5e. With a spell list that arguably stands as the most versatile and impactful in the game, a well-chosen repertoire can turn the tide of any encounter, solve intractable puzzles, and even reshape the very fabric of reality. But with hundreds of wizard spells to choose from across nine levels, how does an aspiring archmage truly master their craft?
This isn't just a list; it's a strategic deep dive, a compendium born from countless hours at the table, observing the interplay of magic, and understanding the core principles that elevate a simple spellcaster into a force of nature.
We'll explore not just whatspells are powerful, but whythey are, considering the often-overlooked nuances of D&D 5e's spellcasting mechanics and the diverse roles a wizard can fill. Get ready to unlock the true potential of your arcane prowess.
Before diving into spell choices, it’s essential to understand what sets wizards apart in 5e: flexibility, preparation, and spellbook expansion.
Wizards begin with six 1st-level spells in a spellbook and gain two more per level. But unlike most casters, they can also copy additional spells found in scrolls or other books-turning exploration into a path to arcane power.
Each day after a long rest, you prepare a list of spells equal to your wizard level + Intelligence modifier. This daily customization lets you adapt to any scenario-load up on utility for exploration, or prep crowd control for combat.
If a spell has the ritualtag, you can cast it from your spellbook without using a spell slot-just add 10 minutes to the casting time. Spells like Detect Magic, Identify, and Tiny Hutbecome near-limitless tools for clever wizards.
In short: Wizards don’t just cast spells-they plan, pivot, and outthinkthe game. Your spellbook is both weapon and workshop.
Cantrip spells are the bread and butter of any spellcaster, spells that can be cast at will without expending a spell slot.
For a Wizard 5e, a good selection of cantrips provides consistent damage, utility, and roleplaying opportunities without expending precious spell slots.
1. Acid Splash (Conjuration): 1 Action, 60 ft, Instantaneous, V/S. 1d6 acid damage to up to two adjacent creatures (Dex save). Decent early AOE.
2. Blade Ward (Abjuration): 1 Action, Self, 1 round, V/S. Resistance to bludgeoning, piercing, slashing. Situational, action-heavy.
3. Booming Blade (Evocation): 1 Action, Self (5-ft radius), 1 round, S/M. Melee attack +1d8 thunder, +2d8 if target moves. Great for melee wizards.
4. Chill Touch (Necromancy): 1 Action, 120 ft, 1 round, V/S. 1d8 necrotic (spell attack), prevents healing. Solid damage, utility vs. regeneration.
5. Control Flames (Transmutation): 1 Action, 60 ft, Instantaneous/1 hr, S. Manipulates nonmagical flames (shape, brightness, extinguish). Niche utility.
6. Create Bonfire (Conjuration): 1 Action, 60 ft, 1 min (Conc), V/S. 1d8 fire in 5-ft cube (Dex save). Decent control, sustained damage.
7. Dancing Lights (Evocation): 1 Action, 120 ft, 1 min (Conc), V/S/M. Creates movable lights. Useful for illumination or distraction.
8. Encode Thoughts (Enchantment): 1 Action, Self, 8 hr, S. Stores a thought as a memory strand. Niche, campaign-specific.
9. Fire Bolt (Evocation): 1 Action, 120 ft, Instantaneous, V/S. 1d10 fire (spell attack). Reliable ranged damage.
10. Friends (Enchantment): 1 Action, Self, 1 min (Conc), S/M. Advantage on Charisma checks, may anger target. Risky social tool.
11. Frostbite (Evocation): 1 Action, 60 ft, Instantaneous, V/S. 1d6 cold, disadvantage on next attack (Con save). Decent debuff.
12. Green-Flame Blade (Evocation): 1 Action, Self (5-ft radius), Instantaneous, S/M. Melee attack +1d8 fire to second target. Strong for melee wizards.
13. Gust (Transmutation): 1 Action, 30 ft, Instantaneous, V/S. Pushes creature or object (Str save). Minor utility, situational.
14. Infestation (Conjuration): 1 Action, 30 ft, Instantaneous, V/S/M. 1d6 poison, random movement (Con save). Weak, unreliable.
15. Light (Evocation): 1 Action, Touch, 1 hr, V/M. Creates bright light on object. Simple, reliable illumination.
16. Lightning Lure (Evocation): 1 Action, Self (15-ft radius), Instantaneous, V. 1d8 lightning, pulls 10 ft (Str save). Good for positioning.
17. Mage Hand (Conjuration): 1 Action, 30 ft, 1 min, V/S. Creates invisible hand for tasks. Versatile utility.
18. Mending (Transmutation): 1 Min, Touch, Instantaneous, V/S/M. Repairs small objects. Useful for fixing gear.
19. Message (Transmutation): 1 Action, 120 ft, 1 round, V/S/M. Sends whispered message. Great for stealthy communication.
20. Mind Sliver (Enchantment): 1 Action, 60 ft, 1 round, V. 1d6 psychic, -1d4 to next save (Int save). Strong debuff, scales well.
21. Minor Illusion (Illusion): 1 Action, 30 ft, 1 min, S/M. Creates sound or small image. Versatile for deception or distraction.
22. Mold Earth (Transmutation): 1 Action, 30 ft, Instantaneous/1 hr, S. Shapes dirt or stone. Useful for terrain or cover.
23. On/Off (UA, Transmutation T): 1 Action, 60 ft, Instantaneous, V/S. Toggles tech devices. Campaign-specific.
24. Poison Spray (Conjuration): 1 Action, 10 ft, Instantaneous, V/S. 1d12 poison (Con save). Short range, unreliable.
25. Prestidigitation (Transmutation): 1 Action, 10 ft, Up to 1 hr, V/S. Minor magical effects. Versatile for flavor or utility.
26. Ray of Frost (Evocation): 1 Action, 60 ft, Instantaneous, V/S. 1d8 cold, -10 ft speed (spell attack). Decent damage, minor control.
27. Sapping Sting (Necromancy D): 1 Action, 30 ft, Instantaneous, V/S. 1d4 necrotic, prone (Con save). Weak control, situational.
28. Shape Water (Transmutation): 1 Action, 30 ft, Instantaneous/1 hr, S. Manipulates water (move, shape, freeze). Versatile utility.
29. Shocking Grasp (Evocation): 1 Action, Touch, Instantaneous, V/S. 1d8 lightning, no reactions (spell attack). Good for melee escape.
30. Sword Burst (Conjuration): 1 Action, Self (5-ft radius), Instantaneous, V. 1d6 force (Dex save). Decent melee AOE.
31. Thunderclap (Evocation): 1 Action, Self (5-ft radius), Instantaneous, S. 1d6 thunder (Con save). Weak AOE, loud.
32. Toll the Dead (Necromancy): 1 Action, 60 ft, Instantaneous, V/S. 1d8/1d12 necrotic (Wis save, higher if damaged). Strong, reliable damage.
33. True Strike (Divination): 1 Action, 30 ft, 1 round (Conc), S. Advantage on next attack. Action-heavy, rarely worth it.
Notes:
D = Dunamancy
DG = Graviturgy Dunamancy
DC = Chronurgy Dunamancy
R = Ritual
T = Technomagic.
1. Absorb Elements (Abjuration): 1 Reaction, Self, 1 round, S. Grants resistance to one energy type, 1d6 extra damage. Great defensive reaction.
2. Acid Stream (UA, Evocation): 1 Action, Self (30-ft line), 1 min (Conc), V/S/M. 3d4 acid damage per turn (Dex save). Situational, low damage.
3. Alarm (Abjuration R): 1 Min, 30 ft, 8 hr, V/S/M. Alerts you to intrusion. Reliable ritual for security.
4. Burning Hands (Evocation): 1 Action, Self (15-ft cone), Instantaneous, V/S. 3d6 fire (Dex save). Solid early AOE.
5. Catapult (Transmutation): 1 Action, 60 ft, Instantaneous, S. 3d8 bludgeoning (Dex save). Decent single-target, situational.
6. Cause Fear (Necromancy): 1 Action, 60 ft, 1 min (Conc), V/S. Frightens target (Wis save). Good control, fear immunity limits use.
7. Charm Person (Enchantment): 1 Action, 30 ft, 1 hr, V/S. Charms humanoid (Wis save). Useful for social encounters, short range.
8. Chromatic Orb (Evocation): 1 Action, 90 ft, Instantaneous, V/S/M (50 gp). 3d8 damage (choose type, spell attack). Versatile, reliable.
9. Color Spray (Illusion): 1 Action, Self (15-ft cone), 1 round, V/S/M. Blinds creatures (6d10 HP limit). Decent early crowd control.
10. Comprehend Languages (Divination R): 1 Action, Self, 1 hr, V/S/M. Understand all languages. Essential ritual for communication.
11. Detect Magic (Divination R): 1 Action, Self, 10 min (Conc), V/S. Senses magic within 30 ft. Must-have ritual for exploration.
12. Disguise Self (Illusion): 1 Action, Self, 1 hr, V/S. Alters appearance. Great for deception or infiltration.
13. Distort Value (Illusion): 1 Min, Touch, 8 hr, V. Alters perceived value of an object. Niche for trade or deception.
14. Earth Tremor (Evocation): 1 Action, Self (10-ft radius), Instantaneous, V/S. 1d6 bludgeoning, prone (Dex save). Weak, situational control.
15. Expeditious Retreat (Transmutation): 1 Bonus Action, Self, 10 min (Conc), V/S. Doubles speed. Great for mobility or escape.
16. False Life (Necromancy): 1 Action, Self, 1 hr, V/S/M. Grants 1d4+4 temp HP. Decent early durability.
17. Feather Fall (Transmutation): 1 Reaction, 60 ft, 1 min, V/M. Slows fall for up to 5 creatures. Situational, lifesaving.
18. Find Familiar (Conjuration R): 1 Hr, 10 ft, Instantaneous, V/S/M (10 gp). Summons a familiar. Essential for scouting, utility.
19. Fog Cloud (Conjuration): 1 Action, 120 ft, 1 hr (Conc), V/S. Creates 20-ft radius obscuring fog. Good for cover or escape.
20. Frost Fingers (Evocation): 1 Action, Self (15-ft cone), Instantaneous, V/S. 1d8 cold, freezes water (Dex save). Weak, situational.
21. Gift of Alacrity (Divination DC): 1 Min, Touch, 8 hr, V/S. Adds 1d8 to initiative. Strong, no Conc, great for combat prep.
22. Grease (Conjuration): 1 Action, 60 ft, 1 min, V/S/M. Creates slippery 10-ft square (Dex save). Decent control, non-damaging.
23. Guiding Hand (UA, Divination R): 1 Min, 5 ft, 8 hr (Conc), V/S. Navigates to known location. Niche, outclassed by other rituals.
24. Healing Elixir (UA, Conjuration): 1 Min, Self, 24 hr, V/S/M. Creates 2d4+2 healing potion. Situational, weak healing.
25. Ice Knife (Conjuration): 1 Action, 60 ft, Instantaneous, S/M. 1d10 piercing + 2d6 cold AOE (Dex save). Decent single-target.
26. Id Insinuation (UA, Enchantment): 1 Action, 60 ft, 1 min (Conc), V/S. 1d12 psychic, disadvantage on actions (Wis save). Weak control.
27. Identify (Divination R): 1 Min, Touch, Instantaneous, V/S/M (100 gp). Reveals item properties. Key ritual for loot analysis.
28. Illusory Script (Illusion R): 1 Min, Touch, 10 days, S/M (10 gp). Hidden message for chosen readers. Niche for secret communication.
29. Infallible Relay (UA, Divination T): 1 Min, Self, 10 min (Conc), V/S/M. Communicates via tech. Campaign-specific.
30. Jim's Magic Missile (Evocation): 1 Action, 120 ft, Instantaneous, V/S/M. 2d4+1 force per dart, no miss. Reliable, weaker than Magic Missile.
31. Jump (Transmutation): 1 Action, Touch, 1 min, V/S/M. Triples jump distance. Situational, fun utility.
32. Longstrider (Transmutation): 1 Action, Touch, 1 hr, V/S/M. +10 ft speed. No Conc, good for mobility.
33. Mage Armor (Abjuration): 1 Action, Touch, 8 hr, V/S/M. Sets AC to 13 + Dex. Essential for squishy wizards.
34. Magic Missile (Evocation): 1 Action, 120 ft, Instantaneous, V/S. 1d4+1 force per dart, auto-hit. Reliable single-target damage.
35. Magnify Gravity (Transmutation DG): 1 Action, 60 ft, 1 round, V/S. 2d8 force, halves speed (Str save). Decent control, short duration.
36. Protection from Evil and Good (Abjuration): 1 Action, Touch, 10 min (Conc), V/S/M. Protects against specific creatures. Strong situational defense.
37. Puppet (UA, Enchantment): 1 Action, 120 ft, Instantaneous, V. Forces movement (Wis save). Weak, situational control.
38. Ray of Sickness (Necromancy): 1 Action, 60 ft, Instantaneous, V/S. 2d8 poison, poisoned (Con save). Mediocre damage, situational.
39. Remote Access (UA, Transmutation T): 1 Action, 120 ft, 10 min, V/S. Controls tech devices. Campaign-specific.
40. Sense Emotion (UA, Divination): 1 Action, Self, 1 min (Conc), V/S. Detects emotions within 30 ft. Niche, roleplay-focused.
41. Shield (Abjuration): 1 Reaction, Self, 1 round, V/S. +5 AC, blocks Magic Missile. Essential defensive reaction.
42. Silent Image (Illusion): 1 Action, 60 ft, 10 min (Conc), V/S/M. Creates visual illusion. Versatile for deception or distraction.
43. Silvery Barbs (Enchantment): 1 Reaction, 60 ft, Instantaneous, V. Forces reroll, grants advantage. Powerful debuff, high utility.
44. Sleep (Enchantment): 1 Action, 90 ft, 1 min, V/S/M. Knocks out creatures (5d8 HP limit). Strong at low levels, scales poorly.
45. Snare (Abjuration): 1 Min, Touch, Until triggered, V/S/M. Traps creature (Dex save). Situational, setup-heavy.
46. Sudden Awakening (UA, Enchantment): 1 Bonus Action, 10 ft, Instantaneous, V. Wakes unconscious allies. Niche, situational.
47. Tasha's Caustic Brew (Evocation): 1 Action, Self (30-ft line), 1 min (Conc), V/S/M. 2d4 acid per turn (Dex save). Weak, situational.
48. Tasha's Hideous Laughter (Enchantment): 1 Action, 30 ft, 1 min (Conc), V/S/M. Incapacitates, prone (Wis save). Strong early control.
49. Tenser's Floating Disk (Conjuration R): 1 Action, 30 ft, 1 hr, V/S/M. Carries 500 lbs. Useful ritual for transport.
50. Thunderwave (Evocation): 1 Action, Self (15-ft cube), Instantaneous, V/S. 2d8 thunder, push (Con save). Good AOE, control.
51. Unseen Servant (Conjuration R): 1 Action, 60 ft, 1 hr, V/S/M. Invisible helper for tasks. Versatile ritual utility.
52. Witch Bolt (Evocation): 1 Action, 30 ft, 1 min (Conc), V/S/M. 1d12 lightning per turn (spell attack). Weak, easily disrupted.
1. Aganazzar's Scorcher (Evocation): 1 Action, 30 ft, Instantaneous, V/S/M. 3d8 fire damage in a 30-ft line (Dex save). Tricky to aim, outclassed by other 2nd-level spells.
2. Air Bubble (Conjuration): 1 Action, 60 ft, 24 hr, S. Creates breathable air bubble. Niche, useful for underwater adventures.
3. Alter Self (Transmutation): 1 Action, Self, 1 hr (Conc), V/S. Aquatic adaptation, appearance change, or 1d6 natural weapons. Versatile utility, replaces Disguise Self.
4. Arcane Hacking (UA, Transmutation T): 1 Action, Self, 1 hr (Conc), V/S/M. Niche technomagic for bypassing magical tech. Campaign-specific.
5. Arcane Lock (Abjuration): 1 Action, Touch, Until dispelled, V/S/M (25 gp, consumed). Locks entry, sets password. Strong for securing areas.
6. Augury (Divination R): 1 Min, Self, Instantaneous, V/S/M (25 gp, not consumed). Predicts outcomes within 30 min. Useful ritual for cautious planning.
7. Blindness/Deafness (Necromancy): 1 Action, 30 ft, 1 min, V. Blinds/deafens (Con save). Strong single-target control vs. frail enemies.
8. Blur (Illusion): 1 Action, Self, 1 min (Conc), V. Attack rolls against you have disadvantage. Solid defensive option.
9. Borrowed Knowledge (Divination): 1 Action, Self, 1 hr, V/S/M (1 gp, consumed). Gain skill proficiency. No Conc, great for party gaps.
10. Cloud of Daggers (Conjuration): 1 Action, 60 ft, 1 min (Conc), V/S/M. 4d4 slashing in 5-ft cube (no save). Strong with forced movement.
11. Continual Flame (Evocation): 1 Action, Touch, Until dispelled, V/S/M (50 gp, consumed). Permanent light. Reliable, no Conc.
12. Crown of Madness (Enchantment): 1 Action, 120 ft, 1 min (Conc), V/S. Charmed humanoid attacks your target. Unreliable, situational.
13. Darkness (Evocation): 1 Action, 60 ft, 10 min (Conc), V/M. 15-ft radius magical darkness. Situational for advantage or escape.
14. Darkvision (Transmutation): 1 Action, Touch, 8 hr, V/S/M. Grants 60-ft darkvision. No Conc, great for low-light allies.
15. Detect Thoughts (Divination): 1 Action, Self (30-ft), 1 min (Conc), V/S/M. Read surface thoughts or probe deeper. Great for info or social encounters.
16. Digital Phantom (UA, Abjuration T): 1 Action, Self, 1 hr (Conc), V/S/M. Protects against tech-based attacks. Highly campaign-specific.
17. Dragon's Breath (Transmutation): 1 Bonus Action, Touch, 1 min (Conc), V/S/M. Grants 15-ft cone attack (3d6, Dex save). Strong on familiars.
18. Dust Devil (Conjuration): 1 Action, 60 ft, 1 min (Conc), V/S/M. 2d8 bludgeoning, difficult terrain. Weak, easily avoided.
19. Earthbind (Transmutation): 1 Action, 300 ft, 1 min (Conc), V. Grounds flying creature (Str save). Useful vs. fliers.
20. Enhance Ability (Transmutation): 1 Action, Touch, 1 hr (Conc), V/S/M. Advantage on one ability’s checks. Versatile support.
21. Enlarge/Reduce (Transmutation): 1 Action, 30 ft, 1 min (Conc), V/S/M. Enlarge for Str/damage or reduce for Dex. Great for combat or utility.
22. Find Vehicle (UA, Conjuration T): 10 Min, 30 ft, 8 hr, V/S. Summons a vehicle. Niche, campaign-dependent.
23. Flaming Sphere (Conjuration): 1 Action, 60 ft, 1 min (Conc), V/S/M. 2d6 fire (Dex save), moves 30 ft. Decent in tight spaces.
24. Flock of Familiars (Conjuration): 1 Min, Touch, 1 hr (Conc), V/S. Summons three familiars. Great for scouting or utility.
25. Fortune's Favor (Divination D): 1 Min, 60 ft, 1 hr, V/S/M (100 gp, consumed). Grants reroll on one d20 test. Strong for critical moments.
26. Gentle Repose (Necromancy R): 1 Action, Touch, 10 days, V/S/M (consumed). Prevents decay, extends resurrection timers. Situational.
27. Gift of Gab (Enchantment): Reaction, Self, Instantaneous, V/S/M. Redo 6 sec of talk after Charisma check. Niche, often redundant.
28. Gust of Wind (Evocation): 1 Action, Self (60-ft line), 1 min (Conc), V/S/M. Pushes 15 ft (Str save). Best with hazards.
29. Hold Person (Enchantment): 1 Action, 60 ft, 1 min (Conc), V/S/M. Paralyzes humanoid (Wis save). Devastating, upcasts well.
30. Icingdeath's Frost (UA, Evocation): 1 Action, Self (15-ft cone), Instantaneous, S/M. 3d6 cold (Dex save). Weak, outclassed by other cones.
31. Immovable Object (Transmutation DG): 1 Action, Touch, 1 hr, V/S/M (50 gp, consumed). Makes object immovable. Situational utility.
32. Invisibility (Illusion): 1 Action, Touch, 1 hr (Conc), V/S/M. Grants invisibility. Essential for scouting or tactics.
33. Jim's Glowing Coin (Enchantment): 1 Action, 60 ft, 1 min, S/M (coin, consumed). Charms, debuffs initiative. Good for chaos.
34. Kinetic Jaunt (Transmutation): 1 Bonus Action, Self, 1 min (Conc), S. +10 ft speed, no opportunity attacks. Weaker than Misty Step.
35. Knock (Transmutation): 1 Action, 60 ft, Instantaneous, V. Unlocks locks, loud (300 ft). Bypasses rogue skills.
36. Levitate (Transmutation): 1 Action, 60 ft, 10 min (Conc), V/S/M. Lifts creature/object. Great for escape or disabling melee.
37. Locate Object (Divination): 1 Action, Self, 10 min (Conc), V/S/M. Senses object within 1,000 ft. Situational, easily blocked.
38. Magic Mouth (Illusion R): 1 Min, 30 ft, Until dispelled, V/S/M (25 gp, consumed). Triggered message. Fun for traps/messages.
39. Magic Weapon (Transmutation): 1 Bonus Action, Touch, 1 hr (Conc), V/S. +1 weapon. Useful vs. nonmagical resistance.
40. Maximillian's Earthen Grasp (Transmutation): 1 Action, 30 ft, 1 min (Conc), V/S/M. Restrains, 2d6 damage (Str save). Strong control.
41. Melf's Acid Arrow (Evocation): 1 Action, 90 ft, Instantaneous, V/S/M. 4d4 acid, 2d4 next turn (hit); 2d4 (miss). Weak vs. Chromatic Orb.
42. Mental Barrier (UA, Abjuration): 1 Reaction, Self, 1 round, V. Advantage on mental saves. Situational, short duration.
43. Mind Spike (Divination): 1 Action, 60 ft, 1 hr (Conc), S. 3d8 psychic (Int save), tracks invisibility. Better options exist.
44. Mind Thrust (UA, Enchantment): 1 Bonus Action, 60 ft, 1 round, V/S. 3d6 psychic, limits actions (Int save). Weaker than Tasha’s Mind Whip.
45. Mirror Image (Illusion): 1 Action, Self, 1 min, V/S. Three duplicates, no Conc. Strong defense vs. high-damage attacks.
46. Misty Step (Conjuration): 1 Bonus Action, Self, Instantaneous, V. Teleport 30 ft. Essential for mobility/escape.
47. Nathair's Mischief (Illusion): 1 Action, 60 ft, 1 min (Conc), S/M. Random effects (Wis save). Unreliable crowd control.
48. Nystul's Magic Aura (Illusion): 1 Action, Touch, 24 hr/permanent, V/S/M. Masks/fakes magical aura. Niche for deception.
49. Phantasmal Force (Illusion): 1 Action, 60 ft, 1 min (Conc), V/S/M. Illusion deals 1d6 psychic (Int save). Creative single-target control.
50. Pyrotechnics (Transmutation): 1 Action, 60 ft, Instantaneous, V/S. Blinding flash or smoke from flame. Situational, weak.
51. Ray of Enfeeblement (Necromancy): 1 Action, 60 ft, 1 min (Conc), V/S. Halves Str weapon damage (Con save). Poor vs. typical targets.
52. Rime's Binding Ice (Evocation): 1 Action, Self (30-ft cone), Instantaneous, S/M. 2d8 cold, speed 0 (Con save). Unreliable.
53. Rope Trick (Transmutation): 1 Action, Touch, 1 hr, V/S/M. Extradimensional safe space. Great for Short Rests.
54. Scorching Ray (Evocation): 1 Action, 120 ft, Instantaneous, V/S. Three 2d6 fire rays. Flexible, synergizes with advantage.
55. See Invisibility (Divination): 1 Action, Self, 1 hr, V/S/M. See invisible/Ethereal. No Conc, counters invisibility.
56. Shadow Blade (Illusion): 1 Bonus Action, Self, 1 min (Conc), V/S. 2d8 psychic blade. Best for Bladesingers.
57. Shatter (Evocation): 1 Action, 60 ft, Instantaneous, V/S/M. 3d8 thunder, 10-ft radius (Con save). Decent, less versatile than Fireball.
58. Skywrite (Transmutation R): 1 Action, Sight, 1 day (Conc), V/S. Cloud messages. Novelty, minimal tactical use.
59. Snilloc's Snowball Swarm (Evocation): 1 Action, 90 ft, Instantaneous, V/S/M. 3d6 cold, 5-ft radius (Dex save). Weaker than Shatter.
60. Spider Climb (Transmutation): 1 Action, Touch, 1 hr (Conc), V/S/M. Climb vertical surfaces. Useful until Fly.
61. Spray of Cards (Conjuration): 1 Action, 15-ft cone, Instantaneous, V/S/M. 2d6 force, blinds (Dex save). Short range limits use.
62. Suggestion (Enchantment): 1 Action, 30 ft, 8 hr (Conc), V/M. Influence reasonable action. Versatile with creative DM.
63. Tasha's Mind Whip (Enchantment): 1 Action, 90 ft, 1 round, V. 3d6 psychic, limits actions (Int save). Reliable, upcasts well.
64. Thought Shield (UA, Abjuration): 1 Action, Touch, 8 hr, V/S. Blocks mind reading. Situational, campaign-specific.
65. Vortex Warp (Conjuration): 1 Action, 90 ft, Instantaneous, V/S. Teleport willing/unwilling (Con save). Tactical repositioning.
66. Warding Wind (Evocation): 1 Action, Self (10-ft radius), 10 min (Conc), V. Difficult terrain, ranged disadvantage. Strong defense.
67. Web (Conjuration): 1 Action, 60 ft, 1 hr (Conc), V/S/M. 20-ft cube restrains (Dex save). Excellent crowd control.
68. Wither and Bloom (Necromancy): 1 Action, 60 ft, Instantaneous, V/S/M. 2d6 necrotic, one creature heals via Hit Die. Unique healing utility.
69. Wristpocket (Conjuration D R): 1 Action, Self, 1 hr (Conc), S. Store small object in extradimensional space. Handy utility.
3rd level wizard spells 5e 1. Animate Dead (Necromancy): 1 Min, 10 ft, Instantaneous, V/S/M. Creates undead servants. Ethically dubious, great for tireless labor.
2. Antagonize (Enchantment): 1 Action, 30 ft, Instantaneous, V/S/M. Forces target to attack nearby creatures (Wis save). Situational, low damage.
3. Ashardalon's Stride (Transmutation): 1 Bonus Action, Self, 1 min (Conc), V/S. Adds speed, 1d6 fire damage (no save). Ideal for Bladesingers.
4. Bestow Curse (Necromancy): 1 Action, Touch, 1 min (Conc), V/S. Versatile debuffs (Wis save). Disables turns or counters grapplers, scales well.
5. Blink (Transmutation): 1 Action, Self, 1 min, V/S. 50% chance to vanish each turn, no Conc. Unreliable vs. Blur.
6. Catnap (Enchantment): 1 Action, 30 ft, 10 min, S/M. 10-min Short Rest for 3 creatures. Situational, Rope Trick is safer.
7. Clairvoyance (Divination): 10 Min, 1 mile, 10 min (Conc), V/S/M. Remote sight/hearing. Excellent for safe scouting.
8. Conjure Lesser Demon (UA, Conjuration): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Summons uncontrolled demons. Risky, unreliable.
9. Counterspell (Abjuration): 1 Reaction, 60 ft, Instantaneous, S. Negates enemy spells. Essential.
10. Dispel Magic (Abjuration): 1 Action, 120 ft, Instantaneous, V/S. Removes magical effects. Party must-have.
11. Enemies Abound (Enchantment): 1 Action, 120 ft, 1 min (Conc), V/S. Target attacks allies (Int save). Great vs. low-Int foes in multi-enemy fights.
12. Erupting Earth (Transmutation): 1 Action, 120 ft, Instantaneous, V/S/M. 3d12 damage, difficult terrain (Dex save). Good for choke points.
13. Fast Friends (Enchantment): 1 Action, 30 ft, 1 hr (Conc), V. Charms humanoid for tasks (Wis save). Non-lethal, limited by language.
14. Fear (Illusion): 1 Action, Self (30-ft cone), 1 min (Conc), V/S/M. Causes fear (Wis save). Strong crowd control, fear immunity common.
15. Feign Death (Necromancy R): 1 Action, Touch, 1 hr, V/S/M. Fakes death. Highly situational.
16. Fireball (Evocation): 1 Action, 150 ft, Instantaneous, V/S/M. 8d6 fire, 20-ft radius (Dex save). Reliable AOE benchmark.
17. Flame Arrows (Transmutation): 1 Action, Touch, 1 hr (Conc), V/S. Adds 1d6 fire to 12 arrows. Poor damage for spell slot.
18. Flame Stride (UA, Transmutation): 1 Bonus Action, Self, 1 min (Conc), V/S. Like Ashardalon’s Stride. Bladesinger-focused.
19. Fly (Transmutation): 1 Action, Touch, 10 min (Conc), V/S/M. 60-ft fly speed. Powerful mobility.
20. Galder's Tower (Conjuration): 10 Min, 30 ft, 24 hr, V/S/M. Creates furnished shelter. Useful for safe resting.
21. Gaseous Form (Transmutation): 1 Action, Touch, 1 hr (Conc), V/S/M. Become gas. Great for infiltration/scouting.
22. Glyph of Warding (Abjuration): 1 Hr, Touch, Until triggered, V/S/M. Stores spell for traps. Situational or game-breaking.
23. Haste (Transmutation): 1 Action, 30 ft, 1 min (Conc), V/S/M. Boosts speed, AC, actions. Excellent for martial allies.
24. Haywire (UA, Enchantment T): 1 Action, 90 ft, 1 min (Conc), V/S. Disrupts tech. Campaign-specific.
25. House of Cards (UA, Conjuration): 1 Min, Touch, 24 hr, V/S/M. Creates card shelter. Niche, similar to Galder’s Tower.
26. Hypnotic Pattern (Illusion): 1 Action, 120 ft, 1 min (Conc), S/M. Incapacitates (Wis save). Top crowd control.
27. Incite Greed (Enchantment): 1 Action, 30 ft, 1 min (Conc), V/S/M. Draws enemies near (Wis save). Risky, pairs with AOE.
28. Intellect Fortress (Abjuration): 1 Action, 30 ft, 1 hr (Conc), V. Advantage on mental saves, psychic resistance. Strong defense.
29. Invisibility To Cameras (UA, Illusion T): 1 Action, 10 ft, 1 min (Conc), V/S/M. Hides from tech surveillance. Niche.
30. Leomund's Tiny Hut (Evocation R): 1 Min, Self (10-ft radius), 8 hr, V/S/M. Safe dome. Great for rest or cover.
31. Life Transference (Necromancy): 1 Action, 30 ft, Instantaneous, V/S. 4d8 necrotic to self, heal double. Risky healing.
32. Lightning Bolt (Evocation): 1 Action, Self (100-ft line), Instantaneous, V/S/M. 8d6 lightning (Dex save). Fireball with fewer targets.
33. Magic Circle (Abjuration): 1 Min, 10 ft, 1 hr, V/S/M. Protects vs. creature types. Best for summoning.
34. Major Image (Illusion): 1 Action, 120 ft, 10 min (Conc), V/S/M. Versatile illusions, no save. Relies on interaction.
35. Melf's Minute Meteors (Evocation): 1 Action, Self (120 ft), 10 min (Conc), V/S/M. 6 meteors, 2d6 fire each (Dex save). Flexible, small AOE.
36. Nondetection (Abjuration): 1 Action, Touch, 8 hr, V/S/M. Blocks divination. Situational, costly.
37. Phantom Steed (Illusion R): 1 Min, 30 ft, 1 hr, V/S. 100-ft speed mount. Good for travel, tricky for groups.
38. Protection from Ballistics (UA, Abjuration T): 1 Action, Touch, 10 min (Conc), V/S/M. Reduces projectile damage. Campaign-specific.
39. Protection from Energy (Abjuration): 1 Action, Touch, 1 hr (Conc), V/S. Energy resistance. Key single-target defense.
40. Psionic Blast (UA, Evocation): 1 Action, Self (30-ft cone), Instantaneous, V. 5d6 force, push (Dex save). Decent but situational.
41. Pulse Wave (Evocation D): 1 Action, Self (30-ft cone), Instantaneous, V/S. 6d6 force, push/pull (Dex save). Strong control.
42. Remove Curse (Abjuration): 1 Action, Touch, Instantaneous, V/S. Ends curses. Essential when needed.
43. Sending (Evocation): 1 Action, Unlimited, 1 round, V/S/M. Long-distance messaging. Bypasses language barriers.
44. Sleet Storm (Conjuration): 1 Action, 120 ft, 1 min (Conc), V/S/M. 40-ft radius, difficult terrain, prone (Dex/Conc saves). Strong control.
45. Slow (Transmutation): 1 Action, 120 ft, 1 min (Conc), V/S/M. Debuffs speed/actions (Wis save). Good but outclassed by Hypnotic Pattern.
46. Speak with Dead (Necromancy): 1 Action, 10 ft, 10 min, V/S/M. Ask corpse 5 questions. Limited, best for allies.
47. Spirit Shroud (Necromancy): 1 Bonus Action, Self, 1 min (Conc), V/S. Adds 1d8 damage, slows. Risky for non-Bladesingers.
48. Stinking Cloud (Conjuration): 1 Action, 90 ft, 1 min (Conc), V/S/M. Denies actions (Con save). Small, escapable area.
49. Summon Fey (Conjuration): 1 Action, 90 ft, 1 hr (Conc), V/S/M. Decent summon, outclassed by others.
50. Summon Lesser Demons (Conjuration): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Uncontrolled demons. Risky.
51. Summon Shadowspawn (Conjuration): 1 Action, 90 ft, 1 hr (Conc), V/S/M. Combat summon, weaker than Summon Undead.
52. Summon Undead (Necromancy): 1 Action, 90 ft, 1 hr (Conc), V/S/M. Versatile combat summon, ghostly option excels.
53. Summon Warrior Spirit (UA, Conjuration): 1 Action, 90 ft, 1 hr (Conc), V/S/M. Combat summon, situational.
54. Thunder Step (Conjuration): 1 Action, 90 ft, Instantaneous, V. Teleport, 3d10 thunder AOE. Weaker than Misty Step.
55. Tidal Wave (Conjuration): 1 Action, 120 ft, Instantaneous, V/S/M. 3d8 bludgeoning, prone (Dex save). Niche vs. fliers.
56. Tiny Servant (Transmutation): 1 Min, Touch, 8 hr, V/S. Animates tiny object. Useful as sentry/utility.
57. Tongues (Divination): 1 Action, Touch, 1 hr, V/M. Understand/speak all languages. Great for communication.
58. Vampiric Touch (Necromancy): 1 Action, Self, 1 min (Conc), V/S. Melee 3d6 necrotic, heal half. Risky for wizards.
59. Wall of Sand (Evocation): 1 Action, 90 ft, 10 min (Conc), V/S/M. Blinds, difficult terrain. Decent control, escapable.
60. Wall of Water (Evocation): 1 Action, 60 ft, 10 min (Conc), V/S/M. Hard to use, pairs with cold spells for cover.
61. Water Breathing (Transmutation R): 1 Action, 30 ft, 24 hr, V/S/M. Grants water breathing. Sufficient as ritual.
4th level wizard spells 5e 1. Arcane Eye (Divination): 1 Action, 30 ft, 1 hr (Conc), V/S/M. Invisible eye scouts up to 30 ft. Excellent for stealthy exploration.
2. Banishment (Abjuration): 1 Action, 60 ft, 1 min (Conc), V/S/M. Banishes creature (Cha save). Powerful single-target removal, upcasts for multiple targets.
3. Blight (Necromancy): 1 Action, 30 ft, Instantaneous, V/S. 8d8 necrotic (Con save). Decent damage, strong vs. plants, short range.
4. Charm Monster (Enchantment): 1 Action, 30 ft, 1 hr, V/S. Charms any creature (Wis save). Versatile, no Conc, short range.
5. Confusion (Enchantment): 1 Action, 90 ft, 1 min (Conc), V/S/M. 10-ft radius, erratic behavior (Wis save). Decent crowd control, unreliable effects.
6. Conjure Barlgura (UA, Conjuration): 1 Action, 60 ft, 10 min, V/S. Summons barlgura. Unreliable, campaign-specific.
7. Conjure Knowbot (UA, Conjuration T): 1 Action, Touch, 10 min, V/S. Summons tech assistant. Niche, campaign-dependent.
8. Conjure Minor Elementals (Conjuration): 1 Min, 90 ft, 1 hr (Conc), V/S. Summons elementals. Flexible but outclassed by higher summons.
9. Conjure Shadow Demon (UA, Conjuration): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Summons shadow demon. Risky, situational.
10. Control Water (Transmutation): 1 Action, 300 ft, 10 min (Conc), V/S/M. Manipulates water (flood, part, whirlpool). Situational, strong in aquatic settings.
11. Dimension Door (Conjuration): 1 Action, 500 ft, Instantaneous, V. Teleport with one ally. Excellent for escape or repositioning.
12. Divination (Divination R): 1 Action, Self, Instantaneous, V/S/M (25 gp). Ask about future events. Useful for guidance, ritual casting.
13. Ego Whip (UA, Enchantment): 1 Action, 30 ft, 1 min (Conc), V. Debuffs mental stats (Int save). Situational, short range.
14. Elemental Bane (Transmutation): 1 Action, 90 ft, 1 min (Conc), V/S. Removes resistance, adds damage (Con save). Niche, situational.
15. Evard's Black Tentacles (Conjuration): 1 Action, 90 ft, 1 min (Conc), V/S/M. 20-ft square, restrains, 3d6 damage (Dex save). Strong area control.
16. Fabricate (Transmutation): 10 Min, 120 ft, Instantaneous, V/S. Creates objects from raw materials. Great for crafting, situational.
17. Fire Shield (Evocation): 1 Action, Self, 10 min, V/S/M. Resistance to cold/fire, retaliatory damage. Strong defense, no Conc.
18. Galder's Speedy Courier (Conjuration): 1 Action, 10 ft, 10 min, V/S/M (25 gp). Sends small package. Useful for quick deliveries.
19. Gate Seal (Abjuration): 1 Min, 60 ft, 24 hr, V/S/M. Blocks teleportation/portals. Situational, great for defense.
20. Gravity Sinkhole (Evocation DG): 1 Action, 120 ft, Instantaneous, V/S/M. 4d10 force, pulls creatures (Con save). Strong control.
21. Greater Invisibility (Illusion): 1 Action, Touch, 1 min (Conc), V/S. Invisibility without breaking on attack/spell. Powerful for combat or stealth.
22. Hallucinatory Terrain (Illusion): 10 Min, 300 ft, 24 hr, V/S/M. Alters terrain appearance. Great for deception, long casting time.
23. Ice Storm (Evocation): 1 Action, 300 ft, Instantaneous, V/S/M. 2d8 bludgeoning + 4d6 cold, difficult terrain (Dex save). Decent AOE, control.
24. Leomund's Secret Chest (Conjuration): 1 Action, Touch, Instantaneous, V/S/M (expensive). Hides chest in Ethereal Plane. Niche, costly.
25. Locate Creature (Divination): 1 Action, Self, 1 hr (Conc), V/S/M. Tracks creature within 1,000 ft. Situational, blocked by water.
26. Mordenkainen's Faithful Hound (Conjuration): 1 Action, 30 ft, 8 hr, V/S/M. Invisible guard dog, 4d8 damage. Great for protection, no Conc.
27. Mordenkainen's Private Sanctum (Abjuration): 10 Min, 120 ft, 24 hr, V/S/M. Blocks sound, divination, teleportation. Strong defensive utility.
28. Otiluke's Resilient Sphere (Evocation): 1 Action, 30 ft, 1 min (Conc), V/S/M. Traps/protects creature (Dex save). Versatile control or defense.
29. Phantasmal Killer (Illusion): 1 Action, 120 ft, 1 min (Conc), V/S. 4d10 psychic, frightens (Wis save). Decent single-target, unreliable.
30. Polymorph (Transmutation): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Transforms creature into another form. Versatile, powerful for buffs or debuffs.
31. Raulothim's Psychic Lance (Enchantment): 1 Action, 120 ft, Instantaneous, V. 7d6 psychic, incapacitates (Int save). Strong, reliable single-target.
32. Sickening Radiance (Evocation): 1 Action, 120 ft, 10 min (Conc), V/S. 4d10 radiant, exhaustion (Con save). Strong AOE, control.
33. Spirit of Death (Necromancy): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Summons specter-like entity. Decent summon, situational.
34. Stone Shape (Transmutation): 1 Action, Touch, Instantaneous, V/S/M. Shapes stone. Useful for utility or traps.
35. Stoneskin (Abjuration): 1 Action, Touch, 1 hr (Conc), V/S/M (100 gp, consumed). Resistance to nonmagical damage. Costly but strong defense.
36. Storm Sphere (Evocation): 1 Action, 150 ft, 1 min (Conc), V/S. 2d6 bludgeoning, lightning attacks (Str save). Decent AOE, bonus action damage.
37. Summon Aberration (Conjuration): 1 Action, 90 ft, 1 hr (Conc), V/S/M. Summons aberration. Versatile, strong summon.
38. Summon Construct (Conjuration): 1 Action, 90 ft, 1 hr (Conc), V/S/M. Summons construct. Durable, reliable summon.
39. Summon Elemental (Conjuration): 1 Action, 90 ft, 1 hr (Conc), V/S/M. Summons elemental. Flexible, strong summon.
40. Summon Greater Demon (Conjuration): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Summons powerful demon. Risky but potent.
41. Synchronicity (UA, Enchantment T): 1 Action, Touch, 1 hr (Conc), V/S. Enhances movement in tech environments. Niche, campaign-specific.
42. System Backdoor (UA, Transmutation T): 1 Min, Self, 1 hr (Conc), V/S/M. Grants tech access. Campaign-dependent.
43. Vitriolic Sphere (Evocation): 1 Action, 150 ft, Instantaneous, V/S/M. 10d4 acid, +5d4 next turn (Dex save). Strong AOE, good damage.
44. Wall of Fire (Evocation): 1 Action, 120 ft, 1 min (Conc), V/S/M. 5d8 fire, 10-ft wall (Dex save). Strong area denial.
45. Watery Sphere (Conjuration): 1 Action, 90 ft, 1 min (Conc), V/S/M. 10-ft sphere, restrains (Str save). Decent control, situational.
5th level wizard spells 5e 1. Animate Objects (Transmutation): 1 Action, 120 ft, 1 min (Conc), V/S. Animates objects to attack (up to 10). Versatile, high damage potential.
2. Bigby's Hand (Evocation): 1 Action, 120 ft, 1 min (Conc), V/S/M. Creates versatile hand (grapple, push, strike). Strong control and damage.
3. Cloudkill (Conjuration): 1 Action, 120 ft, 10 min (Conc), V/S. 5d8 poison, 20-ft radius (Con save). Decent AOE, moves with wind.
4. Commune with City (UA, Divination T R): 1 Min, Self, Instantaneous, V/S. Gain city knowledge. Niche, campaign-specific.
5. Cone of Cold (Evocation): 1 Action, Self (60-ft cone), Instantaneous, V/S/M. 8d8 cold (Con save). Powerful AOE, short range.
6. Conjure Elemental (Conjuration): 1 Min, 90 ft, 1 hr (Conc), V/S/M. Summons elemental. Strong, risks losing control.
7. Conjure Vrock (UA, Conjuration): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Summons vrock. Risky, situational summon.
8. Contact Other Plane (Divination R): 1 Min, Self, 1 min, V. Ask 5 yes/no questions of extraplanar entity. Risky but informative.
9. Control Winds (Transmutation): 1 Action, 300 ft, 1 hr (Conc), V/S. Manipulates wind (gust, downdraft, updraft). Situational, strong in open areas.
10. Create Spelljamming Helm (Transmutation): 1 Action, Touch, Instantaneous, V/S/M (expensive). Creates helm for space travel. Campaign-specific.
11. Creation (Illusion): 1 Min, 30 ft, Special (1 min to 1 day), V/S/M. Creates temporary objects. Versatile for utility or deception.
12. Danse Macabre (Necromancy): 1 Action, 60 ft, 1 hr (Conc), V/S. Animates up to 5 undead. Strong for temporary minions.
13. Dawn (Evocation): 1 Action, 60 ft, 1 min (Conc), V/S/M. 4d10 radiant, 30-ft cylinder (Con save). Decent AOE, movable.
14. Dominate Person (Enchantment): 1 Action, 60 ft, 1 min (Conc), V/S. Controls humanoid (Wis save). Powerful, short duration.
15. Dream (Illusion): 1 Min, Special, 8 hr, V/S/M. Shapes dreams, deals damage or communicates. Niche, great for roleplay.
16. Enervation (Necromancy): 1 Action, 60 ft, 1 min (Conc), V/S. 4d8 necrotic, heal half (Dex save). Decent but risky for wizards.
17. Far Step (Conjuration): 1 Bonus Action, Self, 1 min (Conc), V. Teleport 60 ft each turn. Excellent mobility.
18. Geas (Enchantment): 1 Min, 60 ft, 30 days, V. Compels action (Wis save). Long-term control, situational.
19. Hold Monster (Enchantment): 1 Action, 90 ft, 1 min (Conc), V/S/M. Paralyzes any creature (Wis save). Powerful, upcasts well.
20. Immolation (Evocation): 1 Action, 90 ft, 1 min (Conc), V. 7d6 fire, ongoing damage (Dex save). Decent single-target, high save.
21. Infernal Calling (Conjuration): 1 Min, 90 ft, 1 hr (Conc), V/S/M (999 gp). Summons devil, risky control (Cha save). Powerful but dangerous.
22. Legend Lore (Divination): 10 Min, Self, Instantaneous, V/S/M (250 gp). Reveals lore about subject. Niche, great for campaigns.
23. Mislead (Illusion): 1 Action, Self, 1 hr (Conc), S. Creates illusory double, turns invisible. Great for deception or scouting.
24. Modify Memory (Enchantment): 1 Action, 30 ft, 1 min (Conc), V/S. Alters memories (Wis save). Powerful for manipulation, short range.
25. Negative Energy Flood (Necromancy): 1 Action, 60 ft, Instantaneous, V/M. 5d12 necrotic, possible undead (Con save). Risky but potent.
26. Passwall (Transmutation): 1 Action, 30 ft, 1 hr, V/S/M. Creates passage through walls. Great for infiltration or escape.
27. Planar Binding (Abjuration): 1 Hr, 60 ft, 24 hr, V/S/M (1,000 gp). Binds extraplanar creature. Strong with summons, costly.
28. Rary's Telepathic Bond (Divination R): 1 Action, 30 ft, 1 hr, V/S/M. Links party minds. Excellent for coordination, ritual.
29. Scrying (Divination): 10 Min, Self, 10 min (Conc), V/S/M (1,000 gp). Spies on target (Wis save). Powerful for reconnaissance.
30. Seeming (Illusion): 1 Action, 30 ft, 8 hr, V/S. Disguises multiple creatures. Great for group deception, no Conc.
31. Shutdown (UA, Transmutation T): 1 Action, 120 ft, 1 min (Conc), V/S. Disables tech. Niche, campaign-specific.
32. Skill Empowerment (Transmutation): 1 Action, Touch, 1 hr (Conc), V/S. Grants expertise in one skill. Strong support, situational.
33. Steel Wind Strike (Conjuration): 1 Action, 30 ft, Instantaneous, S/M. 6d10 force to 5 targets. High damage, melee range.
34. Summon Draconic Spirit (Conjuration): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Summons draconic ally. Versatile, strong summon.
35. Synaptic Static (Enchantment): 1 Action, 120 ft, Instantaneous, V/S. 8d6 psychic, debuffs (Int save). Strong AOE, reliable.
36. Telekinesis (Transmutation): 1 Action, 60 ft, 10 min (Conc), V/S. Moves objects/creatures. Versatile control or utility.
37. Teleportation Circle (Conjuration): 1 Min, 10 ft, 1 round, V/M (50 gp). Creates portal to known sigils. Great for travel, situational.
38. Temporal Shunt (Transmutation DC): 1 Reaction, 120 ft, 1 round, V/S. Redirects attack/spell (Wis save). Powerful defense.
39. Transmute Rock (Transmutation): 1 Action, 120 ft, Instantaneous, V/S/M. Turns rock to mud or vice versa. Strong control, situational.
40. Wall of Force (Evocation): 1 Action, 120 ft, 10 min (Conc), V/S/M. Impenetrable barrier. Top-tier defense or control.
41. Wall of Light (Evocation): 1 Action, 120 ft, 10 min (Conc), V/S/M. 4d8 radiant, blinds (Con save). Decent control, bonus action damage.
42. Wall of Stone (Evocation): 1 Action, 120 ft, 10 min (Conc), V/S/M. Creates permanent stone wall. Strong for defense or traps.
6th level wizard spells 5e 1. Arcane Gate (Conjuration):1 Action, 500 ft, 10 min (Conc), V/S. Creates two linked portals. Excellent for tactical repositioning or escape.
2. Chain Lightning (Evocation):1 Action, 150 ft, Instantaneous, V/S/M. 10d8 lightning to one target, arcs to three more (Dex save). Powerful AOE.
3. Circle of Death (Necromancy):1 Action, 150 ft, Instantaneous, V/S/M. 8d6 necrotic, 60-ft radius (Con save). Strong AOE, Con save weakens it.
4. Contingency (Evocation):10 Min, Self, 10 days, V/S/M (1,500 gp). Sets spell trigger for 5th-level or lower spell. Strategic, costly setup.
5. Create Homunculus (Transmutation):1 Hr, 120 ft, Instantaneous, V/S/M (1,000 gp). Creates loyal servant. Useful for scouting, costly.
6. Create Undead (Necromancy):1 Min, 10 ft, Instantaneous, V/S/M. Raises up to 3 ghouls or ghasts. Strong minions, ethically questionable.
7. Disintegrate (Transmutation):1 Action, 60 ft, Instantaneous, V/S/M. 10d6+40 force, destroys on 0 HP (Dex save). Devastating single-target.
8. Drawmij's Instant Summons (Conjuration R):1 Min, Touch, Until dispelled, V/S/M (1,000 gp). Summons marked item. Niche, expensive.
9. Eyebite (Necromancy):1 Action, Self, 1 min (Conc), V/S. Inflicts asleep, panicked, or sickened (Wis save). Versatile single-target control.
10. Fizban's Platinum Shield (Abjuration):1 Bonus Action, 60 ft, 1 min (Conc), V/S/M. Grants half cover, resistance, evasion. Strong defense.
11. Flesh to Stone (Transmutation):1 Action, 60 ft, 1 min (Conc), V/S/M. Petrifies target over 3 failed Con saves. Powerful control, short range.
12. Globe of Invulnerability (Abjuration):1 Action, Self (10-ft radius), 1 min (Conc), V/S/M. Blocks spells of 5th level or lower. Excellent defense.
13. Gravity Fissure (Evocation DG):1 Action, Self (100-ft line), Instantaneous, V/S/M. 8d8 force, pulls creatures (Con save). Strong control.
14. Guards and Wards (Abjuration):10 Min, Touch, 24 hr, V/S/M. Wards area with multiple effects. Great for fortifying bases.
15. Investiture of Flame (Transmutation):1 Action, Self, 10 min (Conc), V/S. Fire immunity, AOE damage. Strong for fire-focused combat.
16. Investiture of Ice (Transmutation):1 Action, Self, 10 min (Conc), V/S. Cold immunity, terrain control. Situational, good in cold environments.
17. Investiture of Stone (Transmutation):1 Action, Self, 10 min (Conc), V/S. Stone-based mobility, resistance. Niche, defensive.
18. Investiture of Wind (Transmutation):1 Action, Self, 10 min (Conc), V/S. Flight, ranged attack. Versatile for mobility and offense.
19. Magic Jar (Necromancy):1 Min, Self, Until dispelled, V/S/M (500 gp). Possesses another body. High-risk, high-reward, complex.
20. Mass Suggestion (Enchantment):1 Action, 60 ft, 24 hr, V/M. Influences up to 12 creatures (Wis save). Powerful crowd control, no Conc.
21. Mental Prison (Illusion):1 Action, 60 ft, 1 min (Conc), S. 5d10 psychic, restrains (Int save). Strong single-target control.
22. Move Earth (Transmutation):1 Action, 120 ft, 2 hr (Conc), V/S/M. Reshapes terrain. Great for utility or battlefield control.
23. Otherworldly Form (UA, Transmutation):1 Action, Self, 1 min (Conc), V/S/M. Flight, immunity to grapples. Strong mobility, situational.
24. Otiluke's Freezing Sphere (Evocation):1 Action, 300 ft, Instantaneous, V/S/M. 10d6 cold, 60-ft radius (Con save). Strong AOE, can be stored.
25. Otto's Irresistible Dance (Enchantment):1 Action, 30 ft, 1 min (Conc), V. Forces dancing, disadvantage (Wis save). Fun, effective control.
26. Programmed Illusion (Illusion):1 Action, 120 ft, Until dispelled, V/S/M (25 gp). Triggered illusion. Versatile for traps or deception.
27. Psychic Crush (UA, Enchantment):1 Action, 60 ft, 1 min, V/S. 8d8 psychic, stuns (Int save). Strong but situational.
28. Scatter (Conjuration):1 Action, 30 ft, Instantaneous, V. Teleports up to 5 creatures (Wis save). Excellent for repositioning.
29. Soul Cage (Necromancy):Special, 60 ft, 8 hr, V/S/M (1,000 gp). Traps soul for queries or buffs. Situational, powerful.
30. Summon Fiend (Conjuration):1 Action, 90 ft, 1 hr (Conc), V/S/M. Summons fiend. Strong, risky summon.
31. Sunbeam (Evocation):1 Action, Self (60-ft line), 1 min (Conc), V/S/M. 6d8 radiant, blinds (Con save). Strong, repeatable damage.
32. Tasha's Otherworldly Guise (Transmutation):1 Bonus Action, Self, 1 min (Conc), V/S/M. Grants immunities, flight, attacks. Great for Bladesingers.
33. Tenser's Transformation (Transmutation):1 Action, Self, 10 min (Conc), V/S/M. Boosts combat prowess. Strong for martial wizards.
34. True Seeing (Divination):1 Action, Touch, 1 hr, V/S/M (25 gp). Grants truesight. Essential for countering illusions, invisibility.
35. Wall of Ice (Evocation):1 Action, 120 ft, 10 min (Conc), V/S/M. 10d6 cold, 10-ft wall (Dex save). Strong area denial.
1. Conjure Hezrou (UA, Conjuration): 1 Action, 60 ft, 1 hr (Conc), V/S/M. Summons a hezrou demon. Powerful but risky due to potential loss of control.
2. Create Magen (Transmutation): 1 Hr, Touch, Instantaneous, V/S/M (500 gp). Creates a loyal magen servant. Useful for utility or combat, costly.
3. Crown of Stars (Evocation): 1 Action, Self, 1 hr, V/S. Creates 7 motes for 4d12 radiant attacks (ranged spell attack). Strong, no Conc.
4. Delayed Blast Fireball (Evocation): 1 Action, 150 ft, 1 min (Conc), V/S/M. 12d6 fire, increases per round (Dex save). High-damage AOE, situational.
5. Draconic Transformation (Transmutation): 1 Bonus Action, Self, 1 min (Conc), V/S/M. Grants flight, blindsight, 6d8 force breath weapon. Great for mobility and offense.
6. Dream of the Blue Veil (Conjuration): 10 Min, 20 ft, 6 hr, V/S/M. Transports to another world. Campaign-specific, narrative-focused.
7. Etherealness (Transmutation): 1 Action, Self, 8 hr, V/S. Enter Ethereal Plane, upcasts for allies. Excellent for scouting or escape.
8. Finger of Death (Necromancy): 1 Action, 60 ft, Instantaneous, V/S. 7d8+30 necrotic (Con save), creates zombie on kill. Strong single-target.
9. Forcecage (Evocation): 1 Action, 100 ft, 1 hr, V/S/M (1,500 gp). Traps creatures in cage or box, no save. Top-tier control, no Conc.
10. Mirage Arcane (Illusion): 10 Min, Sight, 10 days, V/S. Alters terrain in 1-mile square. Powerful for deception or battlefield control.
11. Mordenkainen's Magnificent Mansion (Conjuration): 1 Min, 300 ft, 24 hr, V/S/M (15 gp). Creates extradimensional safe haven. Excellent for rest or planning.
12. Mordenkainen's Sword (Evocation): 1 Action, 60 ft, 1 min (Conc), V/S/M. 3d10 force damage per turn. Weak for a 7th-level slot.
13. Plane Shift (Conjuration): 1 Action, Touch, Instantaneous, V/S/M (250 gp). Teleports to another plane or banishes (Cha save). Versatile, powerful.
14. Power Word: Pain (Enchantment): 1 Action, 60 ft, Instantaneous, V. Debilitates target (<100 HP, no save). Strong single-target control.
15. Prismatic Spray (Evocation): 1 Action, Self (60-ft cone), Instantaneous, V/S. Random effects (damage, petrification, banishment, Dex save). High-risk, high-reward AOE.
16. Project Image (Illusion): 1 Action, 500 miles, 1 day (Conc), V/S/M. Creates illusory double for scouting. Great for long-range deception.
17. Reverse Gravity (Transmutation): 1 Action, 100 ft, 1 min (Conc), V/S/M. Reverses gravity in 50-ft radius (Dex save). Strong control, situational.
18. Sequester (Transmutation): 1 Action, Touch, Until dispelled, V/S/M (5,000 gp). Hides creature or object from detection. Niche, costly.
19. Simulacrum (Illusion): 12 Hr, Touch, Until dispelled, V/S/M (1,500 gp). Creates a duplicate of a creature. Powerful, expensive, complex.
20. Symbol (Abjuration): 1 Min, Touch, Until triggered, V/S/M (1,000 gp). Sets magical trap with various effects. Versatile for defense or traps.
21. Teleport (Conjuration): 1 Action, 10 ft, Instantaneous, V. Teleports to known location, risk of mishap. Essential for long-distance travel.
22. Tether Essence (Necromancy D): 1 Action, 60 ft, 1 hr (Conc), V/S/M (250 gp). Links two creatures’ life forces (Wis save). Niche, powerful control.
23. Whirlwind (Evocation): 1 Action, 300 ft, 1 min (Conc), V/M. 10d6 bludgeoning, restrains (Dex save). Strong AOE control.
1. Abi-Dalzim's Horrid Wilting (Necromancy): 1 Action, 150 ft, Instantaneous, V/S/M. 12d8 necrotic, 30-ft cube (Con save). Strong AOE, excels vs. plants.
2. Antimagic Field (Abjuration): 1 Action, Self (10-ft radius), 1 hr (Conc), V/S/M. Suppresses magic in area. Powerful defense, situational.
3. Antipathy/Sympathy (Enchantment): 1 Hr, 60 ft, 10 days, V/S/M. Repels or attracts creatures (Wis save). Long-term control, niche.
4. Clone (Necromancy): 1 Hr, Touch, Instantaneous, V/S/M (2,000 gp). Creates dormant duplicate for revival. Costly, essential for immortality.
5. Control Weather (Transmutation): 10 Min, Self (5-mile radius), 8 hr (Conc), V/S/M. Alters weather conditions. Narrative utility, situational.
6. Dark Star (Evocation DG): 1 Action, 150 ft, 1 min (Conc), V/S/M. 40-ft sphere, blinds, silences, 8d10 force (Con save). Strong control.
7. Demiplane (Conjuration): 1 Action, 60 ft, 1 hr, S. Creates 30-ft cube demiplane. Versatile for storage, safety, or traps.
8. Dominate Monster (Enchantment): 1 Action, 60 ft, 1 hr (Conc), V/S. Controls any creature (Wis save). Powerful, short range.
9. Feeblemind (Enchantment): 1 Action, 150 ft, Instantaneous, V/S/M. Reduces Int/Cha to 1 (Int save). Devastating, long-term debuff.
10. Illusory Dragon (Illusion): 1 Action, 120 ft, 1 min (Conc), S. Creates dragon dealing 7d6 damage (Int save). Strong AOE, flexible.
11. Incendiary Cloud (Conjuration): 1 Action, 150 ft, 1 min (Conc), V/S. 10d8 fire, 20-ft radius (Dex save). Powerful AOE, moves with wind.
12. Maddening Darkness (Evocation): 1 Action, 150 ft, 10 min (Conc), V/M. 8d8 psychic, 60-ft radius (Wis save). Strong control, obscures.
13. Maze (Conjuration): 1 Action, 60 ft, 10 min (Conc), V/S. Traps target in extradimensional maze (Int check). No-save control, single-target.
14. Mighty Fortress (Conjuration): 1 Min, 1 mile, Instantaneous, V/S/M (2,000 gp). Creates permanent fortress. Costly, great for long-term bases.
15. Mind Blank (Abjuration): 1 Action, Touch, 24 hr, V/S. Grants immunity to psychic damage, mind reading. Essential defense, no Conc.
16. Power Word: Stun (Enchantment): 1 Action, 60 ft, Instantaneous, V. Stuns target (<150 HP, no save). Reliable single-target control.
17. Reality Break (Conjuration DC): 1 Action, 60 ft, 1 min (Conc), V/S/M. Random debilitating effects (Wis save). Strong, unpredictable control.
18. Sunburst (Evocation): 1 Action, 150 ft, Instantaneous, V/S/M. 12d6 radiant, blinds, 60-ft radius (Con save). Powerful AOE.
19. Telepathy (Evocation): 1 Action, Unlimited, 24 hr, V/S/M. Establishes telepathic link. Great for long-distance communication.
1. Astral Projection (Evocation): 1 Hr, 10 ft, Special, V/S/M (1,100 gp). Projects you and up to 8 creatures to Astral Plane. Risky, great for planar exploration.
2. Blade of Disaster (Conjuration): 1 Bonus Action, 60 ft, 1 min (Conc), V/S. Creates blade dealing 12d12 force (crit on 18-20). High damage, single-target.
3. Foresight (Divination): 1 Min, Touch, 8 hr, V/S/M. Grants advantage on all rolls, immunity to surprise. No Conc, top-tier buff.
4. Gate (Conjuration): 1 Action, 60 ft, 1 min (Conc), V/S/M (5,000 gp). Opens portal to another plane or summons creature. Versatile, powerful.
5. Imprisonment (Abjuration): 1 Min, 30 ft, Until dispelled, V/S/M (500 gp/target). Traps creature with unique conditions (Wis save). Permanent, situational.
6. Invulnerability (Abjuration): 1 Action, Self, 10 min (Conc), V/S/M. Immunity to all damage. Ultimate defense, high opportunity cost.
7. Mass Polymorph (Transmutation): 1 Action, 120 ft, 1 hr (Conc), V/S/M. Transforms up to 10 creatures (Wis save). Versatile for buffs or debuffs.
8. Meteor Swarm (Evocation): 1 Action, 1 mile, Instantaneous, V/S. 40d6 fire/bludgeoning, 40-ft radius spheres (Dex save). Devastating AOE.
9. Power Word: Kill (Enchantment): 1 Action, 60 ft, Instantaneous, V. Kills target (<100 HP, no save). Instant, situational.
10. Prismatic Wall (Abjuration): 1 Action, 60 ft, 10 min, V/S. Multilayered wall with varied effects (Dex/Con saves). Strong defense/control.
11. Psychic Scream (Enchantment): 1 Action, 90 ft, Instantaneous, S. 14d6 psychic, stuns up to 10 targets (Int save). Powerful AOE.
12. Ravenous Void (Evocation DG): 1 Action, 1,000 ft, 1 min (Conc), V/S/M. 5d10 force, pulls/restrains (Str save). Strong control, situational.
13. Shapechange (Transmutation): 1 Action, Self, 1 hr (Conc), V/S/M (1,500 gp). Transform into any creature (CR ≤ level). Ultimate versatility.
14. Time Ravage (Necromancy DC): 1 Action, 90 ft, Instantaneous, V/S/M. 10d12 necrotic, ages target (Con save). Devastating, long-term debuff.
15. Time Stop (Transmutation): 1 Action, Self, Instantaneous, V. Grants 1d4+1 turns. Powerful, limited by action restrictions.
16. True Polymorph (Transmutation): 1 Action, 30 ft, 1 hr (Conc), V/S/M. Permanently transforms creature/object (Wis save). Versatile, game-changing.
17. Weird (Illusion): 1 Action, 120 ft, 1 min (Conc), V/S. Frightens, 4d10 psychic per turn (Wis save). Decent AOE control, unreliable.
18. Wish (Conjuration): 1 Action, Self, Instantaneous, V. Alters reality with risks. Most powerful spell, versatile but dangerous.
A wizard begins with six 1st-level spells in their spellbook. With each new wizard level, they automatically add two additional wizard spells of any level they can cast. Beyond that, they can copy spells from scrolls or other wizard spellbooks by spending gold and time.
There’s no hard cap on how many spells a wizard can know-only how many they can prepare each day, which equals Intelligence modifier + wizard level.
A wizard can prepare a number of spells equal to their wizard level + their Intelligence modifier. These prepared spells can be any wizard spell from their spellbook, provided they have spell slots of that spell's level.
The "best" cantrips often depend on your wizard's build and playstyle, but generally strong choices include Mind Sliver(for debuffs and synergy), Fire Bolt(reliable damage), Toll the Dead(alternative damage type and saving throw), Minor Illusion(versatile utility), Mage Hand(remote interaction), and Prestidigitation(flavor and minor conveniences).
Yes, a wizard can change their list of prepared spells when they finish a long rest. This allows for immense flexibility and adaptability to different adventuring scenarios.
The top pick is almost always Wish. It can replicate any 8th-level or lower spell—or create nearly any effect imaginable-making it the most versatile and potent spell in the game.
However, using Wishfor custom effects risks permanent loss of the ability to ever cast it again. For safer but still game-breaking options, Simulacrum(create a duplicate of yourself) and Forcecage(no-save battlefield lockdown) are also fan favorites.
Dragon’s Breathis criminally underused. It lets allies become AOE casters and scales brilliantly.
Use categories: offense, utility, defense, control. Rotate spells each rest. Keep rituals ready at all times.
Yes! Wizards are unique in their ability to learnnew spells permanently (with time and gold) from scrolls or friendly wizard allies.
The Wizard 5e spell list is an unparalleled toolkit for any Dungeons & Dragons adventurer. By understanding the core mechanics of how wizards learn and cast spells, and by strategically selecting from the vast array of options available, you can build a character capable of incredible feats.
From debilitating foes with masterful crowd control to unleashing devastating elemental barrages or altering the very fabric of reality, the wizard's path is one of limitless arcane potential. May your spellbook be ever-growing, and your spell slots never empty!