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The Best Wizard Spells (5e D&D)

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In D&D Wizards are the undeniable masters of the arcane- sorry Sorcerers. Wizards have the largest list of spells to choose from, which consequently makes their spell casting incredibly versatile. However, which such variety it can be hard to choose. When it comes to the best wizard spells, 5e offers a lot to choose from, but a select few really shine.

Narrowing Down The 5 Best Wizard Spells

There are a ton of amazing spell options to create the best Wizard. Spells 5e D&D makes available often solve a specific problem with the wave of a hand. However, many of these spells require that specific problem in order to be useful, otherwise, it’s taking up your prepared spells. Other spells have amazing, world-breaking power. Unfortunately, many campaigns may not reach a high enough level for wizards to even access them. Let alone having an opportunity to actually cast them more than once or twice. 

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Our must-have spells will focus on lower-level spells. The best wizard spells are both practical and efficient. 

Shield

Level:1
School:Abjuration
Casting Time:1 Reaction
Effect:You immediately gain +5 to AC until the start of your next turn. Blocks Magic Missile.

Shield instantly produces a protective magical barrier. A good defensive spell is fundamental for any Wizard who plans to be anywhere near combat. Given their d6 hit die and lack of armor proficiency. Shield gives Wizards an opportunity to use their often wasted reaction, increasing their influence in the action economy. Not to mention it completely blocks Magic Missle from other casters. There are few abilities more satisfying than those with the potential to turn an enemy hit into a miss. These aspects make Shield an essential spell for casters and one of the best wizard spells (5e) around.

Another good option to defend your Wizard is Mage Armor (which almost took Shield’s place on the list). Mage Armor improves your AC slightly less, but for 8 hours. Unfortunately, it is not a ritual. This means in order to cast it at the start of the day, you must use one of your prepared spells. Mage armor is only equivalent to light armor and does not work with armor. Subsequently, it loses usefulness with certain subclasses, feats, and multiclassing options that grant armor proficiency. Each of these things, including Mage Armor, can, however, be used in conjunction with Shield.

Other great secondary defense options include; Misty Step and Thunder Step. These will allow you to quickly get out of the sticky situation where you needed to cast Shield in the first place.

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Counterspell

Level:3
School:Abjuration
Casting Time:1 Reaction
Effect:Counteracts the effects of another spell actively being cast.

Counterspell is a crucial spell. Not only for your Wizard’s spellbook, but to make sense of the world of D&D. Your characters exist in a world where magic exists, going out as an adventurer without being prepared to deal with magic is like going out without preparing for weather, food, or monsters. Counterspell automatically stops spells cast at the same level as the counterspell. Even if the spell is a higher level than your counterspell you still get a chance to nullify it with an ability check. But beware, Counterspell only works against actual magic but not against innate abilities or spell-like abilities like Ki.

This spell can easily be traded out for Dispel Magic. It has generally the same effect, except on a magical effect that is already active. Counterspell is more useful in combat while Dispel Magic has more utility out of combat. However, Counterspell makes our list of the best wizard spells (5e) because it is another rare use for Wizards’ reactions.

Augury

Level:2
School:Divination
Casting Time:1 Minute (Ritual)
Effect:You gain foreknowledge about a plan of action.

Augury allows Wizards to receive omens from an otherworldly entity concerning the future. Divination spells are few and, unfortunately, often passed over by casters of all kinds. Don’t miss this one. This is one of the best Wizard spells available to choose from. 

Basically, you get to ask your DM for a little hint on your upcoming plans. The DM is only required to vaguely answer the question. Careful phrasing on the DM’s part will glean important information. This can help your team plan more effectively and warn you when a plan may be dangerous or ineffective. The best aspect of this spell is that it can be cast as a ritual. As a Wizard, this means you don’t even have to use a spell slot or have it prepared to cast it. 

Magic Missile

Level:1
School:Evocation
Casting Time:1 Action
Effect:You shoot 3 darts that 1d4+1 Force damage that automatically hit targes within 120 feet. Can be upcast for more darts.

Magic Missile allows you to produce magic bolts that hit their target without fail. This iconic spell is a surefire source of damage, you do not have to roll to attack and enemies don’t roll a save. Magic missile always hits, unless that creature has some form of invulnerability, anti-magic, or the Shield spell mentioned above. There are only a few damage spells that don’t require an attack or save. Higher-level options for Wizards include; Cloud of Daggers and Power Word Kill.

A level 1 Magic Missile fires 3 bolts that can be split between any targets within range. If you upcast the spell using a higher-level slot, you gain additional bolts. Though the damage is low, Magic Missile is an excellent tool to break the concentration of another caster. They’ll then need to roll concentration for each individual bolt.

Additionally, official rulings state that casters only roll one die for Magic Missile. Despite the number of bolts, they each do the same damage. Yet, many players, either by mistake or by choice, still roll damage for bolts individually. Discuss this with your group to find what works for your game.

Leomunds Tiny Hut

Level:3
School:Evocation
Casting Time:1 Minute Ritual
Effect:Create a safe zone.

Leomund’s Tiny Hut creates an impenetrable dome to protect you and your party. This is a spell that your party and DM will thank you for, it is a good spell for the game as a whole. Exploring and camping in enemy territory is a common element of the game and should be a danger for inexperienced adventurers. Eventually though, setting up camp, dealing with environmental effects, and defending against random encounters during rests can become cumbersome and draw out the game. And it’s a ritual, so you usually won’t need to prepare it.

The dome has a 10-foot radius and can fit up to 9 medium-size creatures and only creatures within the dome when the spell is cast can move through the barrier freely. But beware, make sure the whole party is inside before casting and if they caster themselves leaves, the dome is dispelled. The caster also has some level of control of the environment within the dome including lighting and temperature. While it is typically used for shelter, given enough notice, it can also be used for a variety of defensive purposes like blocking a passage.

Prestidigitation

Level:Cantrip
School:Transmutation
Casting Time:1 Action
Effect:Create a minor magical effect.

This was going to be a list of 5 and I didn’t plan to include any Cantrips, but Prestidigitation is just so great it had to be included. 

Prestidigitation has a few practical uses but is listed here because of its incredible creative potential in roleplay. Prestidigitation gives you a chance to add a little extra magic flair to descriptions of your character. Effects last an hour and don’t require concentration, so if you a cool effect like crackling electricity to follow your character, just remember to recast it once an hour. While it does technically take an Action to cast, most DMs are willing to bend the rules in the moment for purely aesthetic uses of cantrips like these. Honestly, some of these kinds of effects should be a given for any caster. Also, consider the Minor Illusion cantrip (or Thaumaturgy for other casters) for these purposes.

The Best Wizard Spells: Honorable Mentions

These next spells deserve special mention either because of their sheer power or creative potential. All of these spells are great. They’re often rated as some of the best spells, however, they may have unexpected downfalls and are not as reliable as those listed above.

Find Familiar – 1st Level

This is a go-to spell for Wizards and is exclusive to their spell list (though other classes may gain similar or stronger versions through class abilities.) You can use them to scout and even cast touch spells at range through them. Familiars are fun and helpful but not a necessity since there are so many ways to complete the same tasks. Eventually, they fall off and usually, just become harbingers of menial tasks.

Mage Hand – Cantrip

Mage hand is an iconic spell for Wizards in D&D. However, similar to familiars it can be a useful tool but its uses are rather limited and sometimes unnecessary. Bigby’s Hand is the powered-up higher-level version of this spell. It can make similar actions but is larger and can attack.

Fireball and Lightning Bolt – 3rd Level

These spells are obviously powerhouse spells people often associate with spellcasters of all kinds. Fireball and Lightning Bolt are the same level and deal the same damage, the biggest difference is the shape of the area affected by the spell. Lightning Bolt is more useful in a hallway, Fireball is more useful against the mob. These spells however did not make the list because there are plenty of great offensive options at all levels.

Just to name a few, Ice Knife is a great low-level damage spell with decent splash damage. Burning Hands is another iconic spell that’s great for dealing with a few enemies up close. Scorching Ray splits its damage into 3 separate attacks giving you a greater chance to hit at least some of the damage. The 6th level Disintegrate spell 10d6+40 damage and straight-up turns the target to a pile of ash if it kills them. Conveniently separating all their magic items for you. Not to mention all of the lower damage spells that come with status effects.

Wall of Force – 5th Level

Wall of Force is an extremely effective battlefield control spell. There are other “Wall of…” spells but Wall of Force is one of the best Wizard spells of this type. Wall of Force requires 1 action and creates up to ten 10×10 impassible panels oriented however you please for up to 10 minutes. The effect cannot be dispelled, the only way to destroy it is with the Disintegrate spell. Other wall spells include Wall of Fire, Ice, Light, Sand, Stone, Thorns, and Water. These offer damage and/or status effects but none are quite as effective as Wall of Force.

Polymorph – 4th Level

Polymorph is just a fun ability that offers a lot of interesting ways to solve or stir up problems. With it you can transform a creature into another creature. In combat, you can turn yourself or your allies into a Giant Ape or a T-Rex, giving them a significant health buffer, or disable a terrifying enemy by turning them into something silly like a fish or a frog. Out of combat, it’s also a great way to gain enhanced senses and skills or a flying, climbing, or swimming speed. While this spell is versatile it doesn’t really give you much, outside of roleplay, that a wide range of spells and abilities don’t also address. It is also limited to only beasts which are typically low CR, that is until level 9 when True Polymorph is available.

Major Image – 3rd Level

Major Image, and illusion spells that follow in their suit, allow you to flex your creativity. This 3rd level spell is one of the most versatile spell options. You can get a lot of mileage out of illusion spells like Major Image, Minor Illusion, Silent Image, Seeming, and more.

Haste and Slow – 3rd Level

These spells are incredibly effective, especially in combat. However, they only really affect background numbers, there’s not really much room for creative uses.

Fly – 3rd Level

This is a super cool ability that can help solve, or just bypass, a lot of problems. However, unfortunately, might not be as useful as you imagine. It’s a third-level spell, a valuable slot for mid-level casters. While it may solve a problem, it also may be a waste of the slot if it’s not truly necessary. It will also require concentration which means you can’t cast any other concentration spells while flying, and you could be in a bad spot if you lose concentration too early.

Contingency – 6th Level

This is an amazing Wizard exclusive spell that can really come in handy when used creatively. With it, you can prepare a fail-safe spell effect that goes off when your predetermined requirements are met. However, it is only for high-level Wizards who can afford the 1500gp component and only lasts 10 days, so it can only be used sparingly. The spell effect can also only affect the caster, highly limiting the options for its use.

Simulacrum – 7th Level

This spell, reasonably, requires a high-level casting ability, a high component cost, and a long casting time. With it, you create a duplicate of another creature so long as you have some of its DNA. You may not be able to do it often, but two heads are better than one, and this spell can give you a huge advantage for a limited time. Remember though, the Simulacrum is not a real boy, it cannot learn, gain levels, or regain spell slots. And if it loses more than 15 hp you’re often better off just making a new one.

Dishonorable Mentions

There are plenty of spells that don’t quite match up or just aren’t that good. These are not those spells. These spells have specific problems that should be mentioned in a discussion.

Silvery Barbs

This is a spell that came out in the Strixhaven: Curriculum of Chaos MTG campaign module. This is absolutely one of the best Wizard spells 5e has because it is incredibly overpowered for a 1st level spell. There is absolutely no reason for every caster not to take this spell. There has been a lot of discussion in the D&D community on Silvery Barbs, more than I can get into here. In short, I don’t usually ban, or suggest banning, official content but this spell is broken.

Grease

Official rulings have noted the Grease spell is not technically flammable. I mean come on, what’s up with that Jeremy Crawford? In my game and many others, Grease is flammable. This can drastically affect the consequences of casting the spell, however. Talk about it with your DM or players when this spell is chosen. When you decide, “Yeah, Grease should definitely be flammable!” treat it like Alchemist’s Fire.

Best Wizard Spells 5e

Wizard

The real best Wizard spells are those that fit your character, help your group have fun, and allow you to use your creativity. You don’t have to just stock up on optimal damage spells (they’re Meteor Swarm, Disintegrate, and Circle of Death) pick what seems interesting to you create the character you want.

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