Wizard spells 5e at each spell level in Dungeons Dragons 5E

Here, you will get to find out my picks for the best wizard spells 5e at each spell level.

That is what you wanted, I guess?

Then you have to carefully read through this page as I will share with you some of the best wizard spells.

Frankly, speaking this is REALLY subjective.

Deciding the best wizard spells 5e will depend on your character, your team, and your campaign.

If you’re on a team with another wizard, a bard, druid, or sorcerer, your personal options may vary due to the strengths or spell choices of the other members.

With that in mind, take a look at some of my options at each spell level.



Fire Bolt — Tried and true, this is weak, but a consistent move that you can use anytime from range.

This is my suggestion for the Wizard’s handy backup attack if you’re out of options.


Mage Hand — I really like it regardless of the fact that a lot of people look down on this spell.

Throwing a trap or investigating something 30 feet away without burning any spell slots can be very useful.



Magic Missile — They are, indeed, ridiculously feeble.

They can, however, be shot from a distance of 120 feet and never miss.

You have the option of hitting numerous targets or just one.

In my opinion, this makes it a winner.


Shield – It’s quite self-explanatory. Wizards are squishy, and Shield relies on the burning of a Reaction, which will almost certainly save your life at some point throughout the campaign.


Identify/Detect Magic – This isn’t exactly a tie because Detect Magic takes precedence, but Identify is nearly as useful.

You’ll come across a lot of magic and magical stuff.

Knowing what you’re up against will pay off handsomely during the campaign.

Honorable Mentions – Disguise Self, Grease.

Disguise Self is one of my favorite games.

Just accept it; it’ll be more useful than you think.

Grease is a fantastic 1st-level spell that should not be overlooked; if the target fails a Dex check, it becomes prone.

With this spell, you can completely stop a pesky threat from moving.


(Offense) (Personal)

Scorching Ray – You might see a pattern developing here: I want any Wizard I play to be as far away from bad guys as it possibly can.

Scorching Ray isn’t exactly a game-changer in terms of sheer damage, but I like it because it can be shot from 120 feet away, hit several targets, and doesn’t require any components. (Some DMs are extremely picky when it comes to component placement.)

(Offense) (Team)

Hold Person – If your opponent fails the saving roll, Hold Person is just amazing; a party can quickly decimate a paralyzed opponent.

If you had a Sorcerer in your party, you could delegate this task to them.

Keep a lookout for “Slow” for the same reason… they’re both fantastic spells that will benefit your team greatly.


Mirror Image – Although some may disagree, I love this spell.

You have a few chances to avoid being hit if you roll properly, and since the Wizard is squishy, avoiding damage will be a great deal.


Invisibility – Simply take it. Is it really necessary for me to explain why it’s beneficial to be invisible for an hour?

Honorable Mentions – Blur. Blur is nice, but because it is reliant on Concentration, your mileage may vary in terms of how long it lasts.



Fireball – What did you expect to find here?

It’s a massive fireball that terrorizes weaker teams.

A good offensive can sometimes be the greatest defense!


Counterspell – Just take it, believe me.

There’s nothing quite like canceling a powerful spell that has been cast against you or the rest of the party.

When you receive no damage, the best damage mitigation is achieved.


Tiny Hut – YMMV (Your Mileage May Vary), but I really like this one.

There’s nothing like a secure sleeping environment… or a large-scale barrier that can be cheesed with a little creativity.

Honorable Mentions – Water Breathing,  Fly, Sending, Haste – Personally, I believe that the third level is filled with rewards for gamers that persevered through the early stages of being a wizard.

It’s difficult to pick favorites on this level because there are SO MANY amazing spells.

This is, however, why Wizards can prepare numerous spells.

I’m a huge fan of these spells since, quite honestly, they’re all quite useful.



Wall of Fire – It’s a 20-foot-high, 20-foot-wide, and one-foot-thick firewall. Make up your own storyline.


Banishment – You can take the most damage when you don’t take any.

For a minute, a tenacious bad man is banished from the battlefield.

That’s a LOT of rounds in a fight.

This can either allow for considerable regrouping or the most vicious round of surprise attacks.


Polymorph – You MUST TAKE THIS. This is most likely the most important spell you’ll ever know.

You can use it to nullify a large threat, polymorph a teammate’s body and gain a lot of health and attack, or use it on yourself.

This is a game-changing spell that can last up to an hour.

This is a spell you will never regret having!

Honorable Mentions – Greater Invisibility, Blight. Again, if I have to explain the benefits of Invisibility to you, you’re in danger.

Although GI is short-lived, you can use this spell to cast while being invisible.

Blight, on the other hand, deals 8d8 pure necrotic damage, which is reduced by half if the target succeeds at the saving.

That might be a substantial piece of damage.

Although D&D Wizards aren’t designed to be offensive powerhouses, this spell is useful for dealing single-target damage.



Cloudkill – This is a case of YMMV. This is a very personal choice for me, and I’m sure I’ll get a lot of flak for it.

I enjoy it for the same reasons I enjoy Fireball: it has the ability to wreak havoc on a large number of weak opponents at once, especially if you’re surrounded.

Once you’ve started it, the cloud can stay for up to 10 minutes before moving away from you.

This spell has a lot of damage potential… but it also has a chance of friendly fire.

That goes for pretty much every Wizard AOE, so if your opponents can be poisoned (or your squad is immune), the squeeze might be worth it.

It’s worth looking into any spell that gives you a disadvantage on attack rolls and Ability Checks while also causing 5d8 poison damage every turn.


Wall of Force – Do you require ten 10 x 10 pure force panels that you can organize into walls, domes, fences, and install wherever you want?

Do you require a barrier that keeps monsters, arrows, and even GHOSTS at bay?

Your spell is called “Wall of Force.”


Scrying – This is a haphazard selection, but I’ll take it.

To be honest, it can be difficult to know what to do as a group.

Information is power, and a good scry can occasionally provide you with the information you require.

Honorable Mentions – Telekinesis, Teleportation Circle. You’ll need both of these at some point… maybe sooner than my top recommendations, depending on your campaign’s needs and design.

Telekinesis can be employed creatively in battle, depending on your DM, and it’s a concentration spell, so it’s DAMN HANDY.

You can lift up to 1,000 pounds, so imagine the amount of force and damage you can cause if you repeatedly slam a half-ton boulder on top of your villain.

Before you go ham with Telekinesis, check with your DM to see what they will and won’t allow offensively.

Teleportation Circle is an excellent spell to keep in your spellbook, as it will definitely save you time, money or both.



I’m not sure why this level contains so many incredible offensive spells, but it does.

It’s difficult to choose just one.

Chain Lightning – It’s even more awesome than it sounds.

Emperor Palpatine has nothing on you! I should mention… Only because of its Fireball-like potential for dealing a lot of damage and clearing out the chaff… while leaving their gear intact, does this take my top spot.

In a moment, I’ll go over the Honorable Mentions under Disintegrate.


Irresistible Dance – Yep. You probably expected me to choose Globe of Invulnerability, but I think this is much funnier. 🙂 It’s also offensive as well as protective because anyone assaulting the creature gains an edge on attack rolls.

Who hasn’t wanted to take potshots at Michael Flatley, Lord of the Dance, when he’s dancing?


Move Earth – YMMV. I don’t generally play characters who spawn undead, so this is definitely my choice for utility.

Also, I’m a cheapskate, and this choice provides a lot of bang for almost no money.

Honorable Mentions – Sunbeam, Disintegrate, Guards, Circle of Death, and Wards. There’s no way around it: I like these spells.

Disintegrate is an excellent single-target DPS ability, but if the target reaches zero HP, they will be vaporized, along with all of their gear, leaving you with no loot.

Make good use of it.

Circle of Death is simply a series of necrotic damage outputs set where you believe they will cause the most damage.

Sunbeam is a particular favorite because it completely whips Vampires, delivers decent single target damage, and lasts as long as you concentrate.



Finger of Death – What could be better than zapping someone with necrotic energy?

If it kills him, you can make him return as a zombie.


Project Image – I’m sure there will be others who disagree with me, and that’s perfectly fine.

This spell appeals to me since it allows you to project a fully controllable image ahead of you for scouting, interaction, deceit, and so on.

It’s a cheap spell to cast, and it lasts for a day for the price of an action.


Magnificent Mansion – In D&D, one of the most important resources to balance is rest…

This provides you with a secure and beautiful space to rest and recover.

Honorable Mentions – Reverse Gravity, Prismatic Spray, Teleport. Prismatic Spray is fantastic, but it involves gambling, which I dislike.

The killing potential of Reverse Gravity is enormous, but it is very reliant on the environment in which it is cast; high ceilings with sharp items are preferred.

Teleport is a gambling spell as well, with a risk-to-reward ratio; yet, it’s ridiculously cheap and simple to cast, so it’s worth considering.



Incendiary Cloud – It’s all quite simple. It’s a huge smoky cloud.


Clone – This is EXTREMELY expensive, material-intensive, and time-consuming…

It’s simply death insurance for the Wizard, though.

It doesn’t get much more defensive than being able to die and resurrect in the body of a clone.


Demiplane.  Demiplane is an intriguing spell, yet I’ve never played a Wizard long enough to give it a go.

Nonetheless, the premise is intriguing… especially if you wanted to roleplay with the phrase “it’s bigger on the inside!”

Honorable Mentions – Power Word: Stun – This spell is difficult to categorize.

It isn’t quite a powerful offensive spell, yet it isn’t precisely a utility spell.

I included it because, well, stunning someone without outright harming or killing them can be valuable both on and off the battlefield.

That, and that was more appealing to me than changing the weather.



Power Word: Kill – It’s quite straightforward.

You can point at a creature and say “DIE!” and it will die. It does not get any nastier than that…


There are a couple of choices here, but I’m going to go with:

Foresight – If you haven’t realized by now, I am a complete scrooge.

In a situation, foresight comes in useful and doesn’t necessitate a mountain of preparation or supplies to give you an edge at the moment.


Wish – What could be more helpful than making a wish?

Sure, there are limitations, but you can stretch the fundamental fabric of reality.

That’s incredible! It is, in my opinion, the most powerful spell in the game, and it can be used for anything… As a result, make good use of it.

In conclusion, your Wizard, your campaign, and your choices will determine which spells are most useful in your game.

I chose them, but you are free to choose anything completely different.

With D&D, there are no hard and fast rules, so collaborate with your DM, learn your spells, and ask questions.

The Wizard has some incredibly hard spells that can be employed in amazing ways, especially at higher levels.

Don’t be afraid to use your imagination!