Best Wizard Spells in 5E Ranked | Wizard Spells 5E Guide

wizard spells 5e

     Welcome to our top ten Wizard spell list! We went through every available spell in the Wizard’s arsenal and came out with a list that we believe to have the most reliable and efficient spells a Wizard can wield. We wanted to have a good mixture of utility, efficient damage dealing, and role-playing when creating this list, as every campaign should have a good mixture of all three of those aspects. Wizard spells, much like with Druid spells, offer a variety of powerful options. So without further ado, here is our Wizard Spells 5E Rankings.

10. Counterspell

  • School: Abjuration
  • Level: 3rd
  • Casting Time: Reaction to another character casting a spell within range
  • Range: 60 feet
  • Components: Somatic
  • Duration: Instantaneous

The first entry on our Wizard Spells 5E List is Counterspell. Counterspell allows you to interrupt another character’s casting process. If the spell they are casting is at the same or at a lower casting slot than Counterspell’s, the spell fails instantly. If the spell is above the casting level, you need to make a successful spellcasting ability roll against the spells DC, which is equal to the spell’s level plus ten.

9. Find Familiar

  • School: Conjuration
  • Level: 1st
  • Casting Time: 1 Hour
  • Range: 10 feet
  • Components: Verbal, Somatic, Material (10 gold worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You summon a spirit that takes one of these forums: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Your familiar acts independently of you, but it will listen to your commands via telepathy. Also, as an action, you can see through the familiar’s eyes, leaving all of your bodily functions behind. You can only have one familiar at a time; if you attempt to summon a new familiar, instead, your current familiar changes to a new forum. You can dismiss the familiar into a pocket dimension, where it will wait for you to call for it. And lastly, you can cast a spell through the familiar, essentially extending your reach.

8. Haste

  • School: Transmutation
  • Level: 3rd
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: Verbal, Somatic, Material (a shaving of licorice root)
  • Duration: Instantaneous

A willing target doubles their speed, gets a plus two to their AC, has an advantage with Dexterity saving throws, and gains an additional action per turn. That additional action can be used to Attack, Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target loses their next turn.

7. Light

  • School: Evocation
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Material (a firefly or phosphorescent moss)
  • Duration: One Hour

For one hour, an item you touch will brighten up a twenty-foot radius, and dimly light an additional twenty feet beyond that. If the item is attached to a hostile being, that being must make a successful Dexterity check to avoid their item from being affected by the light spell. Not only does Light cut the need to worry about the weather with a torch it, but it can also be used to redirect a potential thread in a different direction.

6. Shield

  • School: Adjuration
  • Level: First
  • Casting Time: One Reaction to when you are targeting by an attack or spell
  • Range: Thirty Feet
  • Components: Verbal, Somatic
  • Duration: One Round

In response to an attack, you can cast Shield to give yourself a plus five bonus to your AC for one round. Normally, your AC is 10 plus your Dexterity modifier. The additional plus five will make it nearly impossible to take damage while under Shield’s protection. This will be incredibly useful if your team is facing a horde of enemies.

See Also: Coup de Grace 5E Guide

5. Invisibility

  • School: Illusion
  • Level: 2nd
  • Casting Time: One Action
  • Range: Touch
  • Components: Verbal, Somatic, Material (an Eyelash encased in Gum Arabic)
  • Duration: Concentration, up to 1 hour

A friendly target (including yourself) that you touch along with everything that they are carrying becomes invisible. If you prepare Invisibility in a higher spell slot, you can target an additional friendly character for each slot above the second level you prepare this at. Unfortunately, you cannot attack or take anything while invisible, or else it will break the spell. But it is the easiest way to escape from impending doom when necessary.

4. Mage Hand

  • School: Conjuration
  • Level: Cantrip
  • Casting Time: One Action
  • Range: Thirty Feet
  • Components: Verbal, Somatic
  • Duration: One Minute

A spectral hand appears that can do the following actions:

  • Manipulate lightweight objects.
  • Open an unlocked door or container.
  • Pour contents out of a vial

The hand cannot pick anything up that is heavier than 10 pounds, activate enchanted items, or attack. Mage Hand is primarily used to solve puzzles and distract enemies.

3. Hold Person

  • School: Enchantment
  • Level: 2nd
  • Casting Time: One Action
  • Range: 60 feet
  • Components: Verbal, Somatic, Material (small, straight Piece of Iron)
  • Duration: Concentration, up to 1 minute

Near the top of our Wizard Spells 5E List is Hold Person. When cast, a humanoid target within sixty-feet must make a successful Wisdom check or they will become paralyzed. A character paralyzed by Hold Person can make another Wisdom roll at the end of their turn and will lose their paralyzed condition if their Wisdom roll is successful. If you prepare Hold Person in a higher spell slot, you can target one additional humanoid for each slot above the second level you prepare this at.

2. Fireball

  • School: Evocation
  • Level: Third
  • Casting Time: One Action
  • Range: 150 Feet
  • Components: Verbal, Somatic, Material (a tiny ball of bat poop and sulfur)
  • Duration: Instantaneous

You target a specific spot that is at most 150 feet away with a giant ball of fire that forces every creature in a 20-foot radius from the impact spot to make a Dexterity saving throw. If they fail, they take 8d6 damage. If they succeed, they take half of 8d6 damage. For the cost of a little bit of bat poop, you can clear out an entire army!

1. Message

  • School: Transmutation
  • Level: Cantrip
  • Casting Time: One action
  • Range: 120 feet
  • Components: Verbal, Somatic, Material (a short piece of copper wire)
  • Duration: One round

And number one on our Wizard Spells 5E list is Message. You point your finger at your target that is in range, and you can whisper a message to that person. This is one of the strongest abilities in the game, as it will let you get information to your party without having to be right next to them. It could save your team a whole lot of time, especially if you are in a situation where you both need to remain silent. This spell is also on our list of the Best Wizard Cantrips in 5e.

Walter Wertz
About Walter Wertz 42 Articles
Walter Wertz is a freelance writer that works on entry level DND campaigns, game reviews, and social media. He has previously written articles on the Pokemon TCG and Magic the Gatherimg for POJO.

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