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5e Wizard Spell Guide

By Sky Knight

Wizards are the most versatile and powerful spellcasters, especially in late levels. This guide
isn’t necessary, because there is a fantastic guide by Treantmonk, but we do have some
differences of opinion, so I thought I’d put this out there and let you decide for yourself. Ratings
are rainbow colors:

Purple ★★★★★ This spell is very strong, either in effectiveness or frequency of use.
Blue ★★★★ This spell is very effective or frequently useful.
Green ★★★ This spell is occasionally quite effective or somewhat frequently useful.
Orange ★★ This spell is occasionally useful.
Red ★ This spell does not increase your power.

Here are links to Treantmonk: Part 1 and Part 2. Here are links to my general spell guide. We’ll
start with cantrips, then go through levels.

Cantrips
Acid Splash ★★★ This has value against 2 opponents, but it deals low damage, so you need
those 2 opponents for it to be worth casting. The good thing is it gives you a way to target DEX.
Evokers get guaranteed half-damage at Wizard 6.

Blade Ward ★ It’s a reach, but it can be used with armor of Agathys, to extend the effect. An
Eldritch Knight could potentially use it for tanking with War Magic, to attack with the bonus
action. None of this is good.

Booming Blade ★★★★ This spell enables a weapon attack, and adds damage to it. For
Rogues and Clerics who fight in melee, it’s purple, because you only get 1 attack anyway. It’s
also purple for melee Sorcerers, who go nova with Twinned Spell and Quickened Spell. For
those who don’t want to limit their attacks, or who don’t fight in melee, it’s green. Evokers get a
damage bonus at Wizard 10. If you gish with Evocation, I respect you.

Chill Touch ★★★★ Good range, decent damage, and occasionally fantastic secondary
effects are a solid combination.

Control Flames ★★★ You can expand, extinguish, or change the light or shape of fire.
Create Bonfire ★★ If it didn’t require concentration, this spell would be strong, because it
provides area control. There are better concentration spells though, so this won’t get much use.
Evokers get guaranteed half-damage at Wizard 6.

Dancing Lights ★★★ Another concentration spell, but there’s out-of-combat value here, so
it’s good.

Fire Bolt ★★★★ It’s commonly resisted, but it has good range and good damage, and it can
burn things. Evokers get a damage bonus at Wizard 10.

Friends ★★★ With the right build, you can get good value here. It’s also fun with Subtle Spell,
to provoke hostility.

Frostbite ★★★ This seems like it would be strong, but it targets CON, and it doesn’t affect
spell attacks. Evocation bonuses at Wizard 6 and 10 add value, but not as much as you’d think.
I like it anyway.

Green-Flame Blade ★★★★ Everything I said about booming blade applies here.

Gust ★★★ This is the air version of control flames. You can push creatures and objects
around. It’s more of a nudge.

Infestation ★ This deals low damage, targets CON, and is a commonly resisted damage type.

Light ★★★ Seeing is good, and bright light is better than dim light.

Lightning Lure ★★ Pulling is good, but range is poor. Those who can cast it don’t want others
near them, or can do a lot more damage by attacking. It targets STR, which is interesting.
Evokers get a damage bonus at Wizard 10.

Mage Hand ★★★★ Moving things without touching them is very beneficial.

Mending ★★★ At-will magical repair ability is fun and useful.

Message ★★★★ The ability to communicate is crucial for strategic operations, so I like this
cantrip.

Minor Illusion ★★★★★ This competes with guidance for the top cantrip spot. Its application
is only limited by your imagination.

Mold Earth ★★★ This is the earth version of the elemental control cantrips. Some players
really like digging holes to set up ambushes. If you’re one of those players, this is your cantrip.
Poison Spray ★ This deals good damage, but it is commonly resisted, targets CON, and has
poor range. Evokers get guaranteed half-damage at Wizard 6.

Prestidigitation ★★★★ This is the arcane version of druidcraft. It has all kinds of uses, some
of them quite valuable.

Ray of Frost ★★★★ This has decent range, decent damage, and a good secondary effect.
Evokers get a damage bonus at Wizard 10.

Shape Water ★★★ The last of the elemental control cantrips. Make fun ice objects.

Shocking Grasp ★★ This is another overrated cantrip. It allows a disengage, but the chance
of failure is too high to be worth the minor damage it deals. The effective way to disengage is to
take the Disengage action, which has a 100% chance of success. Evokers get a damage bonus
at Wizard 10.

Sword Burst ★ Those who would cast this don’t want to be in melee, and those who like melee
take the attack action. It does target DEX, but that’s not enough to redeem it. It is occasionally
useful on an Eldritch Knight from levels 7 to 10. Don’t take it. Take something else. Evokers get
guaranteed half-damage at Wizard 6.

Thunderclap ★ This is like sword burst, but worse. It theoretically could have value on a Druid,
because Druids don’t have good attack options, but Druids, if you’re surrounded, you are in
trouble. Cast something big. If you are a special kind of masochist, you will take it on an Evoker,
because it gains value at Wizard 2, 6, and 10. It’s still no good.

Toll the Dead ★★★★ Overall, this has a slight edge on sacred flame, and is similar in value
to chill touch, fire bolt, and ray of frost. It targets WIS, and deals good damage. Evokers get
guaranteed half-damage at Wizard 6.

True Strike ★ This is the worst of all cantrips. It’s better to attack than to not attack and hope to
attack later. You’d think it would have value in setting up spells, but there just aren’t big spells
with attack rolls. Also, there are many ways to get advantage.
Level 1
Absorb Elements ★★★★★ Here we have a fantastic spell, better in higher levels than in
lower ones, because elemental damage is more frequent in higher levels. Anything that uses a
reaction is good. Then you have the fact that it can save a lot of hit points. The next turn
damage bonus is irrelevant, as is upcasting.

Alarm ★★★ Rituals are good. This is a useful ritual. If you are an Abjurer, this spell is purple,
because it replenishes your Arcane Ward. If you cannot cast it as a ritual, it is red.

Burning Hands ★★★ Area damage at first level is good. If you can’t handle melee, this is red.
Upcasting is generally inferior to other spell options.

Catapult ★★★ For single-target damage, this spell is not great, but it can target multiple
creatures if one or more saves are made, provided the creatures are in a line. It stops on a
failed save or if the object travels 90 feet. That’s only a slight overall damage increase, though,
on average. If you can get creative with the object hurled, there is more value. Upcasting is
poor.

Cause Fear ★ This is a single-target spell that allows a save for no effect, and it requires
concentration. None of those things are good. To make matters worse, a target that fails the
save still can take actions, and there is a new save every round. Upcasting would be ok if the
spell were ok, but it isn’t. On a Conquest Paladin, this is blue.

Charm Person ★★★★ This spell is not strong in combat, but it is quite strong out-of-combat.
Upcasting is sometimes worth it.

Chromatic Orb ★ This is essentially the same as chaos bolt. Don’t be fooled by these
single-target damage spells. There are much better things you can do with a first-level spell slot.

Color Spray ★ This spell inflicts one turn of blindness on a small number of low-level
creatures. In the first few levels, you can find some value here, but after that it’s useless.
Upcasting is poor.

Comprehend Languages ★★★★ The value of this spell varies by campaign, but it’s often
fantastic. If you cannot cast it as a ritual, it is orange.

Detect Magic ★★★★★ This is one of the absolute-best spells for a Wizard, because you can
cast it without even preparing it. For other ritual casters, it’s blue. For non-ritual casters, it’s
orange.

Disguise Self ★★★ For those who enjoy sneakery and trickery, this spell has a lot of value.
Earth Tremor ★★ This is a lot like arms of Hadar, but slightly better, because it knocks
creatures prone. It might be good for a Druid with a lot of conjured animals. Upcasting is poor.

Expeditious Retreat ★★★ This spell gives you Dash as a bonus action. If you are a Goblin, it
gives you Cunning Action.

False Life ★★ This spell gives a small amount of temporary hit points. Upcasting is poor.

Feather Fall ★★★ This spell is occasionally great, because it stops you from dying. Also, cliffs
and balconies become escape routes.

Find Familiar ★★★★★ This is the best ritual in the game, even better than detect magic, and
one of the best spells overall. It has a wide variety of uses, including the Help action, scouting,
and item retrieval. It is the reason to take Ritual Casting, and a top pick with Magic Initiate.

Fog Cloud ★★★★ Uses include eliminating opposing advantage, eliminating allied
disadvantage, disrupting opponents at range, and escaping combat altogether. Upcasting is
sometimes fantastic.

Grease ★★★★ This disrupts enemy movement and gives advantage to allied attacks. It is
especially strong in choke points.

Ice Knife ★★★★ This is an attack and an area spell in one, which is a good combination.
Upcasting is poor.

Identify ★★★★ There are other ways to identify magic items, but as a ritual, this spell is quite
handy.

Illusory Script ★★ This is a ritual that allows letter shenanigans.

Jump ★ Anything solved by this spell has many other solutions.

Longstrider ★★★ This does not use concentration, which makes it quite beneficial in some
situations. Upcasting can be worth it.

Mage Armor ★★★★★ This spell is well named, because it protects you as if it were armor. If
you have medium armor proficiency, this is red.

Magic Missile ★★★ For ranged damage, this is much better than chaos bolt and chromatic
orb. On average it’s stronger, because It hits automatically. Also, it can be split among multiple
opponents. If you are an Evoker, this is purple at Wizard 10, because there is one roll for all
darts. Upcasting is poor for non-Evokers, though sometimes it’s worth it regardless. Against
spellcasters, each dart forces its own CON save.

Protection from Evil and Good ★★ There are times when this spell is beneficial, but there
are so many strong first-level spells that there’s usually a better option.

Ray of Sickness ★ This spell requires a hit and a failed save to apply the poisoned condition. If
the save is successful, it deals a small amount of damage. Thus you have a very low chance of
a good result and a very high chance of a bad result. Upcasting is poor.

Shield ★★★★★ This spell uses a reaction to avoid damage. It is valuable at every level.

Silent Image ★★★★ Illusions bring a lot of value out-of-combat, with creativity. In some
groups, there is value in-combat, as well. minor illusion brings synergy with sound. If you are an
Illusionist, this spell becomes ridiculous at Wizard 14.

Sleep ★★★★★ This spell quickly loses value, turning red by character level 5. In early levels,
though, nothing is more powerful. Upcasting is poor.

Snare ★★ This is an out-of-combat spell that sets a trap. If a creature walks into it, there is a
chance that creature will be restrained. It won’t take long to break free, though, so if you have a
plan, act quickly.

Tasha’s Hideous Laughter ★★★★ This spell targets WIS and has a very strong effect. The
drawbacks are that it requires concentration and on successful save it does nothing.

Tenser’s Floating Disk ★★★★ This is a ritual that carries things for you, with potential for
creative use.

Thunderwave ★★★★ This is an area damage spell with pushback, which is valuable. If you
don’t like melee, this is orange. Upcasting is ok.

Unseen Servant ★★★ This is a ritual with many uses.

Witch Bolt ★ This spell does poor damage on a hit and nothing on a miss. If you hit and your
target doesn’t move away, you can use your action to deal poor damage on subsequent turns.
Upcasting is poor.
Level 2
Aganazzar’s Scorcher ★ This is an area-fire spell for 3d8 damage. burning hands is an
area-fire spell for 3d6 damage. Save your 2nd-level slot and cast burning hands. Instead of
upcasting, cast fireball.

Alter Self ★★★ You gain some shapeshifting ability, including an aquatic form that can
breathe underwater and swim. This is different from disguise self because it is not an illusion.

Arcane Lock ★ You can put a tougher-than-normal lock on things, except for the fact that it can
be dispelled, while normal locks can’t be. I feel this should be first-level, or a ritual.

Blindness/Deafness ★★★ The great thing about this spell is it doesn’t require concentration.
The not-great part is that it’s a single-target spell with a save for no effect, and it targets CON.
Upcasting is good, because it adds a target per level.

Blur ★★★ This is a strong defensive buff, but it requires concentration and it costs an action,
so it gives your opponents a break from whatever other stuff you might do.

Cloud of Daggers ★★★ The good thing about this spell is it doesn’t allow a save.
Unfortunately it doesn’t do that much damage in the first place. This spell works well in a choke
point, especially if your party can push opponents back through the area. Upcasting is good,
because the spell has a duration, and the damage can’t be avoided.

Continual Flame ★ For 50 gp you can make a lantern, or put lights in your home that won’t
need replacement. It seems like you could just pay someone to do this for you, though, if you
wanted it.

Crown of Madness ★ This is a single-target spell that allows a save for no effect. Further, it
only works if the target is next to another of your opponents, so you need favorable positioning,
or an ally who can grapple or something. There are too many problems.

Darkness ★★★ This is similar to fog cloud, but you can cast it on an object and move it. If you
can see in your darkness, it’s purple.

Darkvision ★★★ If your whole party can see in the dark, you are much less easy to detect,
because you don’t need light. The same is true, of course, for anyone on a solo mission.

Detect Thoughts ★★★ This spell has a lot of value out of combat. The fact that you can read
surface thoughts without allowing a saving throw is very beneficial.
Dragon’s Breath ★★★★ As a bonus action, you can turn your familiar into an area damage
source. Even with only one use, that’s a lot of added value. You can also cast it on creatures
that aren’t easily killed. Upcasting is poor.

Dust Devil ★ This spell threatens enemies with a tiny amount of damage if they don’t move.
Maybe they don’t want to move because they’ll face opportunity attacks. Well, then they’ll have
to take a tiny amount of damage. There’s also a chance to be pushed, but that doesn’t provoke
opportunity attacks. Finally, there’s an obscurement effect. Upcasting is poor.

Earthbind ★ This spell slowly brings a flying creature to the ground, with a save for no effect. It
would be better if it dealt damage, or stopped attacks, or stopped ground movement, or
something, like ensnaring strike or Tasha’s hideous laughter. If this is your only possible way to
deal with fliers, it’s orange.

Enlarge/Reduce ★★ This spell is poor in combat, but it’s good for shenanigans.

Flaming Sphere ★★★★ This spell turns your bonus actions into damage, which is great. It
also provides area control, threatening damage to opponents who don’t move. In this way it is
much better than dust devil. Upcasting is good, for repeated damage and increased threat.

Gentle Repose ★★★ This is a ritual that can save a party member from death, because it can
give you time to find a caster of raise dead.

Gust of Wind ★★ This spell pushes those who fail a STR save, and extinguishes small,
unprotected flames. You could combine with an area damage spell, or push enemies down a
corridor while allies hit them from range.

Hold Person ★ Yes, if you find an enemy you can cast this spell on, you might get autocrits.
You might also get nothing, though, because there is a save for no effect. Doing nothing is a
good way to lose battles. Upcasting is theoretically strong, because it adds targets, but there are
better concentration options at those levels, e.g. hypnotic pattern.

Invisibility ★★★★ This is a very useful spell out of combat. Upcasting is good, because it
adds targets.

Knock ★★ This is a backup spell for when lockpicks and muscles don’t work.

Levitate ★★★★ This spell has high utility and defensive value. You can avoid melee attacks
altogether while you cast spells or do other things. You can use it on an ally for safe disengage,
though you cannot use it on yourself for this purpose, as the movement is caused by your
action. Another thing you can do is use it offensively, removing the target from melee for the
duration. The drawback, of course, is the CON save for no effect. If you are a Diviner, this is
purple.
Locate Object ★★ This spell only locates objects that are familiar to you, which greatly
reduces its value.

Magic Mouth ★★★ Shenanigans.

Magic Weapon ★★★ If your opponents can’t be damaged by nonmagical weapons, and your
Fighter doesn’t have a magic weapon, this spell is quite effective. Upcasting is poor.

Maximilian’s Earthen Grasp ★ At first, it seems this spell has value, because it allows actions
over its duration. But those actions are so useless that it’s essentially a single-target spell, with a
save for no effect. The damage is minor.

Melf’s Acid Arrow ★ This spell does a tiny amount of guaranteed damage, with a chance for a
tiny amount of additional damage. Upcasting is poor.

Mind Spike ★ This spell does poor damage, and the rest of it is extremely situational. Some
think there is value for Diviners, with recovery of spell slots. Diviners, don’t be fooled. Cast
something good instead. If the battle isn’t difficult, cast a cantrip or attack or whatever.
Upcasting is poor.

Mirror Image ★★★★★ This is a great defensive spell that requires no concentration. Thus
you can avoid attacks while also causing trouble for opponents.

Misty Step ★★★★★ This is one of the best spells in the game in my opinion. You teleport,
and you still have your action. The obvious use is to escape opportunity attacks, but there are
all kinds of other applications.

Nystul’s Magic Aura ★★ This spell has security and deception utility.

Phantasmal Force ★★★ The value of this spell varies widely by group. Regardless, there are
good out-of-combat uses.

Pyrotechnics ★★ This spell has beneficial effects for no concentration, which is great, but it is
extremely situational.

Ray of Enfeeblement ★ This spell must hit to take effect, then applies a partial debuff. Not
worth the spell slot.

Rope Trick ★★★★ This is a free short rest, great for healing and recovery of features.

Scorching Ray ★ This is the same damage as a level-2 magic missile, which is not a path to
success. Upcasting is poor.
See Invisibility ★★★★ Sometimes, it is very important to see the invisible, and this spell
does not fail.

Shadow Blade ★★★★ This is an effective way to deal damage for Eldritch Knights and
Bladesingers, making use of Extra Attack. If you don’t fight in melee, this is red. Upcasting is
good.

Shatter ★★★★ This is an area-damage spell with additional value against objects and
inorganic creatures. Though not fantastic, it is frequently useful. Upcasting is ok.

Skywrite ★★★ This is a ritual that facilitates communication. If you are not a Wizard, this is
orange. In general, rituals that Wizards can cast are worse for those who don’t have books,
because the ritual must be known or prepared.

Snilloc’s Snowball Swarm ★ This spell does a small amount of damage to a tiny area.
Upcasting is poor.

Spider Climb ★★ This spell has exploration utility, with benefits for stealthy and ranged
characters.

Suggestion ★★★★ This spell is decent in combat, and fantastic out of combat. Sorcerers
take it to another level with Subtle Spell. Twinned Spell is also good.

Warding Wind ★★★ This spell is a versatile problem-solver. When you need it, you’ll
appreciate it.

Web ★★★★★ This is entangle with a slightly better save along with area control. Thus it
combines well with push and pull effects.
Level 3
Animate Dead ★★★★★ A skeleton with a bow is free damage, and many skeletons with
bows is a lot of free damage. If you are a Necromancer, this is your whole game, and it’s a
powerful one. Upcasting is fantastic.

Bestow Curse ★ This spell has a variety of possibilities, all of which are weak, and there is a
save for no effect. Upcasting is interesting, because it extends the duration, and can remove the
concentration requirement.

Blink ★★★ This spell does not require concentration, and if you don’t need to be casting
reaction spells, it is a good way to improve your defense.

Catnap ★ This spell provides quicker short rests, so it regains resources, but it costs resources
as well. A level-3 spell slot is valuable. Further, the time for short rest is not eliminated, merely
reduced. There just isn’t much value here. Upcasting is poor.

Clairvoyance ★★ This spell provides information at range, which is valuable in the right
situations.

Counterspell ★★★★★ This is the best spell in the game, in my opinion. Whatever the target
is trying to do, it doesn’t happen. Further, you are winning the action economy, because you are
trading a reaction for, most likely, an action. If you counter a counterspell, it is also fantastic,
because you protect an action of your own, or of an ally. Upcasting is good.

Dispel Magic ★★★★ counterspell stops spells before they happen; this spell instead stops
them afterwards. counterspell is better, but this spell is very good. You can’t always stop spells
before they happen, and you don’t always want to. If a save stops a spell, you don’t have to
dispel it. Or you might just have a better use for that spell slot. Bards and Abjurers are
especially effective with these two spells, because they get bonuses to the ability checks
involved. Upcasting is a good option.

Enemies Abound ★★★ This is a single-target spell with a save for no effect, but there are
uses. If the target has poor INT saves, or your party is invisible, the results can be strong.

Erupting Earth ★★ This is an area-damage spell, but the area is not large, and the damage is
not high. For Druids, it has value as a non-concentration option. Upcasting is good.

Fear ★★★★ This is an area spell with a strong effect. The area is not large, but it targets WIS,
which is good.

Feign Death ★★ This is a ritual with occasional value.


Fireball ★★★★★ This is an area-damage spell, which has value against multiple opponents.
The area is large and the damage is high. Upcasting is ok.

Flame Arrows ★★ Theoretically, if you cast this spell in preparation for a battle, and your party
has multiple archers, this spell has value. That is very situational.

Fly ★★★★ This spell gives flying speed to any target. The speed is good, and flying is very
beneficial. Upcasting is good, because it adds targets.

Gaseous Form ★★ A misty cloud, you’d think, would not take damage from weapons, but that
is not the case. This spell has exploration value, but little else.

Glyph of Warding ★★ This spell prepares an area or an object with a trap. The value is
situational. Upcasting can be useful.

Haste ★★★ This spell has strong benefit, but also carries great risk. If you lose concentration,
the target loses a turn, which can be disastrous. Thus it is not a good self-buff, in my opinion.
On a Rogue, this spell gives a chance for a second Sneak Attack, with readied Attack action.
For a Sorcerer with Twinned Spell, this is purple.

Hypnotic Pattern ★★★★★ This is an area-control spell with a very strong effect that targets
WIS. Those who are affected can be shaken out of it, but the shaking costs an action. In many
battles, this will be the first spell you cast.

Leomund’s Tiny Hut ★★★★★ This is a ritual that allows a long rest for your entire party
whenever you want it. You don’t have to rest, but you can. The protection is very strong. The
floor counts as part of the dome.

Life Transference ★★ This can be an effective heal in the right situations, but the cost is high.

Lightning Bolt ★★★★ This is an area-damage spell with an ok area and high damage.
Upcasting is poor.

Magic Circle ★★ You can cast this spell to create a circle, then put a demon in it with a
summoning spell. I don’t know why you would do that. I assume you have your reasons.

Major Image ★★★★ This is improved silent image, with greater range, size, and effects,
including sound. Upcasting is good.
Melf’s Minute Meteors ★★★ This is like call lightning, but it uses bonus actions and it runs
out after three turns. Damage is slightly lower, which is a problem on the first turn, but once the
bonus actions kick in, it’s strong. Casting before battle is beneficial. The fact that it runs out is
not an issue, because battles don’t last many turns. Upcasting is poor, for the same reason.

Nondetection ★★ This spell is useful when sneaking against casters. It is also useful if you
are a Deep Gnome Abjurer, because it replenishes your Arcane Ward, and you can cast it at will
with Svirfneblin Magic.

Phantom Steed ★★★★ This is a ritual that gives you a horse. It is a fast horse. It is a good
horse.

Protection from Energy ★★ This spell provides partial damage reduction vs. a chosen
damage type. It is very situational.

Remove Curse ★★★ In most campaigns, you won’t often need this spell, and when you do,
you don’t need it immediately. It’s great if you’re a prepared caster, because you can wait until
you need it, then prepare it. Others can find someone else to cast it.

Sending ★★★ This spell allows communication, which is important for strategy.

Sleet Storm ★★★★ This is a strong area-control spell. A very large area is both heavily
obscured and difficult terrain. Targets must save or fall prone, and casters must save or lose
concentration.

Slow ★★★★ This is another strong area-control spell. Targets must save or face limitations.
Those with many attacks can only attack once. This is the type of spell that wins battles.

Stinking Cloud ★★★ This is an area-control spell, which is good, but it targets CON, which is
not good. In the right situations, it will win battles.

Summon Lesser Demons ★★★ This is for those agents of chaos out there. In a sense, this is
an area control spell, because it turns an area with no demons into hell. Yes, demons are from
The Abyss, but this is a metaphor. It’s important to not let the demons near you, because they
will attack whoever they’re closest to. With strategy, this spell can be beneficial. Without
strategy, it’s a disaster.

Thunder Step ★★★★★ A spell that does two things is like a spell plus a free action.
Teleporting is good. Area damage is good. Two good things in one action is great. This spell is
great. Upcasting is even good on this spell.
Tidal Wave ★★★★ Again we have a spell that does two things. One of them is damage, of a
similar amount. The other is knocking creatures prone, which gives your allies advantage on
melee attacks. If you are a Druid, you get synergy with conjure animals.

Tiny Servant ★★★ This spell gives you a creature that you can order to do things.
Interestingly, it has blindsight. Upcasting gives you two additional creatures per level.

Tongues ★★ This spell has situational value.

Vampiric Touch ★ This spell deals low damage, with pitiful healing. Upcasting is poor.

Wall of Sand ★ This spell has little value.

Wall of Water ★ Cold spells turn the water into ice.

Water Breathing ★★★ This is a ritual that allows your party to breathe water.

Level 4
Arcane Eye ★★★★ This is a great spell for scouting.

Banishment ★★★★ This spell completely removes a creature from battle. That is a very
strong result. The drawback is that there is a save for no effect. If you are a Diviner, this is
purple. Upcasting is fantastic, because it adds one additional target per level.

Blight ★★ This spell kills the shit out of plants. Against non-plants, it does an average of 36
damage, with a CON save for half. fireball and lightning bolt average 28, with DEX saves,
against multiple targets, on level-3 spell slots. Single-target damage spells are just very weak in
general. If you are a Druid, you will probably use this, because once you’ve cast your
concentration spell there aren’t that many options. Upcasting is poor.

Charm Monster ★★★ Once in a while, this spell will be very beneficial. Upcasting is good,
because it adds targets.

Confusion ★ This is a battlefield-control spell, but the area is small, and even those who fail
their saves can sometimes act normally. So it isn’t even really a battlefield-control spell. It’s
more of a battlefield-minor-disruption spell. Upcasting is poor.

Conjure Minor Elementals ★★★ Unlike conjure animals, this spell takes a minute to cast,
which makes it much worse. Much worse than conjure animals, though, is still decent. Upcasting
is poor.

Control Water ★★ This spell is very situational.


Dimension Door ★★★★★ This is another quality teleportation spell. The value over previous
options is greater range and the ability to go somewhere not in your vision.

Elemental Bane ★ This spell has a CON save for no effect, and does very little even if the
save is failed. Upcasting is poor.

Evard’s Black Tentacles ★★★★ This spell is very similar to entangle, with some added
damage. It also synergizes with push and pull effects. The fact that this spell is good shows you
how good entangle is.

Fabricate ★★★ This spell is situational, but useful.

Fire Shield ★★★★ For cold and fire resistance, this spell is a lot better than protection from
energy, because it does not require concentration. If you do not fight in melee, this is green.

Greater Invisibility ★★★★★ Your target gets a strong benefit to attacks and defenses. This
is great on Fighters, who make many attacks, or anyone with high damage potential. If you are
a Sorcerer, it is strong with Twinned Spell.

Hallucinatory Terrain ★★ This spell changes the appearance of an area. If you are an
Illusionist, this spell is purple.

Ice Storm ★ sleet storm is good, so you might expect ice storm to be good, but it isn’t.
Upcasting is poor.

Leomund’s Secret Chest ★★ This spell is very situational.

Locate Creature ★★ This spell has occasional value.

Mordenkainen’s Faithful Hound ★ This spell is like guardian of faith, but much weaker,
because damage is lower and the area is smaller.

Mordenkainen’s Private Sanctum ★★ This spell is very situational. Upcasting is even more
situational.

Otiluke’s Resilient Sphere ★★★★ This spell provides protection from damage and spells. It
can also be used to remove an enemy from combat, much like banishment, with a save for no
effect but no upcasting.

Phantasmal Killer ★ This spell allows repeated saves, with poor effects on failed saves.
Upcasting is poor.
Polymorph ★★★★★ This spell turns a nearly dead ally into a healthy giant ape, which is
ridiculously powerful. Of course, it can also be used on healthy allies, and with other forms. Or
cast it on an enemy, with a save for no effect. If you are a Sorcerer, you can cast this with
Twinned Spell.

Sickening Radiance ★★ This is an area-control spell that deals damage, but there is a CON
save for no effect. It also applies exhaustion, and counters invisibility. Exhaustion generally has
little impact, but if the targets somehow fail many saves, it can get deadly. Theoretically there is
some use against invisible creatures, but it seems that faerie fire or see invisible would be more
effective. Overall, the unusual combination of applications makes this spell extremely situational.

Stone Shape ★★ This spell is very situational.

Stoneskin ★★ This spell has an expensive component cost, therefore is generally not worth
casting.

Storm Sphere ★★ This is an area-control spell that deals a tiny amount of damage, then
allows additional damage on your bonus actions. If you are an Evoker, or you have a grappler
on your team, it’s blue. Upcasting is ok.

Summon Greater Demon ★★★★★ This is my kind of spell. You summon a nasty creature
that causes all kinds of trouble, more for your opponents than for you. Tell your friends to stay
away from it though. Upcasting is good, because demon.

Vitriolic Sphere ★★★★ If acid is your thing, this is your spell. You deal acid damage to a
fireball-sized area. Upcasting is ok.

Wall of Fire ★★★★ This is an area-control spell that deals damage. It combines well with
push and pull effects. Upcasting is good.

Watery Sphere ★★★★ This is an area-control spell that you can move with your action.
Creatures inside the area must save or be restrained, and you can add creatures to it, up to four
of size small or medium. It’s like a small entangle that you can cast for free, each turn after the
first.
Level 5
Animate Objects ★★★★★ Up to this point, there have been no strong single-target damage
spells. This is the first. It’s also a multiple-target damage spell. You control it with bonus actions,
and it deals damage each turn for the duration. If an ally has crusader’s mantle, things get
ridiculous. Upcasting is good.

Bigby’s Hand ★★ This spell creates an enormous hand that you control with bonus actions.
Everything it does is more easily accomplished in other ways. Compare damage, for example,
to animate objects. Upcasting is ok.

Cloudkill ★ This is an area-control spell that targets CON and deals poor damage. Upcasting
is poor.

Cone of Cold ★★★ This is an area spell that deals 36 average damage on a failed CON
save. Upcasting is ok.

Conjure Elemental ★★★★ This spell takes a minute to cast, but it creates a strong ally. It is
important to maintain concentration, because if you lose concentration the ally becomes hostile.
If you are a Conjurer, this spell is purple. Upcasting is ok.

Contact Other Plane ★★★★ This spell is commune with more questions and a chance for
temporary insanity. It’s rated higher because it can be cast from a book. Otherwise, it’s orange.

Control Winds ★ The effects of this spell are minor.

Creation ★ This spell makes things, though they don’t last very long. Conjurers basically get
this at Wizard 2. Upcasting would be good if the spell were good, but it isn’t.

Danse Macabre ★★★ If you have corpses available, this is a summoning spell, which has
value. If you are a Necromancer, this is purple. Upcasting requires more corpses, but is
otherwise good.

Dawn ★ This is an area-control spell that deals damage, but the damage is poor.

Dominate Person ★★★ This spell is like super charm person, which has occasionally strong
value out of combat. Upcasting is also occasionally strong.

Dream ★★ This spell has strong creative value, but is quite situational.

Enervation ★ This spell requires concentration and the use of your action each turn to deal
very low damage, then heal an even smaller amount. Upcasting is poor.
Far Step ★ This spell is not worth your concentration.

Geas ★★ This spell can be worthwhile against targets with low hit points, but is otherwise
useless. Upcasting has situational value.

Hold Monster ★ This is a single-target concentration spell with a save for no effect. Even if the
save is failed, there is a new save each turn. Upcasting would be good if the spell were good,
but it isn’t. If you are an Enchanter, this is green.

Immolation ★ This spell is complete garbage.

Infernal Calling ★★ This spell summons a devil, which you can attempt to command. If you
fail, the devil does whatever it wants. That would generally be bad, because the devil is
unfriendly to you. If you have a devil’s talisman, this spell is purple. Otherwise, it is very
situational. Upcasting is ok.

Legend Lore ★★ This is quite an expensive spell for the information it reveals, but it can be
worth it.

Mislead ★★ This spell has situational value, but it’s a bit expensive.

Modify Memory ★★★ This spell has out-of-combat value. Upcasting can be worth it.

Negative Energy Flood ★ This spell does poor damage, with an interesting but weak
secondary effect.

Passwall ★★ This spell is good for storming castles.

Planar Binding ★★ This spell combines with magic circle and summoning spells to give you
otherworldly servants. It’s fun, if you’re into it, but it’s an involved process, with expensive
component costs. Upcasting is good.

Rary’s Telepathic Bond ★★★★★ This is a very useful ritual.

Scrying ★★★ This spell brings you information about a creature of your choice.

Seeming ★★ This spell has out-of-combat value.

Skill Empowerment ★★ Level-5 is a high cost for this spell, but it can be useful.

Steel Wind Strike ★★★★ This is like an area spell that doesn’t harm allies. The fact that it
provides an alternative to saves is also beneficial. For those who don’t like melee, it is red.
Synaptic Static ★★★★★ This is an area spell with multiple benefits, including attack
penalties and damage. Multiple benefits are good.

Telekinesis ★★★ You can lift targets in the air and move them around. You can also move
objects. If you are a Bard, this is blue, because you get a bonus from Jack of All Trades.

Teleportation Circle ★★★ This spell provides safe, fast travel to specific locations. If those
locations are convenient, it is very beneficial.

Transmute Rock ★★★ This is an area-control spell that inflicts the restrained condition and
does not cost concentration. Other uses are situational.

Wall of Force ★★★★★ This is the ultimate battlefield-control spell. Divide and conquer, or
trap a single opponent.

Wall of Light ★ This is an area control spell that deals poor damage, with a weak blinding
effect. Upcasting is poor.

Wall of Stone ★★★★ This is a battlefield-control spell with out-of-combat benefits.

Level 6
Arcane Gate ★★ This spell is very situational.

Chain Lightning ★★ This spell deals 44 average damage to up to four targets, with saves for
half damage. There are usually better options. Upcasting adds targets, which is rarely
worthwhile.

Circle of Death ★ This spell deals damage over a large area, but the damage is poor. Also
there is an expensive material component. Upcasting is ok, if you’re casting it.

Contingency ★★★★★ This is a powerful spell that gives you a free casting of another spell,
when conditions are met. Good options include dimension door and Otiluke’s resilient sphere.

Create Homunculus ★★★ This spell gives you a faithful servant, essentially for free, because
you can cast it when you don’t need the spell slot. You share a telepathic bond at any distance,
which has value in scouting, spying, and all kinds of other operations.

Create Undead ★★★ This is an upgrade of animate dead, but it’s not as good for its level. If
you are a Necromancer, it is purple. Upcasting is ok.
Disintegrate ★ This is a single-target damage spell with a save for no effect. It is not worth the
level. Upcasting is poor.

Drawmij’s Instant Summons ★★ This is a ritual that is very situational.

Eyebite ★ This spell lasts multiple rounds, but it only takes one target per round, with a save
for no effect. At this level, there are far better options.

Flesh to Stone ★ This is essentially a single-target spell with a save for no effect. That is not
worth it at this level.

Globe of Invulnerability ★★★ This is an area spell that stops all spells from outside the area,
of level 5 or lower, even if upcasted. In certain situations, that is very worthwhile. Upcasting this
spell can be worthwhile as well.

Guards and Wards ★★ This spell has situational value.

Investiture of Flame ★★ This spell gives you immunity to fire damage, and additional effects
that are terrible.

Investiture of Ice ★★ This spell is very situational, and that situation would be that you’re in
frozen terrain, facing powerful creatures with cold damage.

Investiture of Stone ★★ This spell lets you swim through stone.

Investiture of Wind ★★ If you need to fly and avoid ranged attacks, this is your spell. It’s too
bad the investiture spells are so weak, because they have good flavor.

Magic Jar ★★★★ This is a powerful spell that allows you to possess other creatures. There
are many applications.

Mass Suggestion ★★★★★ This is a multiple-target spell that does not require
concentration. That would have value with almost any effect, but the effect here is also good:
The targets do what you want, for an entire 24 hours. This spell has all the good. There is no
more good this spell can be. Upcasting increases the duration, which is good.

Mental Prison ★★★★ This is a single-target spell with two effects. First, the target takes 27.5
average damage. That isn’t huge, but it’s something. Second, if the target fails an INT save, it is
essentially blinded and restrained for the duration. That is very beneficial. If you are a Sorcerer
with Twinned Spell, this is purple.

Move Earth ★★ This spell is interesting, but situational.


Otiluke’s Freezing Sphere ★★★ This spell does 35 average damage on a failed CON save,
which is not a lot. The value comes from two things: First, it covers a very large area, and
second, you can delay it for up to a minute. Thus you can cast it before battle and throw it while
you cast with your bonus action, or give it to someone else to throw. Actually, you wouldn’t want
to throw it because that would catch you in the area. You’d want to use a sling. This is a long
discussion for a situational spell. There’s also the fact that it freezes water, so if you fight
creatures swimming on the surface of a body of water, you’ve reached your heroic moment.
Upcasting is poor.

Otto’s Irresistible Dance ★★★★ The value of this spell is the “irresistible” part, i.e. it takes
effect without an initial saving throw. Thus the target loses an action, and if you time it right,
many allies get advantage on attacks. If you are an Enchanter, this spell is purple.

Programmed Illusion ★★★ This spell creates an illusion that follows a scripted routine. For
example, if the imperial fleet is attacking, you can make an image of yourself asking for help.
The illusion is permanent, and can activate as often as once per ten minutes.

Scatter ★★★★ This spell can be used for tactical positioning in combat, or to escape combat
altogether. There is also out-of-combat value.

Soul Cage ★★★★ This spell has beneficial combat effects that do not require actions, and
also some out-of-combat effects.

Sunbeam ★★★ This spell deals minor damage, with a possible blinding effect, each turn for
its duration. Undead and oozes save with disadvantage. If you are a Sorcerer with Quickened
Spell, you can use it twice in one turn, then cast other spells while you continue to use it. It’s
good against vampires, because it is sunlight.

Tenser’s Transformation ★★ This spell seems good for gishes, but gishes are already
optimized to be doing much of what it provides. If you are not optimized for gishing, then it will
not add enough to be worth casting. The main benefit is the damage added to attacks, but there
are better ways to use your concentration. That said, you can build a character that makes use
of it if you want to, so if you want to, go for it.

True Seeing ★★★★ This spell grants truesight, which is very valuable.

Wall of Ice ★★ This spell creates a wall that is easily broken and has minor damage effects.
Upcasting is poor.
Level 7
Crown of Stars ★★★★ This spell does not require concentration, and deals damage with
your bonus actions. Further, it can be cast in preparation for battle. Upcasting is poor.

Delayed Blast Fireball ★ This spell does 42 average damage, which is the same as an
upcasted fireball, which is not worthwhile. If you have some setup time, you can increase the
damage it deals, but that is so situational that I cannot recommend this spell. If you think you will
have fun with it, take it. Upcasting is poor.

Etherealness ★★★ This spell has out-of-combat value, because it literally takes you out of
combat. It also has exploration value. Upcasting is ok.

Finger of Death ★★ This spell deals poor damage, but if that damage kills a humanoid, you
get a zombie. On its own, that is not worthwhile, but there are combinations that have value. If
you are a Necromancer, this is blue.

Forcecage ★★★★★ This spell traps an enemy with no save. I.e. you win. It also does not
require concentration.

Mirage Arcane ★★ This spell changes the appearance of a large area. If you are an Illusionist,
it is purple.

Mordenkainen’s Magnificent Mansion ★★★ This spell makes a totally sweet mansion.

Mordenkainen’s Sword ★ This spell makes a crappy sword.

Plane Shift ★★★★★ This is a fast-travel spell that goes to another plane. If your campaign
does not involve interdimensional travel, it’s red.

Power Word Pain ★ This spell does things to creatures with less than 100 hit points, which are
not scary in the first place.

Prismatic Spray ★ This is an area spell that deals weak damage, or possibly has some other
weak effect.

Project Image ★ This spell is not worth the spell slot.

Reverse Gravity ★★★★ This spell creates a powerful effect over a large area. Those who fail
the save are essentially removed from combat. For those who make the save, or who enter the
area after the spell is cast, the effects are a little unclear, so discuss with your group what will
happen.
Sequester ★ This spell is too situational fo recommend. It also has a very high component
cost. If you really need to hide something, you can do it. Or you can hide a creature.

Simulacrum ★★★★★ This spell is ridiculous. You create a copy of a powerful creature, with
half the hit points, that is friendly to you, and obeys your commands. An example of a powerful
creature is yourself. You then get twice the actions, and twice the spell slots. When the spell
slots run out, you can cast it again.

Symbol ★ This is a slightly more powerful glyph of warding.

Teleport ★★★ This is essentially a single-action teleportation circle. Also of value is that you
can travel with an associated object. Other uses have a chance to kill your entire party. In poker,
if you risk your stack too much, you go broke.

Whirlwind ★ This is an area-control spell with a small radius that can inflict the restrained
condition, but the target must fail two saves. Otherwise, it deals weak damage. In most cases, I
would rather cast entangle.

Level 8
Abi-Dalzim’s Horrid Wilting ★ This spell deals weak damage over a small area.

Antimagic Field ★★★★ This spell completely shuts down magic. That, of course, means it
shuts down your own magic, but there are times when it’s useful. In those times, you are very
pleased to have it.

Antipathy/Sympathy ★★★★ This spell has all kinds of value. You can use it to drive away
enemies, or capture them, or set up an area spell, or any number of other things. If you like to
get creative, this is purple.

Clone ★★★ This spell creates a backup body, in case you die. The drawback is it takes 120
days to get ready, which not all adventurers have time for.

Control Weather ★★ This spell controls the weather.

Demiplane ★★★★ This spell creates an extradimensional room. You can put your clone in
here.

Dominate Monster ★★★ This is another one for you creative types. If successful, you take
control of a monster. You have to be careful because a target who takes damage gets a new
saving throw. Upcasting can be worthwhile.
Feeblemind ★★ This spell can have value against spellcasters, but is very situational. If you
are an Enchanter, it is green.

Illusory Dragon ★★★★★ This spell causes fear, and also adds area damage on your bonus
actions. Those things are great. Presumably, those who are fooled by it will waste spells and
attacks, because they’ll think they’re fighting a dragon. Whether they’re fooled or not, stuff
happens, which is great.

Incendiary Cloud ★ This is an area-control spell that deals low damage.

Maddening Darkness ★★ This is an area-control spell that deals low damage and creates
darkness. There isn’t a lot of synergy here, unless your party is all Warlocks with Repelling Blast
and Devil’s Sight.

Maze ★★★★★ This spell makes an enemy go away with no saving throw. Even one who
comes back immediately wastes their action. Probably, though, they’re gone for a while.

Mighty Fortress ★★ This spell creates a fortress. It lasts seven days, but it doesn’t provide
any protections beyond its physical structure.

Mind Blank ★★★★ This spell provides very strong protections, to you or an ally. It also
doesn’t require concentration.

Power Word Stun ★ This spell only works on enemies with less than 150 hit points, and isn’t
even that strong when it works.

Sunburst ★ This spell deals weak damage over a large area, and also can cause blindness. It
isn’t worth the spell slot.

Telepathy ★ This is an extreme communication spell. Again, not worth the slot.

Level 9
Astral Projection ★★ This spell sends you and your party to the astral plane. There is risk
because for each of you there is a silver cord that must be maintained, or you die. The
occurrence is rare, but rare things happen. For that reason, this spell is very situational.

Foresight ★★★★★ Cast this on a martial ally and that ally gets advantage on literally
everything for 8 hours, and attackers have disadvantage. The target also cannot be surprised.
The reason to cast it on a martial character is for the benefit to attack rolls. If you are martial,
cast it on yourself. It also does not require concentration.

Gate ★★ This spell is very situational.


Imprisonment ★★ This spell is very situational.

Invulnerability ★★★ This spell makes you immune to all damage. That doesn’t make you
invincible, but it’s useful.

Mass Polymorph ★★★ This is essentially a multiple-target death spell. It can be used as a
buff, but the buff version is much weaker than polymorph, per target. It’s basically a bunch of
temporary hit points, in exchange for a reduction in effectiveness. Ten targets is a lot, though.

Meteor Swarm ★★★★★ This is the ultimate blast spell.

Power Word Kill ★ This spell only works on creatures with 100 hit points or fewer. A lot of
these red spells are good spells for villains, but bad spells for PCs.

Prismatic Wall ★★★★★ This is a powerful battlefield control spell that does not require
concentration.

Psychic Scream ★★★ This is a multiple-target control spell that does not require
concentration. The damage isn’t the important part; the stunned part is the important part.

Shapechange ★★★★ This spell is a lot like polymorph. It can only be cast on you, but you
keep your features and mental stats, as well as skill and saving throw proficiencies. Also, you
can change to any creature, not just a beast. You can change form multiple times, which doesn’t
get you hit points, but does get you legendary resistances, innate spellcasting, et al.

Time Stop ★★★★★ This spell stops time. That means you can take actions while no one
else can. If you affect another creature, the spell ends, but there is high value out of combat,
and some value in combat because you can set up walls and other effects.

True Polymorph ★★★★★ This is another polymorph upgrade. There are two main uses.
First, you can transform an ally into any creature, not just a beast, of CR equal to or less than
the ally’s level. Second, you can transform an object, which makes it a very effective
summoning spell. It does other things which are very situational, including targeting enemies,
and turning targets into objects. If you maintain the entire duration, the spell becomes
permanent.

Weird ★ This is an area spell that inflicts the frightened condition on a failed save, and causes
weak damage. It is not worth the spell slot.

Wish ★★★★★ This spell duplicates the effects of any spell of level 8 or lower. It can also be
used to do many other things, but there is a chance you will never be able to cast it again, so
those uses are not recommended.
Appendix: Tasha’s Cauldron of Everything
There is an optional rule in Tasha’s that adds spells to the Wizard list. If your DM is using that
rule, here are the new spells from Tasha’s:

Cantrip
Mind Sliver ★★★ The value of this spell is that it reduces an enemy’s save chance. The
problem is that it takes your action, so in tough battles there is more value in casting leveled
spells than in manipulating saving throws. The best you could do with it is in battles where
you’re conserving spell slots for some reason, but enemies are still attempting saving throws.
The damage this spell deals is poor, therefore of little consequence.

Level 1
Tasha’s Caustic Brew ★★ This spell is interesting because it deals damage to multiple targets
over multiple rounds, at level 1. Or more likely it deals damage once, then each target loses an
action, which is also good. The problem is that it really doesn’t deal that much damage. If you
have 2 targets, the total is about the same as an attack. The other problem is that the area is a
line, so it’s difficult to hit many targets. Ok there’s another problem. You have to get near
enemies to set this up, and if they attack you, you might lose concentration. With an ideal setup,
you’ve got value, and good upcasting, but that setup is rare. At higher levels, this spell is not
worth the concentration.

Level 2
Tasha’s Mind Whip ★★★ This spell deals a small amount of damage and reduces the target’s
action economy. There are times when that is good. It also targets INT, which is good. There are
multiple good things here, and upcasting is good, because it adds targets.

Level 3
Intellect Fortress ★★ This spell is quite situational, but in those situations it can have value.
Upcasting is theoretically good because it adds targets. Again, the situations in which you will
cast this spell are rare.

Spirit Shroud ★★★ This is a concentration spell that you cast with a bonus action. It adds
1d8 damage to your attacks, and the target can’t regain hit points for a round. Further, you can
reduce the speed of nearby creatures. If you make many attacks, this can be worth it, and
upcasting can be worth it, too. If you are a Bladesinger, for example, you can use it with 2
weapons.
Summon Fey ★★★ You get a fey with abilities based on your choice of Fuming, Mirthful, and
Tricksy. Damage is good, and the abilities provide tactical possibilities, even out of combat, but
the spell doesn’t do much more than summon beast, and there are powerful options at this
level. Upcasting is good; it might be better to cast this spell at level 4 than at level 3, because
you get a second attack.

Summon Shadowspawn ★★★★ You get a monstrosity with abilities based on your choice of
Fury, Despair, or Fear. It deals cold damage, so it is unaffected by common resistances. Further,
once per day it can frighten nearby enemies, so there is a lot of value there. Upcasting to level 4
is good because you get a second attack and a strong hit point increase.

Summon Undead ★★★★ You get an undead with abilities based on your choice of Ghostly,
Putrid, or Skeletal. Damage is not great, but there are additional effects that can be applied,
such as the poisoned and frightened conditions, which can be strong. Upcasting to level 4 is
good because you get a second attack.

Level 4
Summon Aberration ★★ You get an aberration with abilities based on your choice of
Beholderkin, Slaad, or Star Spawn. The Beholderkin can fly, the Slaad can regenerate, and the
Star Spawn deals area damage. Attacks are somewhat weak, though, so overall this spell is not
doing a lot, compared to other options. Upcasting is poor.

Summon Construct ★★ You get a construct with minor abilities based on your choice of Clay,
Metal, or Stone. Damage is not great here; the best you can do is to make use of the condition
immunities, or to choose Stone against a creature with strong reactions. Upcasting is poor.

Summon Elemental ★★ You get an elemental with abilities based on your choice of Air, Earth,
Fire, or Water. Damage is not high; most of your value comes from resistances and immunities.
Upcasting is poor.

Level 6
Summon Fiend ★★ You get a large Fiend with abilities based on your choice of Demon, Devil,
or Yugoloth. Demon can climb and Devil can fly. Nothing is really great here. Demon explodes
when it dies, dealing area fire damage. Devil can see in magical darkness; maybe you can
make use of that.

Tasha’s Otherworldly Guise ★★★ This spell is somewhat like Tenser’s transformation, in that
it gives you attack benefits. That isn’t the value of the spell though. The value is that it gives you
immunity to various things, and flight. It also gives you +2 AC. When those immunities are
important, you can cast this.
Level 7
Dream of the Blue Veil ★★★ This spell takes you to another world, provided that you have a
magic item or a willing creature from that world. Whether a world exists or not depends on your
DM, of course, so take this spell only if it makes sense. Also, you can do the same thing with 2
castings of plane shift, or with various other techniques.

Level 9
Blade of Disaster ★★ This spell requires concentration, and deals damage with your bonus
action. Generally, this is not what you’re looking for in a level-9 spell.

Spells from Previous Books


If your DM is using the optional rule, the following spells are added to the Wizard list:

Level 2
Augury ★★ This is a ritual that gives you minor information about the future, as predicted by
the DM.

Enhance Ability ★★★★ This spell has a lot of uses. Upcasting adds targets, which can be
worthwhile.

Level 3
Speak with Dead ★★ This spell gets you information. It is situational.

Level 4
Divination ★★★★ This is a ritual that provides information.

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