Wizard

PHB (2024)

Wizard

Core Wizard Traits
Primary Ability Intelligence
Hit Point Die 1d6 per Wizard level
Saving Throw Proficiencies Intelligence and Wisdom
Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies Simple weapons
Tool Proficiencies
Armor Training
Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP

Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.

Most Wizards share a scholarly approach to magic. They examine the theoretical underpinnings of magic, particularly the categorization of spells into schools of magic. Renowned Wizards such as Bigby, Tasha, Mordenkainen, and Yolande have built on their studies to invent iconic spells now used across the multiverse.

The closest a Wizard is likely to come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination. But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

Becoming a Wizard...
As a Level 1 Character:
  • Gain all the traits in the Core Wizard Traits table.
  • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table.

As a Multiclass Character:
  • Gain the Hit Point Die from the Core Wizard Traits table.
  • Gain the Wizard’s level 1 features, which are listed in the Wizard Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.

Class Features

——Spell Slots per Spell Level——

LevelProficiency BonusClass FeaturesCantripsPrepared Spells123456789
1+2Spellcasting, Ritual Adept, Arcane Recovery342
2+2Scholar353
3+2Wizard Subclass3642
4+2Ability Score Improvement4743
5+3Memorize Spell49432
6+3Subclass feature410433
7+34114331
8+3Ability Score Improvement4124332
9+441443331
10+4Subclass feature51543332
11+4516433321
12+4Ability Score Improvement516433321
13+55174333211
14+5Subclass feature5184333211
15+551943332111
16+5Ability Score Improvement52143332111
17+6522433321111
18+6Spell Mastery523433331111
19+6Epic Boon524433332111
20+6Signature Spells525433332211

Level 1: Spellcasting

As a student of arcane magic, you have learned to cast spells. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description.

Cantrips

You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.

When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table.

Spellbook

Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.

The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.

Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly.

Spell Slots

The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.

The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.

If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus

You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells.

Expanding and Replacing a Spellbook

The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.

Copying a Spell into the Book

When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.

Copying the Book

You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook.

Level 1: Ritual Adept

You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.

Level 1: Arcane Recovery

You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.

Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 2: Scholar

While studying magic, you also specialized in another field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

Level 3: Wizard Subclass

You gain a Wizard subclass of your choice. A subclass is a specialization that grants you features at certain Wizard levels. For the rest of your career, you gain each of your subclass’s features that are of your Wizard level or lower.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Wizard levels 8, 12, and 16.

Level 5: Memorize Spell

Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

Level 18: Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.

Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Level 20: Signature Spells

Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.

Spells

This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.

Spells in red are homebrew spells exclusive to this setting, clicking on the link will lead you to the statblock.

Cantrips (Level 0 Wizard Spells)

SpellSchoolSpecial
Acid SplashEvocation
Blade WardAbjurationC
Blood BoltNecromancyM
Chill TouchNecromancy
Dancing LightsIllusionC
DissolutionTransmutation
ElementalismTransmutation
Eye BurnTransmutationM
Fire BoltEvocation
FriendsEnchantmentC
LightEvocation
Mage HandConjuration
MendingTransmutation
MessageTransmutation
Mind SliverEnchantment
Minor IllusionIllusion
Poison SprayNecromancy
PrestidigitationTransmutation
Ray of FrostEvocation
Shocking GraspEvocation
ThunderclapEvocation
Toll the DeadNecromancy
True StrikeDivination

Level 1 Wizard Spells

SpellSchoolSpecial
AlarmAbjurationR
Burning HandsEvocation
Charm PersonEnchantment
Chromatic OrbEvocationM
Color SprayIllusion
Command UndeadNecromancyC, M
Comprehend LanguagesDivinationR
Detect MagicDivinationC, R
Devil's DueNecromancyM
Disguise SelfIllusion
Expeditious RetreatTransmutationC
False LifeNecromancy
Feather FallTransmutation
Find FamiliarConjurationR, M
Fog CloudConjurationC
GreaseConjuration
Ice KnifeConjuration
IdentifyDivinationR, M
Illusory ScriptIllusionR, M
JumpTransmutation
LongstriderTransmutation
Mage ArmorAbjuration
Magic MissileEvocation
Protection from Evil and GoodAbjurationC, M
Ray of SicknessNecromancy
ShieldAbjuration
Silent ImageIllusionC
SleepEnchantmentC
Tasha’s Hideous LaughterEnchantmentC
Tenser’s Floating DiskConjurationR
ThunderwaveEvocation
Unseen ServantConjurationR
Witch BoltEvocationC

Level 2 Wizard Spells

SpellSchoolSpecial
Alter SelfTransmutationC
Arcane LockAbjurationM
Arcane VigorAbjuration
AuguryDivinationR, M
Blindness/DeafnessTransmutation
Blood SacrificeNecromancyM
BlurIllusionC
Chorus of the LostNecromancyM
Cloud of DaggersConjurationC
Continual FlameEvocationM
Crown of MadnessEnchantmentC
DarknessEvocationC
DarkvisionTransmutation
Detect ThoughtsDivinationC
Dragon’s BreathTransmutationC
Enhance AbilityTransmutationC
Enlarge/ReduceTransmutationC
Flaming SphereEvocationC
Gentle ReposeNecromancyR, M
Gust of WindEvocationC
Harrowing BalladEnchantmentC
Hold PersonEnchantmentC
InvisibilityIllusionC
KnockTransmutation
LevitateTransmutationC
Locate ObjectDivinationC
Magic MouthIllusionR, M
Magic WeaponTransmutation
Melf’s Acid ArrowEvocation
Mind SpikeDivinationC
Mirror ImageIllusion
Misty StepConjuration
Nystul’s Magic AuraIllusion
Phantasmal ForceIllusionC
Ray of EnfeeblementNecromancyC
Rope TrickTransmutation
Sanguine SecretsDivinationM
Scorching RayEvocation
See InvisibilityDivination
ShatterEvocation
Spider ClimbTransmutationC
SuggestionEnchantmentC
Unraveling WhisperEnchantment
Veil of the ReaperIllusionC, M
WebConjurationC

Level 3 Wizard Spells

SpellSchoolSpecial
Animate DeadNecromancy
Bestow CurseNecromancyC
BlinkTransmutation
ClairvoyanceDivinationC, M
CounterspellAbjuration
Creeping RotNecromancy
Crimson HarvestNecromancyM
Crooked WardAbjurationC, M
Culling SickleNecromancyC
Dispel MagicAbjuration
FearIllusionC
Feign DeathNecromancyR
FireballEvocation
FlyTransmutationC
Gaseous FormTransmutationC
Glyph of WardingAbjurationM
HasteTransmutationC
Hypnotic PatternIllusionC
IsolationEnchantmentC, M
Leomund’s Tiny HutEvocationR
Lightning BoltEvocation
Magic CircleAbjurationM
Major ImageIllusionC
MartyrNecromancyM
Mist of MourningEnchantmentC, M
NondetectionAbjurationM
Phantom SteedIllusionR
Protection from EnergyAbjurationC
Remove CurseAbjuration
Scarlet DawnEvocation
SendingDivination
Shadow DrainNecromancyC
Sleet StormConjurationC
SlowTransmutationC
Speak with DeadNecromancy
Stinking CloudConjurationC
Summon FeyConjurationC, M
Summon UndeadNecromancyC, M
TonguesDivination
Vampiric TouchNecromancyC
Water BreathingTransmutationR

Level 4 Wizard Spells

SpellSchoolSpecial
Arcane EyeDivinationC
BanishmentAbjurationC
BlightNecromancy
Buried AliveTransmutationM
Charm MonsterEnchantment
ConfusionEnchantmentC
Conjure Minor ElementalsConjurationC
Control WaterTransmutationC
Dimension DoorConjuration
DivinationDivinationR, M
Evard’s Black TentaclesConjurationC
FabricateTransmutation
Fire ShieldEvocation
Greater InvisibilityIllusionC
Hallucinatory TerrainIllusion
Ice StormEvocation
Intrusive DespairEnchantmentC, M
Leomund’s Secret ChestConjurationM
Locate CreatureDivinationC
Mordenkainen’s Faithful HoundConjuration
Mordenkainen’s Private SanctumAbjuration
Murder of CrowsConjurationM
Otiluke’s Resilient SphereAbjurationC
Phantasmal KillerIllusionC
PolymorphTransmutationC
Puppet MasterEnchantmentC, M
Sacrificial SiphonNecromancyC
Sanctum of the ShepherdAbjurationM
Stone ShapeTransmutation
StoneskinTransmutationC, M
Summon AberrationConjurationC, M
Summon ConstructConjurationC, M
Summon ElementalConjurationC, M
Vitriolic SphereEvocation
Wall of FireEvocationC

Level 5 Wizard Spells

SpellSchoolSpecial
Animate ObjectsTransmutationC
Bigby’s HandEvocationC
Circle of PowerAbjurationC
CloudkillConjurationC
Cone of ColdEvocation
Conjure ElementalConjurationC
Contact Other PlaneDivinationR
CreationIllusion
Dominate PersonEnchantmentC
DreamIllusion
GeasEnchantment
Hold MonsterEnchantmentC
Jallarzi’s Storm of RadianceEvocationC
Legend LoreDivinationM
Mirrored AgonyAbjurationM
MisleadIllusionC
Modify MemoryEnchantmentC
PasswallTransmutation
Planar BindingAbjurationM
Rary’s Telepathic BondDivinationR
ScryingDivinationC, M
SeemingIllusion
Steel Wind StrikeConjurationM
Summon DragonConjurationC, M
Synaptic StaticEnchantment
TelekinesisTransmutationC
Teleportation CircleConjurationM
Wall of ForceEvocationC
Wall of StoneEvocationC
Yolande’s Regal PresenceEnchantmentC

Level 6 Wizard Spells

SpellSchoolSpecial
Arcane GateConjurationC
Chain LightningEvocation
Circle of DeathNecromancyM
ContingencyAbjurationM
Create UndeadNecromancyM
DisintegrateTransmutation
Drawmij’s Instant SummonsConjurationR, M
EyebiteNecromancyC
Flesh to StoneTransmutationC
Ghastly ChargeNecromancyM
Globe of InvulnerabilityAbjurationC
Guards and WardsAbjurationM
Magic JarNecromancyM
Mass SuggestionEnchantment
Move EarthTransmutationC
Otiluke’s Freezing SphereEvocation
Otto’s Irresistible DanceEnchantmentC
Programmed IllusionIllusionM
Summon FiendConjurationC, M
SunbeamEvocationC
Tasha’s Bubbling CauldronConjurationM
True SeeingDivinationM
Wall of IceEvocationC

Level 7 Wizard Spells

SpellSchoolSpecial
Delayed Blast FireballEvocationC
EtherealnessConjuration
Finger of DeathNecromancy
ForcecageEvocationC, M
Mirage ArcaneIllusion
Mordenkainen’s Magnificent MansionConjurationM
Mordenkainen’s SwordEvocationC, M
Plane ShiftConjurationM
Prismatic SprayEvocation
Project ImageIllusionC, M
Reverse GravityTransmutationC
SequesterTransmutationM
SimulacrumIllusionM
SymbolAbjurationM
TeleportConjuration

Level 8 Wizard Spells

SpellSchoolSpecial
Antimagic FieldAbjurationC
Antipathy/SympathyEnchantment
BefuddlementEnchantment
CloneNecromancyM
Control WeatherTransmutationC
DemiplaneConjuration
Dominate MonsterEnchantmentC
Incendiary CloudConjurationC
MazeConjurationC
Mind BlankAbjuration
Power Word StunEnchantment
SunburstEvocation
TelepathyDivination

Level 9 Wizard Spells

SpellSchoolSpecial
Astral ProjectionNecromancyM
ForesightDivination
GateConjurationC, M
ImprisonmentAbjurationM
Meteor SwarmEvocation
Power Word KillEnchantment
Prismatic WallAbjuration
ShapechangeTransmutationC, M
Time StopTransmutation
True PolymorphTransmutationC
WeirdIllusionC
WishConjuration

Subclasses