The Endlessness
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Wizard 5e: The Complete Class Guide

D&D 5e Wizard guide. Spellbook, Arcane Tradition, ritual casting, best prepared spells, and why Wizards still dominate high-level play.

Wizard 5e: The Complete Class Guide

The Wizard is the class for players who want to read a lot. A lot. The Wizard has the largest spell list in the game. They have a spellbook that accumulates more spells every level. They prepare spells each day from their library. They are the class with the most decisions to make and the most information to track.

They are also, at high levels, arguably the single most powerful class in 5e. Some of the most broken-in-a-good-way spells in the game (Wall of Force, Forcecage, Simulacrum, Wish) belong to the Wizard list. A well-played Wizard is a problem-solving machine that can, with a week of downtime and enough gold, learn to solve problems other classes can only watch.

The Pitch

Wizard core features:

  • Spellbook. You have a book. You learn spells by copying them into it (from scrolls, other Wizards' books, training, etc.). You can know arbitrary numbers of spells this way.
  • Prepared casting. Each long rest, prepare a number of spells equal to your Intelligence modifier + Wizard level, chosen from your spellbook.
  • Ritual casting. Any spell in your book with the ritual tag can be cast as a ritual (no slot, 10 extra minutes) even if you haven't prepared it.
  • Arcane Tradition (subclass) at level 2.
  • Arcane Recovery at level 1. Recover spell slots during a short rest once per day, total levels up to half your Wizard level rounded up.

The "big three" Wizard systems (spellbook learning, prepared casting, ritual casting) form the most flexible spellcaster in the game.

Stat Priorities

  1. Intelligence (primary).
  2. Constitution. HP and concentration.
  3. Dexterity. AC.
  4. Wisdom. Wisdom saves are common.
  5. Strength, Charisma dumpable.

Classic Wizard: STR 8, DEX 14, CON 14, INT 16, WIS 12, CHA 10.

Prepared Casting: The Daily Toolkit

Each long rest, you prepare Int mod + Wizard level spells. At level 5 with Int 16, that's 8 prepared spells.

You can prepare any spell in your spellbook. Tomorrow, you can change the list entirely.

This flexibility is the Wizard's signature advantage. The same character can be a blaster in the morning, a buffer at noon, and a controller at night. Know your day, prepare accordingly.

Cantrips are learned separately and don't need preparation. 3 cantrips known at level 1, 4 at level 4, 5 at level 10.

The Spellbook

Start with 6 spells in your book at level 1 (of your choice from 1st-level Wizard spells). Each level after, add 2 more spells of any level you can cast. So by level 5, you could have 14+ spells in the book.

You can also copy spells from scrolls or other Wizards' books. Cost: 50 gold and 2 hours per spell level. A 3rd-level spell costs 150 gold and 6 hours to copy.

The spellbook grows over time. A level 10 Wizard who's been adventuring for a while might have 30-40 spells in their book, only 10-12 of which are prepared each day.

Subclasses (Arcane Traditions)

The SRD Wizard subclass is School of Evocation.

School of Evocation

  • Evocation Savant at level 2. Copy evocation spells at half cost and time.
  • Sculpt Spells at level 2. When you cast an evocation spell with a save that affects allies, allies automatically succeed and take no damage. No more killing your friends with Fireball.
  • Potent Cantrip at level 6. Affected cantrip targets take half damage on save.
  • Empowered Evocation at level 10. Add Int mod to damage of evocation spells.
  • Overchannel at level 14. Maximize damage on a spell of 5th level or lower. Painful after first use but brutal.

Evocation is the blaster subclass. Fireball without hurting allies. Bigger damage numbers. Easy to play.

Outside the SRD

Abjuration (Arcane Ward, the tank Wizard), Divination (Portent, rolling extra d20s), Necromancy (undead thralls), Illusion, Enchantment, Transmutation, Conjuration, War Magic, Bladesinging, Chronurgy, Graviturgy, Scribes, Order of Scribes.

Evocation is fine. Divination and Abjuration are arguably stronger overall.

Ritual Casting

Rituals are spells with the "ritual" tag. Cast them without a spell slot by taking 10 extra minutes.

Wizards can ritual cast any spell in their spellbook with the ritual tag, even if not prepared.

Key rituals: Detect Magic (scouting), Identify (item analysis), Comprehend Languages (translation), Find Familiar (lifelong companion), Leomund's Tiny Hut (safe rest), Unseen Servant (butler), Water Breathing (underwater).

Ritual casting effectively gives you "free utility spells." A Wizard with 10 rituals in their book has 10 extra utility effects that cost no resources to cast.

Spell Selection

Wizard has the largest spell list. A few standouts:

Cantrips: Fire Bolt, Ray of Frost, Mage Hand, Minor Illusion, Prestidigitation, Mending, Light, Message.

1st Level: Shield (reaction +5 AC), Magic Missile, Mage Armor, Detect Magic (ritual), Find Familiar (ritual), Silvery Barbs (if available), Absorb Elements.

2nd Level: Misty Step, Mirror Image, Web, Suggestion, Invisibility, Shatter.

3rd Level: Fireball, Counterspell, Dispel Magic, Fly, Hypnotic Pattern, Animate Dead.

4th Level: Polymorph, Greater Invisibility, Wall of Fire, Banishment, Dimension Door.

5th Level: Wall of Force, Cone of Cold, Animate Objects, Bigby's Hand, Hold Monster, Synaptic Static.

6th Level+: Chain Lightning, Disintegrate, Forcecage, True Polymorph, Meteor Swarm, Wish.

For a complete list, see our D&D 5e spell list.

The Counterspell Game

Counterspell is a Wizard-defining spell. Reaction, 3rd-level slot, counters an enemy spell.

Once you have Counterspell, enemy casters stop being casters. They cast something, you counter it, their turn ends.

Many fights against spellcasters get won by the side that has Counterspell first. This is a dynamic the AI handles well, since it will counter your spells if you're going up against a caster.

Wall of Force and Forcecage

Wall of Force at 5th level: create a 10-foot cube wall of invisible force. Nothing can pass through it. Not creatures, not weapons, not most spells (Disintegrate can destroy it).

Forcecage at 7th level: create an immovable cage of force. The target can't get out. If they fail a Cha save, they can't teleport out either.

These are the "fight-enders." Trap the enemy, walk away. Entire boss fights have been resolved by a well-placed Wall of Force.

Wizard in Solo Play

Wizard is A-tier solo:

Strengths:

  • Huge spell list = tools for every situation.
  • Ritual casting = free utility.
  • Find Familiar = scout and combat helper.
  • Polymorph and Animate Dead = extra action economy.
  • At higher levels, some of the most powerful combat spells in the game.

Weaknesses:

  • d6 hit die. Squishy.
  • Low AC without Mage Armor + Shield.
  • Concentration is crucial and breaking it is bad.
  • Resource drain: long-rest only for slots (Arcane Recovery helps).

Solo Wizards lean on Mage Armor + Shield for defense, Find Familiar for scouting, and saved spell slots for emergencies.

For more, see our classes ranked for solo play.

Leveling Path

  • Level 1: Spellcasting, Arcane Recovery.
  • Level 2: Arcane Tradition.
  • Level 6: Tradition feature.
  • Level 10: Tradition feature.
  • Level 14: Tradition feature.
  • Level 18: Spell Mastery (cast one 1st-level and one 2nd-level spell at will).
  • Level 20: Signature Spells (one 3rd-level spell always prepared, recovers after each short rest).

Common Wizard Mistakes

Not preparing daily. Adventurer plans shift. Your preparation should too.

Neglecting the spellbook. Find scrolls. Copy them. Spend gold. The book is your power base.

Ignoring rituals. Free utility. Always use.

Dumping Constitution. Concentration is too important.

Memorizing the same spells every day. Stretch. Try new spells. Learn the list.

The Endlessness and the Wizard

Our AI Dungeon Master handles the Wizard's complexity: spellbook contents, daily preparation (you pick, the AI remembers), ritual casting without slot cost, Arcane Recovery, concentration tracking across complex spells, and the various Tradition features.

For more, see our concentration rules, spell list, and action economy.

Final Verdict

The Wizard is the class to pick when you want to do anything. Problem-solving through spells. The right tool for every moment. The most bookkeeping of any class, but also the most mechanical depth.

If you love preparation, flexibility, and high-level spell tricks, Wizard is the top pick.

Start a Wizard on The Endlessness, pick School of Evocation, and cast Fireball into a crowd of enemies without worrying about collateral damage.

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