Every Level 2 Wizard Spell Ranked Worst to Best in D&D 5e
by Sam West, Twitter:@CrierKobold
There are roughly a million 2nd level Wizard spells; this list is the longest single spell-level-class spell list in the game, with sixty-one options to choose from. If you want a comprehensive breakdown of each, you’re in the right place. For your consideration, here is every 2nd-level Wizard spell ranked, and some sample “quick picks” for a 3rd-level character to put in their spell book on level up to fulfill specific fantasies.
Quick 2nd Level Spell Picks
When you reach 3rd level, you get to prepare one additional spell and put two additional spells in your spellbook from the Wizard spell list. The following 2nd level spells are great options to put in the book and prepare alongside each other, as they will shine in different situations.
Level 2 Wizard Spell Picks for Character Types
Character Type | Level 2 Spells |
---|---|
Generalist | Dragon Breath, Invisibility |
Arsonist | Scorching Ray, Misty Step |
Psychic | Tasha’s Mind Whip, Detect Thoughts |
Melee/Ranged | Misty Step, Hold Person |
Illusionist | Nathier’s Mischief, Invisibility |
Aquatic/Arctic | Rime’s Binding Ice, Vortex Warp |
Earth-Shaper | Immovable Object, Shatter |
Poisoner | Blindness/Deafness, Acid Arrow |
Area Control | Web, Cloud of Daggers |
Charlatan | Suggestion, Crown of Madness |
Storm Caller | Shatter, Levitate |
F Tier: No Character Usually Wants These
61. Arcanist’s Magic Aura: Not only are the practical applications of this effect for players so rare I’d not expect situations where it has value to show up in the average campaign, in the hands of a DM, this spell straight up adds written rules for DMs to lie to players which breeds conflict. This spell is horrendous.
60. Locate Object: If an object you’re seeking is within 1,000 feet of you, chances are you can find it. This spell only works on objects within that area that you’re familiar with, and you only sense the direction, not even its physical location. If you’re specifically looking for a magic item of yours that was stolen and stashed somewhere nearby, this could help you find it. You’re usually better off just investigating around.
59. Alter Self: Alter Self commits many sins, most of which are related to its level. Disguise Self I’d rate about as good as this, as the change in appearance mode is the only mode worth using in the vast majority of environments, and seeing as it a side-grade to that effect, needing to spend a higher level slot on this makes it entirely unappealing to basically everyone.
58. Skywrite: It's a cute effect, but certainly not worth a 2nd level slot. If you want to announce to the city that a specific NPC slighted you and write something offensive about their mother for all to see, this helps you do that. For practical adventurers, this has no room on your sheet.
57. Enhance Ability: The Help action invalidates using Enhance Ability in the majority of environments you’d want to use it. Because Advantage doesn’t stack, there isn’t additional benefit for using this if you can help kick in the door with your barbarian or fighter, or help search the room with your rogue. These effects are bland and shouldn’t exist in this state.
56. See Invisibility: Binary sight options I find problematic for building encounters as a DM. See Invisibility is a silver bullet you’re supposed to use to best an invisible creature, but that creature still retains basically all the benefits from being invisible rules as written. You simply can clearly know its space, which many times, and at many tables, you’d be able to discern anyway. This spell isn’t even good in the situation it’s supposed to beat, making it more or less a waste of a spell slot.
55. Gentle Repose: Revifiy is a 3rd level spell that brings the dead back to life. For Gentle Repose to be usable, you need to not have access to Revifiy, and not have the ability to get to a creature with access to Raise Dead or Reincarnate within ten days anyway, all while somebody doesn’t get to play the game at all while they wait for their dead character to potentially come back to life. It isn’t a realistic solution to character death and is better left off your sheet unless you can get it in your book for free, and even then you’ll likely never cast it.
54. Darkvision: Darkness isn’t a pressing problem in the majority of games being run today. About half the species in the game come with built-in Darkvision, and those that don’t can beat this problem with one of the abundant light options available to them. Most environments are lit up to some degree, and even those that aren’t don’t justify a 2nd level spell slot for this niche effect at the vast majority of tables.
53. Snilloc’s Snowball Swarm: 3d6 damage is 1st-level spell damage. This hits a 5 ft. area for that damage. That’s not good enough for a 2nd level spell. There is no shortage of available higher damage options than this. A 2nd level up-cast Ice Knife does nearly the same thing but also comes with a d10 damage to the hit center target. There is zero reason to put this spell on your sheet outside of flavor.
52. Jim’s Glowing Coin: This 2nd level spell lasts a minute, and in its best case, imposes disadvantage on Initiative rolls and Perception checks. That’s not nearly enough for a 2nd level slot. Pass!
D Tier: Niche Options Few Want
51. Pyrotechnics: Like Skywrite, Pyrotechnics is cute, but way over cost. A 10 ft. radius single-round blind could have a handful of situations where it's effective at debilitating groups of multiattacking enemies at once, but usually this is a worse Fog Cloud or Blindness/Deafness.
50. Earthbind: A spell slot to bring a flying creature to the ground will rarely matter; when it does, it can feel good to have access to, but the effect isn’t going to happen often enough that this earns a spot on your prepared list regularly. If you can sneak it in your spell book without spending level-up spells on it you might find an encounter or two you can prepare this prior to in attempts to counteract draconic flight or an aven ambush. Most characters will never regret forgoing this effect for regularly castable spells, though.
49. Warding Wind: None of the effects Warding Wind offers independently justify the slot outside the disadvantage on incoming ranged attack rolls; onslaughts of ranged weapon attack rolls aren’t so common this defensive spell is going to regularly come up. It's not entirely useless, but it is still too niche for me to recommend most players consider it.
48. Ray of Enfeeblement: Ray of Enfeeblement is an odd duck of a spell that scales extremely well but is terrible at 3rd level. If you’re in the upper tiers and not regularly concentrating on one or two spells, this can debilitate some enemies that make multiple massive attacks each turn. If it reduces a 2d6+3 weapon once per round by half, it's not that compelling. If it halves the damage of a Maralith’s seven longsword attacks from 14d8+24 to 7d8+12, it's excellent for its cost. I’d consider this on a handful of upper-level characters who want a wider variety of tools available to them to handle multiattacking monsters, but not for most lower to mid-tier characters.
47. Mind Spike: One specific character option loves Mind Spike, and it's because of its school: the School of Divination wizard option. Expert Divination at 6th level refunds a lower level slot to you when you cast a 2nd level or higher Divination spell. This basically means you can get a bonus 1st level spell for each Mind Spike you cast, massively stretching out your resource pull to lean on your busted 1st level effects like Silvery Barbs over and over again while dealing reasonable damage round after round with this. On other characters, this usually looks like a worse version of Chromatic Orb, which is a 1st level spell. It's an F on everyone else. On Diviners, it's something you want to know about come 6th level.
46. Shadow Blade: Similarly, Shadow Blade goes on very few characters, as making one attack roll each turn for 2d8 psychic damage isn’t going to justify the 2nd-level slot and concentration. On Bladesingers, though, who not only can defend their concentration with a gigantic AC, they get Extra Attack at 6th level. That turns this into a better finesse Greatsword you can attack with advantage within dim light and darkness. Up-casting it for bonus on-hit damage is a real option you have that makes it even more notable; again, on Bladesingers and wizards with extra attack, this is great. On every other wizard, it's terrible.
45. Knock: I think we’ve largely moved past the need for Knock; that being said, it does universally solve lock problems until Arcane Lock enters the fray. That utility can matter at some tables, especially those who are focused on thievery and shady business.
44. Magic Mouth: I love Magic Mouth; it's not particularly useful for players, though. Usually, this is a method of getting information to players remotely without needing them to engage with a dead character or an NPC they’ll need to kill or work with in the future. As a player tool, it being a ritual makes it appealing to just stick in your book and use flavorfully, but I’m not going to prioritize it over basically any of the 1st level rituals.
43. Dust Devil: There are so many words on Dust Devil, yet almost none of them matter. A d8 damage from a 2nd level spell isn’t ideal and is really easy to avoid. The 10 ft. radius cloud of debris you have to move around to get is interesting, but again, easy to mitigate with small movement. At its best I can see this being damage and blinding, but usually I’d expect this to have a hard time doing either.
42. Borrowed Knowledge: Most parties have the majority of the skills accessible to them with proficiency. Borrowed Knowledge basically acts as a tool to steal other players’ thunder if you have a higher base mod than them. Beyond that, it could be a way to get Arcana or History in the niche instance you’d want it, but even then you’re trading a 2nd level slot for a +2-+5 on usually a single ability check, and that’s not where I want my 2nd level spells to be.
41. Kinetic Jaunt: The bonus action cast time yoinks this out of F tier; it's still pretty bad. It basically provides you with the Mobile feat without needing to hit things for a 2nd level slot… and your concentration. Realistically, you don’t need this. +10 speed and immunity to opportunity attacks don’t meaningfully help you get places, especially when stacked against teleportaion effects. If you need a cheap way to disengage, this does functionally do that, and lets you dash alongside the cast, making it a reasonable option for specifically getting out of melee range hastily.
40. Enlarge/Reduce: This is one of the most overrated and overprepared spells in the game. Being large isn’t all upside, and a 1d4 bonus damage on hit isn’t particularly compelling. Shrinking is fun, and has some neat interaction with creatures that are already small to become tiny, but that is where the meat of it lies, and even that use case isn’t going to regularly help exploration.
39. Maximillian’s Earthen Grasp: This fantasy is one I’ve tried over and over again. Practically, Maximilian’s Earthen Grasp is too action inefficient. For a spell to be worth repeatedly spending your action on, it needs to outperform cantrips and other competing options. This doesn’t usually do that. If you can restrain the single threatening foe, it might feel decent, but most save or dies will in that instance, and those can paralyze or incapacitate enemies.
38. Augury: Mostly Augury functions as a 4th wall breaking way to ask the DM “Are we being dumb”. For that purpose, some groups will find it helpful. Most tables will literally never need, nor want, to cast this.
37. Arcane Lock: I might under-rate this, but Arcane Lock is part of an era with cold, stone passages and single ways in and out of dungeon rooms. In bigger, set-piece-based encounters and exploration, a single lock isn’t generally going to be that helpful. It can be a way to close off a corridor or lock a vault, but so can, you know, a lock. Barricades are real, mundane ways to prohibit creatures from entering a space. It has some usability, especially in time-sensitive events in confined spaces, but that’s not the majority of encounters in or out of combat. If you can ever lock an enemy in a closet, though, it's pretty great.
36. Blur: Blur reads better than it plays. Disadvantage on attack rolls is a great defensive boon; needing to set it up for an action is a gigantic cost. Concentration means you’re not concentrating on a proactive effect that’s helping you win the fight. Its duration means you can’t reliably set this up and leave it on in case of emergencies. Even melee-ranged Wizards have better options than this for defense and offense. It’ll do something on Bladesingers who never want to get touched, but I think most of the time you’re better off spending actions on ways to end the encounter faster.
35. Mirror Image: Mirror Image is cute, but impractical. Not taking concentration does up its value, but the action to cast and not impact your enemies in a fight is brutal. If you get multiple prep rounds, this can be a fine extra layer of defense to tack on top of something like Haste before diving in. That’s not often given. Still, the upside of blocking three potentially meaningful attacks in a fight does make it something a handful of characters may want on their sheet. Whether or not they’ll find time to cast it I’m skeptical of.
34. Acid Arrow: 6d4 acid damage for a 2nd level slot isn’t that much better than 4d4+4; it averages just 1 higher. The latter is an up-cast Magic Missile that also never misses and can be split up to hit multiple targets. Acid Arrow can miss and deal 2d4 damage, all for the potential bonus 1 point of damage on average. Up-casting Chromatic Orb matches this average damage, is all up-front, and can deal acid damage. There just isn’t any compelling reason to take this over 1st level spells you can up-cast for its damage; it does match the up-cast damage, at least, so you won’t be entirely wasting slots on it.
33. Air Bubble: Water Breathing is the main method parties get to explore underwater, and nearly every caster has access to it, including Wizards. If you need to breathe underwater, and everyone else already can, Air Bubble can be useful, but that’s not realistically going to be a problem for the vast majority of tables, even those playing in aquatic settings.
32. Wristpocket: The ritual tag does so much heavy lifting; Wristpocket could be a cantrip and I’d be all about it. I never want to spend a 2nd level slot on this, nor have to concentrate on it. As a ritual, in social encounters where you’re planning on doing some sleight of hand and pilfering, it can be a cute option to have access to. All you need to do is find room in your spell book for it.
31. Aganazzar’s Scorcher: I am a line stan. I want lines on my character sheet all the time. Aganazzar’s Scorcher is a 30 x 5 ft. line of 3d8 damage for a 2nd-level slot, and the reality of this is it's worse than most up-cast 1st-level spells. Usually, a 2nd level Burning Hands hits most of the same creatures, often more that clump together, and does more average damage and can be cast for a 1st-level slot. It's still fine, like there is enough damage here in a reasonable area you can cast it and be happy with it, I just don’t think it's better than the majority of competing cheaper options that hit areas. I’ll take Ice Knife over this basically every time.
30. Continual Flame: While deeply rich for world-building, and feeling iconically magical to me, this spell isn’t particularly good. It honestly might even deserve F tier. The thing is I just… I like it. It's fun. It's harmless. You can do some cute things with it. It absolutely should be a ritual spell. Most games will never, ever, not once, need this. But the flame is forever, and that coolness factor earns it some redemption.
29. Magic Weapon: I don’t want to have to use Magic Weapon. It's boring, and predominantly exists to overcome non-magical weapon resistance and immunity. If you know you’re hunting Werewolves or other resistant creatures you could consider it; otherwise, a +1 to hit and damage isn’t giving me much reason to put this on my sheet.
C Tier: Fine Options to Consider
28. Shatter: Like Thunderwave, I think Shatter is taken far more than it needs to be, especially on Wizards. As a wizard, you are not lacking in superb damaging options for areas. Shatter is a mediocre option among them, but its range and damage is fine enough that you won’t feel terrible for using. There just are a lot better options out there.
27. Gust of Wind: I think I regularly overrate Gust of Wind; Concentration makes it challenging to stack with other area damaging effects. In groups with varied character types, the odds of finding other spell areas to take advantage of with this is low. Still, the line with knockback and difficult terrain you can pivot around works great in narrow environments and can force some dashes. That earns it a home on a few sheets.
26. Fortune’s Favor: If you’ve got ample 2nd level slots to burn, Fortune’s Favor is an easy place to put them. It sets up you and your allies to get a pseudo-advantage mechanic whenever you please, no action or even reaction required. That being said, I don’t love spending a 2nd level slot on this effect when Silvery Barbs does more for a cheaper slot. If you want more dice manipulation in the upper tiers, why not also stack Fortune’s Favor onto it?
25. Flaming Sphere: Bonus actions can be tricky to get on Wizards; Flaming Sphere is a bonus action option, which is why it's rated so highly even though it's not that powerful of an option compared to spells like Spiritual Weapon. The damage trigger occurs when it hits something, or at the end of a turn a creature is near it, which is pretty easy to avoid. You should expect this to mainly do damage on impact, and for that purpose and duration, it can give you a reasonable amount of bonus d6s per fight.
24. Darkness: Darkness plays like Fog Cloud, but for a 2nd level slot, and never being dismissed by winds. If you want a giant opaque cloud and want it always as an option, this spell will do it.
23. Scorching Ray: Three attack rolls stapled to a single spell adds more depth than is readily obvious; paired with Hex, you can get additional bonus d6s each round. Upper-level casts give you bonus rays, which is a spicy extra up-cast payoff, and while area of effect damage basically always out scales this, you can have a good time with it in the early tiers, or even build characters around it was a solid amount of success.
22. Spider Climb: If Fly didn’t exist, I’d rate this higher. Unfortunately, Fly (and Levitate, coming up shortly) do most of what Spider Climb offers, plus they add bonus utility on top of that. I still value skittering around on ceilings and walls, and think you can get a lot of mileage out of this in the low tiers, but past 5th level there is an abundance of features and competing spells that make Spider Climb look pretty bad.
21. Levitate: A mode often forgotten about on Levitate is it can target enemies. This little upside makes the spell go from an interesting tool for navigating in the air to a pseudo-save-or-die for melee ranged creatures, which is sweet. Getting the outcome you want isn’t easy, granted, and both modes will have some environments where Levitate simply doesn’t bring anything to the table, but I do think this spell is a bit underrated.
20. Gift of Gab: Gift of Gab explores an often overlooked area of play I find incredibly interesting to mess around with: roleplay. Where spells like Detect Thoughts and Charm Person provide tools to engage with NPCs in a unique way, Gift of Gab provides you with a tool that bridges out from the 4th wall. Six seconds is a short window, but long enough that you could get short questions out, answered, and reverted. It's mainly just a fun effect you’ll use when you accidentally mouth off to a monstrous enemy you didn’t clock as a threat until they stood up, and its cost is a bit steep for this kind of joke spell, but I can envision some Bards having a blast with this.
19. Wither and Bloom: My opinion on Wither and Bloon has fluctuated a lot since its printing; currently, I think the spell is a fine option many wizards will happily include on their sheet, especially in groups with one or fewer characters with healing accessible to them. Getting damage the same round as the healing can bring up a downed ally and execute an enemy simultaneously. The damage is amazing, but having it stapled to a Cure Wounds (given your allies bank a hit die, which isn’t particularly challenging to do) makes this spell useful to have.
18. Phantasmal Force: Illusions are tricky; Phantasmal Force has some of the highest potential out of any spell out there, but getting that potential to come to fruition is challenging. If you adore illusions and want a tactile one you can use to torment people, this will do the trick. Phantasmal Force is still narrow in its targeting, and can easily be shot down by groups of enemies pointing out that only one of the creatures is detecting the force you put on them.
17. Cloud of Daggers: With the cloud being fairly small, Cloud of Daggers ends up being incredibly challenging to get multiple instances of damage out of. 4d4 for a 2nd level spell isn’t awful, though, and if you can ever get the second instance of damage it’ll usually be worth the cast. That’s easier said than done.
16. Blindness/Deafness: Blindness/Deafness usually is Blindness unless you want to voluntarily deafen yourself to overcome sirens or thunder damage. Blindness isn’t usually worth the cast against other save or dies, even including Hideous Laughter which is an entire level lower than this. Still, blinding is valuable. If you want to maim enemies, you can do a lot worse than this.
B Tier: Great Fits for Many
15. Nathair’s Mischief: While inconsistent, Nathier’s Mischief is delightful. The random effects are all rich with whimsy and flavor, and while you basically never want to see a 4, the rest of the effects do a decent job interacting with how enemies can attack you and your team. This spell fairly consistently will disable some attackers most of the time, and when it does, it's excellent.
14. Misty Step: You can’t get a cheaper teleport than Misty Step; one bonus action and a 2nd level spell slot to teleport anywhere within 30 feet. I tend to like this most on melee-ranged wizards like Bladesingers as an easy way in and out of danger, but any wizard can use this teleport out of combat to great effect. It’ll put you on a roof, through a window, over a ravine, wherever you need to be within 30 feet. Setting up a fight with a Misty Step to the highest, most inaccessible point on the map can give you a major advantage over land-based enemies, too. It's a great little effect, but there are plenty of encounters with a 30 ft. teleport that just isn’t giving you efficient mobility, especially should the region be easily traversable otherwise.
13. Rope Trick: Rope Trick; the disappearing act for your cheesy top-hat-wearing wizards with a rabbit familiar and a knack for pyrotechnics. It's genuinely a handy little effect that can get you and your party safely out of danger, or stow you away until the time is right to pop out and strike. While not the most flexible tool in the world, it is a boon to a lot of convoluted infiltration and escape plans, making it a reasonable pickup for wizards seeking a unique toolbox to mess around with.
12. Vortex Warp: I never thought I’d see the day I’d rate a 2nd level teleport over Misty Step, especially one that costs an action to use, but Vortext Warp is just way more flexible. It’s still just movement, which tends to excel out of combat, but with a bonus cast range, up-cast flexibility, and ally or enemy targeting, there will be a ton of moments in and out of encounters where you’ll want this. In environments with less verticality or confined spaces, this can be an incredibly inefficient way to get around.
11. Hold Person: Save-or-die effects can break an encounter in half. If you’re pitted against three brigands and one fails a save against a Hold Person, you’re only having to fight two in the moment until it breaks free or dies, which is a massive swing in the party’s favor. If they pass, you’ve spent a turn on nothing. It only affects humanoids, making it fairly narrow, and while you’ll usually have no trouble finding reasonable targets, I still don’t think this is a ubiquitous powerful option you should look to constantly cast. If you want to paralyze something so your party can crit it to death, this can deliver on that in spades.
10. Flock of Familiars: The largest issue with Flock of Familiars is that Find Familiar is already an easily accessible Wizard spell I recommend literally every wizard take. The benefits of three Familiars over one just aren’t that high; that being said, if you don’t currently have, or want, a long-term familiar, this giving you three little companions does have some merit. It's something I’d consider if you’re looking to play a conjurerer or summoner-style character who wants a million minions around all the time to do their bidding, and for that purpose, it's fine.
9. Crown of Madness: Spending actions on this isn’t always ideal; that being said, when it is ideal, it's debilitating. Turning one gnoll on their packmate not only denies it most of its turn, but it also deals a gigantic chunk of damage. It spends its entire action making a single attack; it can’t keep swinging afterward even if it has multiattack. This can function like a symmetrical save or die, taking both you and an enemy's actions out of commission, but you come out on top with a bonus attack roll which can be excellent.
8. Detect Thoughts: There aren’t many spells in the game that deliver on their fantasy as well as Detect Thoughts; you get a unique mini-game that lets you hear other people’s surface-level thinking and can probe deeper, but doing so is taxing and contested. For out-of-combat interrogation, exploration, and espionage, this does things few other spells can, but it's still narrow enough that it won’t be useful in every encounter.
7. Web: Where Web excels is in action denial. It first and foremost locks down multiple enemies simultaneously, which can take an encounter balanced for five enemies and make it feel like you’re only fighting two or three. Its range is solid, and while it’s a lot worse in wider areas or against single entities, it can still be regularly used to enhance your team’s odds of victory.
6. Tasha’s Mind Whip: Stapling Slow to a single target 3d6 psychic damaging attack isn’t the strongest spell in the world (especially when stacked against its competitors in the A tier). However, what Tasha’s Mind Whip really has going for it is its excellent range and up-cast adding additional targets. It is cheap, flexible, and can ruin single large dumb threats with round after round casting gutting their options.
A Tier: Excellent for Everyone
5. Suggestion: Sometimes you need somebody to do something so stupid even your fellow party members won’t do it; in those moments, all you need is Suggestion. I find this to be one of the most regularly castable spells in the game. It consistently will have opportunities to do something in nearly every environment you’re in so long as one or more creatures exist there. That makes it an A-tier spell for me; a spell I will cast a lot, and be happy with most of the time.
4. Immovable Object: I’m somewhat baffled it took Matt Mercer and Critical Role’s Explorer’s Guide to Wildmount to expand on the iconic Immovable Rod into a spell, as it is such a clean and interesting design. The up-cast enabling larger weight quantities can matter, and having a fixed floating immovable object isn’t game warping, but handy. I know dozens of characters that would love this effect and dozens of players that want this kind of open-ended tool to empower out-of-the-box solutions.
3. Rime’s Binding Ice: Roots are weird in 5e; stopping enemies' movement has limited utility based on factors like initiative order and ranged weapon options. Pairing it with a huge 30 ft. 3d8 damage cone makes it exceptional. The floor is an upgraded Burning Hands, and the ceiling disables multiple enemies at once while still being a better Burning Hands. Enemies wasting actions breaking free is a gigantic boon to your team’s chances of victory; I can’t recommend Rime’s Binding Ice enough.
2. Dragon’s Breath: I’ve come to deeply appreciate the bonus resources Dragon’s Breath offers, specifically in the early tiers. You only need two rounds of hitting two or more targets for this to be an efficient and effective tool for dishing out areas of damage at once. It helps that the cone of selective damage type breath fits cleanly onto various sheets with different looks and styles, and while it’s not something I want past 5th or 6th level that often, at levels 3-6, it's superb.
1. Invisibility: Of all the 2nd level spells, no more than Invisibility challenge DMs. It's a new tool that nothing up to this point could do that nearly every D&D character would want for a myriad of different use cases. No rogue without magic can mimic this effect. Invisibility opens doors that were otherwise firmly closed to groups attempting infiltration or other stealth missions.
If you need one consistent, powerful tool to engage with the adventuring world from your 2nd level spells, you can’t go wrong with Invisibility.
The Best of the Best 2nd Level Wizard Spells
Phew, that was a lot of spells. Go now, with this comprehensive look at every option available, and sculpt your dream 3rd-level Wizard! Thanks for reading!
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