Dungeons & Dragons 5th edition defines a wizard as a scholarly arcane caster who gains access to a versatile spell list as they advance. Understanding how many spells you know and when you can cast them is essential for building an effective character.
Spell progression is one of the clearest differences between full casters, making it important to compare d&d 5e wizard spells per level with other classes. This guide explains how many spells you learn, when you gain new slots, and how the two systems interact.
| Level | Spell Slots Known | Cantrips Known | Spell Slots per Day |
|---|---|---|---|
| 1 | 3 | 3 | 2 first-level |
| 2 | 5 | 3 | 3 first-level |
| 5 | 11 | 3 | 4 slots including one second-level |
| 10 | 15 | 4 | 4 slots including two second-level |
| 20 | 22 | 6 | 4 slots including four second-level |
Learning New Wizard Spells at Each Level
Spellbook Expansion Mechanics
As you gain levels, your spellbook grows through both class features and available choices. Wizards add new spells primarily when they level up, selecting from the wizard spell list.
Your Intelligence modifier determines how many spell slots you have, while your class level determines how many distinct spells you can prepare each day. This design rewards planning and specialization.
Daily Spell Slots and Level Progression
Slot Availability by Tier
Wizard spell slots per day increase in both quantity and power as you advance. A first-level wizard begins with only two first-level slots, but by mid-tier play they manage multiple second- and third-level slots.
Higher-level slots become accessible at specific thresholds, enabling dramatic uses of high-level spells like fireball or teleport that can reshape a session.
Cantrips and Their Role in Spell Progression
Fixed Power throughout Advancement
Cantrips scale automatically with your level, dealing more damage or providing consistent utility without consuming slots. These zero-level spells ensure you always have options even when you run out of higher slots.
For a d&d 5e wizard spells per level build, cantrips remain a reliable part of your damage and control toolkit from first level to the highest campaigns.
Customization Through Spell Selection
Preparing a Flexible Daily List
Each day, you prepare a number of spells equal to your class level plus your Intelligence modifier, choosing from your known list. Swapping out prepared spells lets you respond to new threats or party roles.
This flexibility is strongest when you balance damage, control, and utility spells, responding to your table’s playstyle and the adventure’s demands.
Optimizing Spell Choices and Resources
- Track both known spells and prepared spells to maximize flexibility each day.
- Prioritize spells that scale with higher levels or offer strong utility outside of combat.
- Coordinate with your party to avoid overlap in control or damage roles.
- Use low-level slots for utility and save higher slots for key moments.
- Review your spellbook periodically to remove weaker options for new tactical tools.
- Factor in rituals and multiclass considerations when planning your progression.
FAQ
Reader questions
How many spells does a 5th-level wizard know and prepare?
A 5th-level wizard knows 11 spells and can prepare up to 5 + your Intelligence modifier each day, with four spell slots including one 2nd-level slot.
Do I need to copy new spells into my spellbook after leveling up?
You copy new spells into your book when you find them in the rules or at your table’s discretion, but prepared spells can be chosen from any known spell without recopying them daily.
Can a wizard prepare different spells each day if they have many known spells?
Yes, you can prepare a different subset of your known spells each day, as long as the total number does not exceed your preparation limit based on level and Intelligence.
What happens to unused spell slots in a long rest scenario?
All expended spell slots are regained after a long rest, while known spells and your prepared list remain unchanged unless you spend time studying new magic.