Wizard FAQ
What is a Wizard in D&D?
A Wizard is an Intelligence-based prepared full spellcaster built around a spellbook and exceptionally broad arcane spell access. Wizards use a d6 Hit Die, gain Spellcasting and Arcane Recovery at 1st level, choose an Arcane Tradition at 2nd level, and eventually gain Spell Mastery and Signature Spells. Their strength comes from collecting spells and preparing the right ones for the expected problem.
A Wizard is a scholarly full spellcaster who learns, records, prepares, and studies arcane magic through a spellbook. The 2014 Wizard is one of the game's most flexible spellcasting classes. It can potentially accumulate far more spells in its spellbook than can be prepared at one time. That creates an important distinction between: - spells recorded in the spellbook; - spells prepared today; - spell slots available to cast them. Understanding those three concepts is central to playing the class correctly.
Core class profile
The 2014 Wizard uses a d6 Hit Die.
Intelligence is the spellcasting ability.
Saving throw proficiencies are Intelligence and Wisdom.
The base class does not normally receive armor proficiency.
Wizards therefore rely heavily on positioning, defensive spells, and Dexterity for survival.
Spellbook
A Wizard begins with a spellbook containing six 1st-level Wizard spells.
Each time the character gains a Wizard level, two Wizard spells of a level the Wizard can cast can be added to the spellbook.
The Wizard can also copy additional Wizard spells into the spellbook from suitable written sources by spending the required time and money.
This is one of the biggest differences between Wizard and other known-spell casters.
The possible library can grow through adventuring.
Preparing spells
After a long rest, the Wizard prepares a number of Wizard spells based on Wizard level and Intelligence modifier.
Prepared spells must normally come from the spellbook.
The Wizard can change the prepared list after another long rest.
This means owning a spell in the spellbook does not mean the spell is automatically ready to cast.
Preparation is a daily choice.
Spell slots
Spell slots determine how many leveled spells can be cast before recovery.
Preparing a spell does not assign it to one specific slot.
A prepared 1st-level spell can normally be cast using any appropriate slot, including a higher-level slot if the spell allows upcasting.
The same prepared spell can be cast more than once as long as slots remain.
Ritual Casting
The Wizard has unusually strong ritual flexibility.
A Wizard can cast a Wizard spell as a ritual if:
- the spell has the ritual tag;
- the spell is in the Wizard's spellbook.
The spell does not need to be prepared for the Wizard's ritual casting feature.
This makes ritual spells particularly valuable to collect because they can expand utility without consuming prepared-spell capacity.
Arcane Recovery
At 1st level, Arcane Recovery lets the Wizard recover some expended spell slots after a short rest once per day.
The total recovered slot levels can be up to half the Wizard level, rounded up.
No recovered slot can be 6th level or higher.
This gives the Wizard more endurance across an adventuring day without giving full short-rest spellcasting.
Arcane Tradition
At 2nd level, the Wizard chooses an Arcane Tradition.
The original Player's Handbook options correspond to the eight schools of magic.
Later official pre-2024 Traditions add Bladesinging, War Magic, Chronurgy, Graviturgy, and Order of Scribes.
The Tradition can specialise the Wizard in a school, martial spellcasting, battlefield magic, time, gravity, or spellbook mastery.
Spell Mastery
At 18th level, Spell Mastery allows the Wizard to choose one 1st-level and one 2nd-level Wizard spell in the spellbook.
While those spells are prepared, they can be cast at their lowest level without expending spell slots.
The chosen spells can later be changed after the study time specified by the feature.
This turns selected low-level spells into effectively at-will magical tools.
Signature Spells
At 20th level, the Wizard chooses two 3rd-level Wizard spells in the spellbook as Signature Spells.
They are always prepared and do not count against normal prepared-spell capacity.
Each can also be cast once at 3rd level without expending a spell slot, with those free uses recovering after a short or long rest.
Party role
A Wizard can specialise in:
- battlefield control;
- area damage;
- defense;
- utility;
- information gathering;
- summoning;
- mobility;
- ritual magic;
- counter-magic;
- problem-solving.
The class's central advantage is breadth.
A Wizard with time, money, and access to spell sources can build a spellbook tailored to a huge range of situations.
In short
A Wizard is an Intelligence-based prepared full caster whose spellbook is the heart of the class.
The Wizard does not need every spell prepared every day.
Its power comes from building a large library, preparing the right subset, and using rituals and Arcane Recovery efficiently.