Published: December 14, 2023

Last modified: December 14, 2023

Author: pandaniel

Wizard is the number one class in D&D 5e. While most classes gain quite a lot of their power through their class and subclass features, this class is carried almost entirely by two aspects: ritual spellcasting and a fantastic spell list. Nevertheless, at 18th level, Wizards gain Spell Mastery, and at 20th level, Signature Spells, two potent features that elevate the spellcasting prowess of high-level Wizards even higher. Spell Mastery reads as follows:

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

With this feature, Wizards can spam the chosen low level spells without additional cost. This changes the way one plays their character, as it greatly increases their total power budget, allowing for even further conservation of resources. It is important to select spells that you expect to be able to cast a sizable amount of times on any given day.
At 20th level, Wizards gain Signature Spells, and while this feature is not as powerful as Spell Mastery, it once again increases the total output of a Wizard over the course of a day.

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

This allows you to both prepare more spells as well as cast more spells. A wonderful capstone for a master of the arcane. While it is no longer important that you need to be able to spam these spells to great effect, it is useful to pick spells that you will cast at least once per short rest to get the biggest bang for your buck. Obviously, the spells should also be powerful.
In this guide, we will highlight and suggest top picks for both of these features. We take into account both the amount of times a spell may come up, and its power, however, this may be different in your campaign for one reason or another, which is something to keep into account. Note that we will mention Dunamancy spells from the Explorerโ€™s Guide to Wildemount, marked like This*, but keep in mind that these spells are only eligible pickups for Graviturgy and Chronurgy Magic Wizards by default.

Spell Mastery: 1st Level Spells

Absorb elements (โ˜…โ˜…โ˜…โ˜…โ˜†)

Reaction cast in response to taking acid, cold, fire, lightning, or thunder damage, 1 round duration. Confers resistance to the triggering damage type until the start of your next turn.
Elemental damage becomes both more common and more dangerous in later tiers, and halving such damage without spending a spell slot is incredibly potent for our defenses.

Shield (โ˜…โ˜…โ˜…โ˜…โ˜…)

Reaction cast in response to being hit by an attack or targeted by magic missile, range of self, 1 round duration. +5 bonus to AC until the start of your next turn and negate magic missile.
Even more common than elemental damage are attacks directed at us. The enemy to-hit has grown substantially from the first point you could pick up this spell, while your AC has largely stagnated. This means you donโ€™t have the near-impunity this spell provided early in your career. However, there will be a lot of attacks that will miss you when casting shield, and each of those attacks is much more dangerous than they were at low levels. This makes shield both effective and frequently applicable, which makes it the perfect spell for Spell Mastery.

Silvery barbs (โ˜…โ˜…โ˜…โ˜…โ˜…)

Reaction cast, 60 ft range, forces reroll of a successful attack/check/saving throw by an enemy and gives advantage on the next attack/saving throw/ability check to one ally.
This spell is so good, weโ€™ve got an article evaluating it! Since its relatively recent introduction, it has become the best conventional pick for your first level Spell Mastery option. It is an excellent way to support your team and make more enemies fail saving throws. Being able to spam it without resource expenditure ensures you can use it when dropping big spells or other effects if you donโ€™t need alternative reactions in those rounds like shield or counterspell.

Unseen servant (โ˜…โ˜…โ˜…โ˜…โ˜…)

Action cast (ritual), 60 ft range, 1 hour duration. Create a invisible, mindless, shapeless, servant that follows your commands
This spell is powerful as a ritual, but with the ability to cast it as an action, you can create an army of servants to do your bidding (up to 600 at a time with its one hour duration). They can do whatever a human servant could do, so let your imagination run wild. Even something as โ€œsmallโ€ as plopping down 50 sets of caltrops every turn is incredible.

Spell Mastery: 2nd Level Spells

Fortune's favor* (โ˜…โ˜…โ˜…โ˜…โ˜…)

1 minute cast, 60 ft range, 1 hour duration. Target can reroll one attack roll, an ability check, or a saving throw they make or an enemyโ€™s attack roll on them before the spell ends.
With the ability to cast this at will with Spell Mastery and the abundance of wealth from Tier 3 and Tier 4 treasure hoards, you can give all your party members โ€œLucky-likeโ€ points limited only by time (money should no longer be an issue, with default treasure assumptions). This โ€œstacksโ€ similarly to death ward, as described in our Death Warden build.

Immovable object* (โ˜…โ˜…โ˜…โ˜…โ˜†)

Action cast, 1 hour duration (higher slots increases duration). Make an object mostly immovable.
While you can upcast this spell to make it permanent, allowing you to create a collection of immovable items to use when necessary, this is a good option if you do not have much downtime. With it, you can completely block off an enemyโ€™s means of escape and safely kill them from outside their range, and you have many other options for shenanigans. If you have a tiny spool of black thread that never runs out via your background, this is a premier option for a target.

Locate object (โ˜…โ˜…โ˜…โ˜…โ˜…)

Action cast, range of self, 10 minute duration (concentration). Allows you to scan for certain items in a 1000 ft radius area.
Being able to spam locate object at will is insane. The spellโ€™s resource expenditure is no longer an issue when you pick this as a Spell Mastery, allowing you to give your DM a list of items you want to look for whenever you feel like, and it lets you map out entire dungeons without entering them. Read more about the spell here.

Rimeโ€™s binding ice (โ˜…โ˜…โ˜…โ˜…โ˜†)

Action cast, range of self. 3d8 cold damage in a 20 ft radius sphere, Con save for ยฝ damage, on a failure targets are immobile for 1 minute or until broken free as an action.
While the damage from Rimeโ€™s binding ice is no longer impressive at this level for something that costs resources, when you consider that Spell Mastery allows you to cast it for free, this is basically an AoE cantrip with a good crowd control effect.

Tashaโ€™s mind whip (โ˜…โ˜…โ˜…โ˜†โ˜†)

2nd level enchantment, action cast, 90 ft range. 3d6 psychic damage on 1+SL targets within 30 ft of each other, Int save for ยฝ damage, on a failure forces targets to choose between taking an action, a move or a bonus action. Tashaโ€™s mind whip remains a solid shutdown option against many enemies, especially those that need to move to use their actions effectively (most melee enemies, for example). Intelligence is a great saving throw to target and also a fairly predictable one (you can assume an archmage-like character has good Intelligence saves and that beasts do not, for example). While not as amazing as the alternatives hereโ€“it is worth a mention.

Vortex warp (โ˜…โ˜…โ˜…โ˜†โ˜†)

Action cast time, 90 ft range. Con save, on a failure (willing targets do not need to roll) teleport target within range to another location within range.
At-will teleportation for everyone in the party (but you), in and outside of combat, is a useful tool for mobility and positioning. However, at these levels, you already have an impressive kit of positioning tools, from true polymorphed flying mounts to planar bound dybbuk with at-will dimension door. If these things are not available or otherwise impractical, however, the mobility this spell offers at-will (especially when readied, though keep in mind this costs your concentration) is fairly effective.

Web (โ˜…โ˜…โ˜†โ˜†โ˜†)

Action cast, 60 ft range, 1 hour (concentration) duration. Creates a 20 foot cube of difficult terrain. Dex save, or creatures within become restrained. On a successful Strength check as an action they are freed.
Web is an amazing spell. Very few creatures are immune to the restrained condition, and difficult terrain makes it difficult for them to escape the spellโ€™s area of effect. However, you are at a point now that it is usually no longer competitive to your other concentration options.

Signature Spells

Animate dead (โ˜…โ˜…โ˜…โ˜…โ˜…)

1 minute casting, 10 ft range. Animate dead.
Similar to tiny servant, this spell allows us extra power with little cost by adding more creatures to the battlefield, which can use magic items and more. Being able to cast this once per short rest gains us a considerable number of creatures on our side, without spell slots or concentration! This is the superior spell due to its duration, but if running around with a horde of undead is impractical in your game, tiny servant is a good alternative.

Counterspell (โ˜…โ˜…โ˜…โ˜…โ˜†)

Reaction casting time in response to seeing a creature within 60 ft of you casts a spell, 60 ft range. Automatically interrupts the casting of a spell of 3rd level or lower, interrupting spells of a higher level requires a spellcasting ability check against DC of 10 + triggering spell level.
A spell that scales with the power of the enemy's spells. If you never face spellcasters, this is not very useful. If you do, it is! If youโ€™re playing in a campaign, you likely know how often you expect to fight spellcasters by now, so if you often find yourself casting counterspell between short rests, this is a great choice.

Dispel magic (โ˜…โ˜…โ˜…โ˜†โ˜†)

Action casting time, 120 ft range. One creature, object, or magical effect within range, any spell of 3rd level or lower on it ends. Effects of higher spell levels require a spellcasting ability check against DC of 10 + triggering spell level. Potentially not as commonly useful as its cousin counterspell, but has a great effect, even being able to remove multiple spells with just one casting.

Fireball (โ˜…โ˜…โ˜…โ˜…โ˜…)

Action cast, 150 ft range. 8d6+1d6/SL fire damage in a 20 ft radius sphere, Dex save for ยฝ damage.
Deal a good quantity of damage in a 20 foot sphere. Damage is damage. Some players overrate fireball, but you shouldnโ€™t underestimate it either. Even though 8d6 damage is not amazing at this point, troublesome hordes exist at all levels, so this will find its uses nevertheless.

Hypnotic pattern (โ˜…โ˜…โ˜…โ˜…โ˜…)

Action cast, 120 ft range, 1 minute (duration) concentration. Wis save, creatures within a 30 foot cube you choose within range, on failure targets become charmed, incapacitated, and immobile.
Even at this level, mooks will exist, and this is capable of single-handedly shutting down those enemies without excellent Wisdom saves. Be careful not to cast this on enemies immune to the charmed condition, though.

Sleet storm (โ˜…โ˜…โ˜…โ˜…โ˜…)

Action cast, 150 ft range, 1 minute (concentration) duration. Creates a 40 foot radius cylinder of movement-impairing effects and hinders concentration.
The ability to cripple flying, melee and spellcasting monsters with an area this big makes sleet storm one of the best 3rd level spells in the game. Enemies are scary at this point in the game, but this spell remains good even if enemies succeed on their saving throws, so you likely have plenty of opportunities to make good use of it. We have a Spell Spotlight on this spell here.


That is our advice for your high level Wizards! If something didnโ€™t make the list here itโ€™s because we thought it was too situational or weak to warrant a rating or elaboration. Do feel free to leave comments or ask questions below or join our Discord (where you will probably receive a quicker response)!

16 Replies to “Wizard Spell Mastery & Signature Spells”

  1. Two options I’m surprised that they didn’t touch on is “wither and bloom” for the second level spell mastery and “thunderstep” for signature spell.

    Wither and bloom is a solid option for out of combat healing and let’s your party save spell slots and potions.

    Thunderstep is a good option for signature spell because it doesn’t waste your concentration and it has utility that hasn’t been power creeped. A fireball just isn’t that big of a deal at level 20, but teleporting is always useful at any level.

    1. Wither and bloom is a way to speed up an adventuring day, not to extend it. You are simply increasing the pace at which you can spend your hit dice, whereas actual healing options do the opposite. I think at the rate wither and bloom heals people, you may very well just have enough time for a short rest. I do not think wither and bloom is a good option.
      As for thunderstep, it HAS been powercrept. At-will teleportation is not hard to come by at the levels you get access to Spell Mastery (as mentioned in the vortex warp section). I also do think you are underestimating how much multiple AoE castings can do at level 20; you having fireball 1/SR enhances that strategy because it is “free.”

      1. If HD were a scarce resource I’d agree, but it’s extremely rare for characters to spend all their HD in an adventuring day. It comparison to a SR it’s definitely faster and more efficient since your spellcasting mod is almost certainly higher then their con mod.

        Thunderstep and fireball we just have a different perspective on and I think can agree to disagree.

  2. Iโ€™d be interested to know why you didnโ€™t mention misty step. When Iโ€™m shapechanged I like to have a good bonus action spell when Iโ€™m using my action to attack or change.

    1. Misty step is a spell you pick to get out of danger, but at high (or low for that matter) levels as a Wizard you are not really.. a squishy target. If you *aren’t* using it to get out of danger, casting a spell just because you can is not that great. Additionally, at-will teleportation is not hard to come by at the levels you get access to Spell Mastery either (as mentioned in the vortex warp section), so it is not like even if you *do* need to teleport often, it is a problem.
      P.S. Nice name :—)

  3. I think my original post was deleted somehow?

    Anyway, for the second level spell mastery, wither and bloom is a great option. You can fully heal the whole party out of combat and can potentially save an ally in combat.

    For signature spells I’d also consider thunderstep. It’s a good non-concentration option and teleports are always good, especially when you can bring a passanger. Id certainly put it above fireball.

    1. No, sometimes it just takes a bit for a post to come through for one reason or another. I’ve responded to your original comment :).

  4. I’d also mention Longstrider for 1st Level Spell Mastery. Permanent +10 movespeed for basically any number of creatures can be very nice.

    1. Between phantom steed, true polymorph, planar binding, awaken, and straight up money for mounts, +10 feet of movement is not as big of a deal in T4.

      1. I can’t agree with that notion, not the least of which is that Longstrider stacks with all of those things anyway. (However, I do acknowledge that 25->30->35 movement are the most important breakpoints.) Longstrider is the one option that offers a tangibly unique benefit when available to cast at-will. Just making one of your usual Reaction spells a Spell Mastery choice is roughly equivalent to giving yourself a couple extra 1st-level spell slots a day… which isn’t totally nothing but IMO is weak and underwhelming. It doesn’t change how or when you use the spell.

        You get a flavor of that expansion of usefulness from the Unseen Servant pick, and if you want to say that’s still a superior choice to Longstrider then I wouldn’t be mad. (I respectfully disagree, though!) Maybe Mage Armor if you have a lot of minions that would benefit from it.

        I think it’s also worth mentioning sources that add non-Wizard spells to your Wizard spell list. Most notably, Mark of Healing Halfling grants you at-will Healing Word which means you have infinite OOC healing plus a regular BA in combat (which many Wizards don’t have) which can be used to regen/revive at range as usual.

  5. Would be interested on if you have thoughts on a new article for spell mastery and signature spells after the onednd updates, namely removing bonus action/reaction casts.

    1. No, we have no thoughts on an article about playtest content where we don’t know the state of the available spells. In our Discord server we have a channel for OneD&D/5.5/whatever you want to call it–if you are interested in people’s opinions.

  6. Would you place the spall mastery feature above the warlock’s eldritch invocations? Many of those are quite potent and the ones that grant at-will spells can be quite flavorful as well.

    1. Spell mastery let’s you pick different spells after 8 hours. If invocations could do that then it would be better than spell mastery.

  7. Optimal spells might be different for enchantment wizards. I think abjuration wizards are probably covered by shield.

Leave a Reply

Your email address will not be published. Required fields are marked *