So, your arcane powers have just awakened, and you are preparing to walk the path of a Sorcerer, eh?

If your character plans to master their natural talent for spellcasting, you need to make sure that they are using the best spells for their level!

After all, choosing the right spells is essential to your success! The right combination of spells can make all the difference in a tough battle.

In this article, we will recommend the best Sorcerer spells for every level. We’ll also go over tips on how to use these spells effectively!

So, whether you’re just starting out with your Sorcerer or nearing the end of your journey, we’ve got you covered!

These are the best Sorcerer spells by level in D&D 5e!

What Types of Spells Can You Use?

Sorcerers have a very solid list of spells to choose from. While it might not be quite the Swiss Army Knife that the Wizard’s spell list is, you’ve got some great options to choose from!

You’ve got options for blasting, buffing allies, hindering enemies, and providing some extra arcane utility to the party. All in all, it’s a good spread to build pretty much any kind of Sorcerer you could think of!

The only real restriction that you need to be aware of is that Sorcerers cannot cast Ritual Spells without taking the Ritual Caster feat.

For spells that have the Ritual Tag, you’ll typically want to leave that to party members who can use Ritual Casting to avoid spending a spell slot like Wizards, Clerics, Druids, Bards, and some Warlocks.

While you can use these spells by spending a spell slot, it’s much better to let someone else handle that. You’ve got a solid spellcasting kit, but efficiency is the name of the game for you!

What to Look for When Picking Sorcerer Spells

The biggest limitation that most Sorcerers face is the number of spells that they can know at a time.

Some Sorcerers have access to more spells known (like the Aberrant Mind or Clockwork Soul sorcerers), but that’s rare.

Instead, Sorcerers find creative ways to make their limited number of known spells more efficient. They use Sorcery Points to regain spell slots (and vice versa) and to add powerful metamagic effects to their spells.

Because Sorcerers’ spellcasting comes from within as a natural talent, they can effectively break the rules of magic to make spells function differently as they need!

I strongly encourage you to also check out my article covering the ins-and-outs of Metamagic in 5e. Otherwise, you will struggle to really get as much value out of the spells on this list!

So, when you’re choosing spells for your Sorcerer, look for ways that you can use your chosen Metamagic to enhance the spell’s effects. You want to choose spells that will give you a lot of mileage across multiple different scenarios.

Remember: Sorcerers can’t change their spells like other classes. You’re only able to swap out spells one at a time when you gain a level in this class.

No pressure, but the spells you choose will be on your list for a long time.

Find which spells best suit your role in the party and can be enhanced with your metamagic. Efficiency is key!

The Best Spell Options for Sorcerers by Level

As a quick disclaimer before we dive into this list, it’s worth mentioning that these are my personal picks for each level. They are spells that provide a lot of value in a way that makes them hard to pass up for most Sorcerer builds.

Depending on how you are building your Sorcerer or what subclass you choose, it might make more sense to pick up a different spell than the ones I’m recommending here.

But either way, these are solid spells to consider that should serve you well in most cases!


Fire Bolt is a solid damage-dealing cantrip.

As you level up, its damage will increase at levels 5, 11, and 17 which means that it’s just a dependable cantrip that is likely to serve you well for your entire adventuring career.

When it comes to utility, Mage Hand is always a reliable option. Sometimes you just need to reach something that’s too far away. The applications for this handy cantrip are wide and varied.

Some usage examples:

  • Getting the keys to your prison cell off of a hook on the other side of the room.
  • Opening a trapped door or box from a safe distance.
  • Passing a healing potion to an ally
  • Pulling down a rope ladder to help you climb.
  • Grabbing your ale from the bar so you don’t have to get up.

Finally, Mind Sliver is a newer spell to D&D 5e from Tasha’s Cauldron of Everything.

This cantrip deals some modest damage that scales as you level up. But the real draw is that it reduces your enemy’s next saving throw by 1d4 if they fail their Intelligence saving throw.

Combine this with your Quickened Spell Metamagic to make immediate use of their saving throw penalty and they’ll never know what hit them!

Level 1 Spells

Chaos Bolt is a fun damage spell that’s exclusive to Sorcerers in 5e. While some may not care for the random nature of this spell, the added chance for the spell to leap from enemy to enemy does make it exciting!

If you prefer something more predictable for blasting enemies, Chromatic Orb is a great option for your Sorcerer.

Sorcerers are one of the squishiest classes in D&D 5e, so taking the Shield spell is a great idea.

A quick +5 bonus to your AC until the start of your next turn can be lifesaving! Even better, you cast this as a reaction and possibly turn an enemy’s hit into a miss!

But speaking of reactions…

Silvery Barbs is an excellent newer spell that came out with Strixhaven: A Curriculum of Chaos.

Casting it as a reaction, you effectively give an enemy disadvantage on their triggering attack, ability check, or saving throw.

Not to cheapen the experience, you then give yourself or an ally advantage on their next attack roll, ability check, or saving throw!

It’s honestly hard to believe that this is a level 1 spell. It’s that good!

Recommended: Ranking Every Sorcerer Subclass in D&D 5e!

Level 2 Spells

Whether you’re surrounded by goblins or dealing with nosy in-laws, sometimes you just need to make a quick exit. Misty Step is one of my favorite spells for its reliability and only requiring a bonus action and verbal components to use.

As a blasting option, I’m a fan of the tried-and-true Scorching Ray spell.

Since this effectively works at three spell attacks, it can potentially really bring the heat. You might want to throw all three attacks at one enemy or could potentially drop two or three weaker ones!

Of course, this gets even more amazing if you’ve managed to get advantage on the attacks and/or are under the effect of a Bless spell!

Lastly, the Suggestion spell is another great option for Sorcerers.

With their high Charisma, it’s almost inevitable that you will be doing some “people-ing” and this is a good way to make others see your point of view when you need to.

Level 3 Spells

Sorcerers have so many great level 3 spell options that it’s honestly difficult to choose just a handful of the best ones.

First things first, grab an AoE spell now that you have access to them. Fireball and Lightning Bolt are both great, though it’s usually easier to catch more enemies with Fireball.

I mean, there’s a reason that the Fireball spell is really the standard by which all other AoE spells are measured!

Moving on, we can’t forget to mention the Fly spell.

Sure, it requires concentration, but being able to fly lets you overcome so many challenges and outmaneuver so many enemies that it just can’t be ignored!

Meanwhile, Haste is one of the best buffs in the game and is made even better by the Sorcerer’s Twinned Spell Metamagic. Throw this on your party’s martial characters and watch them have an absolute field day wrecking everything in sight for the next minute!

Finally, we come to one of my favorite spells in all of 5e: Hypnotic Pattern.

Most combats tend to start with both sides grouped up. To that end, Hypnotic Pattern can potentially end an entire combat before it even truly begins.

Creatures get one save against Hypnotic Pattern and are left drooling in a daze until they’re woken from their state by an ally or taking damage.

Focus down any enemies that succeeded on their save against Hypnotic Pattern then move in and drop the rest one by one.

I’m also going to give an honorable mention to Counterspell. At least one person in any party should have this and/or Dispel Magic. It’s well worth picking up at least one of these!

Level 4 Spells

My first pick for level 4 Sorcerer spells in 5e is Greater Invisibility.

Being able to move about unseen is impressively powerful as it is, but also being able to attack and cast spells (at advantage when they can’t see you!) is just next-tier epicness.

Pepper in some Metamagic (especially Extended or Twinned Spell) and it becomes even more useful!

For another option with tons of creative applications, Polymorph is another spell that has become a go-to for me. The uses here are virtually limitless.

In a dire combat situation, it can let you turn a willing ally into a giant ape or something else to start wrecking enemies.

Need to lock down a big enemy while you deal with their weaker minions/allies? Turn the bigger threat into a turtle or something harmless and deal with them afterwards!

But sometimes you’ll want some spells that will give you better control over a large area of the battlefield.

When those moments arise, Wall of Fire is excellent!

Used strategically, it can wall off enemies from their allies to help you divide and conquer. All the while dealing a very respectable amount of damage if placed well!

If you need to escape from a situation, Wall of Fire can also be a handy way to cover your exit.

Of course, if you really want to turn up the heat, you can also cast it as a circle instead of a wall and roast whoever is on the wrong end of the flames!

Feel free to hum a few lines from Johnny Cash’s “Ring of Fire” when you do that. (Hey, who’s to say it’s not the verbal components?!)

Level 5 Spells

With clever use and some luck, Hold Monster can be absolutely brutal.

If the creature you use this on isn’t making their Wisdom saves, they’re left completely helpless. Lock the enemy down and have your team dogpile them to make quick work of the encounter!

While they’re held, attacks against them are at advantage, they automatically fail Strength and Dexterity saves, and successful attacks from creatures within 5 feet of them are automatic critical hits.


Moving on, we also have the massively impactful Synaptic Static spell.

This spell deals the same damage as Fireball, but it also adds in a painfully potent debuff. With enemies having to subtract a d6 from their attack rolls and ability checks for the next minute, they’ll be in for a terrible time!

Not to mention that the psychic damage that Synaptic Static deals is one of the more reliable damage types in the game.

Furthermore, Intelligence saves aren’t a common strength among enemies which means this should work way more often than not!

There’s not a lot to say about why Telekinesis is amazing if only because there’s so much to say.

If there is one thing that’s true about life, it’s that there are very few problems that can’t be solved with the application of telekinesis.

Grab items, boost your allies, yeet enemies into pits of doom (or just hold them in the air while your party gives them the piñata treatment)…

The options are virtually limitless for an impressive duration of 10 minutes!

I’m also going to give a shoutout to the wonderfully versatile Bigby’s Hand.

With multiple ways to use it, it’s another one that gives you a lot of bang for your buck. It’s just barely edged out of my top 3 picks, but is absolutely still worth mentioning!

Level 6 Spells

Chain Lightning is a great way to deal some very nice damage to multiple enemies without having to worry about catching your allies in the AoE. It’s got great range and you can hit more enemies by upcasting it which adds some nice value.

For situations where combat gets all jumbled and you can’t or don’t want to spend sorcery points for the Careful Spell Metamagic, Chain Lightning is great to have!

But what if you want to deal a ton of damage to a single enemy?

It’s hard not to love Disintegrate. Dropping a boatload of force damage (which is incredibly reliable) on an enemy who fails their Dexterity saving throw, you can reduce your foes to dust!

Of course, it’s also handy in certain situations when you absolutely need to blast your way through something. Sometimes it’s worth it, especially if an enemy is hiding behind a Wall of Force!

Though there is one level 6 Sorcerer spell that I like most of all…

Mental Prison traps a creature that fails its save in a realm of illusions within their own mind. While they’re trying to navigate the labyrinth that you’ve created for them, they’ll be left completely helpless.

Much like with Synaptic Static, this prompts an Intelligence saving throw from the target which tips the odds in your favor.

But whether they succeed or fail, they’ll also be taking 5d10 psychic damage. If they attack or move out of the illusion, they’ll be taking an additional 10d10 psychic damage!

Level 7 Spells

It might be somewhat of a strange pick, but Crown of Stars is great for making the most out of your action economy.

The seven motes that you summon with this spell last for an hour.

That means that, for the next hour, you’ve got seven “free” ranged spell attacks using your bonus action. Mix this in with your usual blasting and it’s a noticeable damage boost.

Since it lasts so long, it’s not a bad idea to cast this before you go into a dungeon where you know you’ll get plenty of combat encounters in the next hour.

As for my next pick…

One of the newer spells in D&D 5e, Draconic Transformation is an incredible spell coming to us from Fizban’s Treasury of Dragons.

You gain SO FREAKING MUCH from this. Blindsight and the ability to fly with your new incorporeal wings are both great, but the breath weapon you gain… It’s something else!

A breath weapon that hits everything in a 60-foot cone, deals 6d8 force damage, and only takes a bonus action to use? That’s what I’m talking about!

If you can bust this out early in the combat, you should have no trouble dealing some massive damage to your enemies!

But there’s still one more spell to mention…

We have also come to one of the most underrated higher-level spells in D&D 5e: Reverse Gravity.

The save that enemies make when you cast this isn’t to resist the spell’s effect. Rather, they’re making a saving throw to grab onto something and stop themselves from getting lifted upwards.

Either way, a creature that can’t fly is left helpless. They’re either floating or hanging onto a fixed object.

For those who didn’t grab onto something… well… you might want to check out my article that covers falling damage…

Reverse Gravity always brings this classic scene to mind…

Level 8 Spells

You’ve got less spell options in these higher levels, but what options they are!

If forced to pick a single best level 8 spell for Sorcerers, I would have to go with Sunburst. The mix of damage in such a large radius that also blinds enemies who fail their save is very potent!

The downside to Sunburst is that the blinded enemies will be getting a save at the end of each of their turns.

While they’ll be blinded for at least one turn, you still want to make sure that you and your party seize the opportunity and take out as many enemies as possible before they recover.

Though there is one other spell that comes to mind…

I would also be very tempted to pick Dominate Monster because of how impactful it can be, but it can be tricky to get the most value out of it.

You want to cast it when you’re not fighting the creature (so it doesn’t get advantage on the save) and make sure it doesn’t take damage (so it doesn’t get additional saving throws).

However, having a charmed ally that you can also take total control of as an action can be very handy.

You can even upcast it to increase the duration to 8 hours which could then be doubled with Extended Spell if you were so inclined!

Level 9 Spells

Though we at last arrive to the absolute pinnacle of Sorcerous arcane potential: your level 9 spells.

If you’re wanting to deal a mind-numbing amount of AoE damage, Meteor Swarm is how you do that. It’s a “straight to the point” nuclear option type of spell that can reduce everything in its affected area to rubble.

Dropping an astounding combined 40d6 damage (fire and bludgeoning), the destructive potential hereof Meteor Swarm is simply immense.

But let’s be real here…

There’s one spell that any Sorcerer has been eyeing for many, many levels leading up to this exact moment.

Wish is essentially the ultimate spell. I mean, its uses range from duplicating basically any level 8 or lower spell to completely and fundamentally rewriting reality.

It’s hard to get much better than that!

There is way too much about Wish to cover here and do it any justice. I recommend checking out my article that explains the Wish spell in detail to really get a sense of why it is the best spell in the entire game of D&D 5e!

Conclusion – The Best Sorcerer Spells by Level in D&D 5e

There’s definitely a lot to cover, but I hope this roundup of the best sorcerer spells in D&D 5e has been helpful for you!

Sorcerers have to be much pickier than their Wizard counterparts when it comes to choosing spells. Hopefully this list has helped you pick some excellent spells that fit your vision for your character!

Were there any spells that you’d add to this list? Let’s chat in the comments!

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