The D&D 2024 Spell Guides hub collects every class list. This guide covers the Artificer's 79 spells in Eberron: Forge of the Artificer, plus the five Artificer additions in Arcana Unleashed.
Artificers prepare spells, so this is not a permanent shopping list. Start with the job your group repeats most often, keep your Concentration choices from competing with one another, and revise the prepared list after a Long Rest. For class features, subclasses, and Replicate Magic Item plans, use the Artificer class guide.

Artificer spellcasting basics
The Artificer is an Intelligence-based prepared half-caster. At level 1, choose two 1st-level Artificer spells; the sourcebook recommends Cure Wounds and Grease. You also know two chosen Artificer cantrips and separately know Mending from Tinker's Magic. Your prepared list grows with Artificer level, and you can replace any prepared spells after a Long Rest.
Artificer spells normally require proficient Thieves' Tools, Tinker's Tools, or other proficient Artisan's Tools in hand as the Spellcasting Focus. A Wand or Weapon you create with Replicate Magic Item can be used instead. The class has spell slots from level 1, but its list ends at 5th-level spells.
Rating key
| Rating | Meaning |
|---|---|
| ● | Prepare often when the campaign supports its job. |
| ● | Reliable choice for the right party or expected obstacle. |
| ● | Strong only when its narrower situation appears. |
| ● | Usually leave unprepared unless you know why you need it. |
Hot Take: Prepare spells for recurring problems that your magic-item plans do not already cover. Each prepared slot should have a job beyond matching a high rating.
Cantrips
| Cantrip | Use it for |
|---|---|
| Fire Bolt ● | A dependable ranged spell attack. |
| Mage Hand ● | Reaching, carrying, and manipulating objects at a distance. |
| Guidance ● | A planned ability check when you can keep Concentration. |
| Light ● | Repeatable illumination without spending a slot. |
| Message ● | Quiet, short-range coordination. |
| Prestidigitation ● | Small sensory and practical utility. |
| Ray of Frost ● | Ranged damage when slowing a target matters. |
| Spare the Dying ● | Stabilizing a dying ally without a slot. |
| Acid Splash ● | Damage when adjacent targets make its area useful. |
| Dancing Lights ● | Mobile light or limited misdirection. |
| Elementalism ● | Small elemental utility. |
| Resistance ● | A planned saving throw when Concentration is free. |
| Shocking Grasp ● | A melee escape option. |
| Thorn Whip ● | Pulling a creature where terrain makes that useful. |
| Thunderclap ● | Close-range area damage. |
| Poison Spray ● | Short-range damage against a suitable target. |
| True Strike ● | A niche alternative when its setup is worth a cantrip choice. |
1st-level spells
| Spell | Special | Use it for |
|---|---|---|
| Cure Wounds ● | - | Restoring an ally when direct recovery is needed. |
| Faerie Fire ● | C | A group-facing control choice when several foes can be affected. |
| Alarm ● | R | Protecting a rest site or a repeated approach. |
| Detect Magic ● | C, R | Investigating magical places and objects. |
| Grease ● | - | Low-level space control. |
| Identify ● | R, M | Learning what an item does. |
| Disguise Self ● | - | Infiltration or social scenes. |
| Expeditious Retreat ● | C | A day where sustained movement is the problem. |
| False Life ● | - | A pre-fight durability buffer. |
| Feather Fall ● | - | Vertical travel, flight, or dangerous terrain. |
| Sanctuary ● | - | Protecting a vulnerable ally in the right encounter. |
| Jump ● | - | A known movement obstacle. |
| Longstrider ● | - | A day where extra speed has a clear job. |
| Purify Food and Drink ● | - | A survival or contamination problem. |
2nd-level spells
| Spell | Special | Use it for |
|---|---|---|
| Homunculus Servant ● | R, M | A persistent construct ally; see its source-specific notes below. |
| Invisibility ● | C | Infiltration, escape, or a careful approach. |
| Magic Weapon ● | - | Supporting a weapon user who needs its effect. |
| Aid ● | - | A party-facing durability choice. |
| Arcane Vigor ● | - | Converting a slot into recovery when that is the day's constraint. |
| Enhance Ability ● | C | An expected ability-check challenge. |
| Lesser Restoration ● | - | Removing a condition it can address. |
| Web ● | C | Locking down a favorable area. |
| Alter Self ● | C | A day where its adaptation solves the access problem. |
| Arcane Lock ● | M | Repeated security needs. |
| Blur ● | C | Personal defense when it is your best Concentration use. |
| Continual Flame ● | M | A lasting light source. |
| Dragon's Breath ● | C | A target and encounter that can exploit repeated area damage. |
| Enlarge/Reduce ● | C | Size, access, or battlefield problems. |
| Heat Metal ● | C | Enemies whose equipment makes the spell relevant. |
| Levitate ● | C | Vertical access or a single-target control problem. |
| Protection from Poison ● | - | A known poison threat. |
| Rope Trick ● | - | A specific shelter or access problem. |
| See Invisibility ● | - | A known invisible threat. |
| Spider Climb ● | C | Climbing access that the group cannot otherwise solve. |
| Summon Construct ● | C, M | A construct ally when it is your best Concentration plan. |
| Magic Mouth ● | R, M | A deliberate message or trigger setup. |
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Start Building3rd-level spells
| Spell | Special | Use it for |
|---|---|---|
| Dispel Magic ● | - | Ending a magical obstacle or effect. |
| Fly ● | C | Vertical travel or aerial positioning; it still uses Concentration. |
| Haste ● | C | Supporting the ally who benefits most from its Concentration cost. |
| Revivify ● | M | Emergency recovery within its time limit. |
| Blink ● | - | A risky defensive or repositioning choice. |
| Create Food and Water ● | - | Campaigns where reliable provisions matter. |
| Elemental Weapon ● | C | A weapon-focused plan that can afford the Concentration slot. |
| Glyph of Warding ● | M | A prepared location or trap. |
| Protection from Energy ● | C | A known damage type. |
| Water Breathing ● | R | An underwater expedition. |
| Water Walk ● | R | Water-heavy travel. |
4th- and 5th-level spells
| Spell | Level | Special | Use it for |
|---|---|---|---|
| Freedom of Movement ● | 4 | - | A character likely to face movement restrictions. |
| Arcane Eye ● | 4 | C | Remote scouting where the information changes the plan. |
| Fabricate ● | 4 | - | A campaign that gives you useful raw materials and time. |
| Stoneskin ● | 4 | C, M | A durable target and a fight worth the resources. |
| Leomund's Secret Chest ● | 4 | M | Long-term storage and retrieval. |
| Mordenkainen's Faithful Hound ● | 4 | - | Guarding a planned position. |
| Mordenkainen's Private Sanctum ● | 4 | - | Privacy and site protection. |
| Otiluke's Resilient Sphere ● | 4 | C | Isolating a creature when that helps the group. |
| Stone Shape ● | 4 | - | A stone barrier or access problem. |
| Animate Objects ● | 5 | C | A fight with useful unattended objects. |
| Bigby's Hand ● | 5 | C | Flexible force and positioning. |
| Circle of Power ● | 5 | C | A party facing significant magical pressure. |
| Wall of Stone ● | 5 | C | Creating or denying terrain. |
| Creation ● | 5 | - | A specific material solution. |
| Greater Restoration ● | 5 | M | A serious condition that the spell can remove. |
Homunculus Servant and subclass context
Homunculus Servant is a 2nd-level ritual that creates one Tiny Construct at a time. The servant acts immediately after you, follows your commands without costing your action, and can deliver a touch-range spell while within 120 feet of you. That makes it a durable utility decision, not an automatic pick for every prepared list.
Each Artificer subclass receives its own always-prepared spell list. Those subclass spells do not count against the number of Artificer spells you prepare through Spellcasting, so compare a proposed preparation against the spells your subclass already makes available. The Artificer class guide covers Alchemist, Armorer, Artillerist, Battle Smith, and Cartographer features without duplicating them here.
Arcana Unleashed additions
If your table allows Arcana Unleashed, it adds five Artificer spells. They expand preparation choices but do not change the class's 5th-level ceiling.
| Spell | Level | Special | When to consider it |
|---|---|---|---|
| Dueling Ground ● | 2 | R, M | A consent-based duel or a controlled challenge where its circle matters. |
| Uncertain Footing ● | 2 | C | Slowing several visible enemies when movement control is the goal. |
| Catnap ● | 3 | - | A party that can safely use its ten-minute unconscious rest window. |
| Distorted Distance ● | 4 | C | Area movement manipulation in a wide, visible battlefield. |
| Spirit Lantern ● | 5 | - | A dark encounter where defeated enemies and its lantern effects are relevant. |
Confirm the book is in scope with your GM before preparing one. The Arcana Unleashed overview explains the book's broader player options.
Bottom line
Prepare Cure Wounds, Grease, Faerie Fire, and later Dispel Magic when their jobs match the day, but leave room for an obstacle the party expects to face. Use your subclass spells and Replicate Magic Item plans as part of that decision, not as material to repeat in the prepared list.
For adjacent decisions, see the Best Magic Items Guide, the Artificer class guide, and the D&D 2024 Spell Guides hub. Compare other class lists through the Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, and Wizard guides.


