You're sitting at the table, tinker’s tools in one hand and a half-finished mechanical homunculus in the other, trying to figure out if you're a wizard with a wrench or just a glorified battery. It’s a common vibe. Most players picking up the Artificer for the first time—specifically looking at the artificer spell list 5e 2014 rules found in Eberron: Rising from the Last War or Tasha’s Cauldron of Everything—expect to be a primary caster. They aren't. Not exactly.
Artificers are "half-casters," but they’re weird. They round up for multiclassing slots, which is a massive deviation from the Paladin or Ranger. This small mechanical quirk tells you everything you need to know about their magic: it's efficient, technical, and built for utility rather than raw, world-ending destruction.
The Reality of Being a Prepared Caster
Unlike the Sorcerer, who is stuck with whatever choices they made during a late-night leveling session, the Artificer prepares spells daily. You’ve got flexibility. Honestly, that’s your biggest weapon. You aren't just looking at the artificer spell list 5e 2014 as a menu; you’re looking at it as a toolbox. If you know you're heading into a swamp tomorrow, you swap Identify for Purify Food and Drink. If you’re infiltrating a noble’s gala, you drop the combat buffs for Disguise Self.
The flavor is key here. The 2014 rules explicitly state that Artificers don't just "cast" spells. You produce them through gadgets. When you cast Cure Wounds, you aren't just waving your hands; maybe you're applying a quick-seal caustic foam or injecting a stimulant. This isn't just fluff; it’s the core identity of the class.
Cantrips: Your Bread and Butter
Since you have fewer spell slots than the full casters, your cantrips need to carry a lot of weight. Guidance is arguably the best cantrip in the game, and you have it. Use it. Every time someone rolls an ability check, you should be there, handing them a literal "lucky charm" or a quick-calculation device to give them that extra $1d4$.
Then there’s Mending. Most classes treat Mending as a ribbon ability—something for flavor. For you? It’s a health potion for your Battle Smith’s Steel Defender or your Eldritch Cannon. If you aren't taking Mending, you're basically leaving your best friend to bleed out in the dirt. It's that vital.
Diving into the Artificer Spell List 5e 2014 Level by Level
The first-level spells are where you establish your role. Absorb Elements and Shield (if you're a Battle Smith or Artillerist) make you tankier than the party Fighter in many scenarios. It's kind of hilarious. You’re standing there in medium armor, holding a shield, and when a dragon breathes fire on you, you just... absorb it.
Faerie Fire is the unsung hero of the artificer spell list 5e 2014. Giving your entire party advantage on attacks against a group of enemies is mathematically superior to almost any other first-level concentration spell. It cancels out invisibility. It makes the Rogue happy because they get their Sneak Attack. It’s a win for everyone.
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Moving into Second Level Magic
Second level is where the "utility" tag starts to feel real. Aid is a powerhouse. Most people think of it as a heal, but it actually increases the hit point maximum. This means it stacks with temporary hit points. If you cast Aid at the start of the day, you’re basically giving your party a buffer that doesn't go away until they take a long rest.
Heat Metal is another highlight. It is, quite frankly, the most "mean-spirited" spell for a DM to deal with if they put you against a guy in full plate. No attack roll. No saving throw for the damage. Just "cook and book." You cast it on the enemy's armor, then you spend your bonus action every turn dealing $2d8$ fire damage while they struggle to take the armor off—which takes ten minutes, by the way. They’re dead long before that.
Third Level: The Big Guns
By the time you hit 9th level, you get 3rd-level spells. Revivify is on your list. This is huge. Usually, the party relies on the Cleric for this, but having the Artificer as a backup (or primary) "defibrillator" is a game-changer. You aren't using diamonds to pray someone back to life; you’re using them as a fuel source for a soul-reclamation device.
Haste is the classic choice here. Putting Haste on a Paladin or a Barbarian makes you their best friend for life. Just be careful. If your concentration breaks, they lose a turn. As an Artificer, you have proficiency in Constitution saving throws, which is a massive advantage for keeping Haste active compared to a Bard or a Sorcerer.
Why Subclass Spells Matter More for You
The base artificer spell list 5e 2014 is actually a bit lean. It's missing some of the "classic" heavy hitters. That’s where your subclass comes in.
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- Alchemists get Healing Word and Mass Healing Word. Without these, the Alchemist struggles to keep up as a support.
- Artillerists get Fireball and Shield. This transforms them from a utility crafter into a legitimate blaster who can survive on the front lines.
- Battle Smiths get Shield and Aura of Vitality. This turns them into the ultimate "Paladin-lite" defender.
- Armorers get Magic Missile and Hypnotic Pattern.
If you just look at the base list, you might feel underpowered. But when you factor in these "always prepared" spells, the Artificer becomes one of the most versatile kits in the game. You're never really "out" of the fight because your infusions and your subclass features supplement your limited spell slots.
The Interaction Between Spells and Infusions
You can't talk about Artificer magic without talking about Infusions. They are essentially permanent spells you’ve "coded" into items. While a Wizard has to spend a spell slot on Mage Armor, an Armorer just exists with high AC because of their Enhanced Defense infusion.
This creates a unique resource management puzzle. Do you use your attunement slots to boost your own spellcasting—like with an Enhanced Arcane Focus—or do you give the Barbarian a +1 Greataxe? Often, the best way to "cast" a spell is to simply give someone a magic item that does the job for you.
Mind Sharpener is a perfect example of this. It’s an infusion that allows you (or an ally) to automatically succeed on a concentration check. Putting this on yourself while you have Haste or Faerie Fire running makes you nearly unbreakable.
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Technical Limitations and Nuances
There are some gaps. The artificer spell list 5e 2014 lacks high-level teleportation and massive area-of-effect control like Wall of Force. You aren't going to be the one reshaping reality at level 15. You're the one making sure the person reshaping reality doesn't die.
Also, remember the "Tool Requirement." You must have a focus to cast Artificer spells. Specifically, thieves’ tools, artisan’s tools, or one of your infused items. If you’re stripped of your gear, you’re more helpless than a Wizard with a component pouch. Keep your tools strapped to your belt. Better yet, make your armor your focus.
The 2014 Context
It’s worth noting that the 2014 version of the Artificer was designed toward the end of that edition’s primary lifecycle. It was built with the knowledge of how previous classes succeeded or failed. That’s why it feels so "tight." There isn't a lot of fat on this spell list. Every spell serves a purpose, whether it’s enhancing a weapon, fixing a problem, or keeping the party alive.
Actionable Strategy for Your Next Session
To maximize the artificer spell list 5e 2014, you need to stop thinking like a damage dealer. Even the Artillerist is more effective when they’re using their Protector Cannon to give the party temporary HP than when they're just firing a force ballista.
- Audit your party's weaknesses. If your party lacks a Cleric, prep Lesser Restoration. If you don't have a Rogue, make sure you have Guidance and Enhance Ability (Cat’s Grace) ready to go.
- Prioritize Concentration. Since you have fewer slots, you want spells that last. Heat Metal, Faerie Fire, and Web are your "Big Three" for early-to-mid-game control.
- Don't forget Rituals. Artificers can cast their prepared spells as rituals. You don't need to waste a slot on Detect Magic if you have ten minutes to spare.
- Sync with your Infusions. If you take the Homunculus Servant infusion, you can use it to deliver touch spells like Cure Wounds or Shocking Grasp from 60 feet away. It’s like having a drone for your magic.
The Artificer isn't about the biggest numbers. It’s about having the right tool for the job. When the party is stuck behind a locked door, trapped in a zone of silence, or staring down a construct, everyone looks at you. With the right selection from your spell list, you'll always have the answer.
Focus on spells that force the DM to change their tactics. Web changes the battlefield. Heat Metal shuts down the boss. Aid prevents the "yo-yo" healing cycle where people keep dropping to zero. You are the grease in the gears of the party. Without you, everything starts to grind and smoke. With you, the machine runs perfectly.