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Arc Blade

  • casting time1 Action
  • rangePersonnelle (Rayon de 1,5 metre)

  • componentsV, M (arme de melee)
  • durationInstantanee

Dans le cadre de l'action utilisee pour lancer ce sort, vous devez effectuer une attaque de mlee avec une arme contre une creature situee dans la portee du sort, sinon le sort echoue. En cas de reussite, la cible subit les effets normaux de l'attaque d'arme, sauf que les degts infliges par l'attaque sont des degts de foudre au lieu des degts normaux. De plus, un arc de foudre saute sur une creature de votre choix moins de 5 pieds de la cible, lui infligeant 1d6 points de degts de foudre. Les degts de ce sort augmentent lorsque vous atteignez certains niveaux. Au 5e niveau, l'attaque de mlee inflige 1d8 points de degts de foudre supplementaires, et les degts secondaires infligent 1d6 points de degts de foudre supplementaires leurs cibles. Les deux jets de degts augmentent d'un de au 11eme niveau (2d8 et 3d6) et au 17eme niveau (3d8 et 4d6).

Wizard Evocation

Acid Splash SRD

  • casting time1 Action
  • range18 metres

  • componentsV, S
  • durationInstantanee

Vous propulsez une bulle d'acide. Choisissez une ou deux creatures que vous pouvez voir, 1,50 metre ou moins l'une de l'autre, dans la portee du sort. La cible doit reussir un jet de sauvegarde de Dexterite ou subir 1d6 degts d'acide. Les degts de ce sort augmentent de 1d6 lorsque vous atteignez le niveau 5 (2d6), le niveau 11 (3d6) et le niveau 17 (4d6).

Wizard Invocation

Burning Blade

  • casting time1 Action
  • rangePersonnelle (Rayon de 1,5 metre)

  • componentsV, M (a melee weapon)
  • duration1 Round

Dans le cadre de l'action utilisee pour lancer ce sort, vous devez effectuer une attaque de mlee avec une arme contre une creature situee dans la portee du sort, sinon le sort echoue. En cas de reussite, la cible subit les effets normaux de l'attaque d'arme, sauf que les degts infliges par l'attaque sont des degts de feu au lieu de leur type normal. De plus, des braises tourbillonnent dans l'espace de la cible. Jusqu'au debut de votre prochain tour, lorsqu'une creature entre dans l'espace pour la premiere fois ou y termine son tour, vous pouvez utiliser votre reaction pour lui infliger 1d6 points de degts de feu, ce qui met fin au sort. Les degts de ce sort augmentent lorsque vous atteignez certains niveaux. Au 5e niveau, l'attaque de mlee inflige 1d6 points de degts de feu supplementaires la cible si elle est touchee, et les degts secondaires infligent 1d6 points de degts de feu supplementaires la cible. Les deux jets de degts augmentent d'un de au 11eme niveau (2d6 et 3d6) et au 17eme niveau (3d6 et 4d6).

Wizard Evocation

Card Trick

  • casting time1 Action
  • range18 metres

  • componentsV, S,M (a deck of playing cards)
  • durationInstantanee

En un clin d'il, vous lancez une carte jouer ou une carte de tarot chargee d'energie sur vos adversaires. Vous pouvez choisir de faire un jet d'attaque de sort distance ou de faire faire la cible un jet de sauvegarde de Dexterite. En cas de reussite ou d'echec au jet de sauvegarde, la cible subit 1d6 points de degts de force. Les degts de ce sort augmentent de 1d6 au 5e niveau (2d6), au 11e niveau (3d6) et au 17e niveau (4d6).

Wizard Transmutation

Caustic Blade

  • casting time1 Action
  • rangePersonnelle (Rayon de 1,5 metre)

  • componentsV, M (a melee weapon)
  • durationInstantanee

Dans le cadre de l'action utilisee pour lancer ce sort, vous devez effectuer une attaque de mlee avec une arme contre une creature situee dans la portee du sort, sinon le sort echoue. Si vous touchez, la cible subit les effets normaux de l'attaque d'arme, sauf que les degts infliges par l'attaque sont des degts d'acide au lieu de leur type normal. Si vous ratez de 3 ou moins, l'acide eclabousse la cible et vous infligez 1d8 points de degts d'acide. Les degts de ce sort augmentent lorsque vous atteignez certains niveaux. Au 5e niveau, l'attaque de mlee inflige 1d8 points de degts d'acide supplementaires la cible si elle la touche, et les degts d'acide infliges si elle la rate passent 2d8. Les deux jets de degts augmentent d'un de au 11eme niveau (2d8 et 3d8) et au 17eme niveau (3d8 et 4d8).

Wizard Evocation

Cheat

  • casting time 1 bonus action
  • rangePersonnelle

  • componentsS, M (a weighted die)
  • duration1 round

Vous tordez subtilement vos doigts, et le destin semble suivre. Pour la duree du sort, vous pouvez relancer tous les tests de capacite que vous faites pour jouer des jeux d'adresse non magiques. Ainsi, ce sort pourrait influencer une partie de poker, mais pas le resultat d'un deck of many things.

Wizard Divination

Chill Touch SRD

  • casting time1 Action
  • range36 metres

  • componentsV, S
  • duration1 Round

Vous creez une main squelettique fantomatique dans l'espace d'une creature portee. Faites une attaque distance avec un sort contre la creature pour l'etreindre d'une froideur sepulcrale. Si le coup touche, la cible subit 1d8 degts necrotiques, et elle ne peut recuperer ses points de vie avant le debut de votre prochain tour. Jusque-l, la main fantomatique s'accroche la cible. Si vous ciblez un mort-vivant, il aura egalement un desavantage ses jets d'attaque contre vous jusqu' la fin de votre prochain tour. Les degts de ce sort augmentent de 1d8 lorsque vous atteignez le niveau 5 (2d8), le niveau 11 (3d8) et le niveau 17 (4d8).

Wizard Necromancie

Cryptogram

  • casting time1 Action
  • rangeIllimitee

  • componentsV, S, M (a small written message)
  • durationInstantanee

Vous envoyez un petit parchemin contenant un court message une creature de votre choix. Le destinataire doit tre une creature connue de vous et se trouver sur le mme plan d'existence que vous. Ce parchemin planera devant le destinataire, tombera dans sa poche ou apparatra pose sur un objet proximite. Le message du parchemin peut contenir jusqu' 8 caracteres (les espaces comptent comme des caracteres). Tu ne peux envoyer qu'un seul parchemin par jour une mme cible.

Wizard Conjuration

Finger Guns

  • casting time1 Action Bonus
  • rangePersonnelle

  • componentsV, S
  • duration1 minute

Vous tendez l'index et le pouce, dans un geste dangereux imitant une arme feu. Pour la duree de ce geste, vous pouvez utiliser votre action pour effectuer une attaque de sort distance contre une creature que vous pouvez voir dans un rayon de 60 pieds, infligeant 1d8 points de degts de force en cas de reussite. Votre pistolet doigt n'a pas besoin de munitions, mais il est considere comme une arme feu pour les sorts et les effets qui s'appliquent aux armes feu. Les degts du sort augmentent de 1d8 au 5e niveau (2d8), au 11e niveau (3d8) et au 17e niveau (4d8).

Wizard Evocation (renaissance)

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Fire Bolt SRD

  • casting time1 Action
  • range36 metres

  • componentsV, S
  • durationInstantanee

Vous lancez un trait de feu sur une creature ou un objet portee. Faites une attaque distance avec un sort contre la cible. En cas de reussite, la cible prend 1d10 degts de feu. Un objet inflammable touche par ce sort prend feu s'il n'est pas porte. Les degts du sort augmentent de 1d10 aux niveaux 5 (2d10), 11 (3d10) et 17 (4d10).

Wizard Evocation

Force Buckler

  • casting time1 Action Bonus
  • rangePersonnelle

  • componentsV, S, M (a specially prepared gauntlet worth at least 5 gp)
  • duration1 round

Vous invoquez un champ de force translucide mais visible, qui jaillit du gantelet prepare. Jusqu'au debut de votre prochain tour, ce bouclier vous accorde un bonus de +2 votre Classe d'Armure, comme si vous maniiez un bouclier. Ce sort prend fin prematurement si vous tes touche par une attaque.

Wizard Abjuration

Force Dart

  • casting time1 Action
  • range36 metres

  • componentsV, S, M (a specially prepared gauntlet worth at least 5 gp)
  • durationInstantanee

Vous lancez une flechette de force magique sur une creature ou un objet portee. Effectuez une attaque de sort distance contre la cible. En cas de succes, la cible subit 1d10 points de degts de force. Les degts de ce sort augmentent de 1d10 au 5e niveau (2d10), au 11e niveau (3d10) et au 17e niveau (4d10).

Wizard Evocation

Force Weapon

  • casting time1 Action
  • range1,5 metre

  • componentsV, S, M (a specially prepared gauntlet worth at least 5 gp)
  • duration1 round

Vous conjurez une lame de force magique dans les airs, qui s'abat sur vos ennemis. Effectuez une attaque de sort en mlee contre une creature portee. Si vous touchez, la cible subit 1d10 points de degts de force. La lame reste en place pendant une courte periode

Wizard Evocation

Frigid Blade

  • casting time1 Action
  • rangePersonnelle (Rayon de 1,5 metre)

  • componentsV, M (a melee weapon)
  • duration1 Round

Dans le cadre de l'action utilisee pour lancer ce sort, vous devez effectuer une attaque de mlee avec une arme contre une creature situee dans la portee du sort, sinon le sort echoue. En cas de reussite, l'attaque inflige des degts comme d'habitude, sauf qu'elle inflige des degts de froid au lieu des degts normaux. De plus, la cible est recouverte d'un givre fragile jusqu'au debut de votre prochain tour. Si la cible se deplace volontairement avant ce moment, vous pouvez utiliser votre reaction pour lui infliger 1d8 points de degts de froid, ce qui met fin au sort. Au 5e niveau, l'attaque de mlee et les degts secondaires infligent chacun 1d8 points de degts de froid supplementaires. Les deux jets de degts augmentent de 1d8 au 11eme niveau (2d8 et 3d8) et au 17eme niveau (3d8 et 4d8).

Wizard Evocation

Light SRD

  • casting time1 Action
  • rangecontact

  • componentsV, M (une luciole ou de la mousse phosphorescente)
  • duration1 heure

Vous touchez un objet qui ne depasse pas 3 metres dans toutes les dimensions. Jusqu' la fin du sort, l'objet emet une lumiere vive dans un rayon de 6 metres et une lumiere faible sur 6 metres supplementaires. La lumiere est de la couleur que vous voulez. Couvrir completement l'objet avec quelque chose d'opaque bloque la lumiere. Le sort se termine si vous le lancez de nouveau ou si vous le dissipez par une action. Si vous ciblez un objet tenu ou porte par une creature hostile, cette creature doit reussir un jet de sauvegarde de Dexterite pour eviter le sort.

Wizard Evocation

Lightning Surge

  • casting time1 Action
  • rangePersonnelle (Rayon de 1,5 metre)

  • componentsV, S, M (two bits of copper wire)
  • durationInstantanee

Vous emettez un eventail eblouissant d'eclairs courts dans toutes les directions. Toutes les creatures situees moins de 2 metres de vous doivent reussir un jet de sauvegarde de Dexterite ou subir 1d6 points de degts d'eclairs. Les degts de ce sort augmentent de 1d6 au 5e niveau (2d6), au 11e niveau (3d6) et au 17e niveau (4d6).

Wizard Evocation

Mage Hand SRD

  • casting time1 Action
  • range9 metres

  • componentsV, S
  • duration1 minute

Une main spectrale apparat un point precis choisi portee. La main expire la fin de la duree du sort ou si elle est revoquee au prix d'une action. La main disparat si elle se retrouve plus de 9 metres du lanceur de sorts ou si ce sort est jete une nouvelle fois. Le lanceur de sorts peut utiliser son action pour contrler la main. La main peut manipuler un objet, ouvrir une porte ou un contenant non verrouille, ranger ou recuperer un objet d'un contenant ouvert, ou bien verser le contenu d'une fiole. La main peut tre deplacee jusqu' 9 metres chaque fois que vous l'utilisez. La main ne peut attaquer, activer des objets magiques ou transporter plus de 5 kg.

Wizard Invocation

Magic Daggers

  • casting time1 Action
  • range18 metres

  • componentsV, S
  • durationInstantanee

D'un coup d'eclat, vous faites surgir de l'air une dague magique que vous lancez de votre poignet vers une cible que vous pouvez voir. Faites un jet d'attaque de sort distance contre une creature portee. En cas de succes, la cible subit 1d6 degts magiques perforants. La dague disparat apres l'attaque. Aux niveaux superieurs, vous conjurez plus de dagues par la force et effectuez des attaques supplementaires : deux dagues au 5e niveau, trois dagues au 11e niveau et quatre dagues au 17e niveau. Vous pouvez utiliser les dagues pour pour attaquer la mme cible ou des cibles differentes. Faites un jet d'attaque separe pour chaque dague

Wizard Conjuration

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Mending SRD

  • casting time1 Minute
  • rangecontact

  • componentsV, S, M (deux aimants)
  • durationInstantanee

Ce sort repare une simple fissure, dechirure ou flure sur un objet que vous touchez, comme un maillon de chane casse, une cle brisee en deux morceaux, un accroc sur un manteau ou une fuite sur une outre. Tant que la fissure ou l'accroc n'excede pas 30 cm dans toutes les dimensions, vous le reparez, ne laissant aucune trace de la deterioration passee. Ce sort peut reparer physiquement un objet magique ou un artificiel, mais ne peut pas rendre sa magie un objet.

Wizard Transmutation

Minor Illusion SRD [1/2]

  • casting time1 Action
  • range9 metres

  • components S, M (un peu de laine de mouton)
  • duration1 minute

Le lanceur de sorts cree un son ou l'image d'un objet portee pendant une minute. Cette illusion se termine egalement si elle est revoquee au prix d'une action ou si ce sort est lance une nouvelle fois. Si l'illusion est un son, le volume peut aller d'un simple chuchotement un cri. Il peut s'agir de votre voix, de la voix de quelqu'un d'autre, du rugissement d'un lion, d'un roulement de tambours, ou tout autre son que vous choisissez. Le son peut autant ne pas diminuer en intensite pendant la duree du sort qu'tre discret et produit differents instants dans cet intervalle de temps. Si l'illusion est une image ou un objet (comme une chaise, des traces de pas boueuses ou un petit coffre) elle ne peut pas tre plus large qu'un cube de 1,50 metre d'arte. Cette image ne peut produire de son, lumiere, odeur ou tout autre effet sensoriel. Une interaction physique avec l'image revele l'illusion, car elle peut tre traversee par n'importe quoi. Si une creature utilise une action pour examiner le son ou l'image, elle peut comprendre qu'il s'agit d'une illusion grce un jet d'Intelligence (Investigation) contre le DD de sauvegarde de votre sort. Si une creature discerne l'illusion pour ce qu'elle est, l'illusion

Wizard Illusion

Minor Illusion SRD [2/2]

  • casting time1 Action
  • range9 metres

  • components S, M (un peu de laine de mouton)
  • duration1 minute

s'evanouit pour la creature.

Wizard Illusion

Moment to Think

  • casting time1 Action Bonus
  • rangePersonnelle

  • componentsV
  • durationInstantanee

Lorsque vous lancez ce sort, vous arrtez brievement le temps pour tout le monde sauf votre personne. Vous pouvez entreprendre une action supplementaire et vous deplacer dans votre espace sans que le temps ne s'ecoule pour les autres creatures. Cette action ne peut tre utilisee que pour effectuer l'action Fouille ou Utilisation d'un objet, ou pour faire un test d'Intelligence pour se souvenir d'informations sur quelque chose. De plus, vous ne pouvez pas affecter ou endommager une creature ou un objet, l'exception des objets que vous portez. Si un objet quitte votre main, il devient egalement fige dans le temps.

Wizard Transmutation (chronomancy)

Phantom Grapnel

  • casting time1 Action
  • range9 metres

  • componentsV, S
  • durationInstantanee

Vous conjurez une chane et un crochet faits de force magique, que vous propulsez vers une creature ou un espace inoccupe que vous pouvez voir portee. Lorsque vous ciblez un espace ou une creature de taille enorme ou plus, votre grappin vous tire vers cette cible en ligne droite. Vous provoquez des attaques d'opportunite pour ce mouvement comme d'habitude. Lorsque vous ciblez une creature de taille Large ou inferieure, vous tirez la cible jusqu' 10 pieds vers vous. Une creature peut effectuer un jet de sauvegarde de Force pour resister ce mouvement

Wizard Evocation

Poison Spray SRD

  • casting time1 Action
  • range3 metres

  • componentsV, S
  • durationInstantanee

Vous tendez votre paume vers une creature visible dans la portee du sort et vous projetez une bouffee de gaz nocif de votre main. La creature doit reussir un jet de sauvegarde de Constitution ou subir 1d12 degts de poison. Les degts de ce sort augmentent de 1d12 lorsque vous atteignez le niveau 5 (2d12), le niveau 11 (3d12) et le niveau 17 (4d12).

Wizard Invocation

Prestidigitation SRD

  • casting time1 Action
  • range3 metres

  • componentsV, S
  • durationjusqu' 1 heure

Ce sort est un tour de magie mineur que les lanceurs de sorts novices emploient comme exercice. Ce sort permet de provoquer l'un des effets magiques suivants : Le sort cree instantanement un effet sensoriel inoffensif, comme une pluie d'etincelles, une bouffee d'air, de timides notes de musique, ou une etrange odeur. Le sort allume ou eteint instantanement une bougie, torche ou un petit feu de camp. Le sort nettoie ou souille instantanement un objet pas plus volumineux qu'un cube de 30 cm d'arte. Le sort rechauffe, refroidit ou assaisonne du materiel non vivant pouvant tre contenu dans un cube de 30 cm d'arte pendant 1 heure. Le sort fait apparatre un symbole, une petite marque ou couleur sur un objet ou une surface pendant 1 heure. Le sort permet de creer une babiole non magique ou une image illusoire qui peut tenir dans votre main et qui dure jusqu' la fin de votre prochain tour. Si le sort est lance plusieurs fois, il est possible de conserver actifs 3 de ces effets non instantanes simultanement, et il est possible de revoquer ces effets au prix d'une action.

Wizard Transmutation

Produce Flame SRD

  • casting time1 Action
  • rangePersonnelle

  • componentsV, S
  • duration10 minutes

Une flamme vacillante apparat dans votre main. La flamme y reste pour la duree du sort et n'endommage pas votre equipement, ni ne vous blesse. La flamme diffuse une lumiere vive dans un rayon de 3 metres et une lumiere faible dans un rayon supplementaire de 3 metres. Le sort prend fin si vous l'annulez par une action ou si vous le lancez de nouveau. Vous pouvez egalement attaquer avec la flamme, mettant ainsi un terme au sort. Lorsque vous incantez ce sort, ou en utilisant une action lors d'un tour suivant, vous pouvez lancer la flamme sur une creature situee 9 metres de vous maximum. Faites une attaque distance avec un sort. En cas de reussite, la cible subit 1d8 degts de feu. Les degts de ce sort augmentent de 1d8 lorsque vous atteignez le niveau 5 (2d8), le niveau 11 (3d8) et le niveau 17 (4d8).

Wizard Invocation

Quickstep

  • casting time1 Action Bonus
  • rangePersonnelle

  • componentsV
  • duration1 Round

You call upon your inner reserves to give you a brief flash of speed. When you cast this spell, your walking speed increases by 10 feet until the start of your next turn.

Wizard Transmutation

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Ray of Frost SRD

  • casting time1 Action
  • range18 metres

  • componentsV, S
  • durationInstantanee

Un rayon glacial de lumiere bleu-blanc se dirige vers une creature portee. Effectuez une attaque de sort distance contre la cible. En cas de succes, elle subit 1d8 points de degts de froid et sa vitesse est reduite de 10 pieds jusqu'au debut de votre prochain tour. Les degts du sort augmentent de 1d8 au 5e niveau (2d8), au 11e niveau (3d8) et au 17e niveau (4d8).

Wizard Evocation

Shocking Grasp SRD

  • casting time1 Action
  • rangeTouch

  • componentsV, S
  • durationInstantanee

La foudre jaillit de votre main pour delivrer un choc une creature que vous essayez de toucher. Effectuez une attaque de sort en mlee contre la cible. Vous avez l'avantage sur le jet d'attaque si la cible porte une armure en metal. En cas de succes, la cible subit 1d8 points de degts de foudre et ne peut pas reagir avant le debut de son prochain tour. Les degts du sort augmentent de 1d8 au 5e niveau (2d8), au 11e niveau (3d8) et au 17e niveau (4d8).

Wizard Evocation

Sonic Pulse

  • casting time1 Action
  • range18 metres

  • componentsV, S
  • durationInstantanee

Vous comprimez un grondement de tonnerre en une boule invisible et la projetez sur une creature que vous pouvez voir portee. La cible doit reussir un jet de sauvegarde de Constitution, sinon elle subit 1d8 points de degts de tonnerre et devient sourde jusqu'au debut de votre prochain tour. Si la cible du sort se trouve moins de 10 pieds de vous, les degts de ce sort deviennent des d10 au lieu de d8. Les degts de ce sort augmentent de 1d8 au 5e niveau (2d8), au 11e niveau (3d8) et au 17e niveau (4d8).

Wizard Evocation

Springheel

  • casting time1 Action Bonus
  • rangePersonnelle

  • componentsV
  • duration1 Round

You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases 10 feet until the start of your next turn, and you can make a running high jump or a running long jump without a running start.

Wizard Transmutation

Thunderous Distortion

  • casting time1 Action
  • rangePersonnelle (Rayon de 3 metres)

  • componentsV, S
  • durationInstantanee

Vous produisez une vague de bruit deformee dans un cne de 10 pieds, qui peut tre entendue jusqu' 100 pieds de distance. Chaque creature dans cette zone doit reussir un jet de sauvegarde de Constitution ou subir 1d6 degts de tonnerre. Un echo de ce bruit persiste jusqu' la fin de votre prochain tour. Si vous lancez nouveau ce sort avant la fin de votre prochain tour, ses degts deviennent d8s, au lieu de d6s. Les degts de ce sort augmentent de 1d6 au 5e niveau (2d6), au 11e niveau (3d6) et au 17e niveau (4d6).

Wizard Evocation

True Strike

  • casting time1 Action
  • range9 metres

  • componentsS
  • durationConcentration, up to 1 round

Vous tendez la main et pointez un doigt vers une cible portee. Votre magie vous donne un bref aperu des defenses de la cible. Lors de votre prochain tour, vous beneficiez d'un avantage sur votre premier jet d'attaque contre la cible, condition que ce sort n'ait pas pris fin.

Wizard Divination

Dream [1/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

This spell shapes a creatures dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that dont sleep, such as elves, cant be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but cant take actions or move. If the target is asleep, the messenger appears in the targets dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the efect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the

Wizard 5th-level illusion

Dream [2/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

targets dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the targets sleep and prevents the target from gaining any beneit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the targets body, the target makes its saving throw with disadvantage.

Wizard 5th-level illusion

Earthquake [1/2]

  • casting time 1 action
  • range 500 feet

  • components V, S, M
  • duration Concentration

a pinch of dirt, a piece of rock, and a lump of clay

up to 1 minute You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes diicult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creatures concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional efects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spells area at the start of your next turn after you cast the spell. A total of 1d6 such issures open in locations chosen by the DM. Each is 1d10 ? 10 feet deep, 10 feet wide, and extends from one edge of the

Wizard 8th-level evocation

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Earthquake [2/2]

  • casting time 1 action
  • range 500 feet

  • components V, S, M
  • duration Concentration

a pinch of dirt, a piece of rock, and a lump of clay

spells area to the opposite side. A creature standing on a spot where a issure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the issures edge as it opens. A issure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structures height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesnt fall prone or become buried.

Wizard 8th-level evocation

Etherealness [1/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you cant see anything more than 60 feet away. While on the Ethereal Plane, you can only afect and be afected by other creatures on that plane. Creatures that arent on the Ethereal Plane cant perceive you and cant interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and efects that arent on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has

Wizard 7th-level transmutation

Etherealness [2/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 8 hours

no efect if you cast it while you are on the Ethereal Plane or a plane that doesnt border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Wizard 7th-level transmutation

Find the Path

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration Concentration

a set of divinatory toolssuch as bones, ivory sticks, cards, teeth, or carved runes worth 100 gp and an object from the location you wish to ind

up to 1 day This spell allows you to ind the shortest, most direct physical route to a speciic ixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isnt speciic (such as a green dragons lair), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Wizard 6th-level divination

Faerie Fire

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration

up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and afected creatures shed dim light in a 10-foot radius. Any attack roll against an afected creature or object has advantage if the attacker can see it, and the afected creature or object cant beneit from being invisible.

Wizard 1st-level evocation

Finger of Death

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Wizard 7th-level necromancy

Fireball

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a tiny ball of bat guano and sulfur

A bright streak lashes from your pointing inger to a point you choose within range and then blossoms with a low roar into an explosion of lame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 ire damage on a failed save, or half as much damage on a successful one. The ire spreads around corners. It ignites lammable objects in the area that arent being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard 3rd-level evocation

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a mote of ire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 ire damage. A lammable object hit by this spell ignites if it isnt being worn or carried. This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Wizard Evocation cantrip

Fire Storm

  • casting time 1 action
  • range 150 feet

  • components V, S
  • duration Instantaneous

A storm made up of sheets of roaring lame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 ire damage on a failed save, or half as much damage on a successful one. The ire damages objects in the area and ignites lammable objects that arent being worn or carried. If you choose, plant life in the area is unafected by this spell.

Wizard 7th-level evocation

0 0
0 0
0 0
0 0
0 0
0 0
0 0
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Flame Strike

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

pinch of sulfur

A vertical column of divine ire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 ire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Wizard 5th-level evocation

Flaming Sphere

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

up to 1 minute A 5-foot-diameter sphere of ire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 ire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the spheres damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites lammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Wizard 2nd-level conjuration

Fly

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

a wing feather from any bird

up to 10 minutes You touch a willing creature. The target gains a lying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Wizard 3rd-level transmutation

Foresight

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 8 hours

a hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target cant be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.

Wizard 9th-level divination

Freedom of Movement

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the targets movement is unafected by diicult terrain, and spells and other magical efects can neither reduce the targets speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the targets movement or attacks.

Wizard 4th-level abjuration

Gate [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a diamond worth at least 5,000 gp

up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a diferent plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a speciic creature (a pseudonym, title, or nickname doesnt work). If that creature is on a plane other than the one you are on, the portal opens in the named creatures immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the

Wizard 9th-level conjuration

Gate [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a diamond worth at least 5,000 gp

portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Wizard 9th-level conjuration

Globe of Invulnerability

  • casting time 1 action
  • range Self (10-foot radius)

  • components V, S, M
  • duration Concentration

a glass or crystal bead that shatters when the spell ends

up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier cant afect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no efect on them. Similarly, the area within the barrier is excluded from the areas afected by such spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Wizard 6th-level abjuration

Greater Invisibility

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Concentration

up to 1 minute You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the targets person.

Wizard 4th-level illusion

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
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Greater Restoration

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

diamond dust worth at least 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating efect. You can reduce the targets exhaustion level by one, or end one of the following efects on the target: One efect that charmed or petriied the target One curse, including the targets attunement to a cursed magic item Any reduction to one of the targets ability scores One efect reducing the targets hit point maximum

Wizard 5th-level abjuration

Guardian of Faith

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the irst time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Wizard 4th-level conjuration

Guidance

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Concentration

up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Wizard Divination cantrip

Guiding Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

A lash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Wizard 1st-level evocation

Harm

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage cant reduce the targets hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any efect that removes a disease allows a creatures hit point maximum to return to normal before that time passes.

Wizard 6th-level necromancy

Haste

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration

a shaving of licorice root

up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the targets speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target cant move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Wizard 3rd-level transmutation

Heal

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases afecting the target. This spell has no efect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Wizard 6th-level evocation

Healing Word

  • casting time 1 bonus
  • range 60 feet

  • components V
  • duration Instantaneous

action A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Wizard 1st-level evocation

Heroes Feast

  • casting time 10 minutes
  • range 30 feet

  • components V, S , M
  • duration Instantaneous

a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes

You bring forth a great feast, including magniicent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneicial efects dont set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several beneits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These beneits last for 24 hours.

Wizard 6th-level conjuration

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Hold Person

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a small, straight piece of iron

up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Wizard 2nd-level enchantment

Holy Aura

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration

a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saints robe or a piece of parchment from a religious text

up to 1 minute Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a iend or an undead hits an afected creature with a melee attack, the aura lashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Wizard 8th-level abjuration

Ice Storm

  • casting time 1 action
  • range 300 feet

  • components V, S, M
  • duration Instantaneous

a pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storms area of efect into diicult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Wizard 4th-level evocation

Identify

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are afecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently afecting it.

Wizard 1st-level divination (ritual)

Imprisonment [1/3]

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Until dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell. if it succeeds, it is immune to this spell if you cast it again. While afected by this spell, the creature doesnt need to breathe, eat, or drink, and it doesnt age. Divination spells cant locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, irmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it cant move or be moved by any means until then. The special component for this version of the spell is a ine chain of precious metal.

Wizard 9th-level abjuration

Imprisonment [2/3]

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Until dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar conined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone cant be cut or broken while the spell remains in efect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber. The target falls asleep and cant be awoken. The special component for this version of the spell consists of rare soporiic herbs. Ending the Spell. During the casting of the spell, in any of

Wizard 9th-level abjuration

Imprisonment [3/3]

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • duration Until dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as speciic or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creatures name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the irst casting is immediately freed from its binding.

Wizard 9th-level abjuration

Inflict Wounds

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Wizard 1st-level necromancy

Invisibility

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

an eyelash encased in gum arabic

up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the targets person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard 2nd-level illusion

0 0
0 0
0 0
0 0
0 0
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0 0
0 0
0 0

Knock

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with , that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Wizard 2nd-level transmutation

Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

You touch a creature and can end either one disease or one condition alicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Wizard 2nd-level abjuration

Levitate

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

up to 10 minutes One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unafected. The target can move only by pushing or pulling against a ixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the targets altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spells range. When the spell ends, the target loats gently to the ground if it is still aloft.

Wizard 2nd-level transmutation

Light

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

a irely or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Wizard Evocation cantrip

Lightning Bolt

  • casting time 1 action
  • range Self (100-foot line)

  • components V, S, M
  • duration Instantaneous

a bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites lammable objects in the area that arent being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard 3rd-level evocation

Locate Creature

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration

a bit of fur from a bloodhound

up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creatures location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a speciic creature known to you, or the nearest creature of a speciic kind (such as a human or a unicorn), so long as you have seen such a creature up closewithin 30 feetat least once. If the creature you described or named is in a diferent form, such as being under the efects of a spell, this spell doesnt locate the creature. This spell cant locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Wizard 4th-level divination

Mage Armor

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isnt wearing armor, and a protective magical force surrounds it until the spell ends. The targets base AC becomes 13 + its Dexterity modiier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Wizard 1st-level abjuration

Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral, loating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand cant attack, activate magic items, or carry more than 10 pounds.

Wizard Conjuration cantrip

Magic Missile

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Wizard 1st-level evocation

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Magic Weapon

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Concentration

up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Wizard 2nd-level transmutation

Major Image [1/2]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration

a bit of leece

up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You cant create suicient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodytes stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make diferent sounds at diferent times, even making it carry on a conversation, for example. Physical interaction with the

Wizard 3rd-level illusion

Major Image [2/2]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration

a bit of leece

image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Wizard 3rd-level illusion

Mass Cure Wounds

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Wizard 5th-level conjuration

Mass Heal

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A lood of healing energy lows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any efect making them blinded or deafened. This spell has no efect on undead or constructs.

Wizard 9th-level conjuration

Mass Healing Word

  • casting time 1 bonus
  • range 60 feet

  • components V
  • duration Instantaneous

action As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Wizard 3rd-level evocation

Mass Suggestion [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, M
  • duration 24 hours

a snakes tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically inluence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that cant be charmed are immune to this efect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the efect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject inishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the irst beggar they meet. If

Wizard 6th-level enchantment

Mass Suggestion [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, M
  • duration 24 hours

a snakes tongue and either a bit of honeycomb or a drop of sweet oil

the condition isnt met before the spell ends, the activity isnt performed. If you or any of your companions damage a creature afected by this spell, the spell ends for that creature. At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

Wizard 6th-level enchantment

Maze

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration

up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Wizard 8th-level conjuration

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Meteor Swarm

  • casting time 1 action
  • range 1 mile

  • components V, S
  • duration Instantaneous

Blazing orbs of ire plummet to the ground at four diferent points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 ire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one iery burst is afected only once. The spell damages objects in the area and ignites lammable objects that arent being worn or carried.

Wizard 9th-level evocation

Minor Illusion [1/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of leece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone elses voice, a lions roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at diferent times before the spell ends. If you create an image of an objectsuch as a chair, muddy footprints, or a small chestit must be no larger than a 5-foot cube. The image cant create sound, light, smell, or any other sensory efect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes

Wizard Illusion cantrip

Minor Illusion [2/2]

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of leece

faint to the creature.

Wizard Illusion cantrip

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Briely surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Wizard 2nd-level conjuration

Mordenkainens Sword

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp

up to 1 minute You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a diferent one.

Wizard 7th-level evocation

Ottos Irresistible Dance

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration

up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place: shuling, tapping its feet, and capering for the duration. Creatures that cant be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is afected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Wizard 6th-level enchantment

Passwall

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

a pinch of sesame seeds

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a loor) within range, and lasts for the duration. You choose the openings dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Wizard 5th-level transmutation

Poison Spray

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

You extend your hand toward a creature you can see within range and project a puf of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spells damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Wizard Conjuration cantrip

Power Word Kill

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no efect.

Wizard 9th-level enchantment

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Power Word Stun

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no efect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning efect ends.

Wizard 8th-level enchantment

Prayer of Healing

  • casting time 10 minutes
  • range 30 feet

  • components V
  • duration Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Wizard 2nd-level evocation

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical efects within range: You create an instantaneous, harmless sensory efect, such as a shower of sparks, a puf of wind, faint musi- cal notes, or an odd odor. You instantaneously light or snuf out a candle, a torch, or a small campire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or lavor up to 1 cubic foot of nonliv- ing material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can it in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous efects active at a time, and you can dismiss such an efect as an action.

Wizard Transmutation cantrip

Protection from Energy

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Concentration

up to 1 hour For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, ire, lightning, or thunder.

Wizard 3rd-level abjuration

Raise Dead

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 500 gp, which the spell consumes

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creatures soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that afected the creature at the time it died. This spell doesnt, however, remove magical diseases, curses, or similar efects. if these arent irst removed prior to casting the spell, they take efect when the creature returns to life. The spell cant return an undead creature to life. This spell closes all mortal wounds, but it doesnt restore missing body parts. If the creature is lacking body parts or organs integral for its survivalits head, for instancethe spell automatically fails. Coming back from the dead is an ordeal. The target takes a ?4 penalty to all attack rolls, saving throws, and ability checks. Every time the target inishes a long rest, the penalty is reduced by 1 until it disappears.

Wizard 5th-level necromancy

Ray of Frost

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation cantrip

Regenerate

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 1 hour

a prayer wheel and holy water

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The targets severed body members (ingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Wizard 7th-level transmutation

Remove Curse

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

At your touch, all curses afecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owners attunement to the object so it can be removed or discarded.

Wizard 3rd-level abjuration

Resistance

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

a miniature cloak

up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Wizard Abjuration cantrip

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Resurrection

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 1,000 gp, which the spell consumes

You touch a dead creature that has been dead for no more than a century, that didnt die of old age, and that isnt undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases alicting the creature when it died. It doesnt, however, remove magical diseases, curses, and the like. if such efects arent removed prior to casting the spell, they alict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a ?4 penalty to all attack rolls, saving throws, and ability checks. Every time the target inishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you inish a long rest, you cant cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Wizard 7th-level necromancy

Revivify

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell cant return to life a creature that has died of old age, nor can it restore any missing body parts.

Wizard 3rd-level conjuration

Sacred Flame

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no beneit from cover for this saving throw. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation cantrip

Sanctuary

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M
  • duration 1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must irst make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesnt protect the warded creature from area efects, such as the explosion of a ireball. If the warded creature makes an attack or casts a spell that afects an enemy creature, this spell ends.

Wizard 1st-level abjuration

Shatter

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isnt being worn or carried also takes the damage if its in the spells area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Wizard 2nd-level evocation

Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

, which you take when you are hit by an attack or targeted by the spell An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from

Wizard 1st-level abjuration

Shield of Faith

  • casting time 1 bonus action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a small parchment with a bit of holy text written on it

up to 10 minutes A shimmering ield appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Wizard 1st-level abjuration

Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it cant take reactions until the start of its next turn. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation cantrip

Silence

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration

up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Wizard 2nd-level illusion (ritual)

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Silent Image

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a bit of leece

up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. it isnt accompanied by sound, smell, or other sensory efects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Wizard 1st-level illusion

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 1 minute

a pinch of ine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8. the total is how many hit points of creatures this spell can afect. Creatures within 20 feet of a point you choose within range are afected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature afected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be afected. Undead and creatures immune to being charmed arent afected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Wizard 1st-level enchantment

Spare the Dying

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no efect on undead or constructs.

Wizard Necromancy cantrip

Speak with Dead [1/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and cant be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to ive questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to ofer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesnt return the creatures soul to its body, only its animating spirit. Thus, the corpse cant learn new information, doesnt comprehend anything that has happened since it died, and cant speculate about future events. Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration up to 1 hour Until the spell ends, one willing creature you touch

Wizard 3rd-level necromancy

Speak with Dead [2/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration up to 10 minutes You call forth spirits to protect you. They lit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear iendish. When you cast this spell, you can designate any number of creatures you can see to be unafected by it. An afected creatures speed is halved in the area, and when the creature enters the area for the irst time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as

Wizard 3rd-level necromancy

Speak with Dead [3/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Spiritual Weapon 2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a loating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modiier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spells efect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by

Wizard 3rd-level necromancy

Speak with Dead [4/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

1d8 for every two slot levels above the 2nd. Stoneskin 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) Duration: Concentration up to 1 hour This spell turns the lesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. Suggestion 2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, M (a snakes tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically inluence a creature you can see within range that can hear and understand you. Creatures that cant be charmed are immune to this efect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the

Wizard 3rd-level necromancy

Speak with Dead [5/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject inishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the irst beggar she meets. If the condition isnt met before the spell expires, the activity isnt performed. If you or any of your companions damage the target, the spell ends. Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (ire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight lashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1

Wizard 3rd-level necromancy

Speak with Dead [6/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

minute. On a successful save, it takes half as much damage and isnt blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to it entirely inside a 10-foot cube, and it cant be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Wizard 3rd-level necromancy

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Speak with Dead [7/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

Familiarity. Permanent circle means a permanent teleportation circle whose sigil sequence you know. Associated object means that you possess an object taken from the desired destination within the last six months, such as a book from a wizards library, bed linen from a royal suite, or a chunk of marble from a lichs secret tomb. Very familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen casually is someplace you have seen more than once but with which you arent very familiar. Viewed once is a place you have seen once, possibly using magic. Description is a place whose location and appearance you know through someone elses description, perhaps from a map. False destination is a place that doesnt exist. Perhaps you tried to scry an enemys sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. On Target. You and your group (or the target object) appear where you want to. Of

Wizard 3rd-level necromancy

Speak with Dead [8/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance of target is 1d10 ? 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed of target, and rolled a 5 and 3 on the two d10s, then you would be of target by 15 percent, or 18 miles. The DM determines the direction of target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. You and your group (or the target object) wind up in a diferent area thats visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizards laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the

Wizard 3rd-level necromancy

Speak with Dead [9/9]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

burning incense

spell has no range limit, you could conceivably wind up anywhere on the plane. Mishap. The spells unpredictable magic results in a diicult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Familiarity Mishap Similar Area Of Target On Target Permanent circle 01100 Associated object 01100 Very familiar 0105 0613 1424 25100 Seen casually 0133 3443 4453 54100 Viewed once 0143 4453 5473 74100 Description 0143 4453 5473 74100 False destination 0150 51100

Wizard 3rd-level necromancy

Spider Climb

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

a drop of bitumen and a spider

up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Wizard 2nd-level transmutation

Spirit Guardians

  • casting time 1 action
  • range Self (15-foot radius)

  • components V, S, M
  • duration Concentration

a holy symbol

up to 10 minutes You call forth spirits to protect you. They lit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear iendish. When you cast this spell, you can designate any number of creatures you can see to be unafected by it. An afected creatures speed is halved in the area, and when the creature enters the area for the irst time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Wizard 3rd-level conjuration

Spiritual Weapon

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 minute

You create a loating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modiier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spells efect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Wizard 2nd-level evocation

Stoneskin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

diamond dust worth 100 gp, which the spell consumes

up to 1 hour This spell turns the lesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Wizard 4th-level abjuration

Suggestion [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Concentration

a snakes tongue and either a bit of honeycomb or a drop of sweet oil

up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically inluence a creature you can see within range that can hear and understand you. Creatures that cant be charmed are immune to this efect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject inishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the irst beggar she meets. If the condition isnt met before the spell expires, the activity

Wizard 2nd-level enchantment

Suggestion [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Concentration

a snakes tongue and either a bit of honeycomb or a drop of sweet oil

isnt performed. If you or any of your companions damage the target, the spell ends.

Wizard 2nd-level enchantment

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Sunburst

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

ire and a piece of sunstone

Brilliant sunlight lashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isnt blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

Wizard 8th-level evocation

Teleport [1/3]

  • casting time 1 action
  • range 10 feet

  • components V
  • duration Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to it entirely inside a 10-foot cube, and it cant be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. Familiarity. Permanent circle means a permanent teleportation circle whose sigil sequence you know. Associated object means that you possess an object taken from the desired destination within the last six months, such as a book from a wizards library, bed linen from a royal suite, or a chunk of marble from a lichs secret tomb. Very familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen casually is someplace you have seen more than once but with which you arent very familiar. Viewed once is a place you have seen once, possibly using magic. Description is a place

Wizard 7th-level conjuration

Teleport [2/3]

  • casting time 1 action
  • range 10 feet

  • components V
  • duration Instantaneous

whose location and appearance you know through someone elses description, perhaps from a map. False destination is a place that doesnt exist. Perhaps you tried to scry an enemys sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. On Target. You and your group (or the target object) appear where you want to. Of Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance of target is 1d10 ? 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed of target, and rolled a 5 and 3 on the two d10s, then you would be of target by 15 percent, or 18 miles. The DM determines the direction of target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. You and your group (or the target object) wind up in a diferent area thats visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind

Wizard 7th-level conjuration

Teleport [3/3]

  • casting time 1 action
  • range 10 feet

  • components V
  • duration Instantaneous

up in another wizards laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. Mishap. The spells unpredictable magic results in a diicult journey. Each teleporting creature (or the target object) takes

Wizard 7th-level conjuration

Thaumaturgy

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical efects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause lames to licker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or omi- nous whispers. You instantaneously cause an unlocked door or win- dow to ly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute efects active at a time, and you can dismiss such an efect as an action.

Wizard Transmutation cantrip

Thunderwave

  • casting time 1 action
  • range Self (15-foot cube)

  • components V, S
  • duration Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isnt pushed. In addition, unsecured objects that are completely within the area of efect are automatically pushed 10 feet away from you by the spells efect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wizard 1st-level evocation

Time Stop

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

You briely stop the low of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any efects that you create during this period, afects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Wizard 9th-level transmutation

True Resurrection

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creatures soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses afecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creatures name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Wizard 9th-level necromancy

True Seeing

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

an ointment for the eyes that costs 25 gp. is made from mushroom powder, safron, and fat. and is consumed by the spell

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Wizard 6th-level divination

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Wall of Fire

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration

a small piece of phosphorus

up to 1 minute You create a wall of ire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 ire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 ire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the irst time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Wizard 4th-level evocation

Wall of Stone [1/2]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration

a small block of granite

up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creatures space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it cant occupy the same space as a creature or object. The wall doesnt need to be vertical or rest on any irm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span

Wizard 5th-level evocation

Wall of Stone [2/2]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration

a small block of granite

greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DMs discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and cant be dispelled. Otherwise, the wall disappears when the spell ends.

Wizard 5th-level evocation

Warding Bond

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Wizard 2nd-level abjuration

Web

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a bit of spiderweb

up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs ill a 20-foot cube from that point for the duration. The webs are diicult terrain and lightly obscure their area. If the webs arent anchored between two solid masses (such as walls or trees) or layered across a loor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a lat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are lammable. Any 5-foot cube of webs exposed to ire burns away in 1 round, dealing 2d4 ire damage to any creature that starts its turn in the ire.

Wizard 2nd-level conjuration

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