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WIZARD SPELLS

0-LEVEL WIZARD SPELLS Tensers Floating DiscR : oating disc can carry up to
500 lbs.
(CANTRIPS) Div Unseen ServantR : Invisible force can interact with ob-
jects.
Abjur Blade Ward: you gain resistance to physical damage for
Comprehend LanguagesR : Understand any language
1 round.
for 1 hour
Conj Acid Splash: 1d6 acid damage to one or two targets.
Detect MagicR : Sense magic within 30 ft.
+1d6/tier.
IdentifyR : Learn properties of magic item or magical ef-
Mage Hand: hand can manipulate small objects.
fects on target creature.
Poison Spray: 1d12 poison damage to a target.
Ench Charm Person: 1 humanoid (+1/level) becomes
+1d12/tier.
friendly to you for one hour.
Div True Strike: you gain advantage on your next attack
Sleep: 5d8 hp (+2d8/level) worth of creatures fall asleep.
roll.
Tashas Hideous Laughter: targer must Wis save or
Ench Friends: make one creature friendly to you for one
fall prone.
minute. Hostile afterwards.
Evoc Burning Hands: 3d6 re damage (+1d6/level) in 15 ft.
Evoc Dancing Lights: create small lights or one glowing
cone.
form.
Chromatic Orb: ranged spell attack deals 2d8 acid,
Fire Bolt: 1d10 re damage to a target. +1d10/tier.
cold, re, poison, thunder or lightning damage
Light: make object shine as a torch.
(+1d8/level).
Ray of Frost: ranged spell attack deals 1d8 cold damage
Magic Missile: 3 darts (+1/level) deal 1d4+1 force dam-
(+1d8/tier) to a target, plus 10 ft. reduced movement
age each
for one round.
Thunderwave: 2d8 thunder damage (+1d8/level) in 15
Shocking Grasp: 1d8 lightning damage (+1d8/tier) to a
ft. cube and targets get pushed back 10 ft.
melee target, plus it cant take reactions for 1 round.
Witch Bolt: ranged spell attack deals 1d12 lightning
Illus Minor Illusion: creates minor illusion of image OR
damage (+1d12/level). If maintained as action, deals
sound.
another 1d12.
Necro Chill Touch: ranged spell attack deals 1d8 necrotic dam-
Illus Color Spray: 6d10 hp (+2d10/level) worth of creatures
age (+1d8/tier) to a target, plus it cant regain HP for
in 15 ft. cone are blinded for 1 round.
1 round. If undead, also gains disadvantage against
Disguise Self: illusory disguise.
you.
Illusry ScriptR : message can only be read by certain
Trans Mending: makes small reparis to an object.
creatures.
Message: send a short message and get reply.
Silent Image: optical illusion in 15 ft. cube. Can move
Prestidigitation: performs various harmless magical
as action.
effects.
Necro False Life: gain 1d4+4 temporary hp (+5/level) for 1
hour.
Ray of Sickness: ranged spell attack deals 2d8 poison
1ST -LEVEL WIZARD SPELLS damage (+1d8/level) and target is poisoned for 1
round.
Abjur AlarmR : mental or audible alarm when intruders enter Trans Feather Fall: Up to ve creatures fall at 60 ft/round, tak-
area. ing no falling damage and landing standing.
Mage Armor: AC becomes 13+DEX mod for 8 hours. Jump: Creature touched can jump three times as far.
Shield: reaction. +5 AC and immune to M.Missile for Longstrider: increase the speed of one creature/level
one round. by 10 ft
Protection from Evil and Good: protects against
aberrations, celestials, elementals, fey, ends, and
undead.
Conj Find FamiliarR : conjures a familiar to serve you. 2ND -LEVEL WIZARD SPELLS
Fog Cloud: 20 ft. radius sphere of obscuring fog. +20
ft./level. Abjur Arcane Lock: locks object magically. +10 DC for open-
Grease: 10 ft. area becomes difcult terrain and slip- ing it.
pery. Conj Cloud of Daggers: 5ft. cube is lled with daggers that

Spells Page 1 of 5
deal 4d4 slashing damage (+2d4/level) to creatures dead is extended.
inside. Ray of Enfeeblement: ranged spell attack cuts targets
Flaming Sphere: 5ft. diameter ball of ame sheds Strength based attacks down to half damage.
light, can be controlled, and deals 2d6 re damage Trans Alter Self: digsuises target, grants it aquatic adaptation,
to creatures within 5 ft. or gives it a natural weapon. Enlarge/Reduce: en-
Misty Step: caster teleports 30 ft. within their line of larges or shrinks target, granting it bonuses or penal-
sight. ties in combat and physical statistics respectively.
Web: lls 20ft. cube with webbing, restraining crea- Knock: unlocks one mundane lock, makes door un-
tures and creating difcult terrain, and light obscu- barred/ unstuck, or suppresses arcane lock for 10
rity. minutes.
Div Darkvision: taget gains darkvision for 8 hours. Levitate: levitates creature or object of up to 500 lbs. up
Detect Thoughts: read surface thoughts of target. Also to 20 ft. per turn.
detects thinking creatures within 30 ft. Magic Weapon: touched weapon becomes magical for
Locate Object: caster learns the direction to either a up to one hour. L2: +1, L4: +2, L6: +3.
specic object or the closest of a particular kind Rope Trick: creates extradimensional space for up to 8
within 1,000 ft. people.
See Invisibility: caster can see invisible and ethereal Spider Climb: target can move freely along walls and
things. ceilings by walking on them, and gains a climbing
Ench Crown of Madness: target is charmed and forced to at- speed.
tack a target of your choice each round. Target must
be controlled with an action and gets a new save
each round. 3RD -LEVEL WIZARD SPELLS
Hold Person: one humanoid (+1/level within 30 ft.) be-
comes paralyzed unless it succeds on a Wisdom save. Abjur Counterspell: reaction. Interrupt spell of level 3 and
Suggestion: target is made to follow reasonable course lower (+1/level) being cast nearby, and possibly of
of action. higher level.
Evoc Continual Flame: creates heatless, permanent Dispel Magic: end spell effect of 3rd level or lower
torchlike ame that can be hidden but not (+1/level), and possibly of higher level.
quenched. Glyph of Warding: magical trap either deals 5d8 acid,
Darkness: creates 15ft. radius sphere of darkness that cold, re, lightning, or thunder damage (+1d8/level)
blocks darkvision. in 20ft. radius, on unleashes a spell of 3rd level
Gust of Wind: 60ft. lond and 10ft. wide line of wind (+1/level) or lower.
pushes creatures, impedes their movement, and dis- Magic Circle: 10ft. radius, 20ft. tall cylinder protects
perses gas/mists. vs one or more types of supernatural creatures by
Melf s Acid Arrow: ranged spell attack deals 4d4 poi- blocking entrance, giving disadvantage on attacks,
son damage (+1d4/level), plus 2d4 poison damage and preventing charm, fear, or possession. Can
(+1d4/level) on the next turn. also be used to trap creature inside. Lasts one hour
Scorching Ray: res three rays (+1 ray/level) that each (+1/level).
deals 2d6 re damage. Nondetenction: target cant be perceived by divination
Shatter: 10ft. radius sphere deals 3d8 thunder dam- magic.
age (+1d8/ level). Inorganic creatures have disad- Protection from Energy: willing creature touched
vantage on their save. has resistance to acid, cold, re, lightning, or
Illus Blur: enemies that rely on sight have disadvantage on at- thunder for up to one hour.
tacks against you. Remove Curse: removes all curses from one creature or
Invisibility: one touched creature (+1/level) becomes object. Cursed magic item is still cursed but can be
invisible for up to one hour, or until it attacks or discarded.
casts a spell. Conj Leomunds Tiny HutR : creates a 10ft. radius dome of
Magic MouthR : object recites message of up to 25 force that lasts 8 hours.
words when triggering condition occurs. Sleet Storm: 40ft radius, 20ft. tall cylinder is heavily
Mirror Image: creates three illusory duplicates that act obscured, douses exposed ames, becomes difcult
as decoys. terrain, and creatures inside may fall prone or have
Nystuls Magic Aura: masks or creates a magical aura their concentration broken.
for a creature or object. Also masks aura for align- Stinking Cloud: 20ft. sphere of gas obscures vision
ment detection. and creatures inside may lose their action.
Phantasmal Force: creates an illusion in targets mind Div Clairvoyance: invisible sensor can see or hear for you
that is perceived as real, and can even deal up to 1d6 within one mile.
psychic damage. Tongues: target creature can understand any language,
Necro Blindness/Deafness: one target (+1/level) becomes and anything it says universally understood.
blinded or deafened, and gets a new save each turn. Evoc Fireball: 20ft. radius blast deals 8d6 re damage
Gentle ReposeR : corpse does not deacay, and cannot (+1d6/level).
become undead. Its time limit for spells like raise Lightning Bolt: 100ft. line deals 8d6 lightning dam-

Spells Page 2 of 5
age (+1d6/ level) to all targets in its path. take 3d6 damage each turn.
Sending: send 25word message and get reply from a Leomunds Secret Chest: hides chest on ethereal
target anywhere. 5% chance of failure if target is on plane, which can be retrieved with token replica.
another plane. Mordekainens Faithful Hound: invisible stationary
Illus Fear: creatures in 30ft. cone become frightened and watchdog barks when Small or larger creatures
ee. They may roll a new save when out of sight come within 30 ft. and bites adjacent ones for 4d8
from the caster. piercing damage.
Hypnotic Pattern: creatures in 30ft. cube are Div Arcane Eye: invisible magical eye spies for you. Moves
charmed, incapacitated, and have 0 speed. Effect at 30 ft.
is broken if the targets take damage, or if another Locate Creature: caster learns direction to either a spe-
creature spends its action to do so. cic creature, or the closest of a prticular kind
Phantasmal SteedR : creates steed with 100ft. speed. within 1,000 ft.
Major Image: creates an illusion containing sight, Ench Confusion: creatures in 10ft. (+5/level) sphere be-
sound, smell, and temperature in 20ft. cube. Can come confused.
be moved as an action. Evoc Fire Shield: warm/cold shield sheds light, gives resis-
Necro Animate Dead: creates one skeleton or zombie from a tance to cold/re, and deals 2d8 re/cold damage to
corpse (+2/level), and controls it for 24 hours. melee attackers.
Bestow Curse: target is cursed with various effects. Ice Storm: 20ft. radius, 40ft. high cylinder deals
Feign DeathR : willing target appears dead, cant act, 2d8 bludgeoning damage (+1d8/level) and 4d6 cold
gains resistance to all non-psychic damage, sup- damage to creatures within, and is treated as difcult
presses posions and diseases. terrain.
Vampiric Touch: melee spell attack deals 3d6 necrotic Otilukes Resilient Sphere: force sphere encloses
damage (+1d6/level), and you regain half that many Large or smaller creature or object, shielding both
hp. Can repeat attack on subsequent turns as action ways. Globe can be physically moved.
for up to one minute. Wall of Fire: creates wall of re that deals 5d8 re dam-
Trans Blink: 50% chance each turn for turning ethereal for one age (+1d8/level) to creatures inside, near it, or pass-
round. ing through it.
Fly: one willing target (+1/level) gains 60 ft. ying speed. Illus Greater Invisibility: caster or willing creature be-
Gaseous Form: target turns into gas cloud, gaining y- comes invisible for up to one minute.
ing speed 10 ft., resistance to nonmagical damage, Hallucinatory Terrain: makes natural terrain look
advantage on Str, Dex, and Con saves. Also able to like other natural terrain.
pass through small holes, but cant talk, manipulate, Phantasmal Killer: creates illusion of the targets deep-
attack, or cast spells. est fear in its mind, frghtening it and dealing 4d10
Haste: willing creature gets double speed, +2 AC, advan- psychic damage/turn.
tage on Dex saves, and can take one additional ac- Necro Blight: target takes 8d8 necrotic damage (+1d8/level).
tion each turn to make one Attack, Dash, Disengage, Plant creatures and magical plants take maximum
Hide, or Use Object. After the spell ends, target does damage. Mundane plants automatically die.
nothing for one turn. Trans Control Water: control water in 100ft. cube to create
Slow: up to 6 creatures are slowed, getting half speed, 2 ood, part water, redirect ow, or create whirlpool.
to AC and Dex saves, cant use reactions, and lose ei- Fabricate: turns raw material into product.
ther their action or bonus action each turn. Polymorph: target creature turns into a beast with CR
Water BreathingR : up to 10 willing creatures can equal to or less than its own CR/level.
breathe water. Stone Shape: reshapes stone object of either up to
medium size or 5ft. cube or less with limited de-
tail.
4TH -LEVEL WIZARD SPELLS
Abjur Banishment: one target (+1/level) gets banished to 5TH -LEVEL WIZARD SPELLS
other plane.
Mordekainens Private Sanctum: area is proof Abjur Planar Binding: binds a celestial, elemental, fey, or
against detection, teleportation, and/or planar end creature to your service.
travel. Conj Cloudkill: 20ft spherical cloud moves away from caster
Stoneskin: target gains resistance to nonmagical physi- at 10 ft./round, and deals 5d8 poison damage to crea-
cal damage. tures inside.
Conj Conjure Minor Elementals: summons weak elemen- Conjure Elemental: summons elemental of CR 5 (+1
tals to ght for you. CR/level) or less. Requires 10ft. cube of existing
Dimension Door: shortranged teleport of caster plus element.
one willing creature. Creation: creates temporary object with duration de-
Evards Black Tentacles: 20ft square becomes dif- pending on the material created.
cult terrain, and creatures inside take 3d6 bludgeon- Teleportation Circle: creates portal leading to known
ing damage and are restrained. Restrained creatures permanent teleportation circle.

Spells Page 3 of 5
Div Contact Other Plane: ask extraplanar entity up to 5 on attacks and Dexterity saves, and granting advan-
questions and receive oneword answers, but risk tage to attackers. Target can make Wisdom save to
taking 6d6 psychic damage and going insane until stop as an action.
the next long rest. Evoc Chain Lightning: primary target plus up to three tar-
Legend Lore: caster learns lore about person, place, or gets (+1/level) within 30 ft. take 10d8 lightning
object. damage.
Rarys Telepathic Bond: establishes telepathic com- Contingency: auto-cast spell of level 5 or lower when
munication between up to 8 willing creatures. set condition occurs.
Scrying: creates invisible sensor near target creature or Otilukes Freezing Sphere: deals 10d6 cold damage
location. (+1d6/level) in 60ft. radius, and freezes water. Can
Ench Dominate Person: charm and command a humanoid. be delayed to detonate later.
Target can make a new save to break free each time Sunbeam: 60ft. long beam of sunlight deals 6d8 ra-
it takes damage. diant damage and blinds targets hit. Undead and
Geas: target creature is instructed to do or not do some- oozes have disadvantage.
thing and takes damage each day it disobeys. Wall of Ice: wall or dome of ice deals 10d6 cold dam-
Hold Monster: one creature (+1/level) becomes para- age (+2d6/level) to creatures in its way, and 5d6 cold
lyzed. damage (+1d6/level) to those who pass through.
Modify Memory: charms target and alters its recent Illus Programmed Illusion: preprogrammed illusion for up
memories. to 5 minutes when trigger occurs.
Evoc Bigbys Hand: creates large hand of force than can Necro Circle of Death: deals 8d6 necrotic damage
punch for 4d8 damage (+2d8/level), grapple for (+2d6/level) in 60ft. radius sphere.
2d6+Int mod crushing damage (+2d6/level), push Create Undead: creates ghouls, ghasts, wights or mum-
creatures, or block enemy attacks. mies and controls them for 24 hours.
Cone of Cold: deals 8d8 cold damage (+1d8/level) in Eyebite: forces creature to fall asleep, become panicked
60ft cone. or become sickened.
Wall of Force: creates wall or dome of force, immune to Magic Jar: casters soul enters object, and can possess
damage and dispel magic, but not to disintegrate. others.
Wall of Stone: creates crudely shapable wall of stone. Trans Disintegrate: target takes 10d6+40 force damage, and is
Illus Dream: target receives no benets from resting and re- disintegrated if reduced to 0 hp.
ceives 3d6 psychic damage. Dream can be shaped to Flesh to Stone: target becomes restrained and possibly
deliver message or nightmare. petried.
Mislead: turns subject invisible and creates illusory dou- Move Earth: slowly move natural earth in up to 40ft.
ble that uses the originals senses instead of its own. square area. Area can be changed every 10 minutes.
Seeming: disguises any number of creatures with illu-
sions.
Trans Animate Objects: animate up to 10 small objects 7TH -LEVEL WIZARD SPELLS
(+2/level). Medium objects count as 2, Large as 4,
and Huge as 8. Abjur Symbol: creates a glyph with a varying number of ef-
Passwall: creates passage up to 5 ft. x 8 ft., and 20 ft. fects.
deep. Conj Mordekainens Magnificent Mansion: creates tem-
Telekinesis: moves creature or object up to 30 ft. per porary luxurious extradimensional dwelling.
round. Plane Shift: teleports yourself and up to 8 willing peo-
ple to another plane, or baishes a creature there.
Teleport: teleports self and up to 8 willing creatures any-
6TH -LEVEL WIZARD SPELLS where on the same plane. Familiarity with destina-
tion affects arrival point precision.
Abjur Globe of Invulnerability: 10ft. radius blocks spell ef- Evoc Delayed Blast Fireball: 12d6 re damage (+1d6/level)
fects of level 5 (+1/level) or lower. in 20 ft. radius blast. +1d6 damage if delayed for at
Guards and Wards: wards area with various effects. least one round.
Conj Arcane Gate: create temporary portals, linking two Forcecage: creates a 20ft. cage or 10ft. box of force,
points within 500 ft. of each other. which hinders teleportation out of it.
Drawmijs Instant SummonsR : marks item for later Mordekainens Sword: force sword deals 3d10 force
summoning regardless or plane or distance. If item damage with spell attack. Can be controlled with
is held/ carried by another creature, you learn by bonus action.
who and where. Prismatic Spray: all creatures in 60ft. cone sustain
Div True Seeing: creature has truesight, notices secret various random effects.
doors hidden by magic, and sees into the ethereal. Illus Mirage Arcane: largescale illusory terrain change.
Ench Mass Suggestion: up to 12 creatures follow suggested Project Image: creates illusory duplicate. Can shift
reasonable course of action. Wisdom save negates. senses between self and duplicate as bonus action.
Ottos Irresistible Dance: target starts dancing on the Simulacrum: creates copy with half hp of creature,
spot, using all its movement, having disadvantage friendly to you and designated creatures, which

Spells Page 4 of 5
obeys your orders. Div Foresight: target cant be surprised and has advantage
Necro Finger of Death: deals 7d8+30 necrotic damage. If tar- on attacks, ability checks, and saves. Attackers have
get is killed by the spell, it rises as a zombie in the disadvantage on attacks.
next turn. Ench Power Word Kill: target dies if it has 100 hp or fewer.
Trans Etherealness: you and your allies enter the Border Evoc Meteor Swarm: four 20ft. spheres deal 20d6 re and
Ethereal. 20d6 bludgeoning damage (Dexterity save for half
Reverse Gravity: reverses gravity in cylinder 100ft. damage).
wide and 100ft. tall. Illus Weird: all creatures in 30ft. sphere must succed on a
Sequester: willing creature or object enters suspended Wisdom save or become frightened. Each affected
animation and becomes invisible and undetectable creature that doesnt break free on subsequent turns
until triggering condition occurs. takes 4d10 psychic damage.
Necro Astral Projection: project self and up to 8 willing crea-
tures to the Astral Plane.
Trans Shapechange:
8TH -LEVEL WIZARD SPELLS Time Stop: you gain 1d4+1 extra turns. Ends if you in-
teract with another creature, an attended object, or
Abjur Antimagic Field: magic doesnt work in 10ft. sphere.
if you move more than 1,000 ft. away.
Mind Blank: creature touched is immune to psychic
True Polymorph: turns creature or object into another
damage, mind-reading, divination, and charm.
creature or object.
Conj Demiplane: creates door leading to a 30ft. cube demi-
plane.
Incendiary Cloud: 20ft. radius cloud of heavily ob-
scuring mist deals 10d8 re damage/turn (Dex save
for half damage).
Maze: banishes creature to demiplane until they es-
cape with DC 20 Intelligence check. Antipa-
thy/Sympathy: object or area attracts or repels a par-
ticular kind of intelligent creature for 10 days.
Ench Dominate Monster: charm and command a creature.
Target can make a new save to break free each time
it takes damage.
Feeblemind: target takes 4d6 psychic damage and must
succeed on an Intelligence save or have its Int and
Cha scores reduced to 1, losing spellcasting and
communication abilities.
Power Word Stun: target gets stunned if it has 150 or
fewer hp.
Evoc Sunburst: 60ft. radius burst deals 12d6 radiant damage
and blinds for 1 minute. Con save halves damage
and negates blindness.
Telepathy: creates telepathic link with willing creature
while on the same plane.
Necro Clone: create backup clone, which takes 120 days to
grow.
Trans Control Weather: controls weather in 5 mile radius
with gradual effect.

9TH -LEVEL WIZARD SPELLS


Abjur Imprisonment: target must succeed on a Wisdom save
or get trapped indenitely.
Prismatic Wall: shimmering multicolored wall or
sphere sheds light, blinding nearby creatures.
Passing through causes several effects on the
subject.
Conj Gate: creates portal to precise point on other plane. You
may summon named creature from the other side,
but the creature is not compelled to serve you.
Wish: grants a wish to the caster, but can cause him great
distress.

Spells Page 5 of 5

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