Wizard Spells
Wizard magic is fickle, complicated, and volatile. Even the most learned mages tread carefully when reaching beyond the veil to grasp arcane energies.
Range: Close
You touch one object, such as a door threshold, setting a magical alarm on it. If any creature you do not designate while casting the spell touches or crosses past the object, a magical bell sounds in your head.
Range: Close
You spread your fingers with thumbs touching, unleashing a circle of flame that roars out to a close area around where you stand.
Creatures within the area of effect take 1d6 damage, and flammable objects catch fire.
Range: Near
You magically beguile one humanoid of level 2 or less within near range, who views you as a close friend for the duration.
The spell ends if you or your allies do anything the target notices to hurt it. The target knows you magically enchanted it after the spell ends.
Range: Near
You can sense the presence of magic within near range for the spell's duration. If you focus for two rounds, you discern its general properties. Full barriers block this spell.
Range: Self
You may make an attempt to cast this spell when you fall. Your rate of descent slows so that you land safely on your feet.
Range: Near
You create a floating, circular disk of force with a concave center. It can carry up to 20 gear slots. It hovers at waist level and automatically stays within near of you. It can’t cross over dropoffs or pits taller than a Human.
Range: Near
You magically hold a portal closed for the duration. A creature must make a successful STR check vs. your spellcasting check to open the portal.
Range: Close
One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time.
Range: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell’s duration.
Range: Far
You have advantage on your check to cast this spell. A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.
Range: Near
You weave a lulling spell that fills a near-sized cube extending from you. Choose a number of living creatures in the area up to to your level. Those creatures fall into a deep sleep if they are LV 2 or less. Vigorous shaking or being injured wakes them.
Range: Far You conjure a corrosive bolt that strikes a single enemy, causing 1d6 damage per round. The bolt remains lodged in the target for as long as you maintain your focus.
Range: Self You undergo a magical transformation, altering your physical form to gain one feature that modifies your existing anatomy. For instance, you might develop functional gills on your neck or bear claws on your fingers. However, this spell cannot grow wings or additional limbs.
Range: Near You delve into the mind of a creature within your sight range. Each round, you gain insight into the target's immediate thoughts. On its turn, the target must make a Wisdom check against your last spellcasting check. If successful, it becomes aware of your presence in its mind, and the spell ends.
Range: Close By touching an object weighing no more than 5 pounds, you anchor it in its current position. It gains the ability to support up to 5,000 pounds of weight for the duration of the spell.
Range: Near You magically immobilize a humanoid creature of level 4 or lower within your sight range.
Range: Close By touching a creature, you grant it invisibility for the duration of the spell. However, the spell ends if the target attacks or casts a spell.
Range: Self You gain the ability to levitate vertically for a short distance each round during your turn. Additionally, you can push against solid objects to move horizontally.
Range: Self You generate illusory duplicates of yourself, the number of which is equal to half your level rounded down (minimum 1). These duplicates encompass you and replicate your actions. Whenever a creature attacks you, the attack misses and dissipates one of the duplicates. If all illusions vanish, the spell concludes.
Range: Self With a puff of smoke, you instantaneously teleport a short distance to a location within your line of sight.
Range: Far You magically silence sound within a nearby cube within the spell's range. Creatures within the area are deafened, and any sounds they produce cannot be heard.
Duration: 1 day
Range: Close
You touch the remains of one humanoid, causing it to rise as a zombie or skeleton under your control. The remains must have at least three limbs and an intact head. The undead creature acts on your turn. After 1 day, it collapses into grave dust.
Duration: Instant
Range: Near
End one spell affecting a target you can see within range.
Duration: Instant
Range: Far
You hurl a small flame that erupts into a fiery blast. All creatures in a near-sized cube around the point of impact take 4d6 damage.
Duration: 5 rounds
Range: Self
Your feet lift from the ground, and you take to the air like a hummingbird. You can fly near for the spell's duration and are able to hover in place.
Duration: 10 rounds
Range: Self
You and your gear turn into a cloud of smoke for the spell's duration. You can fly and pass through any gap that smoke could. You can sense the terrain and any movement around you out to a near distance. You can't cast spells while in this form.
Duration: Focus
Range: Far
You create a convincing visible and audible illusion that fills up to a near-sized cube in range. The illusion cannot cause harm, but creatures who believe it is real react to it as though it were. A creature inspecting the illusion from afar must pass a Wisdom check against your last spellcasting check to recognize it as false. Touching the illusion also reveals its illusory nature.
Duration: Instant
Range: Far
You shoot a blue-white ray of lightning from your hands, striking all creatures in a straight line out to a far distance. Creatures struck by the lightning take 3d6 damage.
Duration: Focus
Range: Close
One creature you touch becomes impervious to the wild fury of the elements. Choose fire, cold, or electricity. For the spell's duration, the target is immune to harm from energy of the chosen type.
Duration: Instant
Range: Close
A dead body you touch answers your questions in a distant, wheezing voice. You can ask the dead body up to three yes or no questions (one at a time). The GM truthfully answers "yes" or "no" to each. If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure, instead.
Duration: Focus
Range: Far
You conjure an invisible, magical eye that hovers in the air, allowing you to see through it. It can move up to a near distance per round and can pass through small openings.
Duration: 5 rounds
Range: Far
You create a moving cloud of poisonous gas that fills a near-sized area. Creatures within the cloud take damage each round and must make a Constitution check or be poisoned.
Duration: 3 rounds
Range: Near
You befuddle the minds of creatures in a near-sized area. Affected creatures must make a Wisdom check or take random actions each round.
Duration: Focus
Range: Far
You manipulate a large body of water within range, allowing you to create whirlpools, redirect flow, or part the waters, affecting a far-sized area.
Duration: Instant
Range: Far
You teleport yourself and up to one willing creature within touch range to a location within far distance that you can visualize or describe.
Duration: Instant
Range: Self
You contact your deity or a divine proxy to ask a single question concerning a specific goal, event, or activity to occur within the next 7 days. The GM offers a truthful reply.
Duration: 1 hour
Range: Near
You create a passage through wooden, plaster, or stone walls, up to 5 feet wide, 8 feet tall, and 20 feet deep.
Duration: 10 rounds
Range: Close
You transform a creature into a new form. The transformation lasts for the duration or until the creature drops to 0 HP. The new form can be any creature of equal or lesser level.
Duration: Instant
Range: Unlimited
You send a brief, mental message to any creature with whom you are familiar who is on the same plane.
Duration: Focus
Range: Close
You touch a creature, granting it resistance to non-magical bludgeoning, piercing, and slashing damage. The effect lasts as long as you maintain focus.
Duration: Focus
Range: Far
You gain the ability to move or manipulate creatures or objects at a distance. You can move a creature or object weighing up to 500 pounds within range.
Duration: 10 rounds
Range: Near
You create an invisible wall of force that is impervious to physical and magical attacks. The wall can be up to a near-sized area and can be shaped as desired.
Range: Close
You touch one humanoid's remains, and it rises as a zombie or skeleton under your control. The remains must have at least three limbs and its head intact. The undead creature acts on your turn. After 1 day, the creature collapses into grave dust.
Range: Far
A green ray shoots from your finger and turns a creature or object into ash. A target creature of LV 4 or less instantly dies. If it is LV 6+, it takes 3d8 damage, instead. A non-magical object up to the size of a large tree is destroyed.
Range: Far
You paralyze one creature you can see within range. The target is frozen in place and can't take actions. At the end of each of its turns, it may make a Wisdom check vs. your last spellcasting check to end the spell.
Range: Far
You hurl a multicolored sphere that explodes in a dazzling array. Each creature in a near-sized area must make a Dexterity check vs. your last spellcasting check or suffer a random effect based on the color struck.
Duration: 5 rounds
Range: Near
You create an immobile, shimmering sphere of force that encloses a creature or object of up to near size. Nothing can pass through the sphere, and the enclosed creature is immune to all effects outside the sphere.
Range: Far
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom check vs. your last spellcasting check to resist the spell.
Range: Self
You assume the form of a different creature. The transformation lasts for the duration or until you choose to revert to your normal form. You gain the abilities of the chosen form.
Range: Self
You and up to eight willing creatures are instantly transported to a destination you specify. If you are very familiar with the destination, you arrive exactly where desired.
TIER ONE Wizard SPELLS
ALARM
Duration: 1 dayRange: Close
You touch one object, such as a door threshold, setting a magical alarm on it. If any creature you do not designate while casting the spell touches or crosses past the object, a magical bell sounds in your head.
BURNING HANDS
Duration: InstantRange: Close
You spread your fingers with thumbs touching, unleashing a circle of flame that roars out to a close area around where you stand.
Creatures within the area of effect take 1d6 damage, and flammable objects catch fire.
CHARM PERSON
Duration: 1d8 daysRange: Near
You magically beguile one humanoid of level 2 or less within near range, who views you as a close friend for the duration.
The spell ends if you or your allies do anything the target notices to hurt it. The target knows you magically enchanted it after the spell ends.
DETECT MAGIC
Duration: FocusRange: Near
You can sense the presence of magic within near range for the spell's duration. If you focus for two rounds, you discern its general properties. Full barriers block this spell.
FEATHER FALL
Duration: InstantRange: Self
You may make an attempt to cast this spell when you fall. Your rate of descent slows so that you land safely on your feet.
FLOATING DISK
Duration: 10 roundsRange: Near
You create a floating, circular disk of force with a concave center. It can carry up to 20 gear slots. It hovers at waist level and automatically stays within near of you. It can’t cross over dropoffs or pits taller than a Human.
HOLD PORTAL
Duration: 10 roundsRange: Near
You magically hold a portal closed for the duration. A creature must make a successful STR check vs. your spellcasting check to open the portal.
LIGHT
Duration: 1 hour real timeRange: Close
One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time.
MAGE ARMOR
Duration: 10 roundsRange: Self
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell’s duration.
MAGIC MISSILE
Duration: InstantRange: Far
You have advantage on your check to cast this spell. A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.
SLEEP
Duration: InstantRange: Near
You weave a lulling spell that fills a near-sized cube extending from you. Choose a number of living creatures in the area up to to your level. Those creatures fall into a deep sleep if they are LV 2 or less. Vigorous shaking or being injured wakes them.
TIER TWO Wizard SPELLS
ACID ARROW
Duration: FocusRange: Far You conjure a corrosive bolt that strikes a single enemy, causing 1d6 damage per round. The bolt remains lodged in the target for as long as you maintain your focus.
ALTER SELF
Duration: 5 roundsRange: Self You undergo a magical transformation, altering your physical form to gain one feature that modifies your existing anatomy. For instance, you might develop functional gills on your neck or bear claws on your fingers. However, this spell cannot grow wings or additional limbs.
DETECT THOUGHTS
Duration: FocusRange: Near You delve into the mind of a creature within your sight range. Each round, you gain insight into the target's immediate thoughts. On its turn, the target must make a Wisdom check against your last spellcasting check. If successful, it becomes aware of your presence in its mind, and the spell ends.
FIXED
Duration: 5 roundsRange: Close By touching an object weighing no more than 5 pounds, you anchor it in its current position. It gains the ability to support up to 5,000 pounds of weight for the duration of the spell.
HOLD PERSON
Duration: FocusRange: Near You magically immobilize a humanoid creature of level 4 or lower within your sight range.
INVISIBILITY
Duration: 10 roundsRange: Close By touching a creature, you grant it invisibility for the duration of the spell. However, the spell ends if the target attacks or casts a spell.
LEVITATE
Duration: FocusRange: Self You gain the ability to levitate vertically for a short distance each round during your turn. Additionally, you can push against solid objects to move horizontally.
MIRROR IMAGE
Duration: 5 roundsRange: Self You generate illusory duplicates of yourself, the number of which is equal to half your level rounded down (minimum 1). These duplicates encompass you and replicate your actions. Whenever a creature attacks you, the attack misses and dissipates one of the duplicates. If all illusions vanish, the spell concludes.
MISTY STEP
Duration: InstantRange: Self With a puff of smoke, you instantaneously teleport a short distance to a location within your line of sight.
SILENCE
Duration: FocusRange: Far You magically silence sound within a nearby cube within the spell's range. Creatures within the area are deafened, and any sounds they produce cannot be heard.
WEB
Duration: 5 rounds Range: Far You conjure a cube of sticky, dense spider web within the spell's range. Any creature ensnared in the web is immobilized and must pass a Strength save against your spellcasting check to break free.TIER THREE Wizard SPELLS
ANIMATE DEAD
Tier 3, WizardDuration: 1 day
Range: Close
You touch the remains of one humanoid, causing it to rise as a zombie or skeleton under your control. The remains must have at least three limbs and an intact head. The undead creature acts on your turn. After 1 day, it collapses into grave dust.
DISPEL MAGIC
Tier 3, WizardDuration: Instant
Range: Near
End one spell affecting a target you can see within range.
FIREBALL
Tier 3, WizardDuration: Instant
Range: Far
You hurl a small flame that erupts into a fiery blast. All creatures in a near-sized cube around the point of impact take 4d6 damage.
FLY
Tier 3, WizardDuration: 5 rounds
Range: Self
Your feet lift from the ground, and you take to the air like a hummingbird. You can fly near for the spell's duration and are able to hover in place.
GASEOUS FORM
Tier 3, WizardDuration: 10 rounds
Range: Self
You and your gear turn into a cloud of smoke for the spell's duration. You can fly and pass through any gap that smoke could. You can sense the terrain and any movement around you out to a near distance. You can't cast spells while in this form.
ILLUSION
Tier 3, WizardDuration: Focus
Range: Far
You create a convincing visible and audible illusion that fills up to a near-sized cube in range. The illusion cannot cause harm, but creatures who believe it is real react to it as though it were. A creature inspecting the illusion from afar must pass a Wisdom check against your last spellcasting check to recognize it as false. Touching the illusion also reveals its illusory nature.
LIGHTNING BOLT
Tier 3, WizardDuration: Instant
Range: Far
You shoot a blue-white ray of lightning from your hands, striking all creatures in a straight line out to a far distance. Creatures struck by the lightning take 3d6 damage.
PROTECTION FROM ENERGY
Tier 3, WizardDuration: Focus
Range: Close
One creature you touch becomes impervious to the wild fury of the elements. Choose fire, cold, or electricity. For the spell's duration, the target is immune to harm from energy of the chosen type.
SPEAK WITH DEAD
Class: Wizard, PriestDuration: Instant
Range: Close
A dead body you touch answers your questions in a distant, wheezing voice. You can ask the dead body up to three yes or no questions (one at a time). The GM truthfully answers "yes" or "no" to each. If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure, instead.
TIER FOUR Wizard SPELLS
ARCANE EYE
Class: WizardDuration: Focus
Range: Far
You conjure an invisible, magical eye that hovers in the air, allowing you to see through it. It can move up to a near distance per round and can pass through small openings.
CLOUDKILL
Class: WizardDuration: 5 rounds
Range: Far
You create a moving cloud of poisonous gas that fills a near-sized area. Creatures within the cloud take damage each round and must make a Constitution check or be poisoned.
CONFUSION
Class: WizardDuration: 3 rounds
Range: Near
You befuddle the minds of creatures in a near-sized area. Affected creatures must make a Wisdom check or take random actions each round.
CONTROL WATER
Class: WizardDuration: Focus
Range: Far
You manipulate a large body of water within range, allowing you to create whirlpools, redirect flow, or part the waters, affecting a far-sized area.
DIMENSION DOOR
Class: WizardDuration: Instant
Range: Far
You teleport yourself and up to one willing creature within touch range to a location within far distance that you can visualize or describe.
DIVINATION
Class: PriestDuration: Instant
Range: Self
You contact your deity or a divine proxy to ask a single question concerning a specific goal, event, or activity to occur within the next 7 days. The GM offers a truthful reply.
PASSWALL
Class: WizardDuration: 1 hour
Range: Near
You create a passage through wooden, plaster, or stone walls, up to 5 feet wide, 8 feet tall, and 20 feet deep.
POLYMORPH
Class: WizardDuration: 10 rounds
Range: Close
You transform a creature into a new form. The transformation lasts for the duration or until the creature drops to 0 HP. The new form can be any creature of equal or lesser level.
SENDING
Tier 3, WizardDuration: Instant
Range: Unlimited
You send a brief, mental message to any creature with whom you are familiar who is on the same plane.
STONESKIN
Class: PriestDuration: Focus
Range: Close
You touch a creature, granting it resistance to non-magical bludgeoning, piercing, and slashing damage. The effect lasts as long as you maintain focus.
TELEKINESIS
Class: WizardDuration: Focus
Range: Far
You gain the ability to move or manipulate creatures or objects at a distance. You can move a creature or object weighing up to 500 pounds within range.
WALL OF FORCE
Class: WizardDuration: 10 rounds
Range: Near
You create an invisible wall of force that is impervious to physical and magical attacks. The wall can be up to a near-sized area and can be shaped as desired.
TIER FIVE Wizard SPELLS
CREATE UNDEAD
Duration: 1 dayRange: Close
You touch one humanoid's remains, and it rises as a zombie or skeleton under your control. The remains must have at least three limbs and its head intact. The undead creature acts on your turn. After 1 day, the creature collapses into grave dust.
DISINTEGRATE
Duration: InstantRange: Far
A green ray shoots from your finger and turns a creature or object into ash. A target creature of LV 4 or less instantly dies. If it is LV 6+, it takes 3d8 damage, instead. A non-magical object up to the size of a large tree is destroyed.
HOLD MONSTER
Duration: FocusRange: Far
You paralyze one creature you can see within range. The target is frozen in place and can't take actions. At the end of each of its turns, it may make a Wisdom check vs. your last spellcasting check to end the spell.
PRISMATIC ORB
Duration: InstantRange: Far
You hurl a multicolored sphere that explodes in a dazzling array. Each creature in a near-sized area must make a Dexterity check vs. your last spellcasting check or suffer a random effect based on the color struck.
RESILIENT SPHERE
Class: WizardDuration: 5 rounds
Range: Near
You create an immobile, shimmering sphere of force that encloses a creature or object of up to near size. Nothing can pass through the sphere, and the enclosed creature is immune to all effects outside the sphere.
SCRYING
Duration: FocusRange: Far
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom check vs. your last spellcasting check to resist the spell.
SHAPECHANGE
Duration: FocusRange: Self
You assume the form of a different creature. The transformation lasts for the duration or until you choose to revert to your normal form. You gain the abilities of the chosen form.
TELEPORT
Duration: InstantRange: Self
You and up to eight willing creatures are instantly transported to a destination you specify. If you are very familiar with the destination, you arrive exactly where desired.
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