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.    

TIER ONE Wizard SPELLS


ALARM

Duration: 1 day
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.    

BURNING HANDS

Duration: Instant
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.

 

CHARM PERSON

Duration: 1d8 days
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.
   

DETECT MAGIC

Duration: Focus
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.

 

FEATHER FALL

Duration: Instant
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.

 

FLOATING DISK

Duration: 10 rounds
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.

 

HOLD PORTAL

Duration: 10 rounds
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.

 

LIGHT

Duration: 1 hour real time
Range: 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 rounds
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.

 

MAGIC MISSILE

Duration: Instant
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.

 

SLEEP

Duration: Instant
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.


 

TIER TWO Wizard SPELLS

ACID ARROW

Duration: Focus
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.


ALTER SELF

Duration: 5 rounds
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.


DETECT THOUGHTS

Duration: Focus
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.


FIXED

Duration: 5 rounds
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.


HOLD PERSON

Duration: Focus
Range: Near   You magically immobilize a humanoid creature of level 4 or lower within your sight range.


INVISIBILITY

Duration: 10 rounds
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.


LEVITATE

Duration: Focus
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.


MIRROR IMAGE

Duration: 5 rounds
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.


MISTY STEP

Duration: Instant
Range: Self   With a puff of smoke, you instantaneously teleport a short distance to a location within your line of sight.


SILENCE

Duration: Focus
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.


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, Wizard
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.

 

DISPEL MAGIC

Tier 3, Wizard
Duration: Instant
Range: Near
  End one spell affecting a target you can see within range.    

FIREBALL

Tier 3, Wizard
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.    

FLY

Tier 3, Wizard
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.    

GASEOUS FORM

Tier 3, Wizard
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.    

ILLUSION

Tier 3, Wizard
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.    

LIGHTNING BOLT

Tier 3, Wizard
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.    

PROTECTION FROM ENERGY

Tier 3, Wizard
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.    

SPEAK WITH DEAD

Class: Wizard, Priest
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.    

TIER FOUR Wizard SPELLS

 

ARCANE EYE

Class: Wizard
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.    

CLOUDKILL

Class: Wizard
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.    

CONFUSION

Class: Wizard
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.    

CONTROL WATER

Class: Wizard
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.    

DIMENSION DOOR

Class: Wizard
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.    

DIVINATION

Class: Priest
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.    

PASSWALL

Class: Wizard
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.    

POLYMORPH

Class: Wizard
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.    

SENDING

Tier 3, Wizard
Duration: 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: Priest
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.    

TELEKINESIS

Class: Wizard
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.    

WALL OF FORCE

Class: Wizard
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.    

TIER FIVE Wizard SPELLS

   

CREATE UNDEAD

Duration: 1 day
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.    

DISINTEGRATE

Duration: Instant
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.    

HOLD MONSTER

Duration: Focus
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.    

PRISMATIC ORB

Duration: Instant
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.    

RESILIENT SPHERE

Class: Wizard
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.    

SCRYING

Duration: Focus
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.    

SHAPECHANGE

Duration: Focus
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.    

TELEPORT

Duration: Instant
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.    

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