Wizard Spells
Tier 1
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 LV 2 or less within near range, who regards you as a friend for the duration. The spell ends if you or your allies do anything to hurt it that it notices. 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 one turn, 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: 6 turnsRange: 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 drop- offs or pits taller than a human.
HOLD PORTAL
Duration: 6 turnsRange: 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. The knock spell ends this spell.
LIGHT
Duration: 6 turnsRange: Close
One object you touch glows with bright, heatless light, illuminating out to a near distance for the duration.
MAGE ARMOR
Duration: 6 turnsRange: 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.
PROTECTION FROM EVIL
Duration: FocusRange: Close
For the spell’s duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can’t possess, compel, or beguile it. When cast on an already- possessed target, the possessing entity makes a CHA check vs. the last spellcasting check. On a failure, the entity is expelled.
SLEEP
Duration: InstantRange: Near
You weave a lulling spell that fills a near-sized cube extending from you. Creatures in the area of effect fall into a deep sleep if they are LV 2 or less. Vigorous shaking or being injured wakes them.
Tier 2
ACID ARROW
Duration: FocusRange: Far
You conjure a corrosive bolt that hits one foe, dealing 1d6 damage per round. The bolt remains in the target for as long as you focus.
ALTER SELF
Duration: 3 turnsRange: Self
You magically change your physical form, gaining one feature that modifies your existing anatomy. For example, you can grow functional gills on your neck or bear claws on your fingers. This spell can’t grow wings or limbs.
DETECT THOUGHTS
Duration: FocusRange: Near
You peer into the mind of one creature you can see within range. Each round, you learn the target’s immediate thoughts. On its turn, the target makes a Wisdom check vs. your last spellcasting check. If the target succeeds, it notices your presence in its mind and the spell ends.
FIXED
Duration: 3 turnsRange: Close
An object you touch that weighs no more than 5 pounds becomes fixed in its current location. It can support up to 5,000 pounds of weight for the duration of the spell.
HOLD PERSON
Duration: FocusRange: Near
You magically paralyze one humanoid creature of LV 4 or less you can see within range.
INVISIBILITY
Duration: 6 turnsRange: Close
A creature you touch becomes invisible for the spell’s duration. The spell ends if the target attacks or casts a spell.
KNOCK
Duration: InstantRange: Near
A door, window, gate, chest, or portal you can see within range instantly opens, defeating all mundane (DC 12) and most magic (DC 18) locks and barriers. This spell creates a loud knock audible to all within earshot.
LEVITATE
Duration: FocusRange: Self
You can float a near distance vertically per round on your turn. You can also push against solid objects to move horizontally.
MIRROR IMAGE
Duration: 3 turnsRange: Self
You create a number of illusory duplicates of yourself equal to half your level rounded down (minimum 1). The duplicates surround you and mimic you. Each time a creature attacks you, the attack misses and causes one of the duplicates to evaporate. If all of the illusions have disappeared, the spell ends.
MISTY STEP
Duration: InstantRange: Self
In a puff of smoke, you teleport a near distance to an area you can see.
SILENCE
Duration: FocusRange: Far
You magically mute sound in a near cube within the spell’s range. Creatures inside the area are deafened, and any sounds they create cannot be heard.
WEB
Duration: 3 turnsRange: Far
You create a near-sized cube of sticky, dense spider web within the spell’s range. A creature stuck in the web can’t move and must succeed on a STR check vs. your spellcasting check to free itself.
Tier 3
ANIMATE DEAD
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.
DISPEL MAGIC
Duration: InstantRange: Near
End one spell that affects one target you can see in range.
FABRICATE
Duration: 6 turnsRange: Near
This spell can't target creatures. You turn a tree-sized collection of raw materials into a finished work. For example, you convert a pile of bricks or rocks into a bridge. The finished work converts back to raw materials when the spell ends.
FIREBALL
Duration: InstantRange: Far
You hurl a small flame that erupts into a fiery blast. All creatures in a near-sized cube around where the flame lands take 4d6 damage.
FLY
Duration: 3 turnsRange: 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
Duration: 6 turnsRange: 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
Duration: FocusRange: 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 the illusion is real react to it as though it were. A creature who inspects the illusion from afar must pass a WIS check vs. your last spellcasting check to perceive the false nature of the illusion. Touching the illusion also reveals its false nature.
LIGHTNING BOLT
Duration: InstantRange: Far
You shoot a blue-white ray of lightning from your hands, hitting all creatures in a straight line out to a far distance. Creatures struck by the lightning take 3d6 damage.
MAGIC CIRCLE
Duration: FocusRange: Near
You conjure a circle of runes out to near-sized cube centered on yourself and name a type of creature (for example, demons). For the spell’s duration, creatures of the chosen type cannot attack or cast a hostile spell on anyone inside the circle. The chosen creatures also can’t possess, compel, or beguile anyone inside the circle.
PROTECTION FROM ENERGY
Duration: FocusRange: 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.
SENDING
Duration: InstantRange: Unlimited
You send a brief, mental message to any creature with whom you are familiar who is on the same plane.
SPEAK WITH DEAD
Duration: InstantRange: 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 DM 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 4
ARCANE EYE
Duration: FocusRange: Near
You conjure an invisible, grape-sized eye within range. You can see through the eye. It can see in the dark out to near range, fly near on your turn, and squeeze through openings as narrow as a keyhole.
CLOUDKILL
Duration: 3 turnsRange: Far
A putrid cloud of yellow poison fills a near-sized cube within range. It spreads around corners. Creatures inside the cloud are blinded and take 2d6 damage at the beginning of their turns. A creature of LV 9 or less that ends its turn fully inside the cloud dies.
CONFUSION
Duration: FocusRange: Near
You mesmerize one creature you can see in range. The target can't take actions, and it moves in a random direction on its turn. If the target is LV 9+, it may make a WIS check vs. your last spellcasting check at the start of its turn to end the spell.
CONTROL WATER
Duration: FocusRange: Far
You move and shape water. You can cause a section of water up to 100 feet in width and depth to change shape, defy gravity, or flow in a different direction.
DIMENSION DOOR
Duration: InstantRange: Self
You teleport yourself and up to one other willing creature to any point you can see.
DIVINATION
Duration: InstantRange: Self
You throw the divining bones or peer into the blackness between the stars, seeking a portent. You can ask the DM one yes or no question. The DM truthfully answers "yes" or "no." If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure instead.
PASSWALL
Duration: 3 turnsRange: Close
A tunnel of your height opens in a barrier you touch and lasts for the duration. The passage can be up to near distance in length and must be in a straight line.
POLYMORPH
Duration: 6 turnsRange: Close
You transform a creature you touch into another natural creature you choose of equal or smaller size. Any gear the target carries melds into its new form. The target gains the creature's physical stats and features, but it retains its non-physical stats and features. If the target goes to 0 hit points, it reverts to its true form at half its prior hit points. You can target any willing creature with this spell, or an unwilling creature whose level is less than or equal to half your level rounded down (min. 1).
RESILIENT SPHERE
Duration: 3 turnsRange: Close
You conjure a weightless, glassy sphere around you that extends out to close range. For the spell's duration, nothing can pass through or crush the sphere. You can roll the sphere a near distance on your turn.
STONESKIN
Duration: 6 turnsRange: Self
Your skin becomes like granite. For the spell's duration, your armor class becomes 17 (20 on a critical spellcasting check).
TELEKINESIS
Duration: FocusRange: Far
You lift a creature or object with your mind. Choose a target that weighs 1,000 pounds or less. You can move it a near distance in any direction and hold it in place.
WALL OF FORCE
Duration: 3 turnsRange: Near
You lift your hands, conjuring a transparent wall of force. The thin wall must be contiguous and can cover a near-sized area in width and length. You choose its shape. Nothing on the same plane can physically pass through the wall.
Tier 5
ANTIMAGIC SHELL
Duration: FocusRange: Self
An invisible, near-sized cube of null-magic appears centered on you. Within the cube, no spells can be cast. Magic items and spells have no effect in the zone, and no magic can enter. The cube moves with you. Spells such as dispel magic have no effect on it. Another antimagic shell does not affect this one.
CREATE UNDEAD
Duration: 1 dayRange: Close
You conjure a vengeful undead creature to do your bidding. When you cast this spell, you choose to summon either a wight or wraith. It appears next to you and is under your control. The undead creature acts on your turn. After 1 day, it melts away into smoke.
DISINTEGRATE
Duration: InstantRange: Far
A green ray shoots from your finger and turns a creature or object into ash. A target creature of LV 5 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: Near
You paralyze one creature you can see within range. If the target is LV 9+, it may make a STR check vs. your last spellcasting check at the start of its turn to end the spell.
PLANE SHIFT
Duration: InstantRange: Close
You fold space and time, transporting yourself and all willing creatures within close range to a location on another plane of your choice. Unless you have been to your intended location before, you appear in a random place on the destination plane.
POWER WORD KILL
Duration: InstantRange: Near
You utter the Word of Doom. One creature you target of LV 9 or less dies if it hears you. Treat a failed spellcasting check for this spell as a critical failure, and roll the mishap with disadvantage.
PRISMATIC ORB
Duration: InstantRange: Far
You send a strobing orb of energy streaking toward a target within range. Choose an energy type from fire, cold, or electricity. The orb deals 3d8 damage and delivers a concussive blast of the chosen energy type. If the energy type is anathema to the target's existence (for example, cold energy against a fire elemental), the orb deals double damage to it instead.
SCRYING
Duration: FocusRange: Self
You look into a crystal ball or reflecting pool, calling up images of a distant place. For the spell's duration, you can see and hear a creature or location you choose that is on the same plane. This spell is DC 18 to cast if you try to scry on a creature or location that is unfamiliar to you. Each turn, creatures you view may make a WIS check vs. your last spellcasting check. On a success, they become aware of your magical observation.
SHAPECHANGE
Duration: FocusRange: Self
You transform yourself and any gear you carry into another natural creature you've seen of level 10 or less. You assume the creature's physical stats and features, but you retain your non-physical stats and features (including INT, WIS, and CHA). If you go to 0 HP while under the effects of this spell, you revert to your true form at 1 HP.
SUMMON EXTRAPLANAR
Duration: FocusRange: Near
You reach into the outer planes, summoning forth a creature. You summon an elemental or outsider of LV 7 or less. The creature is under your control and acts on your turn. If you lose focus on this spell, you lose control of the creature and it becomes hostile toward you and your allies. You must pass a spellcasting check on your turn to return the creature to the outer planes.
TELEPORT
Duration: InstantRange: Close
You and any willing creatures you choose within close range teleport to a location you specify on your same plane. You can travel to a known teleportation sigil or to a location you've been before. Otherwise, you have a 50% chance of arriving off-target.
WISH
Duration: InstantRange: Self
This mighty spell alters reality. Make a single wish, stating it as exactly as possible. Your wish occurs, as interpreted by the DM. Treat a failed spellcasting check for this spell as a critical failure, and roll the mishap with disadvantage.