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.
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.
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