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.


 

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