LevelFiveWizardSpells

Level 5 Wizard Spells

Big Purple Hand (Conjuration)

This is a Daily Close-Quarters spell which summons a big purple hand which can carry out various attacks. It has its own set of actions, which it uses at your command.

Type Frequency Target Attack Hit Miss Defenses HP
Close-Quarters spell Daily One enemy within melee range of the hand +10 vs PD 18 force damage nothing 19 72

Instead of a damaging attack, you can substitute:

  • Forceful Hand - on a hit, the target takes 1/2 normal damage but pops free and is moved to nearby range from its previous location
  • Grasping Hand- on a hit, the target takes 1/2 normal damage and the target is grabbed (until disengaged; -5 to disengage; can’t make opportunity attacks; the hand gets a +4 bonus to attacks against the target).
  • Interposing Hand - On a hit, the target takes 1/2 normal damage but has disadvantage to attack until the end of the caster's next turn.
Higher Level Versions Attack Damage Defenses HP
7th level spell +12 vs PD 28 force damage 21 108
9th level spell +14 vs PD 50 force damage 23 180
  • Champion Feat: If you use a quick action, the hand's next attack does +2d8 force damage.
  • Epic Feat: The hand's specialized attacks do normal damage.

Cone of Cold (Evocation)

Type Frequency Target Attack Hit Miss
Close spell Daily One enemy engaged with you and 1d3 enemies in a group within nearby or 1 foe in nearby and 1d3 foes in a group faraway Int + Level vs PD 8d10 cold damage half damage
Higher Level Versions Damage
7th level spell 10d10 cold damage. Half damage on a miss.
9th level spell 18d10 cold damage. Half damage on a miss.
  • Champion Feat: Anyone you hit is stuck and hampered (save ends both)
  • Epic Feat: Any foe reduced to 1/4 or less of their base HP by this spell is weakened (save ends)

Instant Hero (Transmutation)

| Type | Frequency | Target |
|:---------:|:--------:|:-----:|:-----:| | Close spell | Daily | Self |\

Effect: Instant Hero transforms you into a muscle-bound thug with the following effects:

  • Your base AC before other bonuses becomes 14
  • You can now use your Intelligence for melee attacks and other uses of Strength and have to use your Strength for spell attacks
  • You gain 5 bonus HP/level (level of the spell)
  • You can use any weapon without penalty
  • Your recovery dice become d10s.
  • You gain a Fighter manuever of up to 5th level while it lasts.

You can cast spells, but your spell-casting uses Strength until you cancel the spell.

You can end the spell at the start of a turn with a free action.

Higher Level Versions Additional Benefits
7th level spell You gain a Fighter manuever of up to 7th level while the spell lasts. This stacks with the level 5 benefit.
9th level spell You gain a Fighter manuever of up to 9th level while the spell lasts. This stacks with the level 5 and 7 benefits.
  • Champion Feat: When you drop the spell, you may use a recovery.
  • Epic Feat: Your intelligence only drops by 2 points when using this spell.