Wizspells

Wizard Spells

Cantrips

Animate Quill

Animate a quill, a piece of charcoal or similar object to write down words as you instruct it.

Deep Pockets

Put an item in a pocket, from where it disappears into a small pocket dimension. The item can be as long as you like, as long as it fits through the pocket’s opening. You can pull the item back out as a quick action at any time. At the end of the cantrip’s duration, or if the physical pocket is destroyed, the item falls out.

Detect Magic

You notice lingering magic and supernatural effects within your field of vision. If an effect is concealed on purpose, the DM can require a skill check to detect it.

Erase

Permanently remove non-magical writing or painting from a scroll or a sheet of paper, parchment, or similar surfaces.

Fire Shaping

Enlarge or reduce a non-magical fire, change its color, shape, or intensity. After the spell ends, the fire returns to its natural shape, determined by the material that is burning.

Grease

You create a slippery area where you touch the floor or an object. Anyone who attempts to move through the area or tries to hold on to the object must succeed at a save to do so.

Gust of Wind

Create a strong puff of air that is sufficient to extinguish candles, torches, and similar unprotected flames. With a successful skill check, the gust is strong enough to even extinguish lanterns and other protected flames. It pushes back insects and other small flying creatures, smells, and smoke clouds. It does not affect larger creatures except for a dramatic waving of hair and clothing.

Locate Minor Object

Divine the location of an object you are very familiar with, within a range of a few meters. This spell is very handy to find keys, glasses, and other things that get lost around the house.

Mustache

This incantation grows a mustache on the target. Rumors are that it is part of an entire suite of spells that create a wide variety of hair and beard styles, however, this specific formula has proven to be a runaway hit at the court of the Elf Queen (of all places).

Nascent Magic Aura

Give an item an indeterminate magic aura, which can be noticed if it is examined for the presence of magic. Upon closer examination and a hard difficulty skill check, the examiner can determine that the aura has no other effect than to create the appearance of a magical enchantment.

Perfume

Create a pleasant smell on the target object, or at least hide a hideous one.

Quench 13WCS

This spell can put out nearby small fire sources such as campfire embers and candles, or smother a hem or sleeve someone has carelessly caught aflame. At higher levels, this cantrip can be used on smaller flames that are far away, or put out a large campfire or small bonfire nearby.

Recall Familiar

You summon your familiar back to your shoulder, or a location next to you, from up to a few hundred feet distance.

Recording

For the next few minutes, you record the surrounding sounds into a small gem. The gem holds the recorded sound and can replay it as long as the cantrip lasts.

Still Image

You produce an illusory image, roughly the size of a portrait painting, for the standard duration. It’s two-dimensional, doesn’t move, and doesn’t react to touch. You can make the image transparent or opaque.

Sundial

Summon a small sundial on your open palm that shows the current time, even in places where no sunlight is available.

Sunshades

Summon a black screen in front of your eyes that blocks excessive sunlight.

Ventriloquism

You throw your voice to appear to come from a different location. This is especially effective if the target can’t see you speak.

Level One Spells

Acid Splash (Conjuration)

Type Frequency Target Attack Hit Miss
Ranged spell At-Will Two nearby enemies who are in a group Auto-Hit 1d4 acid damage ---
Higher Level Versions Damage
3rd level spell 1d8 damage.
5th level spell 2d6 damage.
7th level spell 3d6 damage.
9th level spell 5d6 damage.
  • Adventurer Feat: When the Escalation die is odd, target three enemies who are part of the same engagement.
  • Champion Feat: When the escalation die is even, increase the damage by the spell level.
  • Epic Feat: You inflict ongoing acid damage equal to your level.

Burning Hands (Evocation)

Type Frequency Target Attack Hit Miss
Ranged spell Cyclic (cast once per battle OR at-will when the escalation die is even) 1d3 nearby enemies in a group Int + Level vs PD 2d10 fire damage Fire damage equal to your level to each target
Higher Level Versions Damage
3rd level spell 4d8 fire damage.
5th level spell 6d10 fire damage.
7th level spell 10d8 fire damage.
9th level spell 12d10 fire damage.
  • Adventurer Feat: This becomes a close-quarters spell and any foes engaged with you take half-damage on a miss.
  • Champion Feat: If you are not using the Epic Feat, you can target 1d3 enemies who are not in a group at all.
  • Epic Feat: You target 1d4+1 enemies in a group.

Chromatic Orb

Type Frequency Target Attack Hit Miss
Ranged Daily One nearby enemy Intelligence + Level vs. PD 1d12 + an effect of your choice: Pearly (Light. Holy damage. The target illuminates everyone it is engaged with and anyone nearby to it and is weakened (save ends both)) or Ruby (Heat. Fire damage. The target can move or attack but not both (save ends)) The spell refreshes during your next short rest.
Higher Level Versions Damage
3rd level spell 3d12 + an effect of your choice: Amber (Necrotic damage. Determine the target of your attacks randomly from all creatures present. (save ends)) or Opal (Fire damage. 5 ongoing fire damage (save ends))
5th level spell 5d12 + an effect of your choice: Emperald (Stinking Gas. Poison damage. dazed (save ends) and 1d3 nearby enemies in the same engagement as the target take 1/2 damage) or Turquoise (Magnetism. hampered (save ends))
7th level spell 7d12 + an effect of your choice: Sapphire (Paralysis. Lightning damage. The target is stunned (save ends). If the target has more than 150 hit points, it can save against the effect immediately.) or Amethyst (Petrification. Negative energy damage. The target is weakened (save ends). If it fails its fourth save against the spell, it is permanently turned into stone.
9th level spell 9d12 + Ashen (Negative energy damage. ** 50 ongoing negative energy damage** (save ends).)
  • Adventurer Feat: The spell is now Recharge 16+ after battle.
  • Champion Feat: All saves against this spell are hard saves (16+), including saves against ongoing damage.
  • Epic Feat: On a miss, the spell refreshes immediately.

Eldritch Incantation (Enchantment)

Type Frequency Target Attack Hit Miss
Ranged At-Will One nearby enemy Intelligence + Level vs. MD 3d4 psychic damage + On his next action, the target attempts to disengage and move to faraway range, even if this draws opportunity attacks. Psychic damage equal to your level.
Higher Level Versions Damage
3rd level spell 3d6 psychic damage.
5th level spell 4d8 psychic damage.
7th level spell 6d8 psychic damage.
9th level spell 7d10 psychic damage.
  • Adventurer Feat: You can cast this spell as a close-quarters spell.
  • Champion Feat: Any opportunity attacks triggered by this spell roll twice and take the best result.
  • Epic Feat: If the target fails to disengage, they suffer 30 ongoing psychic damage instead.

Hideous Laughter (Enchantment)

Type Frequency Target Attack Hit Miss
Ranged Daily A nearby enemy; constructs and similar mindless enemies are immune to this spell. Intelligence + Level vs. MD The target starts laughing uncontrollably. It is unable to make attacks, but it can take other actions normally (save ends; the target gets a free save every time it is hit by an attack or takes damage) The target is dazed until the end of your next turn.

| Higher Level Versions | Damage | Miss | |:---------:|:--------:| | 3rd level spell | 10 ongoing damage (save ends) due to fatigue.| The target is dazed (save ends). | | 5th level spell | 20 ongoing damage (save ends) due to fatigue.| The target is dazed (save ends). | | 7th level spell | 30 ongoing damage (save ends) due to fatigue.| The target is weakened (save ends). | | 9th level spell | 40 ongoing damage (save ends) due to fatigue.| The target is weakened (save ends). |

  • Adventurer Feat: The target has -5 to disengage while under the effects
  • Champion Feat: The target makes a hard save (16+) to break free.
  • Epic Feat: The target, if unengaged, can be forced to move to a nearby location and engage someone, though it still can't attack; this happens immediately when the spell takes effect, on a hit.

Hostile Probe (Divination)

Type Frequency Target Attack Hit Miss
Ranged At-Will One nearby enemy Intelligence + Level vs. MD The target must Reveal or Resist. Reveal: The target suffers disadvantage on its next attack. **Resist: ** 3d4 psychic damage. Psychic damage equal to your level.
Higher Level Versions Damage
3rd level spell The target must Reveal or Resist. Reveal: The target suffers disadvantage on its next attack. **Resist: ** 3d6 psychic damage.
5th level spell The target must Reveal or Resist. Reveal: The target suffers disadvantage (save ends). **Resist: ** 4d8 psychic damage.
7th level spell The target must Reveal or Resist. Reveal: The target suffers disadvantage (save ends). **Resist: ** 6d8 psychic damage.
9th level spell The target must Reveal or Resist. Reveal: The target suffers disadvantage (save ends). **Resist: ** 7d10 psychic damage.
  • Adventurer Feat: On a miss, the target is dazed until the end of its next turn.
  • Champion Feat: The target of the spell can also be far away.
  • Epic Feat: If you miss, you can target a second foe as a free action.

Shocking Grasp

Type Frequency Target Attack Hit Miss
Close-Quarters spell At-Will One nearby enemy Intelligence + Level vs. PD 2d6 lightning damage and the target cannot take opportunity attacks or interrupt actions until the end of his next turn. The target cannot take opportunity attacks or interrupt actions until the end of his next turn.
Higher Level Versions Damage
3rd level spell 3d8 damage.
5th level spell 5d8 damage.
7th level spell 6d10 damage.
9th level spell 9d12 damage.
  • Adventurer Feat: The spell now requires only a quick action to cast (once per round).
  • Champion Feat: Once per battle, when you hit the target of the spell, you can also daze it until the end of your next turn.
  • Epic Feat: If the target is staggered, on a natural even hit, the target also suffers 15 ongoing lightning damage.