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.
Clothing Crush (Transmutation)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged |
At-Will |
One nearby enemy |
Intelligence + Level vs. PD |
3d4 psychic damage and stuck (save ends). |
Damage equal to your level. |
| Higher Level Versions |
Damage |
| 3rd level spell |
3d6 psychic damage and stuck (save ends). |
| 5th level spell |
4d8 psychic damage and stuck (hard save ends). |
| 7th level spell |
6d8 psychic damage and stuck and hampered (save ends both). |
| 9th level spell |
7d10 psychic damage and stuck and hampered (hard save ends both). |
-
Adventurer Feat: You can cast this spell as a close-quarters spell.
-
Champion Feat: You can attack a foe at far away range.
-
Epic Feat: The target suffers stuck and hampered (save ends both) on a miss in addition to the miss damage.
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.
Ice Knives (Conjuration)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged spell |
Cyclic (cast once per battle OR at-will when the escalation die is even) |
1 nearby enemy |
Int + Level vs PD |
3d8 cold damage. On a natural even hit, 1d3 enemies in the same group take 1d8 cold damage. |
Cold damage equal to your level to each target. |
| Higher Level Versions |
Damage |
| 3rd level spell |
5d8 cold damage. On a natural even hit, 1d3 enemies in the same group take 2d8 cold damage. |
| 5th level spell |
8d8 cold damage. On a natural even hit, 1d3 enemies in the same group take 3d8 cold damage. |
| 7th level spell |
13d8 cold damage. On a natural even hit, 1d3 enemies in the same group take 4d8 cold damage. |
| 9th level spell |
2d8 x 10 cold damage. On a natural even hit, 1d3 enemies in the same group take 5d8 cold damage. |
-
Adventurer Feat: For the extra damage on even hit, increase the number of targets to 1d4 and the damage dice to d10s.
-
Champion Feat: The initial target can be far away.
-
Epic Feat: The original target is weakened (save ends) on a hit.
Phantasmal Force (Illusion)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged |
Daily |
1 nearby enemy |
Int + Level vs MD |
You plant a phantasm in the target’s mind that it considers to be real (save ends). Describe the phantasm to the GM, who will adjudicate the effect and the target’s actions. The GM can set the save as hard (16+) or easy (6+) depending on how realistic the phantasm is in the current situation. The spell ends immediately if the target feels pain that is inconsistent with the phantasm (like touching a hot coal that it thought was a diamond). The target can still perceive everything outside of the phantasm normally. The phantasm cannot be seen by anyone else. Some outcomes the GM can choose are: Silly distraction: The target is dazed. Overwhelming desire: The target will move toward a place, creature, or item, and possibly try to grab or touch it. **Stationary danger: **The target will avoid a certain area. Looming threat: The target will try to move away from a place or a creature as fast as it can. Frightening horror: The target curls up in a corner, unable to do anything but shiver. **Imaginary pain: **The target takes 10 ongoing psychic damage per spell level. |
You regain the spell at the end of the battle. |
| Higher Level Versions |
Damage |
| 3rd level spell |
The Phantasm can have two of the effects above. |
| 5th level spell |
You can target two foes. |
| 7th level spell |
The Phantasm can have three effects. |
| 9th level spell |
You can inflict different phantasms and effects on your two targets. |
Phantom Lance (Illusion)
| Type |
Frequency |
Target |
Attack |
Hit |
Miss |
| Ranged |
At-Will |
One nearby enemy |
Intelligence + Level vs. MD |
3d4 psychic damage. |
Psychic damage equal to your level. |
| Higher Level Versions |
Damage |
| 3rd level spell |
4d6 psychic damage. |
| 5th level spell |
6d6 psychic damage. |
| 7th level spell |
7d8 psychic damage. |
| 9th level spell |
10d10 psychic damage. |
-
Adventurer Feat: On a miss, the target is hampered 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 (Evocation)
| 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.
True Strike (Divination)
| Type | Frequency | Target | Effect |
|:---------:|:--------:|:-----:|:-----:|:-----:|:-----:|
| Close-Quarters spell | Cyclic (cast once per battle OR at-will when the escalation die is even) | One nearby ally or self | The target gains advantage on his next attack. If they miss, the advantage persists until they hit someone|
| Higher Level Versions |
Damage |
| 3rd level spell |
The target adds +3d8 damage on a hit. |
| 5th level spell |
5d8 damage. |
| 7th level spell |
7d8 damage. |
| 9th level spell |
9d8 damage. |
-
Adventurer Feat: The target also adds the escalation die to his crit range.
-
Champion Feat: This refreshes on a 16+ after the battle.
-
Epic Feat: If the target is staggered, on a natural even hit, the target also suffers 15 ongoing damage.