Wizspells

Wizard Spells

Cantrips

Cantrips

Utility Spells

Utility

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.