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Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

You create up to four torch-sized lights within range,making them appear as torches,lanterns,or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose,each light sheds dim light in a 10-foot radius.
As a bonus action on your turn,you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell,and a light winks out if it exceeds the spell's range.

Wizard Evocation cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends,the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,that creature must succeed on a Dexterity saving throw to avoid the spell.

Wizard Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 minute

A spectral,floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object,open an unlocked door or container,stow or retrieve an item from an open container,or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack,activate magical items,or carry more than 10 pounds.

Wizard,, Conjuration cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationUp to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous,harmless sensory effect,such as a shower of sparks,a puff of wind,faint musical notes,or an odd odor.
• You instantaneously light or snuff out a candle,a torch,or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill,warm,or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color,a small mark,or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times,you can have up to three of its non-instantaneous effects active at a time,and you can dismiss such an effect as an action.

Wizard, Transmutation cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit,it takes 1d8 cold damage,and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).

Wizard, Evocation cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit,the target takes 1d8 lightning damage,and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).

Wizard, Evocation cantrip

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV,S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread,a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save,or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.

Wizard,, 1st level Evocation

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw,and does so with advantage if you or your companions are fighting it. If it fails the saving throw,it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends,the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Wizard, 1st level Enchantment

Comprehend Languages (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

a pinch of soot and salt

For the duration,you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see,but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph,such as an arcane sigil,that isn't part of a written language.

Wizard 1st level Divination

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Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.

Wizard,, 1st level Divination

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object,you learn its properties and how to use them,whether it requires attunement to use,and how many charges it has,if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell,you learn which spell created it.
If you instead touch a creature throughout the casting,you learn what spells,if any,are currently affecting it.

Wizard,, 1st level Divination

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor,and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Wizard 1st level Abjuration

Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the spell creates one more dart for each slot above 1st.

Wizard, 1st level Evocation

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV,S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn,you have a +5 bonus to AC,including against the triggering attack,and you take no damage from magic missile.

Wizard,, 1st level Abjuration

Sleep

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • duration1 minute

a pinch of find sand,rose petals,or a cricket

This spell sends creatures into a magical slumber. Roll 5d8,the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points,each creature affected by this spell falls unconscious until the spell ends,the sleeper takes damage,or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d8 for each slot level above 1st.

Wizard 1st level Enchantment

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV,S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save,a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save,the creature takes half as much damage and isn't pushed.
In addition,unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect,and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.

Wizard 1st level Evocation

Aganazzar's Scorcher

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationInstantaneous

a red dragon's scale

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d8 for each slot level above 2nd.

Wizard (XGE),, 2nd level Evocation

Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 hour

You assume a different form. When you cast the spell,choose one of the following options,the effects of which last for the duration of the spell. While the spell lasts,you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment,sprouting gills,and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like,including your height,weight,facial features,sound of your voice,hair length,coloration,and distinguishing characteristics,if any. You can make yourself appear as a member of another race,though none of your statistics change. You also don't appear as a creature of a different size than you,and your basic shape stays the same,if you're bipedal,you can't use this spell to become quadrupedal,for instance. At any time for the duration of the spell,you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws,fangs,spines,horns,or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning,piercing,or

Wizard 2nd level Transmutation

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Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 hour

slashing damage,as appropriate to the natural weapon you chose,and you are proficient with you unarmed strikes. Finally,the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Wizard 2nd level Transmutation

Arcane Lock

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled

gold dust worth at least 25 gp,which the spell consumes

You touch a closed door,window,gate,chest,or other entryway,and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that,when spoken within 5 feet of the object,suppresses this spell for 1 minute. Otherwise,it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell,the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.

Wizard 2nd level Abjuration

Blindness/Deafness

  • casting time1 action
  • range30 feet

  • componentsV
  • duration1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails,the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns,the target can make a Constitution saving throw. On a success,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target one additional creature for each slot level above 2nd.

Wizard,, 2nd level Necromancy

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

Your body becomes blurred,shifting and wavering to all who can see you. For the duration,any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight,as with blindsight,or can see through illusions,as with truesight.

Wizard 2nd level Illusion

Cloud of Daggers

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a sliver of glass

You fill the air with spinning daggers in a cube 5 feet on each side,centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher,the damage increases by 2d4 for each slot level above 2nd.

Wizard, 2nd level Conjuration

Continual Flame

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled

ruby dust worth 50 gp,which the spell consumes

A flame,equivalent in brightness to a torch,springs forth from an object that you touch. The effect looks like a regular flame,but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Wizard 2nd level Evocation

Crown of Madness

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way,a twisted crown of jagged iron appears on its head,and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns,you must use your action to maintain control over the target,or the spell ends. Also,the target can make a Wisdom saving throw at the end of each of its turns. On a success,the spell ends.

Wizard, 2nd level Enchantment

Darkness

  • casting time1 action
  • range60 feet

  • componentsV,M
  • durationConcentration,up to 10 minutes

bat fur and a drop of pitch or piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness,and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried,the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object,such as a bowl or a helm,blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower,the spell that created the light is dispelled.

Wizard,, 2nd level Evocation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration,that creature has darkvision out to a range of 60 feet.

Wizard 2nd level Transmutation

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Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a copper piece

For the duration,you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends,you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language,the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action,you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper,the target must make a Wisdom saving throw. If it fails,you gain insight into its reasoning (if any),its emotional state,and something that looms large in its mind (such as something it worries over,loves,or hates). If it succeeds,the spell ends. Either way,the target knows that you are probing into its mind,and unless you shift your attention to another creature's thoughts,the creature can use its action on its turn to make an

Wizard, 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a copper piece

Intelligence check contested by your Intelligence check if it succeeds,the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts,so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration,you can search for thoughts within 30 feet of you. The spell can penetrate barriers,but 2 feet of rock,2 inches of any metal other than lead,or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way,you can read its thoughts for the rest of the duration as described above,even if you can't see it,but it must still be within range.

Wizard, 2nd level Divination

Dragon's Breath

  • casting time1 bonus action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a hot pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth,provided it has one. Choose acid,cold,fire,lightning,or poison. Until the spell ends,the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw,taking 3d6 damage of the chosen type on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher,the damage increases by 1d6 for each slot level above 2nd.

Wizard (XGE) 2nd level Transmutation

Dust Devil

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save,the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save,the creature takes half as much damage and isn't pushed.
As a bonus action,you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand,dust,loose dirt,or light gravel,it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d8 for each slot level above 2nd.

Wizard (XGE), 2nd level Conjuration

Earthbind

  • casting time1 action
  • range300 feet

  • componentsV
  • durationConcentration,up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw,or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Wizard (XGE), 2nd level Transmutation

Enlarge/Reduce [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling,it can make a Constitution saving throw. On a success,the spell has no effect.
If the target is a creature,everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions,and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large,for example. If there isn't enough room for the target to double its size,the creature or object attains the maximum possible size in the space available. Until the spell ends,the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged,the target's attack with them deal 1d4 extra damage.
Reduce. The target's size

Wizard 2nd level Transmutation

Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pinch of powdered iron

is halved in all dimensions,and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small,for example. Until the spell ends,the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced,the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Wizard 2nd level Transmutation

Flaming Sphere

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a bit of tallow,a pinch of brimstone,and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save,or half as much damage on a successful one.
As a bonus action,you can move the sphere up to 30 feet. If you ram the sphere into a creature,that creature must make the saving throw against the sphere's damage,and the sphere stops moving this turn.
When you move the sphere,you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried,and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d6 for each slot level above 2nd.

Wizard 2nd level Conjuration

Gentle Repose (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration10 days

a pinch of salt and one copper piece placed on each of the corpse's eyes,which must remain there for the duration

You touch a corpse or other remains. For the duration,the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead,since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Wizard, 2nd level Necromancy

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Gust of Wind

  • casting time1 action
  • rangeSelf (60-foot line)

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor,and it extinguishes candles,torches,and similar unprotected flames in the area. It causes protected flames,such as those of lanterns,to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends,you can change the direction in which the line blasts from you.

Wizard 2nd level Evocation

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a small,straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Wizard,, 2nd level Enchantment

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target one additional creature for each slot level above 2nd.

Wizard,, 2nd level Illusion

Knock

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

Choose an object that you can see within range. The object can be a door,a box,a chest,a set of manacles,a padlock,or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked,unstuck,or unbarred. If the object has multiple locks,only one of them is unlocked.
If you choose a target that is held shut with arcane lock,that spell is suppressed for 10 minutes,during which time the target can be opened and shut normally.
When you cast the spell,a loud knock,audible from as far away as 300 feet,emanates from the target object.

Wizard,, 2nd level Transmutation

Levitate

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically,up to 20 feet,and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling),which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target,you can move up or down as part of your move. Otherwise,you can use your action to move the target,which must remain within the spell's range.
When the spell ends,the target floats gently to the ground if it is still aloft.

Wizard,, 2nd level Transmutation

Locate Object

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location,as long as that object is within 1,000 feet of you. If the object is in motion,you know the direction of its movement.
The spell can locate a specific object known to you,as long as you have seen it up close - within 30 feet - at least once. Alternatively,the spell can locate the nearest object of a particular kind,such as a certain kind of apparel,jewelry,furniture,tool,or weapon.
This spell can't locate an object if any thickness of lead,even a thin sheet,blocks a direct path between you and the object.

Wizard 2nd level Divination

Magic Mouth (ritual) [1/2]

  • casting time1 minute
  • range30 feet

  • componentsV,S,M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp,which the spell consumes

You implant a message within an object in range,a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message,which must be 25 words or less,though it can be delivered over as long as 10 minutes. Finally,determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs,a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example,the mouth of a statue),the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell,you can have the spell end after it delivers its message,or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like,though it must be based on visual or audible conditions that occur within 30 feet of

Wizard, 2nd level Illusion

Magic Mouth (ritual) [2/2]

  • casting time1 minute
  • range30 feet

  • componentsV,S,M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp,which the spell consumes

the object. For example,you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Wizard, 2nd level Illusion

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

You touch a nonmagical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the bonus increases to +2. When you use a spell slot of 6th level or higher,the bonus increases to +3.

Wizard, 2nd level Transmutation

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2 2

Maximilian's Earthen Grasp

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a miniature hand sculpted from clay

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save,the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action,you can cause the hand to crush the restrained target,which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save,or half as much damage on a successful one.
To break out,the restrained target can use its action to make a Strength check against your spell save DC. On a success,the target escapes and is no longer restrained by the hand.
As an action,you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Wizard (XGE),, 2nd level Transmutation

Melf's Acid Arrow

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationInstantaneous

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit,the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss,the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Wizard, 2nd level Evocation

Mind Spike

  • casting time1 action
  • range60 feet

  • componentsS
  • durationConcentration,up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw,taking 3d8 psychic damage on a failed save,or half as much damage on a successful one. On a failed save,you also always know the target's location until the spell ends,but only while the two of you are on the same plane of existence. While you have this knowledge,the target can't become hidden from you,and if it's invisible,it gains no benefit from that condition against you.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d6 for each slot level above 2nd.

Wizard (XGE) 2nd level Divination

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends,the duplicates move with you and mimic your actions,shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration,roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates,you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates,you must roll an 8 or higher. With one duplicate,you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate,the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see,if it relies on senses other than sight,such as blindsight,or if it can perceive illusions as false,as with truesight.

Wizard 2nd level Illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist,you teleport up to 30 feet to an unoccupied space that you can see.

Wizard,, 2nd level Conjuration

Nystul's Magic Aura [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration24 hours

a small square of silk

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell,choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days,placing the same effect on it each time,the illusion lasts until it is dispelled.
False Aura: You change the way the target appears to spells and magical effects,such as detect magic,that detect magical auras. You can make a nonmagical object appear magical,a magical object appear nonmagical,or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object,you can make the false magic apparent to any creature that handles the item.
Mask: You change the way the target appears to spells and magical effects that detect

Wizard, 2nd level Illusion

Nystul's Magic Aura [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration24 hours

a small square of silk

creature types,such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Wizard, 2nd level Illusion

Phantasmal Force [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save,you create a phantasmal object,creature,or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound,temperature,and other stimuli,also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds,the target realizes that the phantasm is an illusion,and the spell ends.
While a target is affected by the spell,the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example,a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the

Wizard,, 2nd level Illusion

Phantasmal Force [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a bit of fleece

fall,it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed,it slipped,or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly,a phantasm created to appear as fire,a pool of acid,or lava can burn the target. Each round on your turn,the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm,provided that the illusion is of a creature or hazard that could logically deal damage,such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Wizard,, 2nd level Illusion

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Pyrotechnics

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area,and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius,moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Wizard (XGE) 2nd level Transmutation

Ray of Enfeeblement

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit,the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns,it can make a Constitution saving throw against the spell. On a success,the spell ends.

Wizard, 2nd level Necromancy

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope,an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space,making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space,but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Wizard, 2nd level Transmutation

Scorching Ray

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit,the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you create one additional ray for each slot level above 2nd.

Wizard 2nd level Evocation

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

A pinch of Talc and a small sprinkling of powdered silver

For the duration,you see invisible creatures and objects as if they were visible,and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Wizard,, 2nd level Divination

Shadow Blade

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse,light,and thrown properties (range 20/60). In addition,when you use the sword to attack a target that is in dim light or darkness,you make the attack roll with advantage.
If you drop the weapon or throw it,it dissipates at the end of the turn. Thereafter,while the spell persists,you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot,the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot,the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher,the damage increases to 5d8.

Wizard (XGE) 2nd level Illusion

Shatter

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

a chip of mica

A sudden loud ringing noise,painfully intense,erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save,or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal,or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher,the damage increases by 1d8 for each slot level above 2nd.

Wizard, 2nd level Evocation

Skywrite (ritual)

  • casting time1 action
  • rangeSight

  • componentsV,S
  • durationConcentration,up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Wizard (XGE), 2nd level Transmutation

Snilloc's Snowball Swarm

  • casting time1 action
  • range90 feet

  • componentsV,S,M
  • durationInstantaneous

a piece of ice or a small white rock chip

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d6 for each slot level above 2nd.

Wizard (XGE),, 2nd level Evocation

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Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a drop of bitumen and a spider

Until the spell ends,one willing creature you touch gains the ability to move up,down,and across vertical surfaces and upside down along ceilings,while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Wizard,, 2nd level Transmutation

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself,throw itself onto a spear,immolate itself,or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save,it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time,the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example,you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires,the activity isn't

Wizard,, 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

performed.
If you or any of your companions damage the target,the spell ends.

Wizard,, 2nd level Enchantment

Tasha's Mind Whip

  • casting time1 action
  • range90 feet

  • componentsV
  • duration1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save,the target takes 3d6 psychic damage,and it can't take a reaction until the end of its next turn. Moreover,on its next turn,it must choose whether it gets a move,an action,or a bonus action

Wizard 2nd-level enchantment

Warding Wind

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you,remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor,gas,and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Wizard (XGE),, 2nd level Evocation

Web

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a bit of spider web

You conjure a mass of thick,sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor,wall,or ceiling,the conjured web collapses on itself,and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save,the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds,it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round,dealing 2d4 fire damage to any creature that starts its turn in the fire.

Wizard, 2nd level Conjuration

Augury (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV,S,M
  • durationInstantaneous

specially marked sticks,bones,or similar tokens worth at least 25 gp

By casting gem-inlaid sticks,rolling dragon bones,laying out ornate cards,or employing some other divining tool,you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.
Weal,for good results
Woe,for bad results
Weal and woe,for both good and bad results
Nothing,for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome,such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest,there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Wizard (TCE), 2nd level Divination

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points,which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks,and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target one additional creature for each slot level above 2nd.

Wizard (TCE) 2nd level Transmutation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Wizard 3rd level Abjuration

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Fireball

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save,or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d6 for each slot level above 3rd.

Wizard,, 3rd level Evocation

Fly

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends,the target falls if it is still aloft,unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you can target one additional creature for each slot level above 3rd.

Wizard 3rd level Transmutation

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV,S,M
  • durationInstantaneous

a bit of fur and a rod of amber,crystal,or glass

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save,or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d6 for each slot above 3rd.

Wizard 3rd level Evocation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

For the duration,the willing creature you touch has resistance to one damage type of your choice: acid,cold,fire,lightning,or thunder.

Wizard,, 3rd level Abjuration

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