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Acid Splash

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
PHB2014 - Page 239

Wizard Evocation Cantrip

Blade Ward

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
PHB2024 - Page 247

Wizard Abjuration Cantrip

Booming Blade

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • duration1 round

a weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Sword Coast AG - Page 143

Wizard Evocation Cantrip

Chill Touch

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
PHB2024 - Page 249

Wizard Necromancy Cantrip

Control Flames

  • casting timeAction
  • range60 feet

  • componentsS
  • durationInstantaneous

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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.
Elem. Evil Players Companion

Wizard Transmutation Cantrip

Create Bonfire

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren’t being worn or carried.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Elem. Evil Players Companion

Wizard Conjuration Cantrip

Dancing Lights

  • casting timeAction
  • range120 feet

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

a bit of phosphorus

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
PHB2024 - Page 259

Wizard Illusion Cantrip

Elementalism

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You exert control over the elements, creating one of the following effects within range.
Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.
PHB2024 - Page 267

Wizard Transmutation Cantrip

Encode Thoughts

  • casting timeAction
  • rangeSelf

  • componentsS
  • duration8 hours

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Ravnica - Page 47

Wizard Enchantment Cantrip

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Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
PHB2024 - Page 274

Wizard Evocation Cantrip

Friends

  • casting timeAction
  • range10 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

some makeup

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
PHB2024 - Page 277

Wizard Enchantment Cantrip

Frostbite

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Elem. Evil Players Companion

Wizard Evocation Cantrip

Green-Flame Blade

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a weapon worth at least 1 sp

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Sword Coast AG - Page 143

Wizard Evocation Cantrip

Gust

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Elem. Evil Players Companion

Wizard Transmutation Cantrip

Infestation

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1 - north, 2 - south, 3 - east, or 4 - west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
XGTE - Page 158

Wizard Conjuration Cantrip

Light

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

You touch one Large or smaller object that isn’t being worn or carried by someone else. 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.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
PHB2024 - Page 292

Wizard Evocation Cantrip

Lightning Lure

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sword Coast Adv. Gde - Page 143

Wizard Evocation Cantrip

Mage Hand

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, 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.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
PHB2024 - Page 293

Wizard Conjuration Cantrip

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Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
PHB2024 - Page 297

Wizard Transmutation Cantrip

Message

  • casting timeAction
  • range120 feet

  • componentsS, M
  • duration1 round

a copper wire

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence - 1 foot of stone, metal, or wood - or a thin sheet of lead blocks the spell.
PHB2024 - Page 298

Wizard Transmutation Cantrip

Mind Sliver

  • casting timeAction
  • range60 feet

  • componentsV
  • duration1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
PHB2024 - Page 298

Wizard Enchantment Cantrip

Minor Illusion

  • casting timeAction
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
PHB2024 - Page 298

Wizard Illusion Cantrip

Mold Earth

  • casting timeAction
  • range30 feet

  • componentsS
  • durationInstantaneous

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Elem. Evil Players Companion

Wizard Transmutation Cantrip

Poison Spray

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
PHB2024 - Page 306

Wizard Necromancy Cantrip

Prestidigitation

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
PHB2024 - Page 307

Wizard Transmutation Cantrip

Ray of Frost

  • casting timeAction
  • 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.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
PHB2024 - Page 311

Wizard Evocation Cantrip

Shape Water

  • casting timeAction
  • range30 feet

  • componentsS
  • durationInstantaneous

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Elem. Evil Players Companion

Wizard Transmutation Cantrip

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Shocking Grasp

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
PHB2024 - Page 316

Wizard Evocation Cantrip

Sword Burst

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Sword Coast Adv. Gde - Page 143

Wizard Conjuration Cantrip

Thunderclap

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationInstantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
PHB2024 - Page 333

Wizard Evocation Cantrip

Toll the Dead

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
PHB2024 - Page 334

Wizard Necromancy Cantrip

True Strike

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a weapon with which you have proficiency and that is worth 1+ CP

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
PHB2024 - Page 336

Wizard Divination Cantrip

Absorb Elements

  • casting timeReaction
  • rangeSelf

  • componentsS
  • duration1 round

Reaction which you take when you take acid, cold, fire, lightning, or thunder damage.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Elem. Evil Players Companion

Wizard Level 1 Abjuration

Alarm

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a bell and silver wire

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
PHB2014 - Page 239

Wizard Level 1 Abjuration

Burning Hands

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
PHB2024 - Page 248

Wizard Level 1 Evocation

Catapult

  • casting timeAction
  • range60 feet

  • componentsS
  • durationInstantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Elem. Evil Players Companion

Wizard Level 1 Transmutation

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Cause Fear

  • casting timeAction
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
XGTE - Page 151

Wizard Level 1 Necromancy

Charm Person

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
PHB2024 - Page 249

Wizard Level 1 Enchantment

Chromatic Orb

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 50+ GP

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
PHB2024 - Page 249

Wizard Level 1 Evocation

Color Spray

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a pinch of colorful sand

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
PHB2024 - Page 251

Wizard Level 1 Illusion

Comprehend Languages

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of soot and salt

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
PHB2024 - Page 252

Wizard Level 1 Divination

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood - 1 inch of metal - or a thin sheet of lead.
PHB2024 - Page 262

Wizard Level 1 Divination

Disguise Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
PHB2024 - Page 262

Wizard Level 1 Illusion

Distort Value

  • casting time1 minute
  • rangeTouch

  • componentsV
  • duration8 hours

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Acq. Inc. - Page 75

Wizard Level 1 Illusion

Earth Tremor

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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.
Elem. Evil Players Companion

Wizard Level 1 Evocation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Expeditious Retreat

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
PHB2024 - Page 270

Wizard Level 1 Transmutation

False Life

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a drop of alcohol

You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
PHB2024 - Page 271

Wizard Level 1 Necromancy

Feather Fall

  • casting timeReaction
  • range60 feet

  • componentsV, M
  • duration1 minute

a small feather or piece of down

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
PHB2024 - Page 271

Wizard Level 1 Transmutation

Find Familiar

  • casting time1 hour or Ritual
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

Choose a spirit animal form of any Beast with a CR of 0 (see PHB Appendix B) that appears in an unoccupied space. Choose Celestial, Fey, or Fiend instead of a Beast for type. Can only have 1 at a time. If cast again, it merely adopts a new form. It acts independently, but obeys you. Telepathic Connection. While within 100 ft, communicate with it telepathically. As a Bonus Action, you can see and hear what it sees/hears (including special senses) until your next turn. When you cast a spell with a range of touch, it can deliver the touch (if within 100 ft. of you) by taking a Reaction. Combat. It is an ally to you and your allies. It rolls its own Initiative and has its own turn. It can't attack, but can take other normal actions. Disappearance. When it drops to 0 HP, it disappears. As a Magic action, you can temporarily dismiss it (pocket dimension), dismiss it forever, or recall it to an unoccupied space within 30 ft. It leaves behind what it was wearing/carrying.
PHB2024 - Page 272

Wizard Level 1 Conjuration

Fog Cloud

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
PHB2024 - Page 276

Wizard Level 1 Conjuration

Frost Fingers

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much on a successful one.
The cold freezes nonmagical liquids 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 1d8 for each slot level above 1st.
Icewind Dale - Page 318

Wizard Level 1 Evocation

Grease

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • duration1 minute

a bit of pork rind or butter

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
PHB2024 - Page 280

Wizard Level 1 Conjuration

Ice Knife

  • casting timeAction
  • range60 feet

  • componentsS, M
  • durationInstantaneous

a drop of water or a piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
Using a Higher-Level Spell Slot. The Cold damage increases by 1d6 for each spell slot level above 1.
PHB2024 - Page 287

Wizard Level 1 Conjuration

Identify

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth 100+ GP

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
PHB2024 - Page 287

Wizard Level 1 Divination

1 1
1 1
1 1
1 1
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1 1
1 1
1 1
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Illusory Script

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsS, M
  • duration10 days

ink worth 10+ GP, which the spell consumes

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
PHB2024 - Page 288

Wizard Level 1 Illusion

Jim's Magic Missile

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Any apprentice wizard can cast a boring old Magic Missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.
Note: Requires 1 gp Royalty
Acq. Inc. - Page 76

Wizard Level 1 Evocation

Jump

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper’s hind leg

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
PHB2024 - Page 290

Wizard Level 1 Transmutation

Longstrider

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

You touch a creature. The target’s Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
PHB2024 - Page 293

Wizard Level 1 Transmutation

Mage Armor

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
PHB2024 - Page 293

Wizard Level 1 Abjuration

Magic Missile

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create three glowing darts of magical force. Each dart strikes 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.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
PHB2024 - Page 295

Wizard Level 1 Evocation

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

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

a flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
PHB2024 - Page 309

Wizard Level 1 Abjuration

Ray of Sickness

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
PHB2024 - Page 311

Wizard Level 1 Necromancy

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An imperceptible barrier of magical force 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.
PHB2024 - Page 316

Wizard Level 1 Abjuration

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1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Silent Image

  • casting timeAction
  • range60 feet

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

a bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual - it isn’t accompanied by sound, smell, or other sensory effects.
As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
PHB2024 - Page 317

Wizard Level 1 Illusion

Silvery Barbs

  • casting timeReaction*
  • range60 feet

  • componentsV
  • durationInstantaneous

*Reaction taken when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Strixhaven - Page 38

Wizard Level 1 Enchantment

Sleep

  • casting timeAction
  • range60 feet

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

a pinch of sand or rose petals

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
PHB2024 - Page 317

Wizard Level 1 Enchantment

Snare

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

25 feet of rope, which the spell consumes

You use the rope to create a circle with a 5-ft radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 ft above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
XGTE - Page 165

Wizard Level 1 Abjuration

Tasha’s Hideous Laughter

  • casting timeAction
  • range30 feet

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

a tart and a feather

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.
At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.
PHB2024 - Page 331

Wizard Level 1 Enchantment

Tasha's Caustic Brew

  • casting timeAction
  • rangeSelf

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

a bit of rotten food

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed in a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
TCOE - Page 115

Wizard Level 1 Evocation

Tenser's Floating Disk

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a drop of mercury

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
PHB2024 - Page 332

Wizard Level 1 Conjuration

Thunderwave

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
PHB2024 - Page 334

Wizard Level 1 Evocation

Unseen Servant

  • casting timeAction or Ritual
  • range60 feet

  • componentsV, S, M
  • duration1 hour

a bit of string and of wood

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
PHB2024 - Page 336

Wizard Level 1 Conjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Witch Bolt

  • casting timeAction
  • range60 feet

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

a twig struck by lightning

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
PHB2024 - Page 343

Wizard Level 1 Evocation

Aganazzar's Scorcher

  • casting timeAction
  • 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.
Elem. Evil Players Companion

Wizard Level 2 Evocation

Air Bubble

  • casting timeAction
  • range60 feet

  • componentsS
  • duration24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
SJ-Astral Adv. Guide - Page 22

Wizard Level 2 Conjuration

Alter Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You alter your physical form. For the duration, you can take a Magic action to replace the option you chose. Choose one:
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You decide what you look like, including height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can appear as a member of another species (same size), though none of your statistics change. Your basic shape stays the same - if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage instead of dealing the normal damage for your Unarmed Strike (use your spellcasting ability modifier for the attack and damage rolls instead of Strength).
PHB2014 - Page 239

Wizard Level 2 Transmutation

Arcane Lock

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

gold dust worth 25+ GP, which the spell consumes

You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
PHP2024 - Page 242

Wizard Level 2 Abjuration

Arcane Vigor

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.
PHB2014 - Page 242

Wizard Level 2 Abjuration

Augury

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omens
Omen = For Results That Will Be...
Weal = Good
Woe= Bad
Weal and woe = Good and bad
Indifference = Neither good nor bad
The spell doesn't account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
PHB2014 - Page 244

Wizard Level 2 Divination

Blindness/Deafness

  • casting timeAction
  • range120 feet

  • componentsV
  • duration1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
PHB2024 - Page 248

Wizard Level 2 Transmutation

Blur

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
PHB2024 - Page 248

Wizard Level 2 Illusion

1 1
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2 2
2 2
2 2
2 2
2 2
2 2
2 2

Borrowed Knowledge

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Strixhaven - Page 37

Wizard Level 2 Divination

Cloud of Daggers

  • casting timeAction
  • range60 feet

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

a sliver of glass

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
PHB2024 - Page 251

Wizard Level 2 Conjuration

Continual Flame

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50+ GP, which the spell consumes

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
PHP2014 - Page 256

Wizard Level 2 Evocation

Crown of Madness

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A spectral crown appears on the Charmed target's head, and it 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 no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
PHB2024 - Page 259

Wizard Level 2 Enchantment

Darkness

  • casting timeAction
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

bat fur and a piece of coal

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
PHB2024 - Page 260

Wizard Level 2 Evocation

Darkvision

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a dried carrot

For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
PHP2014 - Page 260

Wizard Level 2 Transmutation

Detect Thoughts

  • casting timeAction
  • rangeSelf

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

1 Copper Piece

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on later turns.
Sense Thoughts. You sense thoughts within 30 feet. You only know that a thinking creature is present. The spell is blocked by 1 ft of stone, dirt, or wood, 1 in of metal, or a thin sheet of lead.
Read Thoughts. Target one creature you can see (or detected with Sense Thoughts) within 30 feet. You learn what is most on the target’s mind. If target doesn’t know a language and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can probe deeper - target makes a Wisdom saving throw. Failed save: You discern the target’s reasoning, emotions, and something important on its mind. Success: The spell ends. Either way, the target knows you are probing its mind. Until you shift your attention, the target can take an action to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
PHB2024 - Page 262

Wizard Level 2 Divination

Dragon’s Breath

  • casting timeBonus Action
  • rangeTouch

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

a hot pepper

You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
PHB2024 - Page 266

Wizard Level 2 Transmutation

Dust Devil

  • casting timeAction
  • 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. 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 small 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.
Elem. Evil Players Companion

Wizard Level 2 Conjuration

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Earthbind

  • casting timeAction
  • 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.
Elem. Evil Players Companion

Wizard Level 2 Transmutation

Enhance Ability

  • casting timeAction
  • rangeTouch

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

fur or a feather

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
PHB2024 - Page 268

Wizard Level 2 Transmutation

Enlarge/Reduce

  • casting timeAction
  • range30 feet

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

a pinch of powdered iron

For the duration, the spell enlarges or reduces a creature or an object you can see within range. A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal at once. A thrown weapon or piece of ammunition returns to normal after a hit or miss.
Enlarge. The target’s size increases by one category (e.g. from Medium to Large). The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage.
Reduce. The target’s size decreases by one category (e.g. from Medium to Small). The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage (minimum of 1).
PHB2024 - 268

Wizard Level 2 Transmutation

Flaming Sphere

  • casting timeAction
  • range60 feet

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

a ball of wax

You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 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, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the 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. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
PHB2024 - Page 275

Wizard Level 2 Conjuration

Flock of Familiars

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You temporarily summon three familiars — spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends - your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.
Lost Lab. of Kwalish - Page 57

Wizard Level 2 Conjuration

Gentle Repose

  • casting timeAction or Ritual
  • rangeTouch

  • componentsV, S, M
  • duration10 days

2 Copper Pieces, which the spell consumes

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.
PHB2024 - Page 278

Wizard Level 2 Necromancy

Gift of Gab

  • casting timeReaction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

2 gp

Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened — by ensuring that no one knows it happened.
When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
Acq. Inc. - Page 76

Wizard Level 2 Enchantment

Gust of Wind

  • casting timeAction
  • rangeSelf

  • 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 duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
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 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 your later turns, you can change the direction in which the Line blasts from you.
PHB2024 - Page 282

Wizard Level 2 Evocation

Hold Person

  • casting timeAction
  • range60 feet

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

a straight piece of iron

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
PHB2024 - Page 286

Wizard Level 2 Enchantment

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Invisibility

  • casting timeAction
  • rangeTouch

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

an eyelash in gum arabic

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
PHB2024 - Page 289

Wizard Level 2 Illusion

Jim's Glowing Coin

  • casting timeAction
  • rangeAction

  • componentsS, M
  • duration1 minute

a coin

Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a Light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
Note: Requires 2 gp Royalty
Acq. Inc. - Page 76

Wizard Level 2 Enchantment

Kinetic Jaunt

  • casting timeBonus Action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration:
- Your walking speed increases by 10 feet.
- You don't provoke opportunity attacks.
- You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
Strixhaven - Page 37

Wizard Level 2 Transmutation

Knock

  • casting timeAction
  • 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 the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
PHB2024 - Page 290

Wizard Level 2 Transmutation

Levitate

  • casting timeAction
  • range60 feet

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

a metal spring

One creature or loose 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 an object 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 take a Magic 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.
PHB2024 - Page 291

Wizard Level 2 Transmutation

Locate Object

  • casting timeAction
  • 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 if 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 if 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 blocks a direct path between you and the object.
PHB2024 - Page 293

Wizard Level 2 Divination

Magic Mouth

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 10+ GP, which the spell consumes

You implant a message within an object in range 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 fewer, though it can be delivered over as long as 10 minutes. Finally, determine what will trigger the spell to deliver your message.
When that trigger 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 (e.g. the mouth of a statue), the magical mouth appears there, so the 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 repeat its message whenever the trigger occurs.
The trigger 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 the object.
PHB2024 - Page 295

Wizard Level 2 Illusion

Magic Weapon

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • duration1 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. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
PHB2024 - Page 295

Wizard Level 2 Transmutation

Maximilian's Earthen Grasp

  • casting timeAction
  • 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, who must make a Strength saving throw. It 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.
Elem. Evil Players Companion

Wizard Level 2 Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Melf's Acid Arrow

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

powdered rhubarb leaf

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 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 only.
Using a Higher-Level Spell Slot. The damage (both initial and later) increases by 1d4 for each spell slot level above 2.
PHB2024 - Page 297

Wizard Level 2 Evocation

Mind Spike

  • casting timeAction
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 hour

You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes 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 has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
PHB2024 - Page 298

Wizard Level 2 Divination

Mirror Image

  • casting timeAction
  • 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.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
PHB2024 - Page 299

Wizard Level 2 Illusion

Misty Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
PHB2024 - Page 299

Wizard Level 2 Conjuration

Nathair's Mischief

  • casting timeAction
  • range60 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a piece of crust from an apple pie

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll 1d4 on the list below to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
1 - The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 - Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 - Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 - Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.
Fizban - Page 20

Wizard Level 2 Illusion

Nystul's Magic Aura

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a small square of silk

With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.
PHB2024 - Page 302

Wizard Level 2 Illusion

Phantasmal Force

  • casting timeAction
  • range60 feet

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

a bit of fleece

You craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. Failed save: Create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action with an Intelligence (Investigation) check against your spell save DC. On a success, the target realizes that the phantasm is an illusion, and the spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, the phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of it. The target perceives the damage as a type appropriate to the illusion.
PHB2024 - Page 304

Wizard Level 2 Illusion

Pyrotechnics

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose an area of nonmagical flame that you can see and that fits 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.
Elem. Evil Players Companion

Wizard Level 2 Transmutation

Ray of Enfeeblement

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
PHB2024 - Page 311

Wizard Level 2 Necromancy

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Rime's Binding Ice

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a vial of meltwater

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
Fizban - Page 21

Wizard Level 2 Evocation

Rope Trick

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a segment of rope

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
PHB2024 - Page 312

Wizard Level 2 Transmutation

Scorching Ray

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
PHB2024 - Page 313

Wizard Level 2 Evocation

See Invisibility

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of talc

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
PHB2024 - Page 314

Wizard Level 2 Divination

Shadow Blade

  • casting timeBonus 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.
XGTE - Page 164

Wizard Level 2 Illusion

Shatter

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a chip of mica

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
PHB2024 - Page 316

Wizard Level 2 Evocation

Skywrite

  • casting timeAction or Ritual
  • 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.
Elem. Evil Players Companion

Wizard Level 2 Transmutation

Snilloc's Snowball Swarm

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

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.
Elem. Evil Players Companion

Wizard Level 2 Evocation

Spider Climb

  • casting timeAction
  • 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 along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.
PHB2024 - Page 319

Wizard Level 2 Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Spray of Cards

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a deck of cards

You spray spectral cards from your hands or sleeve - the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards:
Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.
Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force 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 of cutting cards increases by 1d10 for every two slot levels above 2nd.
Book of Many Things

Wizard Level 2 Conjuration

Suggestion

  • casting timeAction
  • range30 feet

  • componentsV, M
  • durationConcentration, up to 8 hours

a drop of honey

You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
PHB2024 - Page 321

Wizard Level 2 Enchantment

Tasha's Mind Whip

  • casting timeAction
  • 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 - it only gets one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
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. The creatures must be within 30 feet of each other.
TCOE - Page 115

Wizard Level 2 Enchantment

Vortex Warp

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationInstantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Strixhaven - Page 38

Wizard Level 2 Conjuration

Warding Wind

  • casting timeAction
  • 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.
Elem. Evil Players Companion

Wizard Level 2 Evocation

Warp Sense

  • casting timeAction
  • rangeSelf

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

a razorvine leaf

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.
If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.
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.
Planescape

Wizard Level 2 Divination

Web

  • casting timeAction
  • range60 feet

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

a bit of spiderweb

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the 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.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) 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.
PHB2024 - Page 340

Wizard Level 2 Conjuration

Wither and Bloom

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
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 above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Strixhaven - Page 38

Wizard Level 2 Necromancy

Animate Dead

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

Choose a pile of bones or a corpse of a Medium or Small Humanoid and it becomes a Skeleton if you chose bones or a Zombie if you chose a corpse (see stat blocks).
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell (within 60 ft) - if you control multiple creatures, you can issue the same command to each one. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying. To maintain control of the creature for another 24 hours, you must cast this spell on the creature (up to 4) again before the current 24-hour period ends.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
PHB2014 - Page 240

Wizard Level 3 Necromancy

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
3 3

Antagonize

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

a playing card depicting a rogue

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.
Using a Higher Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Book of Many Things

Wizard Level 3 Enchantment

Ashardalon's Stride

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.
When you move within 5 feet of a creature or object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.
Fizban - Page 19

Wizard Level 3 Transmutation

Bestow Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
1. Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
2. The target has Disadvantage on attack rolls against you.
3. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
4. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.

Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
PHB2024 - Page 246

Wizard Level 3 Necromancy

Blink

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 minute

Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
PHB2024 - Page 248

Wizard Level 3 Transmutation

Catnap

  • casting timeAction
  • range30 feet

  • componentsS, M
  • duration10 minutes

a pinch of sand

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
Using a Higher Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
XGE - Page 151

Wizard Level 3 Enchantment

Clairvoyance

  • casting time10 minutes
  • range1 mile

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

a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
PHB2024 - Page 250

Wizard Level 3 Divination

Counterspell

  • casting timeReaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
PHB2024 - Page 258

Wizard Level 3 Abjuration

Dispel Magic

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
PHB2024 - Page 264

Wizard Level 3 Abjuration

Enemies Abound

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
XGE - Page 155

Wizard Level 3 Enchantment

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Erupting Earth

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Elem. Evil Players Companion

Wizard Level 3 Transmutation

Fast Friends

  • casting timeAction
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 Hour

Choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
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 4th level or higher, you can target one additional creature for each slot level above 3rd.
Acq. Inc. - Page 75

Wizard Level 3 Enchantment

Fear

  • casting timeAction
  • rangeSelf

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

a white feather

Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
PHB2024 - Page 271

Wizard Level 3 Illusion

Feign Death

  • casting timeAction or Ritual
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.
The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.
PHB2024 - Page 271

Wizard Level 3 Necromancy

Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a ball of bat guano and sulfur

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
PHB2024 - Page 274

Wizard Level 3 Evocation

Flame Arrows

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Elem. Evil Players Companion

Wizard Level 3 Transmutation

Fly

  • casting timeAction
  • rangeTouch

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

a feather

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
PHB2024 - Page 276

Wizard Level 3 Transmutation

Galder's Tower

  • casting time10 minutes
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a fragment of stone, wood, or other building material

Conjure a two-story (each 10 ft. high, 100 sq. ft. with a simple ladder and hatch between floors) round or square tower made of suitable materials. Each level takes one form: A bedroom, (bed, chairs, chest, and fireplace), a study (desks, books, bookshelves, parchments, ink, and pens), a dining space (table, chairs, fireplace, containers, and utensils), a lounge (couches, armchairs, side tables and footstools), a washroom (toilets, washtubs, a brazier, and sauna benches), an observatory (telescope and maps of the night sky), or an empty room.
Anything conjured with the tower dissipates into smoke if removed. At the end of the duration, all creatures and objects not created by the spell appear safely outside on the ground, and the tower disappears. You can cast again while active to maintain it for another 24 hrs (permanent if every day for 1 year).At Higher Levels: When you cast this spell using a slot of 4 or higher, it can have one additional story for each level beyond 3.
Lost Lab. of Kwalish - Page 57

Wizard Level 3 Conjuration

Gaseous Form

  • casting timeAction
  • rangeTouch

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

a bit of gauze

A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target’s only method of movement is a Fly Speed of 10 ft, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage - it has Immunity to the Prone condition - and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
PHB2024 - Page 277

Wizard Level 3 Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Glyph of Warding

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

powdered diamond worth 200+ GP, which the spell consumes

You inscribe a glyph (no larger than 10 ft in diameter) on a surface or within an object that later unleashes a magical effect. If the surface or object is moved more than 10 feet, the spell ends untriggered.
The glyph requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose its type (below)
Explosive Rune. When triggered, the glyph erupts in a 20 ft Sphere (Dexterity saving throw). 5d8 Acid, Cold, Fire, Lightning, or Thunder (pick at creation) or half on a save.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph (max slot used for Glyph spell).
Using a Higher-Level Spell Slot. Explosive Rune damage increases by 1d8 for each slot level above 3.
PHB2024 - Page 279

Wizard Level 3 Abjuration

Haste

  • casting timeAction
  • range30 feet

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

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
PHB2024 - Page 284

Wizard Level 3 Transmutation

Hypnotic Pattern

  • casting timeAction
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

a pinch of confetti

You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
PHB2024 - Page 287

Wizard Level 3 Illusion

Incite Greed

  • casting timeAction
  • range30 feet

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

a gem worth at least 50 gp

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Acq. Inc. - Page 76

Wizard Level 3 Enchantment

Intellect Fortress

  • casting timeAction
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
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. The creatures must be within 30 feet of each other when you target them.
TCoE - Page 107

Wizard Level 3 Abjuration

Leomund's Tiny Hut

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV, S, M
  • duration8 hours

a crystal bead

A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
PHB2024 - Page 291

Wizard Level 3 Evocation

Life Transference

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
XGE - Page 160

Wizard Level 3 Necromancy

Lightning Bolt

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur and a crystal rod

A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
PHB2024 - Page 292

Wizard Level 3 Evocation

Magic Circle

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

You create a 10-ft-radius, 20-ft-tall Cylinder of magical energy centered on a point on the ground. Glowing runes appear on the surface. Choose one or more of: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects creatures of the chosen type:
- The creature can't willingly enter the Cylinder by nonmagical means. If they try to use teleportation or interplanar travel, it must first succeed on a Charisma save.
- The creature has Disadvantage on attack rolls against targets within the Cylinder.
- Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hr for each slot level above 3.
PHB2024 - Page 293

Wizard Level 3 Abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Major Image

  • casting timeAction
  • range120 feet

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

a bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-ft Cube on a spot you can see. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural (e.g. you can alter the image so that it appears to be walking). You can also cause the illusion to make different sounds, even making it carry on a conversation.
Physical interaction with the image reveals it's an illusion. A creature that takes a Study action can determine that it is an illusion with an Intelligence (Investigation) check against your spell save DC. If a creature discerns the it's an illusion, the creature can see through the image, and its other sensory qualities become faint.
Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.
PHB2024 - Page 295

Wizard Level 3 Illusion

Melf's Minute Meteors

  • casting timeAction
  • rangeSelf

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

niter, sulfur, and pine tar formed into a bead

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 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 4th level or higher, the number of meteors created.
Elem. Evil Players Companion

Wizard Level 3 Evocation

Nondetection

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a pinch of diamond dust worth 25+ GP, which the spell consumes

For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any Divination spell or perceived through magical scrying sensors.
PHB2024 - Page 302

Wizard Level 3 Abjuration

Phantom Steed

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S
  • duration1 hour

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
PHB2024 - Page 304

Wizard Level 3 Illusion

Protection from Energy

  • casting timeAction
  • 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.
PHB2024 - Page 309

Wizard Level 3 Abjuration

Remove Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.
PHB2024 - Page 312

Wizard Level 3 Abjuration

Sending

  • casting timeAction
  • rangeUnlimited

  • componentsV, S, M
  • durationInstantaneous

a copper wire

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
PHB2024 - Page 314

Wizard Level 3 Divination

Sleet Storm

  • casting timeAction
  • range150 feet

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

a miniature umbrella

Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
PHB2024 - Page 317

Wizard Level 3 Conjuration

Slow

  • casting timeAction
  • range120 feet

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

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s Speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
PHB2024 - Page 318

Wizard Level 3 Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Speak with Dead

  • casting timeAction
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

burning incense

You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
PHB2024 - Page 318

Wizard Level 3 Necromancy

Spirit Shroud

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for every two slot levels above 3rd.
TCE - Page 108

Wizard Level 3 Necromancy

Stinking Cloud

  • casting timeAction
  • range90 feet

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

a rotten egg

You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
PHB2024 - Page 321

Wizard Level 3 Conjuration

Summon Fey

  • casting timeAction
  • range90 feet

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

a gilded flower worth 300+ GP

You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
PHB2024 - Page 326

Wizard Level 3 Conjuration

Summon Lesser Demons

  • casting timeAction
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

You utter foul words, summoning demons from the Abyss. Roll to determine what appears.
d6 = Demons Summoned
1-2 = Two demons of challenge rating 1 or lower
3-4 = Four demons of challenge rating 1/2 or lower
5-6 = Eight Demons of challenge rating 1/4 or lower
DM chooses the demons and you choose the spaces where they appear. A demon disappears when it drops to 0 HP or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the demons as a group, which has its own turns. Demons try to pursue and attack the nearest non-demon. You can form a circle (large enough to encompass your space) on the ground with the blood that the demons can't cross or target anyone within. Using the blood like this consumes it when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
XGTE - Page 167

Wizard Level 3 Conjuration

Summon Shadowspawn

  • casting timeAction
  • range90 feet

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

tears inside a gem worth at least 300 gp

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen biped marked by the chosen emotion, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
TCOE - Page 113

Wizard Level 3 Conjuration

Summon Undead

  • casting timeAction
  • range90 feet

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

a gilded skull worth 300+ GP

You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
PHB2024 - Page 328

Wizard Level 3 Necromancy

Thunder Step

  • casting timeAction
  • range90 feet

  • componentsV
  • durationInstantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in - otherwise, the creature is left behind.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
XGTE - Page 168

Wizard Level 3 Conjuration

Tidal Wave

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of water

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Elem. Evil Players Companion

Wizard Level 3 Conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Tiny Servant

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration8 hours

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. It animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 HP (see stat block). As a Bonus Action, you can mentally command the creature if it is within 120 ft. If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one. You decide what action it will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 HP, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels: When you cast this spell using a level 4 or higher slot, you can animate two additional objects for each level above 3.
XGTE - Page 168

Wizard Level 3 Transmutation

Tongues

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a miniature ziggurat

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
PHB2024 - Page 334

Wizard Level 3 Divination

Vampiric Touch

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
PHB2024 - Page 337

Wizard Level 3 Necromancy

Wall of Sand

  • casting timeAction
  • range90 feet

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

a handful of sand

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.
Elemental Evil Players Companion

Wizard Level 3 Evocation

Wall of Water

  • casting timeAction
  • range60 feet

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

a drop of water

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Elem. Evil Players Companion

Wizard Level 3 Evocation

Water Breathing

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed

This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
PHB2024 - Page 340

Wizard Level 3 Transmutation

Arcane Eye

  • casting timeAction
  • range30 feet

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

a bit of bat fur

You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
PHP2024 - Page 242

Wizard Level 4 Divination

Banishment

  • casting timeAction
  • range30 feet

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

a pentacle

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
PHB2014 - Page 245

Wizard Level 4 Abjuration

Blight

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save - it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
PHB2024 - Page 247

Wizard Level 4 Necromancy

3 3
3 3
3 3
3 3
3 3
3 3
4 4
4 4
4 4

Charm Monster

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
PHB2024 - Page 249

Wizard Level 4 Enchantment

Confusion

  • casting timeAction
  • range90 feet

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

three nut shells

Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below:
1:The target doesn’t take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1-north, 2-east, 3-south, or 4-west.
2-6: The target doesn’t move or take actions.
7-8: The target doesn’t move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.
9-10: The target chooses its behavior.
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere’s radius increases by 5 feet for each spell slot level above 4.
PHB2024 - Page 253

Wizard Level 4 Enchantment

Conjure Minor Elementals

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
PHB2024 - Page 255

Wizard Level 4 Conjuration

Control Water

  • casting timeAction
  • range300 feet

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

a mixture of water and dust

Control water (Cube up to 100 ft/side) using 1 effect (for duration or choose new one as a Magic Action in later turns). Flood. All water rises 20 ft max. Large body of water - instead creates a 20-ft tall wave that travels across and crashes. Huge or smaller vehicles are carried to the other side (25% chance of capsizing). Waves repeat on next turn. Part Water. Water parts into a trench (area wide). At end, water fills in during the next round. Redirect Flow. Water moves in a direction you choose. Once beyond the spell’s area, it resumes its flow based on the terrain. Whirlpool. A whirlpool (base 5ft wide, up to 50 ft wide top, 25 ft tall) forms in the center of the area (at least 50 sq ft and 25 ft deep). Creatures (in water) within 25 ft are pulled 10 ft toward it. Creature makes a Strength save when entering or ending turn there. Fail: 2d8 Bludgeoning. Success: half. Creature can swim away (action required) if it succeeds on a Strength (Athletics) check (Spell DC)
PHP2014 - Page 256

Wizard Level 4 Transmutation

Dimension Door

  • casting timeAction
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
PHB2024 - Page 262

Wizard Level 4 Conjuration

Divination

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

incense worth 25+ GP, which the spell consumes

This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
PHB2024 - Page 264

Wizard Level 4 Divination

Elemental Bane

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Elem. Evil Players Companion

Wizard Level 4 Transmutation

Evard's Black Tentacles

  • casting timeAction
  • range90 feet

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

a tentacle

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
PHB2024 - Page 270

Wizard Level 4 Conjuration

Fabricate

  • casting time10 minutes
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.
Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects.
PHB2024 - Page 271

Wizard Level 4 Transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Fire Shield

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

a bit of phosphorus or a firefly

Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
PHB2024 - Page 274

Wizard Level 4 Evocation

Galder's Speedy Courier

  • casting timeAction
  • range10 feet

  • componentsV, S, M
  • duration10 minutes

You summon a Small, formless, nearly transparent (immune to damage) air elemental (cannot interact with other creatures or objects). It carries an empty chest whose interior dimensions are 3 ft on each side. You can deposit as many items inside as will fit. You then name a living creature you have met or any creature for which you possess a piece of its body. As soon as the lid is closed, the elemental disappears and reappears adjacent to the target. If the target is on another plane (or proofed against magical detection of location), the contents reappear at your feet.
The target is made aware of the contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. Other creatures can't retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental disappears. The elemental also disappears if the target creature orders it to return the items to you (any items not taken reappear at your feet).
At Higher Levels: When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane
Lost Lab. of Kwalish - Page 57

Wizard Level 4 Conjuration

Gate Seal

  • casting time1 minute
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a broken portal key, which the spell consumes

You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.
Planescape

Wizard Level 4 Abjuration

Greater Invisibility

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A creature you touch has the Invisible condition until the spell ends.
PHB2024 - Page 281

Wizard Level 4 Illusion

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV, S, M
  • duration24 hours

a mushroom

You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
PHB2024 - Page 283

Wizard Level 4 Illusion

Ice Storm

  • casting timeAction
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a mitten

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
PHB2024 - Page 287

Wizard Level 4 Evocation

Leomund's Secret Chest

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP

You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.
PHB2024 - Page 290

Wizard Level 4 Conjuration

Locate Creature

  • casting timeAction
  • rangeSelf

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

fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.
PHB2024 - Page 292

Wizard Level 4 Divination

Mordenkainen's Faithful Hound

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a silver whistle

You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.
On your later turns, you can take a Magic action to move the hound up to 30 feet.
PHB2024 - Page 300

Wizard Level 4 Conjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Mordenkainen's Private Sanctum

  • casting time10 minutes
  • range120 feet

  • componentsV, S, M
  • duration24 hours

a thin sheet of lead

Make an area (cube between 5ft and 100 ft per side) magically secure.
When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.
- Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by Divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
PHB2024 - Page 301

Wizard Level 4 Abjuration

Otiluke's Resilient Sphere

  • casting timeAction
  • range30 feet

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

a glass sphere

A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
PHB2024 - Page 303

Wizard Level 4 Abjuration

Phantasmal Killer

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.
For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
PHB2024 - Page 304

Wizard Level 4 Illusion

Polymorph

  • casting timeAction
  • range60 feet

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

a caterpillar cocoon

You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left and any that remain vanish when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
PHB2024 - Page 306

Wizard Level 4 Transmutation

Raulothim's Psychic Lance

  • casting timeAction
  • range120 feet

  • componentsV
  • durationInstantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Fizban - Page 21

Wizard Level 4 Enchantment

Sickening Radiance

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
XGTE - Page 164

Wizard Level 4 Evocation

Spirit of Death

  • casting timeAction
  • range60 feet

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

a gilded playing card depicting an avatar of death worth at least 400 gp

You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target, and the target becomes haunted by the spirit. The spirit uses the Reaper Spirit stat block. The spirit disappears when it or the haunted creature is reduced to 0 hit points, or when the spell ends.
The reaper spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you), but it will only attack the haunted creature. If you don't issue the spirit any commands, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Book of Many Things

Wizard Level 4 Necromancy

Stone Shape

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

soft clay

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
PHB2024 - Page 321

Wizard Level 4 Transmutation

Stoneskin

  • casting timeAction
  • rangeTouch

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

diamond dust worth 100+ GP, which the spell consumes

Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
PHB2024 - Page 321

Wizard Level 4 Transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Storm Sphere

  • casting timeAction
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Elem. Evil Players Companion

Wizard Level 4 Evocation

Summon Aberration

  • casting timeAction
  • range90 feet

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

a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP

JUSTINE CRUZAberrant Spirit (Beholderkin)
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
PHB2024 - Page 322

Wizard Level 4 Conjuration

Summon Construct

  • casting timeAction
  • range90 feet

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

a lockbox worth 400+ GP

You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
PHB2024 - Page 324

Wizard Level 4 Conjuration

Summon Elemental

  • casting timeAction
  • range90 feet

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

air, a pebble, ash, and water inside a gold-inlaid vial worth 400+ GP

You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
PHB2024 - Page 325

Wizard Level 4 Conjuration

Summon Greater Demon

  • casting timeAction
  • range60 feet

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

a vial of blood from a humanoid killed within the past 24 hours

Summon 1 demon from the Abyss (choose type with a CR 5 or lower) that appears in an unoccupied space. It disappears when it drops to 0 HP or when the spell ends. Roll initiative for it (has its own turns). When you summon it, and on each turn, you can issue a verbal command (no action required), which it will do on its next turn. If you issue no command, it attacks any creature within reach that has attacked it. At the end of its turns, it makes a Charisma save (with Disadvantage if you say its true name). On a fail, it continues to obey. On a success, your control ends and it spends its turns attacking the nearest non-demons. If you stop concentrating, it's uncontrolled and doesn't disappear for 1d6 rounds. You can use the blood when casting (consumes it) to form a circle on the ground large enough to encompass your space that the demon can't enter or target within.
At Higher Levels: When you cast using a slot of 5 or higher, the CR increases by 1 for each level above 4.
XGTE - Page 166

Wizard Level 4 Conjuration

Vitriolic Sphere

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a drop of bile

You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
PHB2024 - Page 337

Wizard Level 4 Evocation

Wall of Fire

  • casting timeAction
  • range120 feet

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

a piece of charcoal

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
PHB2024 - Page 338

Wizard Level 4 Evocation

Watery Sphere

  • casting timeAction
  • range90 feet

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

a droplet of water

You conjure a sphere of water with a 5-ft radius at a point you can see. It can hover (10 ft from ground max). Creatures in the sphere’s space must make a Strength save. Success, creature is ejected to the nearest unoccupied space (creature’s choice). Huge or larger creatures succeed automatically. Large or smaller can choose failure. Fail, creature is restrained by it and engulfed by water. At the end of each turn, restrained can repeat the save. It can restrain up to 4 Medium or smaller or 1 Large. If a new creature causes it to exceed this capacity, a random one falls out and lands prone within 5 ft. You can move (creatures move with it) the sphere up to 30 ft (Action) in a straight line. If it moves over a drop-off, it safely descends until it is 10 ft above the ground. You can ram the sphere into creatures, forcing them to make the save. When the spell ends, the sphere falls (creatures knocked prone) and extinguishes all normal flames within 30 ft. - the water vanishes.
Elem. Evil Players Companion

Wizard Level 4 Conjuration

Animate Objects

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose a number of nonmagical objects within range that aren’t worn/carried, aren’t fixed to a surface, and aren’t Gargantuan. The max number of objects is equal to your spellcasting ability modifier - a Medium or smaller target counts as 1 object, a Large target counts as 2, and a Huge target counts as 3. Each target sprouts legs and becomes a Construct that uses the Animated Object stat block - creature is under your control until the spell ends or until it is reduced to 0 HP. In combat, it uses your Initiative and takes its turn right after yours. You can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can issue the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.
Using a Higher-Level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.
PHB2024 - Page 240

Wizard Level 5 Transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
5 5

Bigby’s Hand

  • casting timeAction
  • range120 feet

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

an eggshell and a glove

Create a Large hand (AC 20 with HP=HP max - spell ends at 0 HP) of energy in an visible unoccupied space (it won't occupy it). You can move (at cast and Bonus Action) it up to 60 ft and cause one: Clenched Fist. Strike a target within 5 ft (melee spell attack) doing 5d8 Force damage. Forceful Hand. Push a Huge or smaller creature within 5 ft of it (Strength save) up to 5 ft (plus 5 times spellcasting modifier). It remains within 5 ft of the target. Grasping Hand. Grapple a Huge or smaller creature within 5 ft (Dexterity save with escape DC equal to your spell save DC). Take a Bonus Action to crush a Grappled target (4d6 plus spellcasting modifier Bludgeoning damage). Interposing Hand. Grants you Half Cover against attacks and other effects that originate from its space or that pass through it (counts as Difficult Terrain).
Using a Higher-Level Spell Slot. Clenched Fist damage increases by 2d8 and Grasping Hand damage increases by 2d6 for each slot above 5.
PHB2014 - Page 246

Wizard Level 5 Evocation

Circle of Power

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.

PHP2014 - Page 250

Wizard Level 5 Abjuration

Cloudkill

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The Sphere moves 10 feet away from you at the start of each of your turns.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
PHB2024 - Page 251

Wizard Level 5 Conjuration

Cone of Cold

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a small crystal or glass cone

You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
PHB2024 - Page 253

Wizard Level 5 Evocation

Conjure Elemental

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit’s element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.
PHB2024 - Page 254

Wizard Level 5 Conjuration

Contact Other Plane

  • casting time1 minute or Ritual
  • rangeSelf

  • componentsV
  • duration1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
PHB2024 - Page 255

Wizard Level 5 Divination

Control Winds

  • casting timeAction
  • range300 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You take control of the air in a 100-ft cube that you can see. Choose one of these effects when you cast the spell. You can use an action on a later turn to switch effects, temporarily halt one, or restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. Choose the intensity: calm, moderate, or strong. Moderate or strong, ranged weapon attacks that interact with the cube have disadvantage. Strong, any creature moving against the wind spends 1 extra ft of movement for each foot moved. Downdraft. Cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that interact with the cube have disadvantage. Creature must make a Strength save if it flies into the cube. Failure: Creature is knocked prone. Updraft. Cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that fall within the cube take only half damage from the fall. When a creature inside makes a vertical jump, it can jump up to 10 ft higher than normal.
Elem. Evil Players Companion

Wizard Level 5 Transmutation

Create Spelljamming Helm

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a crystal rod worth at least 5,000 gp, which the spell consumes

Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm.
Spelljammers

Wizard Level 5 Transmutation

Creation

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationSpecial

a paintbrush

You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail.
Materials
Material = Duration

Vegetable matter = 24 hours
Stone or crystal = 12 hours
Precious metals = 1 hour
Gems = 10 minutes
Adamantine or mithral = 1 minute
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
PHB2024 - Page 259

Wizard Level 5 Illusion

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Danse Macabre

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your control until the spell ends, after which they become inanimate once more.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
XGTE - Page 153

Wizard Level 5 Necromancy

Dawn

  • casting timeAction
  • range60 feet

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

a sunburst pendant worth at least 100 gp

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
XGE - Page 153

Wizard Level 5 Evocation

Dominate Person

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).
PHB2024 - Page 266

Wizard Level 5 Enchantment

Dream

  • casting time1 minute
  • rangeSpecial

  • componentsV, S, M
  • duration8 hours

a handful of sand

You target a creature you know on the same plane. You or a willing creature you touch enters a trance and acts as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
The messenger appears in the target’s dreams and can converse with the target as long as it's asleep. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep.
You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
PHB2024 - Page 266

Wizard Level 5 Illusion

Enervation

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
XGTE - Page 155

Wizard Level 5 Necromancy

Far Step

  • casting timeBonus Action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
XGTE - Page 155

Wizard Level 5 Conjuration

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 days

You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
PHB2024 - Page 278

Wizard Level 5 Enchantment

Hold Monster

  • casting timeAction
  • range90 feet

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

a straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
PHB2024 - Page 285

Wizard Level 5 Enchantment

Immolation

  • casting timeAction
  • range90 feet

  • componentsV
  • durationConcentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
Elem. Evil Players Companion

Wizard Level 5 Evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Infernal Calling

  • casting time1 minute
  • range90 feet

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

a ruby worth at least 999 gp

You summon a devil (Unfriendly) from the Nine Hells (choose type with CR 6 or lower) to an unoccupied space. It disappears when it drops to 0 HP. Roll initiative for it (has its own turns). DM controls it and it acts according to its nature. On each of your turns, you can try to command it (no action required). It obeys if the likely outcome fits its desires. Otherwise, make a Charisma (Deception, Intimidation, or Persuasion) check (with Advantage if you say its true name) vs its Wisdom (Insight) check. Fai: It's immune to your commands (unless it wants to obey). Success: It obeys until its done, when it returns to report completion. If your concentration ends, it remains (if immune to commands). It acts how it wants for 3d6 mins, and disappears. If you have a devil's talisman, you can summon it (appropriate CR plus 1), and it obeys all commands (no checks required). At Higher Levels: When cast using a slot of 6 or higher, the CR increases by 1 for each level above 5.
XGTE - Page 158

Wizard Level 5 Conjuration

Jallarzi’s Storm of Radiance

  • casting timeAction
  • range120 feet

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

a pinch of phosphorus

You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The Radiant and Thunder damage increase by 1d10 for each spell slot level above 5.
PHB2024 - Page 289

Wizard Level 5 Evocation

Legend Lore

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each

Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.
The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.
If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.
PHB2024 - Page 290

Wizard Level 5 Divination

Mislead

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 hour

You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.
PHB2024 - Page 299

Wizard Level 5 Illusion

Modify Memory

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You attempt to reshape one creature’s (that you can see) memories (Wisdom saving throw). If you are fighting the creature, it has Advantage. Failed save, the target is the Charmed, Incapacitated, and unaware of its surroundings (it can here you). If it takes any damage or is targeted by another spell, the spell ends.
You can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other event.
You must speak to the target to describe how its memories are affected. If the spell ends before you finish, the memory isn’t altered. Otherwise, the modification takes hold when the spell ends.
An illogical memory is dismissed as a bad dream.
Using a Higher-Level Spell Slot. You can alter the target’s memories that took place 7 days ago (level 6 slot), 30 days ago (level 7 slot), 365 days ago (level 8 slot), or any time in the creature’s past (level 9 slot).
PHB2024 - Page 299

Wizard Level 5 Enchantment

Negative Energy Flood

  • casting timeAction
  • range60 feet

  • componentsV, M
  • durationInstantaneous

a broken bone and a square of black silk

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.
If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
XGTE - Page 163

Wizard Level 5 Necromancy

Passwall

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a pinch of sesame seeds

A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
PHB2024 - Page 303

Wizard Level 5 Transmutation

Planar Binding

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth 1,000+ GP, which the spell consumes

You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
A bound creature must follow your commands to the best of its ability. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
PHB2024 - Page 305

Wizard Level 5 Abjuration

Rary’s Telepathic Bond

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration1 hour

two eggs

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.
PHB2024 - Page 311

Wizard Level 5 Divination

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Scrying

  • casting time10 minutes
  • rangeSelf

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

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy.
Knowledge of the Target = Save Modifier
Secondhand (heard of the target) = +5
Firsthand (met the target) = +0
Extensive (know the target well) = -5
You Have the Target’s = Save Modifier
Picture or other likeness = -2
Garment or other possession = -4
Body part, lock of hair, or bit of nail = −10
On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours.
Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.
PHB2024 - Page 313

Wizard Level 5 Divination

Seeming

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration8 hours

You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat.
A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
PHB2024 - Page 314

Wizard Level 5 Illusion

Skill Empowerment

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice - until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
XGTE - Page 165

Wizard Level 5 Transmutation

Steel Wind Strike

  • casting timeAction
  • range30 feet

  • componentsS, M
  • durationInstantaneous

a Melee weapon worth 1+ SP

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.
You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
PHB2024 - Page 320

Wizard Level 5 Conjuration

Summon Draconic Spirit

  • casting timeAction
  • range60 feet

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

an object with the image of a dragon engraved on it, worth at least 500 gp

You call forth a Draconic Spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Fizban - Page 21

Wizard Level 5 Conjuration

Summon Dragon

  • casting timeAction
  • range60 feet

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

an object with the image of a dragon engraved on it worth 500+ GP

You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
PHB2024 - Page 324

Wizard Level 5 Conjuration

Synaptic Static

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
PHB2024 - Page 330

Wizard Level 5 Enchantment

Telekinesis

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

Move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns, you can exert your will on one visible creature or object, causing one of the below effects. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature (Strength save) up to 30 feet in any direction within the spell’s range. Until the end of your next turn, the creature is Restrained and you suspend it in the air. It falls at the end of your next turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object (not worn or carried) up to 30 feet in any direction within the spell’s range. If the object is worn or carried by a creature it must succeed on a Strength save, or you pull the object away and move it up to 30 feet in any direction within the spell’s range.
You can exert fine control on objects with your telekinetic grip.
PHB2024 - Page 331

Wizard Level 5 Transmutation

Teleportation Circle

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare inks worth 50+ GP, which the spell consumes

You draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
PHB2024 - Page 332

Wizard Level 5 Conjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Transmute Rock

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

Choose an area of stone or mud that fits within a 40-foot cube. Choose one effect: Transmute Rock to Mud. Nonmagical rock becomes an equal volume of thick, flowing mud. Ground in the area becomes muddy enough that creatures can sink into it. Each foot of movement costs 4 ft of movement. Creatures in the space or that move into it make a Strength save. Fail: Restrained (can use an action to pull free). If cast on a ceiling, the mud falls. Creatures under the mud make a Dexterity save. Failure: 4d8 bludgeoning damage (half on a success).
Transmute Mud to Rock. Nonmagical mud or quicksand (max of 10 ft deep) transforms into soft stone. Creatures in the mud when it transforms make a Dexterity save. Success: Creature is shunted safely to the surface in an unoccupied space. Failure: Restrained. Creature (or another creature within reach) can use an action to break the rock (DC 20 Strength check or deal damage to it). Rock has AC 15 and 25 HP (immune to poison and psychic).
Elem. Evil Players Companion

Wizard Level 5 Transmutation

Wall of Force

  • casting timeAction
  • range120 feet

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

a shard of glass

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
PHB2024 - Page 338

Wizard Level 5 Evocation

Wall of Light

  • casting timeAction
  • range120 feet

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

a hand mirror

A wall of light appears at a point and orientation (horizontally, vertically, or diagonally) you choose (free floating or on a surface) up to 60 ft long, 10 ft high, and 5 ft thick. It blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 ft and dim light for an additional 120 ft. When it appears, creatures in its area make a Constitution save. Fail: 4d8 radiant damage, and is blinded for 1 minute. Success: Half damage only. A blinded creature can make a Constitution save at the end of each of its turns. A creature that ends its turn in the wall's area takes 4d8 radiant damage. You can use an action to launch a beam from the wall at one visible creature within 60 ft of it (ranged spell attack) for 4d8 radiant damage. Each use reduces the length of the wall by 10 ft. The spell ends when the wall drops to 0 ft.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, damage increases by 1d8 for each level above 5.
XGTE - Page 170

Wizard Level 5 Evocation

Wall of Stone

  • casting timeAction
  • range120 feet

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

a cube of granite

A nonmagical wall of solid stone (6 in thick made of ten 10ft x 10ft contiguous panels) springs into existence at a point you choose. Or, you can create 3 in thick 10ft x 20ft panels. If the wall cuts through a creature’s space when it appears, creature is pushed to one side of the wall (you choose). If a creature would be surrounded, it can make a Dexterity save. Success: it can use its Reaction to move up to its Speed so that it is no longer enclosed. The wall can have any shape (can’t occupy the same space as a creature or object). The wall doesn’t need to be vertical or rest on a firm foundation, but must merge with and be solidly supported by existing stone. You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 ft, you must halve the size of each panel to create supports. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
PHB2024 - Page 339

Wizard Level 5 Evocation

Yolande’s Regal Presence

  • casting timeAction
  • rangeSelf

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

a miniature tiara

You surround yourself with unearthly majesty in a 10-foot Emanation. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. On a failed save, the target takes 4d6 Psychic damage and has the Prone condition, and you can push it up to 10 feet away. On a successful save, the target takes half as much damage only. A creature makes this save only once per turn.
PHB2024 - Page 343

Wizard Level 5 Enchantment

Arcane Gate

  • casting timeAction
  • range500 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
PHB2014 - Page 242

Wizard Level 6 Conjuration

Chain Lightning

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

three silver pins

You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.
PHB2024 - Page 249

Wizard Level 6 Evocation

Circle of Death

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

the powder of a crushed black pearl worth 500+ GP

Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.
PHB2024 - Page 250

Wizard Level 6 Necromancy

Contingency

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • duration10 days

a gem-encrusted statuette of yourself worth 1,500+ GP

Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell - called the contingent spell - as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
PHB2024 - Page 256

Wizard Level 6 Abjuration

5 5
5 5
5 5
5 5
5 5
6 6
6 6
6 6
6 6

Create Homunculus

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1000 gp

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special Construct called a homunculus.
It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your hit dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus' hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus' hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus' death.
You can have only one homunculus at a time.
XGTE - Page 152

Wizard Level 6 Transmutation

Create Undead

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one 150+ GP black onyx stone for each corpse

You can cast only at night. Choose up to 3 corpses of Medium or Small Humanoids. Each one becomes a Ghoul under your control for 24 hours (extend for up to 3 targets by casting again before 24 hours is up). As a Bonus Action on each turn, you can mentally command any animated creatures if it is within 120 ft (if you control multiple creatures, you can issue the same command to all). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. The creature continues to follow an order until its complete.
Using a Higher-Level Spell Slot. If you use a level 7 slot, you can control 4 Ghouls. If you use a level 8 slot, you can control 5 Ghouls or 2 Ghasts or Wights. If you use a level 9 slot, you can control 6 Ghouls, 3 Ghasts or Wights, or 2 Mummies.
PHB2024 - Page 258

Wizard Level 6 Necromancy

Disintegrate

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a lodestone and dust

You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.
PHB2024 - Page 263

Wizard Level 6 Transmutation

Drawmij's Instant Summons

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

a sapphire worth 1,000+ GP

You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.
PHB2024 - Page 266

Wizard Level 6 Conjuration

Eyebite

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.
On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.
Sickened. The target has the Poisoned condition.
PHB2024 - Page 270

Wizard Level 6 Necromancy

Fizban's Platinum Shield

  • casting timeBonus Action
  • range60 feet

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

a platinum-plated dragon scale, worth at least 500 gp

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:
Cover. The creature has half cover.
Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.
Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.
Fizban - Page 20

Wizard Level 6 Abjuration

Flesh to Stone

  • casting timeAction
  • range60 feet

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

a cockatrice feather

You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.
A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive - keep track of both until the target collects three of a kind.
If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
PHB2024 - Page 275

Wizard Level 6 Transmutation

Globe of Invulnerability

  • casting timeAction
  • rangeSelf

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

a glass bead

An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.
PHB2024 - Page 279

Wizard Level 6 Abjuration

Guards and Wards

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a silver rod worth 10+ GP

You create a ward that protects up to 2,500 sq ft (max 20 ft tall) of floor space. You can specify individuals or a password (speak within 5 feet) for immunity. Effects can be dispelled with Dispell Magic.
Corridors. Fog fills all the warded corridors (Heavily Obscured). At any intersection, there is a 50% chance that a creature other than you thinks its going in the opposite direction.
Doors. All doors are magically locked (Arcane Lock). You can also cover up to ten doors with an illusion to look like plain sections of wall.
Stairs. Webs fill all stairs from top to bottom. Strands regrow in 10 min if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one: Dancing Lights in four corridors, Magic Mouth in two locations, Stinking Cloud in two locations (vapors return within 10 min if dispersed), Gust of Wind in one corridor or room, Suggestion in one 5-foot square.
PHB2024 - Page 282

Wizard Level 6 Abjuration

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

Investiture of Flame

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Elem. Evil Players Companion

Wizard Level 6 Transmutation

Investiture of Ice

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Elem. Evil Players Companion

Wizard Level 6 Transmutation

Investiture of Stone

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Elem. Evil Players Companion

Wizard Level 6 Transmutation

Investiture of Wind

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Elem. Evil Players Companion

Wizard Level 6 Transmutation

Magic Jar

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, or reliquary worth 500+ GP

Your body falls into a catatonic state as your soul leaves and enters the container used as the Material component. You are aware of your (container's) surroundings (can't move or React). You can project your soul (Action) up to 100 ft out of the container to return to your body (and ending the spell) or try to possess a Humanoid (visible within 100 ft and not warded by Protection from Evil and Good or Magic Circle). Target makes a Charisma save. On a failure, your soul enters the target's body and you control it (its soul is now trapped in the container). On a success, it resists and you can't try to possess it again for 24 hrs. Your HP, HP Dice, Str, Dex, Cons, Speed, and senses are replaced by the creature's. Its soul can perceive from the container, but it can't move and is Incapacitated. If the container is destroyed or the spell ends - your/their soul returns to your/their body (alive and within 100 ft. - otherwise you/they die). When the spell ends, the container is destroyed.
PHB2024 - Page 294

Wizard Level 6 Necromancy

Mass Suggestion

  • casting timeAction
  • range60 feet

  • componentsV, M
  • duration24 hours

a snake’s tongue

You suggest a course of activity, described in no more than 25 words, to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.”
Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.
Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
PHB2024 - Page 296

Wizard Level 6 Enchantment

Mental Prison

  • casting timeAction
  • range60 feet

  • componentsS
  • durationConcentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
XGTE - Page 161

Wizard Level 6 Illusion

Move Earth

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 2 hours

a miniature shovel

Choose an area of terrain no larger than a 40 ft square. You can reshape dirt, sand, or clay in any manner you choose. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. It takes 10 min for these changes to complete. Creatures in the area can’t usually be trapped or injured by the ground’s movement. At the end of every 10 min you spend concentrating on the spell, you can choose a new area of terrain to affect. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
PHB2024 - Page 302

Wizard Level 6 Transmutation

Otiluke’s Freezing Sphere

  • casting timeAction
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a miniature crystal sphere

A globe streaks from you to a point of your choice where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution save taking 10d6 Cold damage on fail or half as much on a success. If the globe strikes a body of water, it freezes the water to a depth of 6 in over an area 30 ft square (lasts for 1 min). Creatures that were swimming on the surface are trapped in the ice (Restrained) and can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can delay firing the globe - a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give it to can throw it (to a range of 40 ft) or hurl it with a sling (sling’s normal range). It shatters on impact, with the same effect as a normal casting. You can also set the globe down. After 1 minute, if it hasn’t already shattered, it explodes.
Using a Higher-Level Spell Slot. Damage increases by 1d6 for each slot above 6.
PHB2024 - Page 302

Wizard Level 6 Evocation

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

Otto’s Irresistible Dance

  • casting timeAction
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
PHB2024 - Page 303

Wizard Level 6 Enchantment

Programmed Illusion

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 25+ GP

You create an illusion of an object, a creature, or some other visible phenomenon that activates with a specific trigger. The illusion is imperceptible until then. It must be no larger than a 30-ft Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This performance can last up to 5 min. When triggered, the illusion springs into existence and performs as you described. Once the illusion is finished, it disappears and remains dormant for 10 min, after which the illusion can be activated again. The trigger must be based on visual or audible phenomena that occur within 30 feet. Physical interaction with the image reveals it to be illusory. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
PHB2024 - Page 309

Wizard Level 6 Illusion

Scatter

  • casting timeAction
  • range30 feet

  • componentsV
  • durationInstantaneous

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
XGTE - Page 164

Wizard Level 6 Conjuration

Soul Cage

  • casting timeReaction
  • range60 feet

  • componentsV, S, M
  • duration8 hours

a tiny silver cage worth 100 gp

Snatch the soul of a humanoid as it dies and trap it inside the cage (its body can't be revived while trapped). It remains in the cage until the spell ends or until you destroy the cage. You can exploit the soul (up to 6 times then it's released):
- Steal Life: Use a bonus action to drain vigor from the soul and regain 2d8 HP.
- Query Soul: Ask the soul a question (no action required) and receive a brief telepathic answer (no more than a sentence or two).
- Borrow Experience: Use a bonus action to bolster yourself with the soul's experience, making your next attack roll, ability check, or saving throw with advantage (before your next turn).
- Eyes of the Dead: Use an action to name a place the soul saw in life, which creates an invisible sensor in that place (if on same plane) up to 10 mins (concentration required). Receive visual and auditory information from it. A creature that can see it sees a translucent image of the humanoid whose soul you caged.
XGTE - Page 165

Wizard Level 6 Necromancy

Summon Fiend

  • casting timeAction
  • range90 feet

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

a bloody vial worth 600+ GP

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
PHB2024 - Page 326

Wizard Level 6 Conjuration

Sunbeam

  • casting timeAction
  • rangeSelf

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

a magnifying glass

You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
PHB2024 - Page 329

Wizard Level 6 Evocation

Tasha’s Bubbling Cauldron

  • casting timeAction
  • range5 feet

  • componentsV, S, M
  • duration10 minutes

a gilded ladle worth 500+ GP

You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.
Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.
PHB2024 - Page 330

Wizard Level 6 Conjuration

Tasha's Otherworldly Guise

  • casting timeBonus Action
  • rangeSelf

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

an object engraved with a symbol of the Outer Planes, worth at least 500 gp

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
- You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
- You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
- Spectral wings appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
- All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
TCOE - Page 116

Wizard Level 6 Transmutation

Tenser's Transformation

  • casting timeAction
  • rangeSelf

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

a few hairs from a bull

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
XGTE - Page 165

Wizard Level 6 Transmutation

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

True Seeing

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

mushroom powder worth 25+ GP, which the spell consumes

For the duration, the willing creature you touch has Truesight with a range of 120 feet.
PHB2024 - Page 336

Wizard Level 6 Divination

Wall of Ice

  • casting timeAction
  • range120 feet

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

a piece of quartz

You create a wall of ice on a solid surface. You can form it into a 1 ft thick hemispherical dome or globe with a radius of up to 10 ft, or you can shape a flat surface made up of ten contiguous 10-ft-square panels. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which) and makes a Dexterity save, taking 10d6 Cold damage on a fail or half as much on a success. The wall can be damaged (AC 12 and 30 HP per 10-foot section - Immunity to Cold, Poison, and Psychic damage and Vulnerability to Fire damage). Reducing a section to 0 HP destroys it and leaves behind a sheet of frigid air. A creature moving through the frigid air for the first time on a turn makes a Constitution save, taking 5d6 Cold damage on a fail or half as much damage on a success.
Using a Higher-Level Spell Slot. Damage it deals when it appears increases by 2d6 and frigid air damage increases by 1d6 for each slot level above 6.
PHB2024 - Page 339

Wizard Level 6 Evocation

Create Magen

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell: a Demos Magen, Galvan Magen, or Hypnos Magen.
When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.
Any magen you create with this spell obeys your commands without question.
Icewind Dale - Page 318

Wizard Level 7 Transmutation

Crown of Stars

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
XGTE - Page 152

Wizard Level 7 Evocation

Delayed Blast Fireball

  • casting timeAction
  • range150 feet

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

a ball of bat guano and sulfur

A beam of yellow light flashes from you, then condenses at a chosen point as a glowing bead. When the spell ends, the bead explodes, and each creature in a 20-ft-radius Sphere makes a Dexterity save. Creatures take Fire damage equal to the total accumulation on a failure or half as much on a success. Base damage is 12d6, and the damage increases by 1d6 at the end of your turn. If a creature touches the glowing bead before the spell ends, it makes a Dexterity save. On a failure, the spell ends, causing the bead to explode. On a success, the creature can throw the bead up to 40 ft. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 7.
PHB2024 - Page 261

Wizard Level 7 Evocation

Draconic Transformation

  • casting timeBonus Action
  • rangeSelf

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

a statuette of a dragon, worth at least 500 gp

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
Fizban's - Page 19

Wizard Level 7 Transmutation

Dream of the Blue Veil

  • casting time10 minutes
  • range20 feet

  • componentsV, S, M
  • duration6 hours

a magic item or a willing creature from the destination world

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane. If the spell reaches its full duration, the visions conclude with each of you pulling back a mysterious blue curtain. You are then mentally and physically transported to the world that was in the visions. To cast this spell you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born. The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
TCoE - Page 106

Wizard Level 7 Conjuration

Etherealness

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration and can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it on the Ethereal Plane or a plane that doesn’t border it (e.g. Outer Planes).
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
PHB2024 - Page 269

Wizard Level 7 Conjuration

Finger of Death

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.
A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.
PHB2024 - Page 273

Wizard Level 7 Necromancy

6 6
6 6
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Forcecage

  • casting timeAction
  • range100 feet

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

ruby dust worth 1,500+ GP, which the spell consumes

An immobile, Invisible, Cube-shaped cage or box springs into existence around an area you choose. A prison in the shape of a cage can be up to 20 ft on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. Any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area (or too large to fit inside) are pushed away until they are completely outside it. A creature inside can’t leave by nonmagical means. If the creature tries to use teleportation or interplanar travel, it must make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature doesn’t exit and the spell/effect is wasted. The cage extends into the Ethereal Plane, blocking ethereal travel. Can’t be dispelled by Dispel Magic.
PHB2024 - Page 276

Wizard Level 7 Evocation

Mirage Arcane

  • casting time10 minutes
  • rangeSight

  • componentsV, S
  • duration10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form - however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
PHB2024 - Page 299

Wizard Level 7 Illusion

Mordenkainen's Magnificent Mansion

  • casting time1 minute
  • range300 feet

  • componentsV, S, M
  • duration24 hours

a miniature door worth 15+ GP

You conjure a shimmering door that leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter, if the door is open. You can open or close it (no action required) if you are within 30 feet. While closed, the door is imperceptible. Inside is a foyer with numerous chambers. Create any furnished/decorated floor plan you like for the dwelling, that doesn't exceed 50 contiguous 10-ft Cubes. It contains sufficient food to serve a 9 course banquet for up to 100 people. Furnishings and other objects dissipate if removed. A staff of 100 near-transparent invulnerable servants attend all who enter and obey your commands. Each servant can perform tasks that a human could perform, but can’t directly harm another creature. The servants can’t leave the dwelling. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.
PHB2024 - Page 300

Wizard Level 7 Conjuration

Mordenkainen's Sword

  • casting timeAction
  • range90 feet

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

a miniature sword worth 250+ GP

You create a spectral sword that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.
On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
PHB2024 - Page 302

Wizard Level 7 Evocation

Plane Shift

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked, metal rod worth 250+ GP and attuned to a plane of existence

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
PHB2024 - Page 305

Wizard Level 7 Conjuration

Power Word Pain

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
XGTE - Page 163

Wizard Level 7 Enchantment

Prismatic Spray

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

8 rays of light flash from you in a 60-ft Cone. Creatures in the Cone make a Dexterity save. For each target, roll 1d8 to determine effect.
Prismatic Rays
1 - Red. Fail: 12d6 Fire damage. Success: 1/2 damage.
2 - Orange. Fail: 12d6 Acid damage. Success: 1/2 damage.
3 - Yellow. Fail: 12d6 Lightning damage. Success: 1/2 damage.
4 - Green. Fail: 12d6 Poison damage. Success: 1/2 damage.
5 - Blue. Fail: 12d6 Cold damage. Success: 1/2 damage.
6 - Indigo. Fail: The target is Restrained and makes a Constitution saving throw at the end of each of its turns. 3 successes, condition ends. 3 failures, it's Petrified until freed by an effect/spell.
7 - Violet. Fail: The target is Blinded and makes a Wisdom saving throw at the start of your next turn. Success, condition ends. Failure, the condition ends, and the creature teleports to another plane (DM’s choice).
8 - Special. The target is struck by two rays. Roll twice, rerolling any 8.
PHB2024 - Page 307

Wizard Level 7 Evocation

Project Image

  • casting timeAction
  • range500 miles

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

a statuette of yourself worth 5+ GP

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
PHB2024 - Page 309

Wizard Level 7 Illusion

Reverse Gravity

  • casting timeAction
  • range100 feet

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

a lodestone and iron filings

This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
PHB2024 - Page 312

Wizard Level 7 Transmutation

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Sequester

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

gem dust worth 5,000+ GP, which the spell consumes

With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.
If the target is a creature, it enters a state of suspended animation - it has the Unconscious condition, doesn’t age, and doesn’t need food, water, or air.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.
PHB2024 - Page 315

Wizard Level 7 Transmutation

Simulacrum

  • casting time12 hours
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

powdered ruby worth 1,500+ GP, which the spell consumes

Create a simulacrum of one Beast or Humanoid that is within 10 ft of you for the entire casting. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum. It uses the stats of the original creature at the time of casting, but is now a Construct, its HP max is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels and can't Rests. If the simulacrum takes damage, the only way to restore its HP is to repair it as you take a Long Rest, during which you expend components worth 100 GP per HP restored. It must stay within 5 ft of you for the repair. It lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
PHB2024 - Page 317

Wizard Level 7 Illusion

Symbol

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

powdered diamond worth 1,000+ GP, which the spell consumes

Inscribe a harmful glyph (max of 10 ft in dia) on a surface or within an object that can be closed. If object moves more than 10 ft, the spell ends. Wisdom (Perception) check against spell save DC to see it. Set the Trigger. Decide what (and doesn't) triggers the glyph at casting time. Once triggered, glyph fills a 60-ft-radius Sphere with Dim Light for 10 min and ends. Each creature is effected once per turn. Death. Constitution saving throw, 10d10 Necrotic damage on a failure or half on a success. Discord. Wisdom saving throw. On a failure, argue with others for 1 min. You're incapable of meaningful communication and have Disadvantage on attacks and checks. Fear. Wisdom saving throw success or be Frightened for 1 minute. Must move at least 30 ft away from the glyph on each turn. Pain. Constitution saving throw or be Incapacitated for 1 min. Sleep. Wisdom saving throw or be Unconscious for 10 min. Stunning. Wisdom saving throw or be Stunned 1 min.
PHB2024 - Page 329

Wizard Level 7 Abjuration

Teleport

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

This spell transports you and up to 8 willing creatures (or a single object that is large or smaller not held by an uwilling creature) that you can see within range to a destination you select. The destination you choose must be known to you on the same plane of existence. Familiarity with the destination determines level of success. The DM rolls 1d100 and consults below.
Teleportation Outcome
Familiarity = Roll (Outcome)
Permanent Circle/Linked Object (Always On Target)
Very Familiar = 01-05 (Mishap), 06-13 (Similar Area), 14-24 (Off Target), 25-00 (On Target)
Seen Casually = 01-33 (Mishap), 34-43 (Similar Area), 44-53 (Off Target), 54-00 (On Target)
Viewed Once or Described = 01-43 (Mishap), 44-53 (Similar Area), 54-73 (Off Target), 74-00 (On Target)
False Destination = 01-50 (Mishap), 51-00 (Similar Area)
Mishap. Each teleporting creature or object takes 3d10 Force damage, and the DM rerolls.
Off Target. You and your group (or object) appear 2d12 miles away in a random direction. Roll 1d8: 1 - E, 2 -SE, 3 - S, 4 - SW, 5 - W, 6 - NW, 7 - N, or 8 - NE.
PHB2024 - Page 331

Wizard Level 7 Conjuration

Whirlwind

  • casting timeAction
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

A whirlwind (10 ft radius, 30 ft high cylinder) howls down to a point that you can see on the ground. You can use your action to move the whirlwind up to 30 ft in any direction. It sucks up any Medium or smaller objects that aren’t secured and that aren’t worn or carried. Creatures must make a Dexterity save the first time that it enters the whirlwind or that the whirlwind enters its space. It takes 10d6 bludgeoning damage on a fail, or half on a success. A Large or smaller creature that fails must also succeed on a Strength save or become restrained until the spell ends. When a creature starts its turn restrained, the creature is pulled 5 ft higher, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and is hurled 3d6 × 10 ft away from it in a random direction.
Elem. Evil Players Companion

Wizard Level 7 Evocation

Abi-Dalzim's Horrid Wilting

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a bit of sponge

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Elem. Evil Players Companion

Wizard Level 8 Necromancy

Antimagic Field

  • casting timeAction
  • rangeSelf

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

iron filings

An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.
Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.
Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don’t nullify each other.
PHB2014 - Page 241

Wizard Level 8 Abjuration

Antipathy/Sympathy

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

a mix of vinegar and honey

As you cast the spell, choose whether it creates antipathy or sympathy for one creature or object (Huge or smaller). Specify a kind of creature. The chosen kind makes a Wisdom saving throw when within 120 ft of the target. Failed save result: Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target. Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target. If the creature is within 5 feet, it can’t willingly move away. If the target damages the Charmed creature, it can make a Wisdom saving throw to end the effect (below).
Ending the Effect. If the creature ends its turn more than 120 ft away, it makes a Wisdom saving throw. On a success, the condition ends and it is immune for 1 minute.
PHP2024 - Page 242

Wizard Level 8 Enchantment

Befuddlement

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a key ring with no keys

You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
PHB2024 - Page 245

Wizard Level 8 Enchantment

7 7
7 7
7 7
7 7
7 7
8 8
8 8
8 8
8 8

Clone

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned

You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days - you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere.
PHB2024 - Page 251

Wizard Level 8 Necromancy

Control Weather

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 8 hours

burning incense

You take control of the weather within 5 miles of you. You must be outdoors and it ends early if you go indoors. You change the current weather conditions (precipitation, temperature, and wind). It takes 1d4 x 10 min for the new conditions to take effect after which you can change them again. When the spell ends, the weather gradually returns to normal. When you change the weather condition, move one up or down from the current weather.
Precipitation(Stage = Condition)
1 = Clear, 2 = Light clouds, 3 = Overcast or ground fog, 4 = Rain, hail, or snow, 5 = Torrential rain, driving hail, or blizzard
Temperature
1 = Heat wave, 2 = Hot, 3 = Warm, 4 = Cool, 5 = Cold, 6 = Freezing
Wind (Can Also Change Direction)
1 = Calm, 2 = Moderate wind, 3 = Strong wind, 4 = Gale, 5 = Storm
PHP2014 - Page 257

Wizard Level 8 Transmutation

Demiplane

  • casting timeAction
  • range60 feet

  • componentsS
  • duration1 hour

You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space.
Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
PHB2024 - Page 261

Wizard Level 8 Conjuration

Dominate Monster

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
PHB2024 - Page 265

Wizard Level 8 Enchantment

Illusory Dragon [1/2]

  • casting timeAction
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 minute

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action

Wizard Level 8 Illusion

Illusory Dragon [2/2]

  • casting timeAction
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 minute

to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
XGTE - Page 157

Wizard Level 8 Illusion

Incendiary Cloud

  • casting timeAction
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
PHB2024 - Page 288

Wizard Level 8 Conjuration

Maddening Darkness

  • casting timeAction
  • range150 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

a drop of pitch mixed with a drop of mercury

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
XGTE - Page 160

Wizard Level 8 Evocation

Maze

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
PHB2024 - Page 296

Wizard Level 8 Conjuration

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

Mighty Fortress [1/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6

Wizard Level 8 Conjuration

Mighty Fortress [2/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same

Wizard Level 8 Conjuration

Mighty Fortress [3/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

spot once every 7 days for a year makes the fortress permanent.
XGTE - Page 161

Wizard Level 8 Conjuration

Mind Blank

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration24 hours

Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
PHB2024 - Page 298

Wizard Level 8 Abjuration

Power Word Stun

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.
The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
PHB2024 - Page 306

Wizard Level 8 Enchantment

Sunburst

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of sunstone

Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
This spell dispels Darkness in its area that was created by any spell.
PHB2024 - Page 329

Wizard Level 8 Evocation

Telepathy

  • casting timeAction
  • rangeUnlimited

  • componentsV, S, M
  • duration24 hours

a pair of linked silver rings

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantly share words, images, sounds, and other sensory messages with each other through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.
PHB2024 - Page 331

Wizard Level 8 Divination

Astral Projection [1/2]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationUntil dispelled

for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes

You and up to 8 willing creatures project your astral bodies into the Astral Plane (spell ends instantly if already there). Each body is left behind in suspended animation (Unconscious condition), but doesn’t need food or air, and doesn’t age. The astral form resembles its body except for the addition of a cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 ft. If the cord is cut (specific spells and effects), both body and astral form die. Astral forms can travel through the Astral Plane. If an astral form leaves, it re-enters its body (with possessions) on the new plane. Any damage/effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all if you take a Magic action to dismiss it. When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.
PHB2014

Wizard Level 9 Necromancy

Astral Projection [2/2]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationUntil dispelled

for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes

- Page 243

Wizard Level 9 Necromancy

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8 8
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9 9
9 9

Blade of Disaster

  • casting timeBonus Action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a Wall of Force.
Icewind Dale - Frost. - Page 318

Wizard Level 9 Conjuration

Foresight

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
PHB2024 - Page 276

Wizard Level 9 Divination

Gate

  • casting timeAction
  • range60 feet

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

a diamond worth 5,000+ GP

You conjure a portal linking an unoccupied space you can see to a precise location on a different plane. The portal is a circular opening, which you can make 5 to 20 ft in diameter. You can orient the portal in any direction and the destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the full name of a specific creature and If it is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. It is free to act as the DM deems appropriate. It might leave, attack you, or help you.
PHB2024 - Page 277

Wizard Level 9 Conjuration

Imprisonment

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

Create a restraint to hold a creature. It makes a Wisdom save. Success: It is unaffected and immune for 24 hrs. Fail: It is imprisoned. Divination can’t locate or perceive it, and it can’t teleport. It is also affected by one effect you choose: Burial. Target is buried in the earth in a hollow globe just large enough to contain it. Nothing can pass in or out of it. Chaining. Chains firmly rooted in the ground hold it in place (Restrained and can't be moved). Hedged Prison. It is trapped in a demiplane (choose what) warded against teleportation and planar travel. Minimus Containment. It becomes 1 in. tall and is trapped inside an indestructible gemstone or a similar. Only light can pass through (creatures can see in and out). Slumber. Target is Unconscious and can’t be awoken.
Ending the Spell. Specify an observable trigger that will end it. Dispel Magic can end it only if it is cast with a level 9 slot (target the prison or the component).
PHB2024 - Page 288

Wizard Level 9 Abjuration

Invulnerability

  • casting timeAction
  • rangeSelf

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

a small piece of adamantine worth at least 500 gp, which the spell consumes

You are immune to all damage until the spell ends.
XGTE - Page 160

Wizard Level 9 Abjuration

Mass Polymorph

  • casting timeAction
  • range120 feet

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

a caterpillar cocoon

You transform up to 10 creatures that you can see in range. An unwilling target must succeed on a Wisdom saving throw. An unwilling shapechanger automatically succeeds. Target assumes a beast form of your choice, and you can choose the same or different ones for each target. The new form can be any beast you have seen (CR <= Target or 1/2 Target's Level). The target's statistics are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. Temporary hit points can't be replaced by another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.
XGE - Page 160

Wizard Level 9 Transmutation

Meteor Swarm

  • casting timeAction
  • range1 mile

  • componentsV, S
  • durationInstantaneous

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
PHB2024 - Page 298

Wizard Level 9 Evocation

Power Word Kill

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
PHB2024 - Page 306

Wizard Level 9 Enchantment

Prismatic Wall

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

A 7-layer opaque wall (AC 10)—up to 90 ft long, 30 ft high (or sphere 30 ft in diameter), and 1 in thick—centered on a point (with no creature) within range forms. Sheds Bright Light and Dim Light (100ft/100ft). You and creatures you designate can pass through. Creatures that move within (or starts turn) 20 ft of it must succeed on a Constitution save or be Blinded for 1 min. Each layer requires a Dexterity saving throw to avoid layer effect. Antimagic Field has no effect and Dispel Magic only affects the violet layer.
Prismatic Layers (Layer-Color/Fail/Success/Destroy)
1-Red/12d6 Fire/Half/25 Cold. Effects: Nonmagical ranged attacks can’t pass.
2-Orange/12d6 Acid/Half/Strong Wind. Effects: Magical ranged attacks can’t pass.
3-Yellow/12d6 Lightning/Half/60 Force.
4-Green/12d6 Poison/Half/Portal Spell.
5-Blue/12d6 Cold/Half/25 Fire.
6-Indigo/Restrained until 3 Constitution saves (3 fails Petrified)/Daylight Spell. Effects: Spells can’t be cast through.
7-Violet/Blinded (Wisdom Save Next Turn - fail teleport to another plane)/No Effect/Dispel Magic.
PHB2024 - Page 308

Wizard Level 9 Abjuration

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Psychic Scream

  • casting timeAction
  • range90 feet

  • componentsS
  • durationInstantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
XGTE - Page 163

Wizard Level 9 Enchantment

Shapechange

  • casting timeAction
  • rangeSelf

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

a jade circlet worth 1,500+ GP

You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.
Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type, alignment, personality, Intelligence, Wisdom, and Charisma scores, Hit Points, Hit Point Dice, proficiencies, and ability to communicate. If you have the Spellcasting feature, you retain it too.
Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.
PHB2024 - Page 315

Wizard Level 9 Transmutation

Time Stop

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
PHB2024 - Page 334

Wizard Level 9 Transmutation

True Polymorph

  • casting timeAction
  • range30 feet

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

a drop of mercury, a dollop of gum arabic, and a wisp of smoke

Choose one creature or nonmagical object (not being carried). Creature shifts into a different creature (CR <= Target CR/Level) or nonmagical object (Size <= Target, CR <=9), or the object shifts into a creature (Size <= Target). If you maintain Concentration for the duration, the spell lasts until dispelled. Unwilling creature makes a Wisdom save and is unaffected on success.
Creature into Creature. Target’s game statistics are replaced by new form, but retains Hit Points, Hit Point Dice, alignment, and personality. Target gains Temporary Hit Points (disappear at spell end) equal to Hit Points of new form. The creature can’t access its equipment.
Object into Creature. Creature is Friendly to you and your allies. Its turns are immediately after yours, and it obeys your commands. Control lasts only 1 hr. It may stay Friendly if treated well.
Creature into Object.Creature’s statistics become those of the object, and the creature has no memory of time spent in this form.
PHB2024 - Page 335

Wizard Level 9 Transmutation

Weird

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.
A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.
PHB2024 - Page 341

Wizard Level 9 Illusion

Wish

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Basic use is to duplicate any other spell of level 8 or lower (no requirements - including components). Or, create one: Object Creation. Create 1 non-magical object (max 25,000 GP value and no larger than 300 ft in any dimension). Instant Health. You and up to 20 creatures regain all HP and end all effects. Resistance. Up to 10 creatures permanently get Resistance to 1 damage type. Spell Immunity. Up to 10 creatures get immunity to a single spell or magical effect for 8 hours. Sudden Learning. Replace 1 of your feats (non-prerequisite) with another eligible feat. Roll Redo. Undo an event by forcing a reroll (with Advantage or Disadvantage) of any roll made within the last round - choose whether to use it or not. Reshape Reality. State your wish and let the DM decide (including effectiveness and complications). Can't undo the multiverse, threathen Sigil or affect the Lady of Pain. Spell Stress Weakens you if not used for duplication. Until a long rest, each spell causes you 1d10 Necrotic damage per level. Strength is 3 for 2d4 days. Each day spent doing nothing reduces it by 2 days. 33% chance you can never cast Wish again.
PHB2024 - Page 341

Wizard Level 9 Conjuration

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