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Acid Splash

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 ft of each other. A target must succeed on a DEX save or take 1d6 acid dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Wizard conjuration cantrip

Blade Ward

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing dmg dealt by weapon attacks.

Wizard abjuration cantrip

Booming Blade

  • casting time 1 action
  • range 5 ft

  • components V, M
  • duration 1 round

a weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder dmg, and the spell ends.
‎ ‎ This spell's dmg increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder dmg to the target, and the dmg the target takes for moving increases to 2d8. Both dmg rolls increase by 1d8 at 11th level and 17th level.

Wizard evocation cantrip

Booming Blade

  • casting time 1 action
  • range Self (5-ft radius)

  • components S, M
  • duration 1 round

a melee 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 ft 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 ft or more before then, the target takes 1d8 thunder dmg, and the spell ends.
‎ ‎At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder dmg to the target on a hit, and the dmg the target takes for moving increases to 2d8. Both dmg rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Wizard evocation cantrip

Chill Touch

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic dmg, and it can't regain HP until the start of your next turn. Until then, the hand clings to the target.
‎ ‎ If you hit an undead target, it also has disadv on attack rolls against you until the end of your next turn.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard necromancy cantrip

Control Flames

  • casting time 1 action
  • range 60 ft

  • components S
  • duration Instantaneous or 1 hour (see below)

You choose nonmagical flame that you can see within range and that fits within a 5-ft cube. You affect it in one of the following ways:
‎ ‎ • You instantaneously expand the flame 5 ft 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 non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Wizard transmutation cantrip

Create Bonfire

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, 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-ft cube. Any creature in the bonfire's space when you cast the spell must succeed on a DEX save or take 1d8 fire dmg. A creature must also make the save when it enters 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.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard conjuration cantrip

Dancing Lights

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 1 minute

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

Wizard evocation cantrip

Fire Bolt

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire dmg. A flammable object hit by this spell ignites if it isn't being worn or carried.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Wizard evocation cantrip

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Friends

  • casting time 1 action
  • range Self

  • components S, M
  • duration ©, up to 1 minute

For the duration, you have adv on all CHA checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Wizard enchantment cantrip

Frostbite

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a CON save. On a failed save, the target takes 1d6 cold dmg, and it has disadv on the next weapon attack roll it makes before the end of its next turn.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard evocation cantrip

Green-Flame Blade

  • casting time 1 action
  • range 5 ft

  • components V, M
  • duration 1 round

a weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 ft of it. The second creature takes fire dmg equal to your spellcasting ability modifier.
‎ ‎ This spell's dmg increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire dmg to the target, and the fire dmg to the second creature increases to 1d8 + your spellcasting ability modifier. Both dmg rolls increase by 1d8 at 11th level and 17th level.

Wizard evocation cantrip

Green-Flame Blade

  • casting time 1 action
  • range Self (5-ft radius)

  • components S, M
  • duration Instantaneous

a melee 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 ft 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 ft of it. The second creature takes fire dmg equal to your spellcasting ability modifier.
‎ ‎At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire dmg to the target on a hit, and the fire dmg to the second creature increases to 1d8 + your spellcasting ability modifier. Both dmg rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Wizard evocation cantrip

Gust

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instantaneous

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 STR save or be pushed up to 5 ft 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 ft away from you. It isn't pushed with enough force to cause dmg.
‎ ‎ • You create a harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Wizard transmutation cantrip

Infestation

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Instantaneous

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 CON save, or it takes 1d6 poison dmg and moves 5 ft in a random direction if it can move and its speed is at least 5 ft. 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.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard conjuration cantrip

Light

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

a firefly or phosphorescent moss

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

Wizard evocation cantrip

Lightning Lure

  • casting time 1 action
  • range 15 ft

  • components V
  • duration Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a STR save or be pulled up to 10 ft in a straight line toward you and then take 1d8 lightning dmg if it is within 5 ft of you.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard evocation cantrip

Lightning Lure

  • casting time 1 action
  • range Self (15-ft radius)

  • components V
  • duration Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 ft of you. The target must succeed on a STR save or be pulled up to 10 ft in a straight line toward you and then take 1d8 lightning dmg if it is within 5 ft of you.
‎ ‎At Higher Levels. At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard evocation cantrip

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Mage Hand

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 minute

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

Wizard conjuration cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 ft in any dimension, you mend it, leaving no trace of the former dmg.
‎ ‎ This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Wizard transmutation cantrip

Message

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration 1 round

a short piece of copper wire

You point your finger 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 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Wizard transmutation cantrip

Mind Sliver

  • casting time 1 action
  • range 60 ft

  • components V
  • duration 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an INT save or take 1d6 psychic dmg and subtract 1d4 from the next save it makes before the end of your next turn.
‎ ‎At Higher Levels. At Higher Levels. This spell's dmg increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard enchantment cantrip

Minor illusion

  • casting time 1 action
  • range 30 ft

  • components S, M
  • duration 1 minute

A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
‎ ‎ If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
‎ ‎ If you create an image of an object - such as a chair, muddy ftprints, or a small chest - it must be no larger than a 5-ft 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, because things can pass through it.
‎ ‎ If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Wizard illusion cantrip

Mold Earth

  • casting time 1 action
  • range 30 ft

  • components S
  • duration Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-ft 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 ft away. This movement doesn't involve enough force to cause dmg.
‎ ‎ • 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.

Wizard transmutation cantrip

Poison Spray

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a CON save or take 1d12 poison dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12).

Wizard conjuration cantrip

Prestidigitation

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration Up to 1 hour

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

Wizard transmutation cantrip

Ray of Frost

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

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 dmg, and its speed is reduced by 10 ft until the start of your next turn.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard evocation cantrip

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Shape Water

  • casting time 1 action
  • range 30 ft

  • components S
  • duration Instantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-ft 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 ft in any direction. This movement doesn't have enough force to cause dmg.
‎ ‎ • 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.

Wizard transmutation cantrip

Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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

Wizard evocation cantrip

Sword Burst

  • casting time 1 action
  • range 5 ft

  • components V
  • duration Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a DEX save or take 1d6 force dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard conjuration cantrip

Sword Burst

  • casting time 1 action
  • range Self (5-ft radius)

  • components V
  • duration Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 ft of you must succeed on a DEX save or take 1d6 force dmg.
‎ ‎At Higher Levels. At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard conjuration cantrip

Thunderclap

  • casting time 1 action
  • range 5 ft

  • components S
  • duration Instantaneous

You create a burst of thunderous sound that can be heard up to 100 ft away. Each creature within range, other than you, must make a CON save or take 1d6 thunder dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard evocation cantrip

Toll the Dead

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a WIS save or take ld8 necrotic dmg. If the target is missing any of its HP, it instead takes 1d12 necrotic dmg.
‎ ‎ At Higher Levels. This spell's dmg increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Wizard necromancy cantrip

True Strike

  • casting time 1 action
  • range 30 ft

  • components S
  • duration ©, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain adv on your first attack roll against the target, provided that this spell hasn't ended.

Wizard divination cantrip

Absorb Elements

  • casting time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder dmg
  • range Self

  • components S
  • duration 1 round

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 dmg 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 dmg of the triggering type, and the spell ends.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the extra dmg by 1d6 for each slot level above 1st.

Wizard 1st-level abjuration

Alarm (ritual)

  • casting time 1 minute
  • range 30 ft

  • components V, S, M
  • duration 8 hours

a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-ft cube. Until the spell ends, an alarm alerts you whenever a tiny or larger 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 mental or audible.
‎ ‎ A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
‎ ‎ An audible alarm produces the sound of a hand bell for 10 seconds within 60 ft.

Wizard 1st-level abjuration

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Burning Hands

  • casting time 1 action
  • range Self (15-ft cone)

  • components V, S
  • duration Instantaneous

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

Wizard 1st-level evocation

Catapult

  • casting time 1 action
  • range 60 ft

  • components S
  • duration Instantaneous

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 ft 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 DEX save. 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 dmg.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the dmg increases by 1d8, for each slot level above 1st.

Wizard 1st-level transmutation

Cause Fear

  • casting time 1 action
  • range 60 ft

  • components V
  • duration ©, 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 WIS save or become frightened of you until the spell ends. The frightened target can repeat the save 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, you can target one additional creature for each slot level above 1st. The creatures must be within 30 ft of each other when you target them.

Wizard 1st-level necromancy

Charm Person

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

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

Wizard 1st-level enchantment

Chromatic Orb

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration Instantaneous

a diamond worth at least 50 gp

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You 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. If the attack hits, the creature takes 3d8 dmg of the type you chose.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of or higher, the dmg increases by 1d8 for each slot level above 1st.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d8 for each slot level above 1st.

Wizard 1st-level evocation

Color Spray

  • casting time 1 action
  • range Self (15-ft cone)

  • components V, S, M
  • duration 1 round

a pinch of powder or sand that is colored red, yellow, and blue

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many HP of creatures this spell can effect. Creatures in a 15-ft cone originating from you are affected in ascending order of their current HP (ignoring unconscious creatures and creatures that can't see).
‎ ‎ Starting with the creature that has the lowest current HP, each creature affected by this spell is blinded until the spell ends. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP must be equal to or less than the remaining total for the creature to be affected.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, roll an additional 2d10 for each slot level above 1st.

Wizard 1st-level illusion

Comprehend Languages (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a pinch of soot and salt

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

Wizard 1st-level divination

Detect Magic (ritual)

  • casting time 1 action
  • range Self

  • components V, S
  • duration ©, up to 10 minutes

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

Wizard 1st-level divination

Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 ft shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. 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 or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
‎ ‎ To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an INT (Investigation) check against your spell save DC.

Wizard 1st-level illusion

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Earth Tremor

  • casting time 1 action
  • range 10 ft

  • components V, S
  • duration Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a DEX save. On a failed save, a creature takes 1d6 bludgeoning dmg and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-ft-diameter portion requiring at least 1 minute to clear by hand.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d6 for each slot level above 1st.

Wizard 1st-level evocation

Expeditious Retreat

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration ©, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Wizard 1st-level transmutation

False Life

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary HP for the duration.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you gain 5 additional temporary HP for each slot level above 1st.

Wizard 1st-level necromancy

Feather Fall

  • casting time 1 reaction
  • range 60 ft

  • components V, M
  • duration 1 minute

a white feather or the heart of a hen

Reaction - When you or a creature within 60 ft of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 ft per round until the spell ends. If the creature lands before the spell ends, it takes no falling dmg and can land on its ft, and the spell ends for that creature.

Wizard 1st-level transmutation

Find Familiar (ritual) [1/2]

  • casting time 1 hour
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose - bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
‎ ‎ Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
‎ ‎ When the familiar drops to 0 HP, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
‎ ‎ While your familiar is within 100 ft of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf

Wizard 1st-level conjuration

Find Familiar (ritual) [2/2]

  • casting time 1 hour
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

and blind with regard to your own senses.
‎ ‎ As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 ft of you.
‎ ‎ You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
‎ ‎ Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 ft of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Wizard 1st-level conjuration

Fog Cloud

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 hour

You create a 20-ft-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the radius of the fog increases by 20 ft for each slot level above 1st.

Wizard 1st-level conjuration

Grease

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration 1 minute

a bit of pork rind or butter

Slick grease covers the ground in a 10-ft 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 DEX save or fall prone. A creature that enters the area or ends its turn there must also succeed on a DEX save or fall prone.

Wizard 1st-level conjuration

Ice Knife

  • casting time 1 action
  • range 60 ft

  • components S, M
  • duration Instantaneous

a drop of water or 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 dmg. Hit or miss, the shard then explodes. The target and each creature within 5 ft of it must succeed on a DEX save or take 2d6 cold dmg.
‎ ‎ At Higher Levels. When you cast this spell using aspell slot of 2nd+ level, the cold dmg increases by 1d6 for each slot level above 1st.

Wizard 1st-level conjuration

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Identify (ritual)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

a pearl worth at least 100 gp and an owl feather

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

Wizard 1st-level divination

Illusory Script (ritual)

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 10 days

a lead-based ink worth at least 10 gp, which the spell consumes

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
‎ ‎ To you and any creatures you designate when you cast the spell, the writing appears normal, 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, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
‎ ‎ Should the spell be dispelled, the original script and the illusion both disappear.
‎ ‎ A creature with truesight can read the hidden message.

Wizard 1st-level illusion

Jump

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Wizard 1st-level transmutation

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a pinch of dirt

You touch a creature. The target's speed increases by 10 ft until the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target one additional creature for each slot level above 1st.

Wizard 1st-level transmutation

Mage Armor

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

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

Wizard 1st-level abjuration

Magic Missile

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

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

Wizard 1st-level evocation

Protection from Evil and Good

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 10 minutes

holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
‎ ‎ The protection grants several benefits. Creatures of those types have disadv on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has adv on any new save against the relevant effect.

Wizard 1st-level abjuration

Ray of Sickness

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison dmg and must make a CON save. On a failed save, it is also poisoned until the end of your next turn.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d8 for each slot level above 1st.

Wizard 1st-level necromancy

Shield

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration 1 round

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

Wizard 1st-level abjuration

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Silent Image

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 10 minute

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-ft 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.
‎ ‎ You can use your action to 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, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Wizard 1st-level illusion

Sleep

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration 1 minute

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

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

Wizard 1st-level enchantment

Snare

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 8 hours

25 ft of rope, which the spell consumes

As you cast this spell, 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 INT (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 DEX save 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 DEX save at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an INT (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.

Wizard 1st-level abjuration

Tasha's Caustic Brew

  • casting time 1 action
  • range Self (30-ft line)

  • components V, S, M
  • duration ©, up to 1 minute

a bit of rotten food

A stream of acid emanates from you in a line 30 ft long and 5 ft wide in a direction you choose. Each creature in the line must succeed on a DEX save 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 dmg at start of each of its turns.
‎ ‎At Higher Levels. When you cast this spell using a spell slot 2nd+ level, the dmg increases by 2d4 for each slot level above 1st.

Wizard 1st-level evocation

Tasha's Hideous Laughter

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, up to 1 minute

tiny tarts and a feather that waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a WIS save of fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an INT score of 4 or less isn't affected.
‎ ‎ At the end of each of its turns, and each time it takes dmg, the target can make another WIS save. The target has adv on the save if it's triggered by dmg. On a success, the spell ends.

Wizard 1st-level enchantment

Tenser's Floating Disk (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 1 hour

a drop of mercury

This spell creates a circular, horizontal plane of force, 3 ft in diameter and 1 inch thick, that floats 3 ft 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 ft of it. If you move more than 20 ft away from it, the disk follows you so that it remains within 20 ft of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 ft or more. For example, the disk can't move across a 10-ft-deep pit, nor could it leave such a pit if it was created at the bottom.
‎ ‎ If you move more than 100 ft from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Wizard 1st-level conjuration

Thunderwave

  • casting time 1 action
  • range Self (15-ft cube)

  • components V, S
  • duration Instantaneous

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

Wizard 1st-level evocation

Unseen Servant (ritual)

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration 1 hour

a piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless 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 STR of 2, and it can't attack. If it drops to 0 HP, the spell ends.
‎ ‎ Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. 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 ft away from you, the spell ends.

Wizard 1st-level conjuration

Witch Bolt

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, up to 1 minute

a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning dmg, and on each of your turns for the duration, you can use your action to deal 1d12 lightning dmg to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
‎ ‎ At Higher Levels. Using a spell slot of 2nd+ level increases the initial dmg by 1d12 for each slot level above 1st.

Wizard 1st-level evocation

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Aganazzar's Scorcher

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Instantaneous

a red dragon's scale

A line of roaring flame 30 ft long and 5 ft wide emanates from you in a direction you choose. Each creature in the line must make a DEX save. A creature takes 3d8 fire dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 1d8 for each slot level above 2nd.

Wizard 2nd-level evocation

Alter Self [1/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration ©, up to 1 hour

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

Wizard 2nd-level transmutation

Alter Self [2/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration ©, up to 1 hour

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

Wizard 2nd-level transmutation

Arcane Lock

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Until dispelled

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

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

Wizard 2nd-level abjuration

Augury (ritual)

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration Instantaneous

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

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

Wizard 2nd-level divination

Blindness/Deafness

  • casting time 1 action
  • range 30 ft

  • components V
  • duration 1 minute

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

Wizard 2nd-level necromancy

Blur

  • casting time 1 action
  • range Self

  • components V
  • duration ©, up to 1 minute

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

Wizard 2nd-level illusion

Cloud of Daggers

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 minute

a sliver of glass

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

Wizard 2nd-level conjuration

Continual Flame

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Until dispelled

ruby dust worth 50 gp, which the spell consumes

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

Wizard 2nd-level evocation

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Crown of Madness

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

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

Wizard 2nd-level enchantment

Darkness

  • casting time 1 action
  • range 60 ft

  • components V, M
  • duration ©, up to 10 minutes

bat fur and a drop of pitch or piece of coal

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

Wizard 2nd-level evocation

Darkvision

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

either a pinch of dried carrot or an agate

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

Wizard 2nd-level transmutation

Detect Thoughts [1/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, up to 1 minute

a copper piece

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

Wizard 2nd-level divination

Detect Thoughts [2/2]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, up to 1 minute

a copper piece

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

Wizard 2nd-level divination

Dragon's Breath

  • casting time 1 bonus action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 minute

a hot pepper

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

Wizard 2nd-level transmutation

Dust Devil

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 minute

a pinch of dust

Choose an unoccupied 5-ft 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 ft of the dust devil must make a STR save. On a failed save, the creature takes 1d8 bludgeoning dmg and is pushed 10 ft away from the dust devil. On a successful save, the creature takes half as much dmg and isn't pushed.
‎ ‎ As a bonus action, you can move the dust devil up to 30 ft in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-ft-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
‎ ‎ At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 1d8 for each slot level above 2nd.

Wizard 2nd-level conjuration

Earthbind

  • casting time 1 action
  • range 300 ft

  • components V
  • duration ©, 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 STR save, or its flying speed (if any) is reduced to 0 ft for the spell's duration. An airborne creature affected by this spell safely descends at 60 ft per round until it reaches the ground or the spell ends.

Wizard 2nd-level transmutation

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
‎ ‎ Bear's Endurance. The target has adv on CON checks. It also gains 2d6 temporary HP, which are lost when the spell ends.
‎ ‎ Bull's STR. The target has adv on STR checks, and his or her carrying capacity doubles.
‎ ‎ Cat's Grace. The target has adv on DEX checks. It also doesn't take dmg from falling 20 ft or less if it isn't incapacitated.
‎ ‎ Eagle's Splendor. The target has adv on CHA checks.
‎ ‎ Fox's Cunning. The target has adv on INT checks.
‎ ‎ Owl's WIS. The target has adv on WIS checks.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target one additional creature for each slot level above 2nd.

Wizard 2nd-level transmutation

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

Enlarge/Reduce [1/2]

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, up to 1 minute

a pinch of powdered iron

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

Wizard 2nd-level transmutation

Enlarge/Reduce [2/2]

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, up to 1 minute

a pinch of powdered iron

its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadv on STR checks and STR saves. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less dmg (this can't reduce the dmg below 1).

Wizard 2nd-level transmutation

Flaming Sphere

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 minute

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

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

Wizard 2nd-level conjuration

Gentle Repose (ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 10 days

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

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

Wizard 2nd-level necromancy

Gust of Wind

  • casting time 1 action
  • range Self (60-ft line)

  • components V, S, M
  • duration ©, up to 1 minute

a legume seed

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

Wizard 2nd-level evocation

Hold Person

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 minute

a small, straight piece of iron

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

Wizard 2nd-level enchantment

Invisibility

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 hour

an eyelash encased in gum arabic

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

Wizard 2nd-level illusion

Knock

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

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

Wizard 2nd-level transmutation

Levitate

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 10 minutes

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

One creature or object of your choice that you can see within range rises vertically, up to 20 ft, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a CON save 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 ft in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
‎ ‎ When the spell ends, the target floats gently to the ground if it is still aloft.

Wizard 2nd-level transmutation

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

Locate Object

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, up to 10 minutes

a forked twig

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

Wizard 2nd-level divination

Magic Mouth (ritual) [1/2]

  • casting time 1 minute
  • range 30 ft

  • components V, S, M
  • duration Until dispelled

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

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

Wizard 2nd-level illusion

Magic Mouth (ritual) [2/2]

  • casting time 1 minute
  • range 30 ft

  • components V, S, M
  • duration Until dispelled

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

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

Wizard 2nd-level illusion

Magic Weapon

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration ©, up to 1 hour

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

Wizard 2nd-level transmutation

Maximilian's Earthen Grasp

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, up to 1 minute

a miniature hand sculpted from clay

You choose a 5-ft-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 ft of it. The target must make a STR save. On a failed save, the target takes 2d6 bludgeoning dmg and is restrained for the spell's duration.
‎ ‎ As an action, you can cause the hand to crush the restrained target, which must make a STR save. The target takes 2d6 bludgeoning dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ To break out, the restrained target can use its action to make a STR check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
‎ ‎ As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Wizard 2nd-level transmutation

Melf's Acid Arrow

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration Instantaneous

powdered rhubarb leaf and an adder's stomach

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

Wizard 2nd-level evocation

Mind Spike

  • casting time 1 action
  • range 60 ft

  • components S
  • duration ©, up to 1 hour

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

Wizard 2nd-level divination

Mirror Image

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

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

Wizard 2nd-level illusion

Misty Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

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

Wizard 2nd-level conjuration

2 2
2 2
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2 2
2 2
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2 2

Nathair's Mischief

  • casting time 1 action
  • range 60 ft

  • components S, M (a piece of crust from an apple pie)
  • duration ©, up to 1 minute

You fill a 20-ft cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table 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 ft before you roll.
‎ ‎d4 Effect
‎ ‎1 The smell of apple pie fills the air, and each creature in the cube must succeed on a WIS save 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 DEX save 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 WIS save 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 appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Wizard 2nd-level illusion

Nystul's Magic Aura [1/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 24 hours

a small square of silk

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

Wizard 2nd-level illusion

Nystul's Magic Aura [2/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 24 hours

a small square of silk

symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Wizard 2nd-level illusion

Phantasmal Force [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 minute

a bit of fleece

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

Wizard 2nd-level illusion

Phantasmal Force [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 minute

a bit of fleece

- it was pushed, it slipped, or a strong wind might have knocked it off.
‎ ‎ An affected target is so convinced of the phantasm's reality that it can even take dmg from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic dmg to the target if it is in the phantasm's area or within 5 ft of the phantasm, provided that the illusion is of a creature or hazard that could logically deal dmg, such as by attacking. The target perceives the dmg as a type appropriate to the illusion.

Wizard 2nd-level illusion

Pyrotechnics

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration Instantaneous

Choose an area of nonmagical flame that you can see and that can fit within a 5-ft 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 ft of the target must succeed on a CON save or become blinded until the end of your next turn.
‎ ‎ Smoke. Thick black smoke spreads out from the target in a 20-ft radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Wizard 2nd-level transmutation

Ray of Enfeeblement

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 1 minute

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

Wizard 2nd-level necromancy

Rime's Binding Ice

  • casting time 1 action
  • range Self (30-ft cone)

  • components S, M (a vial of meltwater)
  • duration Instantaneous

A burst of cold energy emanates from you in a 30-ft cone. Each creature in that area must make a CON save. On a failed save, a creature takes 3d8 cold dmg 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 dmg and isn’t hindered by ice.

Wizard 2nd-level evocation

Rope Trick

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

powdered corn extract and a twisted loop of parchment

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

Wizard 2nd-level transmutation

2 2
2 2
2 2
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2 2

Scorching Ray

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

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

Wizard 2nd-level evocation

See Invisibility

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A pinch of Talc and a small sprinkling of powdered silver

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

Wizard 2nd-level divination

Shadow Blade

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration ©, 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 dmg 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 adv.
‎ ‎ 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 dmg increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the dmg increases to 4d8. When you cast it using a spell slot of 7th+ level, the dmg increases to 5d8.

Wizard 2nd-level illusion

Shatter

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

a chip of mica

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

Wizard 2nd-level evocation

Skywrite (ritual)

  • casting time 1 action
  • range Sight

  • components V, S
  • duration ©, up to 1 hour

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

Wizard 2nd-level transmutation

Snilloc's Snowball Swarm

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration Instantaneous

a piece of ice or a small white rock chip

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-ft-radius sphere centered on that point must make a DEX save. A creature takes 3d6 cold dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 1d6 for each slot level above 2nd.

Wizard 2nd-level evocation

Spider Climb

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 hour

a drop of bitumen and a spider

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

Wizard 2nd-level transmutation

Suggestion [1/2]

  • casting time 1 action
  • range 30 ft

  • components V, M
  • duration ©, up to 8 hours

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

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

Wizard 2nd-level enchantment

Suggestion [2/2]

  • casting time 1 action
  • range 30 ft

  • components V, M
  • duration ©, up to 8 hours

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

companions dmg the target, the spell ends.

Wizard 2nd-level enchantment

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

Tasha's Mind Whip

  • casting time 1 action
  • range 90 ft

  • components V
  • duration 1 round

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

Wizard 2nd-level enchantment

Warding Wind

  • casting time 1 action
  • range Self

  • components V
  • duration ©, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-ft 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 disadv if the attacks pass in or out of the wind.

Wizard 2nd-level evocation

Web

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 hour

a bit of spider web

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

Wizard 2nd-level conjuration

Animate Dead [1/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

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

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
‎ ‎ On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 ft of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. 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 any command you've given it. To maintain

Wizard 3rd-level necromancy

Animate Dead [2/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration Instantaneous

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

the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Wizard 3rd-level necromancy

Ashardalon’s Stride

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration ©, up to 1 minute

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

Wizard 3rd-level transmutation

Bestow Curse

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 minute

You touch a creature, and that creature must succeed on a WIS save or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
‎ ‎ • Choose one ability score. While cursed, the target has disadv on ability checks and saves made with that ability score.
‎ ‎ • While cursed, the target has disadv on attack rolls against you.
‎ ‎ • While cursed, the target must make a WIS save at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
‎ ‎ • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic dmg to the target.
‎ ‎ A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect no more powerful than the above options.
‎ ‎ At Higher Levels. Using spell slots of higher level increases the duration: 4th+ level can last 10 minutes, 5th+ level can last 8 hours, 7th+ level can last 24 hours, and 9th level can last until dispelled. Using a spell slot of 5th+ level grants a duration that doesn't require ©.

Wizard 3rd-level necromancy

Blink

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you 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 ft of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
‎ ‎ While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 ft away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Wizard 3rd-level transmutation

Catnap

  • casting time 1 action
  • range 30 ft

  • components S, M
  • duration 10 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 dmg 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.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you can target one additional willing creature for each slot level above 3rd.

Wizard 3rd-level enchantment

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

Clairvoyance [1/2]

  • casting time 10 minutes
  • range 1 mile

  • components V, S, M
  • duration ©, up to 10 minutes

a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying

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 sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
‎ ‎ When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
‎ ‎ A

Wizard 3rd-level divination

Clairvoyance [2/2]

  • casting time 10 minutes
  • range 1 mile

  • components V, S, M
  • duration ©, up to 10 minutes

a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for scrying

creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Wizard 3rd-level divination

Counterspell

  • casting time 1 reaction
  • range 60 ft

  • components S
  • duration Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th+ level, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Wizard 3rd-level abjuration

Dispel Magic

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

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

Wizard 3rd-level abjuration

Enemies Abound

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

You reach into the mind of one creature you can see and force it to make an INT save. 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 dmg, it can repeat the save, 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. lf an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Wizard 3rd-level enchantment

Erupting Earth

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Instantaneous

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-ft cube centered on that point. Each creature in that area must make a DEX save. A creature takes 3d12 bludgeoning dmg on a failed save, or half as much dmg on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-ft-square portion of the area requires at least 1 minute to clear by hand.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level increases the dmg by 1d12 for each slot level above 3rd.

Wizard 3rd-level transmutation

Fear

  • casting time 1 action
  • range Self (30-ft cone)

  • components V, S, M
  • duration ©, up to 1 minute

a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-ft cone must succeed on a WIS save or drop whatever it is holding and become frightened for the duration.
‎ ‎ While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a WIS save. On a successful save, the spell ends for that creature.

Wizard 3rd-level illusion

Feign Death (ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 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 spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all dmg except psychic dmg. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Wizard 3rd-level necromancy

Fireball

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration Instantaneous

a tiny ball of bat guano and sulfur

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

Wizard 3rd-level evocation

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

Flame Arrows

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, 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 dmg. 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, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Wizard 3rd-level transmutation

Fly

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 10 minutes

a wing feather from any bird

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

Wizard 3rd-level transmutation

Gaseous Form

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 hour

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 HP. An incorporeal creature isn't affected.
‎ ‎ While in this form, the target's only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to nonmagical dmg, and it has adv on STR, DEX, and CON saves. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
‎ ‎ While in the form of a misty cloud, 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. The target can't attack or cast spells.

Wizard 3rd-level transmutation

Glyph of Warding [1/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 ft in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 ft from where you cast this spell, the glyph is broken and the spell ends without being triggered.
‎ ‎ The glyph is nearly invisible and requires a successful INT (Investigation) check against your spell save DC to be found.
‎ ‎ You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers

Wizard 3rd-level abjuration

Glyph of Warding [2/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
‎ ‎ You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
‎ ‎ When you inscribe the glyph, choose explosive runes or a spell glyph.
‎ ‎ Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-ft-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a DEX save. A creature takes 5d8 acid, cold, fire, lightning, or thunder dmg on a failed save (your choice when you create the glyph), or half as much dmg on a successful one.
‎ ‎ Spell Glyph. You can store a prepared spell of or lower in the

Wizard 3rd-level abjuration

Glyph of Warding [3/3]

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires ©, it lasts until the end of its full duration.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the dmg of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Wizard 3rd-level abjuration

Haste

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, 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 AC, it has adv on DEX saves, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
‎ ‎ When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Wizard 3rd-level transmutation

Hypnotic Pattern

  • casting time 1 action
  • range 120 ft

  • components S, M
  • duration ©, up to 1 minute

a glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-ft cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a WIS save. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
‎ ‎ The spell ends for an affected creature if it takes any dmg or if someone else uses an action to shake the creature out of its stupor.

Wizard 3rd-level illusion

Intellect Fortress

  • casting time 1 action
  • range 30 ft

  • components V
  • duration ©, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic dmg, as well as adv on INT, WIS, and CHA saves.
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 ft of each other when you target them.

Wizard 3rd-level abjuration

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

Leomund's Tiny Hut (ritual)

  • casting time 1 minute
  • range Self (10-ft-radius hemisphere)

  • components V, S, M
  • duration 8 hours

a small crystal bead

A 10-ft-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
‎ ‎ Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
‎ ‎ Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Wizard 3rd-level evocation

Life Transference

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic dmg, and one creature of your choice that you can see within range regains a number of HP equal to twice the necrotic dmg you take. AtHigher Levels. Using a spell slot of 4th+ level increases the dmg by 1d8 for each slot level above 3rd.

Wizard 3rd-level necromancy

Lightning Bolt

  • casting time 1 action
  • range Self (100-ft line)

  • components V, S, M
  • duration Instantaneous

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

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

Wizard 3rd-level evocation

Magic Circle [1/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration 1 hour

holy water or powdered silver and iron worth at least 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 that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
‎ ‎ Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
‎ ‎ • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA save.
‎ ‎ • The creature has disadv on attack rolls against targets within the cylinder.
‎ ‎ • Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to 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.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level

Wizard 3rd-level abjuration

Magic Circle [2/2]

  • casting time 1 minute
  • range 10 ft

  • components V, S, M
  • duration 1 hour

holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

increases the duration by 1 hour for each slot level above 3rd.

Wizard 3rd-level abjuration

Major Image [1/2]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, 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. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause dmg, a sound loud enough to deal thunder dmg or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
‎ ‎ As long as you are within range of the illusion, you can use your 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 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
‎ ‎ Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its

Wizard 3rd-level illusion

Major Image [2/2]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a bit of fleece

action to examine the image can determine that it is an illusion with a successful INT (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 its other sensory qualities become faint to the creature.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 6th+ level, the spell lasts until dispelled, without requiring your ©.

Wizard 3rd-level illusion

Melf's Minute Meteors

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, 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 ft of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 ft of the point where the meteor explodes must make a DEX save. A creature takes 2d6 fire dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the number of meteors created increases by two for each slot level above 3rd.

Wizard 3rd-level evocation

Nondetection

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 ft in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Wizard 3rd-level abjuration

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

Phantom Steed (ritual)

  • casting time 1 minute
  • range 30 ft

  • components V, S
  • duration 1 hour

A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but 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 ft away from the steed.
‎ ‎ For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 ft and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any dmg.

Wizard 3rd-level illusion

Protection from Energy

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 hour

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

Wizard 3rd-level abjuration

Remove Curse

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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.

Wizard 3rd-level abjuration

Sending

  • casting time 1 action
  • range Unlimited

  • components V, S, M
  • duration 1 round

A short piece of fine copper wire

You send a short message of twenty-five words or less to a creature with you are familiar. The creature 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 creatures with INT scores of at least 1 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.

Wizard 3rd-level evocation

Sleet Storm

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration ©, up to 1 minute

a pinch of dust and a few drops of water

Until the spell ends, freezing rain and sleet fall in a 20-ft-tall cylinder with a 40-ft radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
‎ ‎ The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a DEX save. On a failed save, it falls prone.
‎ ‎ If a creature is concentrating in the spell's area, the creature must make a successful CON save against your spell save DC or lose ©.

Wizard 3rd-level conjuration

Slow

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 1 minute

a drop of molasses

You alter time around up to six creatures of your choice in a 40-ft cube within range. Each target must succeed on a WIS save or be affected by this spell for the duration.
‎ ‎ An affected target's speed is halved, it takes a -2 penalty to AC and DEX saves, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
‎ ‎ If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
‎ ‎ A creature affected by this spell makes another WIS save at the end of its turn. On a successful save, the effect ends for it.

Wizard 3rd-level transmutation

Speak with Dead

  • casting time 1 action
  • range 10 ft

  • components V, S, M
  • duration 10 minutes

Burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
‎ ‎ Until the spell ends, you can ask the corpse up to 5 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 hostile to 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.

Wizard 3rd-level necromancy

Spirit Shroud

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration ©, up to 1 minute

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

Wizard 3rd-level necromancy

Stinking Cloud

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 minute

a rotten egg or several skunk cabbage leaves

You create a 20-ft-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
‎ ‎ Each creature that is completely within the cloud at the start of its turn must make a CON save against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this save.
‎ ‎ A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Wizard 3rd-level conjuration

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Summon Fey

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

a gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form 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 one of the traits in its stat block. The creature disappears when it drops to 0 HP 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 4th+ level, use the higher level wherever the spell's level appears in the stat block.

Wizard 3rd-level conjuration

Summon Lesser demons [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, 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 chaos of the Abyss. Roll a d6 to determine what appears. 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.
‎ ‎ The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned 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 summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
‎ ‎ As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
‎ ‎ At Higher

Wizard 3rd-level conjuration

Summon Lesser demons [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 hour

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

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.

Wizard 3rd-level conjuration

Summon Shadowspawn

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

tears inside a crystal vial 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 resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature determines when it drop to 0 HP 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 your. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and it uses its move to avoid danger.
‎ ‎At Higher Levels. When you cast the spell using a spell slot of 4th+ level, use the higher level wherever the spell's level appears on the stat block.

Wizard 3rd-level conjuration

Summon Undead

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

a gilded skull worth at least 300 gp

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form 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 traits in its stat block. The creature disappears when it drops to 0 HP 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 4th+ level, use the higher level wherever the spell's level appears in the stat block.

Wizard 3rd-level necromancy

Thunder Step

  • casting time 1 action
  • range 90 ft

  • components V
  • duration Instantaneous

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 ft of the space you left must make a CON save, taking 3d10 thunder dmg on a failed save, or half as much dmg on a successful one. The thunder can be heard from up to 300 ft 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 ft of you when you cast this spell, and there must be an unoccupied space within 5 ft of your destination space for the creature to appear in. Otherwise, the creature is left behind.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level increases the dmg by 1d10 for each slot level above 3rd.

Wizard 3rd-level conjuration

Tidal Wave

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Instantaneous

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 ft long, up to 10 ft wide, and up to 10 ft tall. Each creature in that area must make a DEX save. On a failed save, a creature takes 4d8 bludgeoning dmg and is knocked prone. On a successful save, a creature takes half as much dmg 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 ft of it, and then it vanishes.

Wizard 3rd-level conjuration

Tiny Servant

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration 8 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. The target 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 the stat block (XGE p169) for its statistics.
‎ ‎ As a bonus action, you can mentally command the creature if it is within 120 ft of you. (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 the creature 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 dmg carries over to that form.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you can animate two additional objects for each slot level above 3rd.

Wizard 3rd-level transmutation

Tongues

  • casting time 1 action
  • range Touch

  • components V, M
  • duration 1 hour

a small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Wizard 3rd-level divination

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Vampiric Touch

  • casting time 1 action
  • range Self

  • components V, S
  • duration ©, up to 1 minute

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic dmg, and you regain HP equal to half the amount of necrotic dmg dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
‎ ‎ At Higher Levels. Using a spell slot of 4th+ level increases the dmg by 1d6 for each slot level above 3rd.

Wizard 3rd-level necromancy

Wall of Sand

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, 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 ft long, 10 ft high, and 10 ft 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 ft of movement for every 1 ft it moves there.

Wizard 3rd-level evocation

Wall of Water

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, 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 ft long, 10 ft high, and 1 ft thick, or you can make a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft 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 disadv on the attack roll, and fire dmg is halved if the fire effect passes through the wall to reach its target. Spells that deal cold dmg that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-ft-square section is frozen). Each 5-ft-square frozen section has AC 5 and 15 HP. Reducing a frozen section to 0 HP destroys it. When a section is destroyed, the wall's water doesn't fill it.

Wizard 3rd-level evocation

Water Breathing (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 24 hours

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Wizard 3rd-level transmutation

Arcane Eye

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, up to 1 hour

a bit of bat fur

You create an invisible, magical eye within range that hovers in the air for the duration.
‎ ‎ You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 ft. The eye can look in every direction.
‎ ‎ As an action, you can move the eye up to 30 ft in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Wizard 4th-level divination

Banishment

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 minute

an item distasteful to the target

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a CHA save or be banished.
‎ ‎ If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
‎ ‎ If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 5th+ level, you can target one additional creature for each slot level above 4th.

Wizard 4th-level abjuration

Blight

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a CON save. The target takes 8d8 necrotic dmg on a failed save, or half as much dmg on a successful one. This spell has no effect on undead or constructs.
‎ ‎ If you target a plant creature or a magical plant, it makes the save with disadv, and the spell deals maximum dmg to it.
‎ ‎ If you 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.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d8 for each slot level above 4th.

Wizard 4th-level necromancy

Charm Monster

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 1 hour

You attempt to charm a creature you can see within range. It must make a WIS save, and it does so with adv if you or your companions are fighting it. If it fails the save, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. 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 5th+ level, you can target one additional creature for each slot level above 4th. The creatures must be within 30 ft of each other when you target them.

Wizard 4th-level enchantment

Confusion [1/2]

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 minute

three nut shells

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-ft-radius sphere centered on a point you choose within range must succeed on a WIS save when you cast this spell or be affected by it.
‎ ‎ An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
‎ ‎ 1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
‎ ‎ 2-6: The creature doesn't move or take actions this turn.
‎ ‎ 7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
‎ ‎ 9-10: The creature can act and move normally. At the end of its turns, an affected target can make a WIS save. If it succeeds, this effect ends for that target.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot

Wizard 4th-level enchantment

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Confusion [2/2]

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 minute

three nut shells

of 5th+ level, the radius of the sphere increases by 5 ft for each slot level above 4th.

Wizard 4th-level enchantment

Conjure Minor Elementals

  • casting time 1 minute
  • range 90 ft

  • components V, S
  • duration ©, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears.
‎ ‎ • One elemental of challenge rating 2 or lower
‎ ‎ • Two elementals of challenge rating 1 or lower
‎ ‎ • Four elementals of challenge rating 1/2 or lower
‎ ‎ • Eight elementals of challenge rating 1/4 or lower.
‎ ‎ An elemental summoned by this spell disappears when it drops to 0 HP or when the spell ends.
‎ ‎ The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
‎ ‎ The DM has the creatures' statistics.
‎ ‎ At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 6th-level slot and three times as many with an 8th-level slot .

Wizard 4th-level conjuration

Control Water [1/3]

  • casting time 1 action
  • range 300 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a drop of water and a pinch of dust

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 ft on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
‎ ‎ Flood. You cause the water level of all standing water in the area to rise by as much as 20 ft. If the area includes a shore, the flooding water spills over onto dry land.
‎ ‎ If you choose an area in a large body of water, you instead create a 20-ft tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
‎ ‎ The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
‎ ‎ Part Water. You cause water in the area to move apart and create a trench. The

Wizard 4th-level transmutation

Control Water [2/3]

  • casting time 1 action
  • range 300 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a drop of water and a pinch of dust

trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
‎ ‎ Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
‎ ‎ Whirlpool. This effect requires a body of water at least 50 ft square and 25 ft deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 ft wide at the base, up to 50 ft wide at the top, and 25 ft tall. Any creature or object in the water and within 25 ft of the vortex is pulled 10 ft toward it. A creature can swim away from the

Wizard 4th-level transmutation

Control Water [3/3]

  • casting time 1 action
  • range 300 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a drop of water and a pinch of dust

vortex by making a STR (Athletics) check against your spell save DC.
‎ ‎ When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a STR save. On a failed save, the creature takes 2d8 bludgeoning dmg and is caught in the vortex until the spell ends. On a successful save, the creature takes half dmg, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadv on the STR (Athletics) check to do so.
‎ ‎ The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning dmg, this dmg occurs each round it remains in the vortex.

Wizard 4th-level transmutation

Dimension Door

  • casting time 1 action
  • range 500 ft

  • components V
  • duration Instantaneous

You teleport yourself from your current location to any other spot 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 ft straight downward or upward to the northwest at a 45-degree angle, 300 ft.
‎ ‎ You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 ft of you when you cast this spell.
‎ ‎ If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force dmg, and the spell fails to teleport you.

Wizard 4th-level conjuration

divination (ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
‎ ‎ The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
‎ ‎ If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Wizard 4th-level divination

Elemental Bane

  • casting time 1 action
  • range 90 ft

  • components V, S
  • duration ©, up to 1 minute

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

Wizard 4th-level transmutation

Evard's Black Tentacles

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 minute

a piece of tentacle from a giant octopus or a giant squid

Squirming, ebony tentacles fill a 20-ft square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
‎ ‎ When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DEX save or take 3d6 bludgeoning dmg and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning dmg.
‎ ‎ A creature restrained by the tentacles can use its action to make a STR or DEX check (its choice) against your spell save DC. On a success, it frees itself.

Wizard 4th-level conjuration

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

Fabricate

  • casting time 10 minutes
  • range 120 ft

  • components V, S
  • duration Instantaneous

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, and 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-ft cube, or eight connected 5-ft cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-ft cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
‎ ‎ Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Wizard 4th-level evocation

Fire Shield

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 10 minutes

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-ft radius and dim light for an additional 10 ft. You can end the spell early by using an action to dismiss it.
‎ ‎ The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold dmg, and the chill shield grants you resistance to fire dmg.
‎ ‎ In addition, whenever a creature within 5 ft of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire dmg from a warm shield, or 2d8 cold dmg from a cold shield.

Wizard 4th-level evocation

Greater Invisibility

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Wizard 4th-level illusion

Hallucinatory Terrain

  • casting time 10 minutes
  • range 300 ft

  • components V, S, M
  • duration 24 hours

a stone, a twig, and a bit of green plant

You make natural terrain in a 150-ft cube in range look, sound, and smell like some other 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 in appearance.
‎ ‎ The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an INT (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Wizard 4th-level illusion

Ice Storm

  • casting time 1 action
  • range 300 ft

  • components V, S, M
  • duration Instantaneous

a pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-ft-radius, 40-ft-high cylinder centered on a point within range. Each creature in the cylinder must make a DEX save. A creature takes 2d8 bludgeoning dmg and 4d6 cold dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the bludgeoning dmg by 1d8 for each slot level above 4th.

Wizard 4th-level evocation

Leomund's Secret Chest

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

an exquisite chest, 3 ft by 2 ft by 2 ft, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic ft of nonliving material (3 ft by 2 ft by 2 ft).
‎ ‎ While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 ft of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
‎ ‎ After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Wizard 4th-level conjuration

Locate Creature

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration ©, up to 1 hour

a bit of fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 ft 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), so long as you have seen such a creature up close - within 30 ft - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
‎ ‎ This spell can't locate a creature if running water at least 10 ft wide blocks a direct path between you and the creature.

Wizard 4th-level divination

Mordenkainen's Faithful Hound

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 8 hours

a tiny silver whistle, a piece of bone, and a thread

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 ft away from it.
‎ ‎ The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 ft of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
‎ ‎ At the start of each of your turns, the hound attempts to bite one creature within 5 ft of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing dmg.

Wizard 4th-level conjuration

Mordenkainen's Private Sanctum [1/2]

  • casting time 10 minutes
  • range 120 ft

  • components V, S, M
  • duration 24 hours

a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite

You make an area within range magically secure. The area is a cube that can be as small as 5 ft to as large as 100 ft on each side. The spell lasts for the duration or until you use an action to dismiss it.
‎ ‎ When you cast the spell, you decide what sort of security the spell provides, choosing any or all 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 a year makes this effect permanent.
‎ ‎ At Higher Levels. When you cast this spell

Wizard 4th-level abjuration

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

Mordenkainen's Private Sanctum [2/2]

  • casting time 10 minutes
  • range 120 ft

  • components V, S, M
  • duration 24 hours

a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite

using a spell slot of 5th+ level, you can increase the size of the cube by 100 ft for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 ft on one side by using a spell slot of 5th level.

Wizard 4th-level abjuration

Otiluke's Resilient Sphere

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration ©, up to 1 minute

a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a DEX save. On a failed save, the creature is 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 dmg, and a creature or object inside can't be dmgd by attacks or effects originating from outside, nor can a creature inside the sphere dmg anything outside it.
‎ ‎ The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its 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 it.

Wizard 4th-level evocation

Phantasmal Killer

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a WIS save. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a WIS save or take 4d10 psychic dmg. On a successful save, the spell ends.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d10 for each slot level above 4th.

Wizard 4th-level illusion

Polymorph [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 hour

a caterpillar cocoon

This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a WIS save to avoid the effect. A shapechanger automatically succeeds on this save.
‎ ‎ The transformation lasts for the duration, or until the target drops to 0 HP or dies. The new form can be any beast whose challenge rating is 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, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
‎ ‎ The target assumes the HP of its new form. When it reverts to its normal form, the creature returns to the number of HP it had before it transformed. If it reverts as a result of dropping to 0 HP, any excess dmg carries over to its normal form. As long as the excess dmg doesn't reduce the creature's normal form to 0 HP, it isn't knocked unconscious.
‎ ‎ The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other

Wizard 4th-level transmutation

Polymorph [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 hour

a caterpillar cocoon

action that requires hands or speech.
‎ ‎ The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Wizard 4th-level transmutation

Raulothim's Psychic Lance

  • casting time 1 action
  • range 120 ft

  • components V
  • duration Instantaneous

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 INT save. On a failed save, the target takes 7d6 psychic dmg and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much dmg and isn’t incapacitated.
‎ ‎At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d6 for each slot level above 4th.

Wizard 4th-level enchantment

Sickening Radiance

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 10 minutes

Dim, greenish light spreads within a 30-ft-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 CON save or take 4d10 radiant dmg, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-ft 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.

Wizard 4th-level evocation

Stone Shape

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

soft clay, which must be worked into roughly the desired shape of the stone object

You touch a stone object of Medium size or smaller or a section of stone no more than 5 ft in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 ft 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.

Wizard 4th-level transmutation

Stoneskin

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration ©, up to 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing dmg.

Wizard 4th-level abjuration

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

Storm Sphere

  • casting time 1 action
  • range 150 ft

  • components V, S
  • duration ©, up to 1 minute

A 20-ft-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 STR save or take 2d6 bludgeoning dmg. The sphere's space is difficult terrain.
‎ ‎ Until the spell ends, you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 ft of the center. Make a ranged spell attack. You have adv on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning dmg.
‎ ‎ Creatures within 30 ft of the sphere have disadv on WIS (Perception) checks made to listen.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 5th+ level, the dmg for each of its effects increases by 1d6 for each slot level above 4th.

Wizard 4th-level evocation

Summon Aberration

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 HP 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 take 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, use the higher level wherever the spell's level appears on the stat block.

Wizard 4th-level conjuration

Summon Construct

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

an ornate stone and metal lockbox worth at least 400 gp

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 HP 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 4th+ level, use the higher level wherever the spell's level appears in the stat block.

Wizard 4th-level conjuration

Summon Elemental

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

air, a pebble, ash, and water inside a crystal vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form 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 traits in its stat block. The creature disappears when it drops to 0 HP 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 5th+ level, use the higher level wherever the spell's level appears in the stat block.

Wizard 4th-level conjuration

Summon Greater Demon [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 hour

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

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 HP or when the spell ends.
‎ ‎ Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requfring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
‎ ‎ At the end of each of the demon's turns, it makes a CHA save. The demon has disadv on this save if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches

Wizard 4th-level conjuration

Summon Greater Demon [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 hour

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

its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has HP.
‎ ‎ As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the challenge rating by 1 for each slot level above 4th.

Wizard 4th-level conjuration

Vitriolic Sphere

  • casting time 1 action
  • range 150 ft

  • components V, S, M
  • duration Instantaneous

a drop of giant slug bile

You point at a location within range, and a glowing 1-ft ball of emerald acid streaks there and explodes in a 20-ft radius sphere. Each creature in that area must make a DEX save. On a failed save, a creature takes 10d4 acid dmg and 5d4 acid dmg at the end of its next turn. On a successful save, a creature takes half the initial dmg and no dmg at the end of its next turn.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the initial dmg by 2d4 for each slot level above 4th.

Wizard 4th-level evocation

Wall of Fire

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 1 minute

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 ft long, 20 ft high, and 1 ft think, or a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft think. The wall is opaque and lasts for the duration.
‎ ‎ When the wall appears, each creature within its area must make a DEX save. On a failed save, a creature takes 5d8 fire dmg, or half as much dmg on a successful save.
‎ ‎ One side of the wall, selected by you when you cast this spell, deals 5d8 fire dmg to each creature that ends its turn within 10 ft of that side or inside the wall. A creature takes the same dmg 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 dmg.
‎ ‎ At Higher Levels. Using a spell slot of 5th+ level increases the dmg by 1d8 for each slot level above 4th.

Wizard 4th-level evocation

Watery Sphere [1/2]

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 minute

a droplet of water

You conjure up a sphere of water with a 5-ft radius on a point you can see within range. The sphere can hover but no more than 10 ft off the ground. The sphere remains for the spell's duration.
‎ ‎ Any creature in the sphere's space must make a STR save. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the save automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the save, ending the effect on itself on a success.
‎ ‎ The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 ft of it.
‎ ‎ As an action, you can move the sphere up to 30 ft in a straight line. If it moves over a pit, a cliff, or other

Wizard 4th-level conjuration

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

Watery Sphere [2/2]

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 minute

a droplet of water

drop-off, it safely descends until it is hovering 10 feel above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the save.
‎ ‎ When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 ft of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Wizard 4th-level conjuration

Animate Objects [1/2]

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 HP.
‎ ‎ As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 ft of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
‎ ‎ An animated object is a construct with AC, HP, attacks, STR, and DEX determine by its size. Its CON is 10 and its INT and WIS are 3, and its CHA is 1. Its speed is 30 ft, if the objects lack legs or other appendages it can use for locomotion, it

Wizard 5th-level transmutation

Animate Objects [2/2]

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 1 minute

instead has a flying speed of 30 ft and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 ft and is blind beyond that distance. When the animated object drops to 0 HP, it reverts to its original object form, and any remaining dmg carries over to its original object form.
‎ ‎ If you command an object to attack, it can make a single melee attack against a creature within 5 ft of it. It makes a slam attack with an attack bonus and bludgeoning dmg determine by its size. The DM might rule that a specific object inflicts slashing or piercing dmg based on its form.
‎ ‎ Animated Object Statistics
‎ ‎Size. . , HP, AC, Hit, Damage,Str,Dex
‎ ‎Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
‎ ‎Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
‎ ‎Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
‎ ‎Large , 50, 10, +6 , 2d10 +2,14, 10
‎ ‎Huge. , 80, 10, +8 , 2d12 +4,18 , 6
‎ ‎ At Higher Levels. If you cast this spell using a spell slot of 6th+ level, you can animate two additional objects for each slot level above 5th.

Wizard 5th-level transmutation

Bigby's Hand [1/3]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 1 minute

an eggshell and a snakeskin glove

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
‎ ‎ The hand is an object that has AC 20 and HP equal to your hit point maximum. If it drops to 0 HP, the spell ends. It has a STR of 26 (+8) and a DEX of 10 (+0). The hand doesn't fill its space.
‎ ‎ When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 ft and then cause one of the following effects with it.
‎ ‎ Clenched Fist. The hand strikes one creature or object within 5 ft of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force dmg.
‎ ‎ Forceful Hand. The hand attempts to push a creature within 5 ft of it in a direction you choose. Make a check with the hand's STR contested by the STR (Athletics) check of the target. If the target is Medium or smaller, you have adv on the check. If you succeed, the hand pushes the target up to 5 ft plus a

Wizard 5th-level evocation

Bigby's Hand [2/3]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 1 minute

an eggshell and a snakeskin glove

number of ft equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 ft of it.
‎ ‎ Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 ft of it. You use the hand's STR score to resolve the grapple. If the target is Medium or smaller, you have adv on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning dmg equal to 2d6 + your spellcasting ability modifier.
‎ ‎ Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its STR score is less than or equal to the hand's STR score. If its STR score is higher than the hand's STR score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
‎ ‎ At Higher Levels. When you cast this

Wizard 5th-level evocation

Bigby's Hand [3/3]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 1 minute

an eggshell and a snakeskin glove

spell using a spell slot of 6th+ level, the dmg from the clenched fist option increases by 2d8 and the dmg from the grasping hand increases by 2d6 for each slot level above 5th.

Wizard 5th-level evocation

Cloudkill

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration ©, up to 10 minutes

You create a 20-ft-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
‎ ‎ When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a CON save. The creature takes 5d8 poison dmg on a failed save, or half as much dmg on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
‎ ‎ The fog moves 10 ft away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the dmg by 1d8 for each slot level above 5th.

Wizard 5th-level conjuration

Cone of Cold

  • casting time 1 action
  • range Self (60-ft cone)

  • components V, S, M
  • duration Instantaneous

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-ft cone must make a CON save. A creature takes 8d8 cold dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ A creature killed by this spell becomes a frozen statue until it thaws.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the dmg by 1d8 for each slot level above 5th.

Wizard 5th-level evocation

Conjure Elemental [1/2]

  • casting time 1 minute
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-ft cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 ft of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 HP or when the spell ends.
‎ ‎ The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
‎ ‎ If your © is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned

Wizard 5th-level conjuration

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Conjure Elemental [2/2]

  • casting time 1 minute
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water

it.
‎ ‎ The DM has the elemental's statistics.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the challenge rating by 1 for each slot level above 5th.

Wizard 5th-level conjuration

Contact Other Plane (ritual)

  • casting time 1 minute
  • range Self

  • components V
  • duration 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 INT save. On a failure, you take 6d6 psychic dmg and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
‎ ‎ 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, 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.

Wizard 5th-level divination

Control Winds [1/2]

  • casting time 1 action
  • range 300 ft

  • components V, S
  • duration ©, up to 1 hour

You take control of the air in a 100-ft cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
‎ ‎ Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadv on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra ft of movement for each ft moved.
‎ ‎ Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadv on their attack rolls . A creature must make a STR save if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
‎ ‎ Updraft. You cause a sustained updraft within

Wizard 5th-level transmutation

Control Winds [2/2]

  • casting time 1 action
  • range 300 ft

  • components V, S
  • duration ©, up to 1 hour

the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half dmg from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 ft higher than normal.

Wizard 5th-level transmutation

Creation

  • casting time 1 minute
  • range 30 ft

  • components V, S, M
  • duration Special

a tiny piece of matter of the same type of the item you plan to create

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-ft cube, and the object must be of a form and material that you have seen before.
‎ ‎ The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
‎ ‎ Duration. Vegetable matter - 1 day. Stone/crystal - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/Mithral - 1 minute.
‎ ‎ Using any material created by this spell as another spell's material component causes that spell to fail.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the cube by 5 ft for each slot level above 5th.

Wizard 5th-level illusion

Danse Macabre

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, 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 (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and dmg 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 ft 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, you animate up to two additional corpses for each slot level above 5th.

Wizard 5th-level necromancy

Dawn

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration ©, up to 1 minute

a sunburst pendant worth at least 100gp

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

Wizard 5th-level evocation

Dominate Person [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a WIS save or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has adv on the save.
‎ ‎ While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
‎ ‎ You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
‎ ‎ Each time the target takes dmg, it makes a new WIS save against the spell. If the save succeeds, the spell ends.
‎ ‎ At

Wizard 5th-level enchantment

Dominate Person [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 1 minute

Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is ©, up to 10 minutes. When you use a 7th-level spell slot, the duration is ©, up to 1 hour. When you use a spell slot of 8th+ level, the duration is ©, up to 8 hours.

Wizard 5th-level enchantment

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Dream [1/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
‎ ‎ If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. 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 fall asleep, at which point the messenger appears in the target's dreams.
‎ ‎

Wizard 5th-level illusion

Dream [2/2]

  • casting time 1 minute
  • range Special

  • components V, S, M
  • duration 8 hours

a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a WIS save. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic dmg.
‎ ‎ If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its save with disadv.

Wizard 5th-level illusion

Enervation

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, 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 DEX save. On a successful save, the target takes 2d8 necrotic dmg, and the spell ends . On a failed save, the target takes 4d8 necrotic dmg, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic dmg 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 dmg to a target, you regain HP equal to half the amount of necrotic dmg the target takes.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the dmg by 1d8 for each slot level above 5th.

Wizard 5th-level necromancy

Far Step

  • casting time 1 bonus action
  • range Self

  • components V
  • duration ©, up to 1 minute

You teleport up to 60 ft 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.

Wizard 5th-level conjuration

Geas

  • casting time 1 minute
  • range 60 ft

  • components V
  • duration 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a WIS save or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic dmg each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
‎ ‎ 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.
‎ ‎ You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.

Wizard 5th-level enchantment

Hold Monster

  • casting time 1 action
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 minute

a small, straight piece of iron

Choose a creature that you can see within range. The target must succeed on a WIS save or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 6th+ level, you can target on additional creature for each slot level above 5th. The creatures must be within 30 ft of each other when you target them.

Wizard 5th-level enchantment

Immolation

  • casting time 1 action
  • range 90 ft

  • components V
  • duration ©, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a DEX save. It takes 8d6 fire dmg on a failed save, or half as much dmg 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-ft radius and dim light for an additional 30 ft. At the end of each of its turns, the target repeats the save. It takes 4d6 fire dmg on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.
‎ ‎ If dmg from this spell kills a target, the target is turned to ash.

Wizard 5th-level evocation

Infernal Calling [1/2]

  • casting time 1 minute
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

a ruby worth at least 999 gp

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 HP or when the spell ends.
‎ ‎ The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.
‎ ‎ On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a CHA (Deception, Intimidation, or Persuasion) check contested by its WIS (Insight) check. You make the check with adv if you

Wizard 5th-level conjuration

Infernal Calling [2/2]

  • casting time 1 minute
  • range 90 ft

  • components V, S, M
  • duration ©, up to 1 hour

a ruby worth at least 999 gp

say the devil's true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell , though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command- such as attack my enemies, explore the room ahead, or bear this message to the queen- until it completes the activity, at which point it returns to you to report having done so.
‎ ‎ If your © ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
‎ ‎ If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no CHA checks required.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the challenge rating by 1 for each slot level above 5th.

Wizard 5th-level conjuration

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Legend Lore

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration Instantaneous

incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.
‎ ‎ The more information you already have about the thing, the more precise and detailed the information you receive is.
‎ ‎ The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Wizard 5th-level divination

Mislead

  • casting time 1 action
  • range Self

  • components S
  • duration ©, up to 1 hour

You become invisible 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 if you attack or cast a spell.
‎ ‎ You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
‎ ‎ You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Wizard 5th-level illusion

Modify Memory [1/2]

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration ©, up to 1 minute

You attempt to reshape another creature's memories. One creature that you can see must make a WIS save. If you are fighting the creature, it has adv on the save. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any dmg or is targeted by another spell, this spell ends, and none of the target's memories are modified.
‎ ‎ While this charm lasts, 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 and exacting detail, change its memory of the details of the event, or create a memory of some other event.
‎ ‎ You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.
‎ ‎ A

Wizard 5th-level enchantment

Modify Memory [2/2]

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration ©, up to 1 minute

modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
‎ ‎ A remove curse or greater restoration spell cast on the target restores the creature's true memory.
‎ ‎ At Higher Levels. If you cast this spell using a spell slot of 6th+ level, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Wizard 5th-level enchantment

Negative Energy Flood

  • casting time 1 action
  • range 60 ft

  • components V, M
  • duration Instantaneous

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 mus t make a CON save, taking 5d12 necrotic dmg on a failed save, or half as much dmg on a successful one. A target killed by this dmg 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. Statistics for the zombie are in the Monster Manual.
‎ ‎ If you target an undead with this spell, the target doesn't make a save. Instead, roll 5d12. The target gains half the total as temporary HP.

Wizard 5th-level necromancy

Passwall

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 1 hour

a pinch of sesame seeds

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 5 ft wide, 8 ft tall, and 20 ft 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.

Wizard 5th-level transmutation

Planar Binding [1/2]

  • casting time 1 hour
  • range 60 ft

  • components V, S, M
  • duration 24 hours

a jewel worth at least 1,000 gp, which the spell consumes

With this spell, 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. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a CHA save. On a failed save, it is 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 instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a

Wizard 5th-level abjuration

Planar Binding [2/2]

  • casting time 1 hour
  • range 60 ft

  • components V, S, M
  • duration 24 hours

a jewel worth at least 1,000 gp, which the spell consumes

different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Wizard 5th-level abjuration

Rary's Telepathic Bond (ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration 1 hour

pieces of eggshell from two different kinds of creatures

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 with INT scores of 2 or less aren't affected by this spell.
‎ ‎ Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Wizard 5th-level divination

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Scrying [1/2]

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration ©, up to 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a WIS save, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the save voluntarily if it wants to be observed.
‎ ‎ Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
‎ ‎ Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
‎ ‎ On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
‎ ‎ On a failed save, the spell creates an invisible sensor within 10 ft of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 ft of it for the duration. A creature that can see invisible objects sees the sensor as a

Wizard 5th-level divination

Scrying [2/2]

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration ©, up to 10 minutes

a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water

luminous orb about the size of your fist.
‎ ‎ Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Wizard 5th-level divination

Seeming [1/2]

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a CHA save, and if it succeeds, it is unaffected by this spell.
‎ ‎ The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 ft shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
‎ ‎ The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
‎ ‎ A creature can use its action to inspect a target and make an INT (Investigation) check against your spell save

Wizard 5th-level illusion

Seeming [2/2]

  • casting time 1 action
  • range 30 ft

  • components V, S
  • duration 8 hours

DC. If it succeeds, it becomes aware that the target is disguised.

Wizard 5th-level illusion

Skill Empowerment

  • casting time 1 action
  • range Touch

  • components V, S
  • duration ©, 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.

Wizard 5th-level transmutation

Steel Wind Strike

  • casting time 1 action
  • range 30 ft

  • components S, M
  • duration Instantaneous

a melee weapon worth at least 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 dmg.
‎ ‎ You can then teleport to an unoccupied space you can see within 5 ft of one of the targets you hit or missed.

Wizard 5th-level conjuration

Summon Draconic Spirit

  • casting time 1 action
  • range 60 ft

  • components V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
  • duration ©, up to 1 hour

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 HP 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, use the higher level wherever the spell’s level appears in the stat block.

Wizard 5th-level conjuration

Synaptic Static

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-ft-radius sphere centered on that point must make an INT save. A creature with an INT score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its CON saves to maintain ©. The target can make an INT save at the end of each of its turns, ending the effect on itself on a success.

Wizard 5th-level enchantment

Telekinesis [1/2]

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. 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. Make an ability check with your spellcasting ability contested by the creature's STR check. If you win the contest, you move the creature up to 30 ft in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
‎ ‎ On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
‎ ‎ Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 ft in any direction, but not beyond the range of this spell.
‎ ‎ If the object is

Wizard 5th-level transmutation

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

Telekinesis [2/2]

  • casting time 1 action
  • range 60 ft

  • components V, S
  • duration ©, up to 10 minutes

worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's STR check. If you succeed, you pull the object away from that creature and can move it up to 30 ft in any direction but not beyond the range of this spell.
‎ ‎ You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Wizard 5th-level transmutation

Teleportation Circle [1/2]

  • casting time 1 minute
  • range 10 ft

  • components V, M
  • duration 1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

As you cast the spell, you draw a 10-ft-diameter 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 ft of the destination circle or in the nearest unoccupied space if that space is occupied.
‎ ‎ Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical 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 learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
‎ ‎ You can

Wizard 5th-level conjuration

Teleportation Circle [2/2]

  • casting time 1 minute
  • range 10 ft

  • components V, M
  • duration 1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Wizard 5th-level conjuration

Transmute Rock [1/2]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Until dispelled

clay and water

You choose an area of stone or mud that you can see that fits within a 40-ft cube and that is within range, and choose one of the following effects.
‎ ‎ Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
‎ ‎ The ground in the spell's area becomes muddy enough that creatures can sink into it. Each ft that a creature moves through the mud costs 4 ft of movement, and any creature on the ground when you cast the spell must make a STR save. A creature must also make the save when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
‎ ‎ If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a DEX save. A creature takes 4d8 bludgeoning dmg on a failed save, or half as much dmg on a successful one.
‎ ‎ Transmute Mud to Rock. Nonmagical mud or quicksand in the area

Wizard 5th-level transmutation

Transmute Rock [2/2]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration Until dispelled

clay and water

no more than 10 ft deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a DEX save. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 STR check or by dealing dmg to it. The rock has AC 15 and 25 HP, and it is immune to poison and psychic dmg.

Wizard 5th-level transmutation

Wall of Force

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a pinch of powder made by crushing a clear gemstone

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 sphere with a radius of up to 10 ft, or you can shape a flat surface made up of ten 10-ft-by-10-ft panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It 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 (your choice which side).
‎ ‎ Nothing can physically pass through the wall. It is immune to all dmg and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Wizard 5th-level evocation

Wall of Light [1/2]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a hand mirror

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 ft long, 10 ft high, and 5 ft thick. The wall 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 the wall appears, each creature in its area must make a CON save. On a failed save, a creature takes 4d8 radiant dmg, and it is blinded for 1 minute. On a successful save, it takes half as much dmg and isn't blinded. A blinded creature can make a CON save at the end of each of its turns, ending the effect on itself on a success.
‎ ‎ A creature that ends its turn in the wall's area takes 4d8 radiant dmg.
‎ ‎ Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 ft of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant dmg. Whether you hit or miss, reduce the length of the wall by

Wizard 5th-level evocation

Wall of Light [2/2]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a hand mirror

10 ft. If the wall's length drops to 0 ft, the spell ends.
‎ ‎ At Higher Levels. Using a spell slot of 6th+ level increases the dmg by 1d8 for each slot level above 5th.

Wizard 5th-level evocation

Wall of Stone [1/2]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-ft-by-10-ft panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-ft-by-20-ft panels that are only 3 inches thick.
‎ ‎ If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a DEX save. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
‎ ‎ The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
‎ ‎ If you create a span greater than 20 ft in length, you must halve the size of each panel to create supports. You can

Wizard 5th-level evocation

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

Wall of Stone [2/2]

  • casting time 1 action
  • range 120 ft

  • components V, S, M
  • duration ©, up to 10 minutes

a small block of granite

crudely shape the wall to create crenellations, battlements, and so on.
‎ ‎ The wall is an object made of stone that can be dmgd and thus breached. Each panel has AC 15 and 30 HP per inch of thickness. Reducing a panel to 0 HP destroys it and might cause connected panels to collapse at the DM's discretion.
‎ ‎ If you maintain your © on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Wizard 5th-level evocation

Comet Shards

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a delerium chip worth 10 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎You shatter the delerium fragment in your hand into three glowing comet-like motes of magical force which you hurl at your foes. Each comet hits a creature of your choice that you can see within range. A comet deals 2d4 + your spellcasting ability modifier force damage to its target and pushes it 10 feet away from you. The comets all strike simultaneously, and you can direct them to hit one creature or several.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more comet for each slot level above 1st.

Wizard 1st-level evocation

Corrupted Cure

  • casting time 1 bonus action
  • range 90 feet

  • components V, M
  • duration Instantaneous

a delerium chip worth 10 gp

Gain 1 Contamination Level.
‎ ‎A creature of your choice that you can see within range regains hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
‎ ‎ When you cast this spell, the target can choose to gain a Contamination Level as well. If it does, it instead regains hit points equal to 8d6 + your spellcasting ability modifier.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above first, or 4d6 if the target chooses to gain a Contamination Level.

Wizard 1st-level contaminated evocation

Delerium Orb

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎ You draw chaotic magical power from the delerium chip held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score, it takes 6d6 damage of the chosen type on a failed saving throw, or half as much on a successful one.

Wizard 1st-level contaminated evocation

Controlled Mutation [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a delerium chip worth 10 gp

Gain 1 Contamination Level.
‎ ‎You weave contaminated energy to temporarily imbue a creature within range with a beneficial mutation. Choose one of the following effects to give the target until the spell ends:
‎ ‎ Strength. The target has advantage on Strength attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level so its melee weapon attacks deal an additional 2d6 necrotic damage.
‎ ‎ Constitution. The target has advantage on Constitution checks and saving throws. The target can choose to gain a Contamination Level to gain resistance to bludgeoning, piercing, and slashing damage.
‎ ‎ Dexterity. The target has advantage on Dexterity attack rolls, ability checks, and saving throws. The target can choose to gain a Contamination Level so its attacks with ranged and finesse weapons score a critical hit on an 18–20.
‎ ‎ Intelligence. The target has advantage on Intelligence ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain

Wizard 2nd-level contaminated transmutation

Controlled Mutation [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a delerium chip worth 10 gp

a Contamination Level to prevent it from losing concentration as a result of taking damage.
‎ ‎Wisdom. The target has advantage on Wisdom ability checks and saving throws, as well as spell attack rolls. The target can also choose to gain a Contamination Level so that it gains blindsight (60 feet) and can't be surprised while it is conscious.
‎ ‎Charisma. The target has advantage on Charisma ability checks and saving throws, as well as spell attack rolls. In addition, the target can choose to gain a Contamination Level so that whenever it makes a Charisma (Persuasion) or Charisma (Deception) check, it can treat a d20 roll of 9 or lower as a 10.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional effect for every two slot levels above 2nd.

Wizard 2nd-level contaminated transmutation

Warp Bolt

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎ An arcing bolt of octarine lightning strikes a creature within range. If the target has one or more Contamination Levels, it is hit automatically. Otherwise, make a ranged spell attack against that creature. On a hit, the target takes 6d6 necrotic damage and gains one level of contamination.
‎ ‎ You can create a new bolt of lightning as your action on any turn until the spell ends.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each spell level above 2nd.

Wizard 2nd-level contaminated evocation

Ride the Rifts

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S, M
  • duration Instantaneous

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎ A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line's area.
‎ ‎ At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot
level above 3rd.

Wizard 3rd-level contaminated conjuration

Vanish to the Space Between Worlds

  • casting time 1 reaction*
  • range Self

  • components S, M
  • duration 1 round

*when you take damage
a delerium chip worth 10 gp

Gain 1 Contamination Level.
‎ ‎When you cast this spell, you vanish from your current plane of existence and appear in the Space Between Worlds (avoiding the triggering damage). At the start of your next turn, you return to an unoccupied space of your choice within 30 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).
‎ ‎ While within the Space Between Worlds, you can see and hear the plane you originated from, which is cast as a roiling blur, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures in the Space Between Worlds. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so

Wizard 3rd-level contaminated abjuration

5 5
1 1
1 1
1 1
2 2
2 2
2 2
3 3
3 3

Weave the Elder Sign

  • casting time 1 action
  • range 120 feet

  • components S, M
  • duration Concentration, up to 1 minute

a delerium chip worth 10 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎You weave an impossible sign from an inscrutable reality in the air inside a 30-foot cube within range. It appears for only a moment before vanishing. Each creature in the area who sees the sign must make an Intelligence saving throw. On a failed saving throw, the creature becomes blinded and stunned for the spell's duration. On a successful saving throw, a creature is blinded until the end of your next turn.
‎ ‎ The spell ends for a stunned creature if it takes any damage, or if someone else uses an action to shake the creature out of its stupor. When the spell ends for a stunned creature, it takes 3d6 psychic damage.

Wizard 3rd-level contaminated illusion

Delerium Blast

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎ You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes 10d6 psychic damage and becomes incapacitated until the end of their next turn. On a successful save, a 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 5th level or higher, the damage increases by 2d6 for each slot level above 4th.

Wizard 4th-level contaminated evocation

Forced Evolution

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Instantaneous

An alchemical cocktail made from rare components and delerium dust worth 250 gold, which the target consumes

By means of this spell, you transform a mutation gained from contamination. One of the target's existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly.

Wizard 4th-level transmutation

Horrific Transformation [1/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

see description

Gain 1 Contamination Level.
‎ ‎This spell transforms a willing creature that you touch into a horrific monstrosity. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.
‎ ‎ The new form can be an aberration with a Challenge Rating of 4 or lower.
‎ ‎ The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen aberration. It retains its alignment and personality.
‎ ‎ The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other

Wizard 4th-level contaminated transmutation

Horrific Transformation [2/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

see description

action that requires hands or speech.
‎ ‎ The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
‎ ‎ In addition to a delerium fragment worth 100gp, you must provide either the heart or brain (or equivalent organ in the case of aberrations with a truly alien physiology) taken from a creature of the same type: the organ must either be recently harvested or magically preserved via gentle repose or similar magic. As part of casting the spell, you drive the delerium fragment into the organ, and both are consumed by the spell. The Game Master determines if an aberration's physiology makes its organs suitable for use with this spell

Wizard 4th-level contaminated transmutation

Summon Delerium Elemental [1/2]

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎You call forth a contaminated elemental to do your bidding. Choose air, earth, fire, or water. Eldritch energy conjures a contaminated elemental of the chosen type, which appears in an unoccupied space within range: either an animated sludge (water), entropic flame (fire), living haze (air), or walking geode (earth). Each uses the summoned delerium elemental stat block below, but gains different traits based on the chosen element used to conjure the elemental. The elemental disappears when it drops to 0 hit points or when the spell ends.
‎ ‎ The elemental is friendly to you and your companions for the duration of the spell. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys any verbal command you give it (no action required by you). If you don't give any commands, it attacks the closest hostile creature it can see, moving towards it by the most direct route.
‎ ‎ The elemental doesn't disappear if you lose concentration on this spell. Instead, you lose control of the

Wizard 4th-level contaminated conjuration

Summon Delerium Elemental [2/2]

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a delerium fragment worth 100 gp, which the spell consumes

elemental, it becomes hostile toward you and your companions, and it attacks you. An uncontrolled elemental can't be dismissed by you, and it remains until it is destroyed.
‎ ‎ 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.

Wizard 4th-level contaminated conjuration

Conjure the Deep Haze

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎ You create a 20-foot-radius sphere of the Deep Haze on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
‎ ‎When a creature enters 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. On a failed saving throw, it suffers 8d6 necrotic damage and gains one level of. On a successful save, the creature takes half as much damage and does not gain any Contamination Levels. Creatures are affected even if they hold their breath or don't need to breathe.

Wizard 5th-level contaminated conjuration

Contaminated Hands [1/3]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a delerium fragment worth 100 gp, which the spell consumes

Gain 1 Contamination Level.
‎ ‎You create two Large hands of shimmering, octarine force in an unoccupied space that you can see within range. The hands last for the spell's duration. Both hands move at your command, mimicking the movements of your own hands.
‎ ‎ Each hand is an object that has AC 20 and hit points equal to your hit point maximum. If one or both of the hands drop to 0 hit points, the spell ends. Each hand has a Strength of 26 (+8) and a Dexterity of 10 (+0) and occupies its space.
‎ ‎ When you cast the spell, and as an action on your subsequent turns, you can move the hands up to 60 feet and then cause one of the following effects with each. Both hands can perform the same action, or different ones. The two hands must move to remain within 30 feet of each other.
‎ ‎ Arcane Slam. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d12 necrotic damage. If you direct both hands to attack the same target, they gain advantage on

Wizard 5th-level contaminated evocation

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Contaminated Hands [2/3]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a delerium fragment worth 100 gp, which the spell consumes

the attack roll.
‎ ‎ Forceful Throw. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. If both hands are used against the same target, you can throw them ten times your spellcasting ability modifier, and gain advantage on the check against a Large or smaller target.
‎ ‎ Eldritch Grip. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. If both the hands are used against the same target, they can grapple a creature regardless of its size, and you have advantage on the grapple check against a Large or smaller target.

Wizard 5th-level contaminated evocation

Contaminated Hands [3/3]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a delerium fragment worth 100 gp, which the spell consumes


‎ ‎ Contaminated Crush. You can have a hand crush a target it is grappling. When you do so, the target takes bludgeoning damage equal to 2d12 + your spellcasting ability modifier. In addition, the target must make a Constitution saving throw or gain 1 Contamination Level. If both the hands are grappling the same target, you can have them rip the grappled target limb from limb. They deal an extra 4d12 necrotic damage.
‎ ‎At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the arcane slam and contaminated crush options increases by 2d12 and the damage from the eldritch grip increases by 2d6 for each slot level above 5th.

Wizard 5th-level contaminated evocation

Neutralizing Field

  • casting time 1 action
  • range Self (10-foot radius sphere)

  • components V, S, M
  • duration Concentration, up to 1 hour

a delerium crystal or holy relic worth 1,000 gp

You negate contaminated magical energies in a 10-foot-radius sphere. Until the spell ends, the sphere moves with you, centered on you. Creatures in the sphere (including you) can't gain Contamination Levels and have resistance to necrotic damage. Contaminated spells can't be cast by creatures in the area.
‎ ‎ Researching the Spell. A character who can cast 5th level spells, knows the purge contamination spell, and has created at least 1 dose of aqua expurgo may research neutralizing field.

Wizard 5th-level abjuration

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