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Guidance

  • casting time1 Action
  • rangeTouch

  • componentsV, S
  • durationConc., 1 min

Touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

Wizard Divination

Booming Blade

  • casting time1 Action
  • range5 ft

  • componentsS, M
  • durationInstantaneous

Make a melee weapon attack. On hit: normal effects + 2d8 thunder damage. If the target willingly moves before your next turn, it takes 3d8 thunder damage.

Wizard Evocation

Green-Flame Blade

  • casting time1 Action
  • range5 ft

  • componentsS, M
  • durationInstantaneous

Make a melee weapon attack. On hit: normal effects + 2d8 fire damage. A creature within 5 ft of the target takes 2d8 + INT modifier fire damage.

Wizard Evocation

Fire Bolt

  • casting time1 Action
  • range120 ft

  • componentsV, S
  • durationInstantaneous

Ranged spell attack. On hit: 3d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Wizard Evocation

Minor Illusion

  • casting time1 Action
  • range30 ft

  • componentsS, M
  • duration1 min

Create a sound or an image (no larger than a 5ft cube). If a creature uses its action to examine it, it can determine it is an illusion with a successful Investigation check against your spell save DC.

Wizard Illusion

Message

  • casting time1 Action
  • range120 ft

  • componentsV, S, M
  • duration1 round

Point your finger toward a creature. Whisper a message and it hears it. It can reply in a whisper. Casts through solid objects.

Wizard Transmutation

Shield

  • casting time1 Reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

Reaction when hit by an attack or targeted by Magic Missile. You gain a +5 bonus to AC (including against the triggering attack) and take no damage from Magic Missile.

Wizard Abjuration

Silvery Barbs

  • casting time1 Reaction
  • range60 ft

  • componentsV
  • durationInstantaneous

Reaction when a creature succeeds on an attack roll, ability check, or save. Force it to reroll the d20 and use the lower roll. Choose another creature within 60 ft to gain advantage on its next d20 roll.

Wizard Enchantment

Find Familiar

  • casting time1 Hour
  • range10 ft

  • componentsV, S, M
  • durationInstantaneous

Summon a familiar. It acts independently, but obeys your commands. You can communicate telepathically and see through its eyes. (10 gp material cost).

Wizard Conjuration (Ritual)

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Detect Magic

  • casting time1 Action
  • rangeSelf

  • componentsV, S
  • durationConc., 10 min

Sense the presence of magic within 30 ft. You can use your action to see a faint aura around any visible magical creature or object, and learn its school of magic.

Wizard Divination (Ritual)

Identify

  • casting time1 Minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

Touch an object. Learn its properties, how to use them, whether it requires attunement, and how many charges it has. (100 gp pearl material cost).

Wizard Divination (Ritual)

Feather Fall

  • casting time1 Reaction
  • range60 ft

  • componentsV, M
  • duration1 min

Reaction when you or a creature falls. Choose up to 5 falling creatures. A falling creature's rate of descent slows to 60 feet per round. They take no falling damage.

Wizard Transmutation

Absorb Elements

  • casting time1 Reaction
  • rangeSelf

  • componentsS
  • duration1 round

Reaction when taking acid, cold, fire, lightning, or thunder damage. Gain resistance to the triggering damage type. First melee hit on your next turn deals 1d6 extra damage of that type.

Wizard Abjuration

Alarm

  • casting time1 Minute
  • range30 ft

  • componentsV, S, M
  • duration8 hours

Set an alarm on a 20-foot cube. When a Tiny or larger creature touches or enters the warded area, the alarm alerts you (mental ping or audible bell).

Wizard Abjuration (Ritual)

Disguise Self

  • casting time1 Action
  • rangeSelf

  • componentsV, S
  • duration1 hour

Make yourself look different. You can seem 1 foot shorter or taller, thin, fat, etc. To discern the disguise, a creature uses its action to make an Investigation check.

Wizard Illusion

Cure Wounds

  • casting time1 Action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.

Wizard Evocation

Shadow Blade

  • casting time1 Bonus Action
  • rangeSelf

  • componentsV, S
  • durationConc., 1 min

Weave threads of shadow to create a sword of magic in your hand (simple, finesse, light, thrown 20/60). Deals 2d8 psychic damage. Advantage on attacks in dim light/darkness.

Wizard Illusion

Vortex Warp

  • casting time1 Action
  • range90 ft

  • componentsV, S
  • durationInstantaneous

CON saving throw. On a failure, teleport the target to an unoccupied space you can see within range (supported by a liquid or solid surface).

Wizard Conjuration

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Misty Step

  • casting time1 Bonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

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

Wizard Conjuration

Rime's Binding Ice

  • casting time1 Action
  • range30-ft cone

  • componentsS, M
  • durationInstantaneous

CON save for creatures in a 30-foot cone. 3d8 cold damage and speed reduced to 0. (Half damage on success, speed unaffected). Action to break free.

Wizard Evocation

Air Bubble

  • casting time1 Action
  • range60 ft

  • componentsS
  • duration24 hours

Create a spectral globe around the head of two willing creatures (scales with slot level). The creatures can breathe normally in any environment.

Wizard Conjuration

Counterspell

  • casting time1 Reaction
  • range60 ft

  • componentsS
  • durationInstantaneous

Reaction when you see a creature casting a spell. Interrupt a creature. Spell fails if 3rd level or lower. Higher level: Ability check (DC 10 + spell level).

Wizard Abjuration

Pulse Wave

  • casting time1 Action
  • range30-ft cone

  • componentsV, S
  • durationInstantaneous

CON save for creatures in 30-foot cone. 6d6 force damage and pushed 15 ft away or pulled 15 ft towards you. (Half damage on success, not moved).

Wizard Evocation

Haste

  • casting time1 Action
  • range30 ft

  • componentsV, S, M
  • durationConc., 1 min

Target gains +2 AC, advantage on DEX saves, doubled speed, and one additional action (Attack [one weapon attack], Dash, Disengage, Hide, or Use an Object). Lethargic when spell ends.

Wizard Transmutation

Dispel Magic

  • casting time1 Action
  • range120 ft

  • componentsV, S
  • durationInstantaneous

Choose one creature, object, or magical effect. Any spell of 3rd level or lower on the target ends. Higher level: Ability check (DC 10 + spell level).

Wizard Abjuration

Raulothim's Psychic Lance

  • casting time1 Action
  • range120 ft

  • componentsV
  • durationInstantaneous

Choose one creature you can see, or name one. INT save. 7d6 psychic damage and incapacitated until the start of your next turn. (Half damage on success, not incapacitated).

Wizard Enchantment

Dimension Door

  • casting time1 Action
  • range500 ft

  • componentsV
  • durationInstantaneous

Teleport yourself and up to one willing creature of your size or smaller up to 500 feet to a destination you choose.

Wizard Conjuration

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Wall of Force

  • casting time1 Action
  • range120 ft

  • componentsV, S, M
  • durationConc., 10 min

An invisible wall of force springs into existence. Nothing can physically pass through it. It is immune to all damage and cannot be dispelled by Dispel Magic.

Wizard Evocation

Steel Wind Strike

  • casting time1 Action
  • range30 ft

  • componentsS, M
  • durationInstantaneous

Make melee spell attacks against up to five creatures you can see within range. On hit, deal 6d10 force damage. You can then teleport to an unoccupied space within 5 ft of one target.

Wizard Conjuration

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