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Chill Touch

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Wizard Necromancy Cantrip

Eldritch Blast

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Wizard Evocation Cantrip

Evil Eye

  • casting timeAction
  • range120 feet

  • componentsS
  • duration1 round

You glare at a creature that you can see within range, imposing a baleful hex on it. The target takes 1d4 + 2 Psychic damage, and attack rolls and Unarmed Strikes against it can score a Critical Hit on a roll of 19 or 20 on the d20.

Cantrip Upgrade. The damage increases by 1d4 + 2 when you reach levels 5 (2d4 + 4), 11 (3d4 + 6), and 17 (4d4 + 8).

Wizard Enchantment Cantrip

Finger Guns

  • casting timeBonus action
  • rangeSelf

  • componentsV, S
  • duration1 minute

You extend your forefinger and thumb, a dangerous gesture mimicking a gun. For the duration, your hand counts as a Simple Ranged weapon with a range of 60/240 feet and the Slow mastery property. You can use your spellcasting ability instead of Dexterity for the attack rolls of this weapon. On a hit, the weapon deals 2d6 Force damage and doesn't add your ability modifier to damage.

Cantrip Upgrade. The weapon's normal range increases by 30 feet and its long range increases by 120 feet when you reach levels 5 (90/360 feet), 11 (120/480 feet), and 17 (150/600 feet).

Wizard Evocation Cantrip (Firearm)

Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Wizard Evocation Cantrip

Frostbite

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard Evocation Cantrip

Mind Sliver

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Wizard Enchantment Cantrip

Warp Lightning

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a slender copper rod)
  • durationInstantaneous

A bolt of greenish-black lightning arcs toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 lightning damage and 1d4 necrotic damage. You have advantage on the attack roll if the target is wearing armour made of metal.

The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

Wizard Evocation Cantrip

Absorb Elements

  • casting timeReaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 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 damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Wizard Level 1 Abjuration

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Accelerate/Decelerate

  • casting timeReaction, which you take when you see an attack roll hit a creature within 60 feet of yourself
  • range60 feet

  • componentsV, S, M (a drop of oil or molasses)
  • durationInstantaneous

This spell accelerates or decelerates an attack (see the chosen effect below) the instant before it strikes, lessening or multiplying its force.

Accelerate. The target takes an extra 2d6 damage from the attack. This extra damage is the same type dealt by the triggering attack.

Decelerate. Reduce the damage the target takes by 2d6 (to a minimum of 0 damage).

Using a Higher-Level Spell Slot. The extra damage or reduction in damage increases by 1d6 for each slot level above 1.

Wizard Level 1 Transmutation (Chronomancy)

Catapult

  • casting timeAction
  • range60 feet

  • componentsS
  • durationInstantaneous

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

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

Wizard Level 1 Transmutation

Chaos Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Wizard Level 1 Evocation

Chromatic Orb

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a diamond worth 50+ GP)
  • durationInstantaneous

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Wizard Level 1 Evocation

Chronal Lance

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration1 minute

You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Wizard Level 1 Transmutation (clockwork, temporal)

Delay

  • casting timeAction
  • range60 feet

  • componentsV, S, M (an octagonal sign)
  • durationInstantaneous

You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the Initiative order from the start of the next round onwards.

Wizard Level 1 Transmutation (Chronomancy)

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Wizard Level 1 Divination

Dissonant Whispers

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Wizard Level 1 Enchantment

Hellish Rebuke

  • casting timeReaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
  • range60 feet

  • componentsV, S
  • durationInstantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Wizard Level 1 Evocation

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Instant Replay

  • casting timeBonus action, which you take immediately after missing a target with an attack
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

As your attack misses the target, you instantly reset yourself to the moment before the attack and repeat the attack roll against the same target, potentially causing it to hit.

Wizard Level 1 Transmutation (Chronomancy)

Thunderwave

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Wizard Level 1 Evocation

Witch Bolt

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a twig struck by lightning)
  • durationConcentration, up to 1 minute

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.

On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.

The spell ends if the target is ever outside the spell's range or if it has Total Cover from you.

Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

Wizard Level 1 Evocation

Addiction

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (product that forms an addiction)
  • durationInstantaneous

You touch one creature and force it to become addicted. On fail creature targeted become addicted. Permanent until removed by Greater Restoration. Higher the caster level higher level of addiction

Lvl |-------| DC | Satiation | Damage to stats |

Low---------6---10 days---1d3 Dex

Medium-----10---5 days---1d4 Dex, 1d4 Wis

High--------14---2 days---1d6 Dex, 1d6 Wis, 1d2 Con

Extreme-----25---1 day----1d6 Dex, 1d6 Wis, 1d6 Con

Vicious------36---0,5 day---1d8 Dex, 1d8 Wis, 1d6 Con, 1d6 Str

Wizard Level 2 Enchantment

Aganazzar's Scorcher

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a red dragon's scale)
  • durationInstantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Wizard Level 2 Evocation

Anticipate Attack

  • casting timeReaction, which you take when you are attacked but before the attack roll is made
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack's range, are in a space that's impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed-you have moved into a position where you have cover, for example-then the attack is made after taking the new situation into account.

Wizard Level 2 Divination (temporal)

Blindness/Deafness

  • casting timeAction
  • range120 feet

  • componentsV
  • duration1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Wizard Level 2 Transmutation

Chain of Conviction

  • casting timeBonus action
  • range30 feet

  • componentsS
  • duration1 minute

You hurl a spectral, barbed chain at a creature that you can see within range. The target makes a Strength saving throw. On a failed save, the target takes 2d6 Force damage, is pulled up to 30 feet toward you, and is bound by the chain. While bound by the chain, the creature is tethered to you and can't move or teleport to a space more than 30 feet away from you, and you have Advantage on attack rolls made against the creature.

On a successful save, the target takes half as much damage only. The bound target repeats the save at the end of each of its turns, ending the spell on itself on a success. If you are ever more than 30 feet away from the target, the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Wizard Level 2 Conjuration

Cloud of Daggers

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a sliver of glass)
  • durationConcentration, up to 1 minute

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.

On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.

Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.

Wizard Level 2 Conjuration

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Darkbolt

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray), each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Wizard Level 2 Evocation

Darkness

  • casting timeAction
  • range60 feet

  • componentsV, M (bat fur and a piece of coal)
  • durationConcentration, up to 10 minutes

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.

Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Wizard Level 2 Evocation

Dragon's Breath

  • casting timeBonus action
  • rangeTouch

  • componentsV, S, M (a hot pepper)
  • durationConcentration, up to 1 minute

You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Wizard Level 2 Transmutation

Flame Blade

  • casting timeBonus action
  • rangeSelf

  • componentsV, S, M (a sumac leaf)
  • durationConcentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Wizard Level 2 Evocation

Heat Metal

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a piece of iron and a flame)
  • durationConcentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Wizard Level 2 Transmutation

Hold Person

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a straight piece of iron)
  • durationConcentration, up to 1 minute

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Wizard Level 2 Enchantment

Mind Spike

  • casting timeAction
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 hour

You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Wizard Level 2 Divination

Recall

  • casting timeBonus action
  • rangeSelf

  • componentsV, S
  • duration1 round

Record your location when you cast this spell. Until the end of your next turn, you can take a Reaction in response to an attack roll, a creature casting a spell, or a creature moving within 5 feet of you to teleport back to that location, or to the nearest unoccupied space if that space is occupied. This teleportation precedes the triggering attack or spell. The spell then ends.

Wizard Level 2 Conjuration (Chronomancy)

Seal Spellcasting

  • casting timeAction
  • range60 feet

  • componentsV, S, M (wax mixed with lead and a stamp)
  • durationConcentration, up to 10 minutes

When you cast this spell, choose a creature you can see within range. When the target casts a spell, it must make a Charisma saving throw. On a failed save, the creature expends a spell slot to cast the spell as normal but the spell has no effect. On a successful save, the creature casts the spell but takes 3d8 Force damage. After the creature makes a saving throw, the spell immediately ends.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot above level 2.

Wizard Level 2 Abjuration

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Web

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of spiderweb)
  • durationConcentration, up to 1 hour

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.

A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.

The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.

Wizard Level 2 Conjuration

Antagonize

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a playing card depicting a rogue)
  • durationInstantaneous

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

Wizard Level 3 Enchantment

Bestow Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:

Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.

Wizard Level 3 Necromancy

Counterspell

  • casting timeReaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components
  • range60 feet

  • componentsS
  • durationInstantaneous

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

Wizard Level 3 Abjuration

Dispel Magic

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.

Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

Wizard Level 3 Abjuration

Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M (a ball of bat guano and sulfur)
  • durationInstantaneous

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren't being worn or carried start burning.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Wizard Level 3 Evocation

Haste

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a shaving of licorice root)
  • durationConcentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.

When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Wizard Level 3 Transmutation

Lightning Bolt

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a bit of fur and a crystal rod)
  • durationInstantaneous

A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Wizard Level 3 Evocation

Slow

  • casting timeAction
  • range120 feet

  • componentsV, S, M (a drop of molasses)
  • durationConcentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.

An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

Wizard Level 3 Transmutation

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

Slow-Burn Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M (small chunks of coal and sulfur)
  • duration3 rounds

A bright streak flashes from your pointing finger to a point you choose within range, where it slowly ignites the air itself with phlogiston. Each creature in a 20-foot-radius sphere around the target point takes 4d6 fire damage, or half damage with a successful Dexterity saving throw. Every target that takes damage takes the same amount of damage again at the start of your next two turns unless it uses an action to put out the flames on its clothing, hair, and other accoutrements. Flammable objects in the area that aren't being worn or carried are also ignited.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard Level 3 Evocation (variant)

Thunder Step

  • casting timeAction
  • range90 feet

  • componentsV
  • durationInstantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in, otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Wizard Level 3 Conjuration

Void Strike

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

With a short phrase of void speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a ranged spell attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.

At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Wizard Level 3 Evocation

Banishment

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a pentacle)
  • durationConcentration, up to 1 minute

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Wizard Level 4 Abjuration

Blight

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.

Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save, it simply withers and dies.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Wizard Level 4 Necromancy

Denial of Divinity

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You point at one celestial, fey or fiend you can see within range and loudly rebuke its existence. They must succeed a Wisdom saving throw or take 5d8 psychic damage.

Additionally a creature who takes 30 or more psychic damage from this spell must make a Charisma saving throw at the start of their next turn, on a failed save, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the end of your next turn, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Wizard Level 4 Abjuration

Greater Invisibility

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A creature you touch has the Invisible condition until the spell ends.

Wizard Level 4 Illusion

Polymorph

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a caterpillar cocoon)
  • durationConcentration, up to 1 hour

You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.

The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left.

The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.

Wizard Level 4 Transmutation

Raulothim's Psychic Lance

  • casting timeAction
  • range120 feet

  • componentsV
  • durationInstantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Wizard Level 4 Enchantment

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

Reset

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

Wizard Level 4 Transmutation (clockwork, temporal)

Time Vortex 1/3

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

This spell destabilizes the flow of time, creating a visible spherical distortion with a 10-foot radius centered on a point within range.

Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside it must also save. On a successful save, it becomes immune to this casting.

Wizard Level 4 Evocation (clockwork, temporal)

Time Vortex 2/3

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

An affected creature can't take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn.

1-2: The creature is affected as if by a Slow spell until the start of its next turn.

3-5: The creature is Stunned until the start of its next turn.

Wizard Level 4 Evocation (clockwork, temporal)

Time Vortex 3/3

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

6-8: The creature's current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences are cumulative.

9-10: The creature's speed is halved, rounded up to the nearest 5-foot increment, until the start of its next turn.

You can move the temporal vortex 10 feet each round as a Bonus Action. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. The radius increases by 5 feet for each slot level above 4th.

Wizard Level 4 Evocation (clockwork, temporal)

Wall of Fire

  • casting timeAction
  • range120 feet

  • componentsV, S, M (a piece of charcoal)
  • durationConcentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.

One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Wizard Level 4 Evocation

Eldritch Storm 1/2

  • casting timeAction
  • range120 feet

  • componentsV, S, M (a cracked clear crystal worth at least 50gp which the spell consumes)
  • durationConcentration, up to 1 minute

You summon a swirling corona of power that assails your foes with bolts of energy and magic shock waves.

Choose a point you can see within range. A 20-foot-radius, 40-foot-high cylinder of otherworldly storm appears centered on that point.

Wizard Level 5 Evocation

Eldritch Storm 2/2

  • casting timeAction
  • range120 feet

  • componentsV, S, M (a cracked clear crystal worth at least 50gp which the spell consumes)
  • durationConcentration, up to 1 minute

When the storm appears, each creature in it must make a Constitution saving throw. On a failed save, a target takes 5d6 Force damage and its movement speed is reduced to 0 until the start of its next turn. On a successful save, it takes half damage and its speed is not reduced.

A creature must also make this saving throw 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 6th level or higher, the cylinder's radius and height both increase by 5 feet for each slot level above 5th.

Wizard Level 5 Evocation

Far Step

  • casting timeBonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

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

Wizard Level 5 Conjuration

Hold Monster

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a straight piece of iron)
  • durationConcentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Wizard Level 5 Enchantment

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

Negative Energy Flood

  • casting timeAction
  • range60 feet

  • componentsV, M (a broken bone and a square of black silk)
  • durationInstantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.

Wizard Level 5 Necromancy

Steel Wind Strike

  • casting timeAction
  • range30 feet

  • componentsS, M (a Melee weapon worth 1+ SP)
  • durationInstantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.

You then teleport to an unoccupied space you can see within 5 feet of one of the targets.

Wizard Level 5 Conjuration

Synaptic Static

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.

On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Wizard Level 5 Enchantment

Wall of Force

  • casting timeAction
  • range120 feet

  • componentsV, S, M (a shard of glass)
  • durationConcentration, up to 10 minutes

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.

Wizard Level 5 Evocation

Burning Radiance

  • casting timeAction
  • rangeSelf (60-foot line)

  • componentsV, S
  • durationInstantaneous

A line of light 60 feet long and 5 feet wide emanates from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d8 radiant damage and catches fire, until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. A successful saving throw halves the damage and prevents a creature from catching fire.

The burning radiance ignites flammable objects in the area that aren't being worn or carried.

Wizard Level 6 Evocation

Chain Lightning

  • casting timeAction
  • range150 feet

  • componentsV, S, M (three silver pins)
  • durationInstantaneous

You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. One additional bolt leaps from the first target to another target for each spell slot level above 6.

Wizard Level 6 Evocation

Chains of Beleth

  • casting timeAction
  • range100 feet

  • componentsV, S, M (a chain link)
  • durationConcentration, up to 1 minute

Barbed chains ending in meat hooks burst from the ground from a point you can see within range, flailing in a 20-foot-radius Sphere centered on that point.

Each creature in the area makes a Dexterity saving throw. On a failed save, it takes 8d6 Piercing damage and has the Restrained condition until the spell ends.

The first time a creature enters the chain's area on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the area or until it breaks free. A creature Restrained by the chains can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.

When a creature Restrained by this spell ends its turn, the creature takes 3d6 Bludgeoning damage.

Using a Higher-Level Spell Slot. The initial and subsequent damage increase by 1d6 for each spell slot level above 6.

Wizard Level 6 Conjuration

Disintegrate

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a lodestone and dust)
  • durationInstantaneous

You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.

A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.

Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.

Wizard Level 6 Transmutation

Flesh to Stone

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a cockatrice feather)
  • durationConcentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.

A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive, keep track of both until the target collects three of a kind.

If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.

Wizard Level 6 Transmutation

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

Mental Prison

  • casting timeAction
  • range60 feet

  • componentsS
  • durationConcentration, up to 1 minute

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

Wizard Level 6 Illusion

Delayed Blast Fireball [1/2]

  • casting timeAction
  • range150 feet

  • componentsV, S, M (a ball of bat guano and sulfur)
  • durationConcentration, up to 1 minute

A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one.

The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended.

If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes.

When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.

Using a Higher-Level Spell Slot. The base damage increases by

Wizard Level 7 Evocation

Delayed Blast Fireball [2/2]

  • casting timeAction
  • range150 feet

  • componentsV, S, M (a ball of bat guano and sulfur)
  • durationConcentration, up to 1 minute

1d6 for each spell slot level above 7.

Wizard Level 7 Evocation

Finger of Death

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.

A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.

Wizard Level 7 Necromancy

Fire Storm

  • casting timeAction
  • range150 feet

  • componentsV, S
  • durationInstantaneous

A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren't being worn or carried start burning.

Wizard Level 7 Evocation

Forcecage 1/2

  • casting timeAction
  • range100 feet

  • componentsV, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
  • durationConcentration, up to 1 hour

An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A solid box can be up to 10 feet on a side, creating a solid barrier that prevents matter from passing through and blocks spells cast into or out of the area.

Wizard Level 7 Evocation

Forcecage 2/2

  • casting timeAction
  • range100 feet

  • componentsV, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
  • durationConcentration, up to 1 hour

When you cast the spell, any creature completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center until they are completely outside it.

A creature inside the cage can't leave it by nonmagical means. If it tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a success, it can use that magic to exit. On a failure, it doesn't exit and wastes the spell or effect.

The cage also extends into the Ethereal Plane, blocking ethereal travel.

Wizard Level 7 Evocation

Mordenkainen's Sword

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a miniature sword worth 250+ GP)
  • durationConcentration, up to 1 minute

You create a spectral sword that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes Force damage equal to 4d12 plus your spellcasting ability modifier.

On your later turns, you can take a Bonus Action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.

Wizard Level 7 Evocation

Ravages of Time

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a wilted flower)
  • duration24 hours

You accelerate the aging of one creature within range, causing it to take on the state of a decrepit version of its type. The target suffers three levels of exhaustion that cannot be removed by normal means. A greater restoration spell partially reverses the effect of this spell, removing one level of exhaustion. Constructs and undead are unaffected by this spell, and creatures who live to great age without negative effects, such as dragons, are also unaffected.

Wizard Level 7 Transmutation (clockwork, temporal)

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

Teleport 1/4

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select.

If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.

The destination must be known to you and on the same plane of existence. Your familiarity determines whether you arrive successfully. The DM rolls 1d100 and consults the Teleportation Outcome table.

Wizard Level 7 Conjuration

Teleport 2/4

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

Teleportation Outcome

Familiarity | Mishap | Similar Area | Off Target | On Target
Permanent circle | - | - | - | 01-00
Linked object | - | - | - | 01-00
Very familiar | 01-05 | 06-13 | 14-24 | 25-00
Seen casually | 01-33 | 34-43 | 44-53 | 54-00
Viewed once or described | 01-43 | 44-53 | 54-73 | 74-00
False destination | 01-50 | 51-00 | - | -

Wizard Level 7 Conjuration

Teleport 3/4

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

Familiarity.

Permanent circle means a permanent teleportation circle whose sigil sequence you know.

Linked object means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.

Very familiar is a place you have visited often, carefully studied, or can see when you cast the spell.

Seen casually is a place you have seen more than once but are not very familiar with.

Viewed once or described is a place you have seen once, possibly using magic, or know through someone else's description.

False destination is a place that doesn't exist, such as an illusory sanctum or a location that no longer exists.

Wizard Level 7 Conjuration

Teleport 4/4

  • casting timeAction
  • range10 feet

  • componentsV
  • durationInstantaneous

Mishap. Each teleporting creature, or the target object, takes 3d10 Force damage. The DM rerolls on the table to see where you wind up. Multiple mishaps can occur, dealing damage each time.

Similar Area. You appear in a different area that is visually or thematically similar to the target area. You appear in the closest similar place.

Off Target. You appear 2d12 miles away from the destination in a random direction. Roll 1d8 for direction: 1 east, 2 southeast, 3 south, 4 southwest, 5 west, 6 northwest, 7 north, 8 northeast.

On Target. You appear where you intended.

Wizard Level 7 Conjuration

Antimagic Field

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (iron filings)
  • durationConcentration, up to 1 hour

An aura of antimagic surrounds you in a 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.

Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.

Ongoing spells, except those cast by an Artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.

Wizard Level 8 Abjuration

Demiplane

  • casting timeAction
  • range60 feet

  • componentsS
  • duration1 hour

You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).

When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space.

Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.

Wizard Level 8 Conjuration

Maddening Darkness

  • casting timeAction
  • range150 feet

  • componentsV, M (a drop of pitch mixed with a drop of mercury)
  • durationConcentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Wizard Level 8 Evocation

Power Word Stun

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.

The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.

Wizard Level 8 Enchantment

Soul's Treasure Lost

  • casting timeAction
  • rangeSight

  • componentsV, S
  • durationInstantaneous

You choose one creature in sight. Spell grasps its most valuable item in posession and destroys it completely. Artifacts are immune

Wizard Level 8 Transmutation

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Blade of Disaster

  • casting timeBonus action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You create a 3-foot-long blade-shaped planar rift that lasts for the duration. The rift appears within range in a space of your choice, and you can immediately make up to two melee spell attacks, each one against a creature or object within 5 feet of the rift. On a hit, the target takes 10d6 Force damage. This attack scores a Critical Hit if the number on the d20 is 18 or higher.

As a Bonus Action on your later turns, you can move the rift up to 60 feet and repeat the two attacks against a creature or an object within 5 feet of it. You can direct the attacks at the same target or at different ones.

The blade can harmlessly pass through any barrier, including ones created by spells like Wall of Force.

Wizard Level 9 Conjuration

Detonate

  • casting timeAction
  • rangeSight

  • componentsV, S
  • durationInstantaneous

You choose one creature in sight and force it to explode. It makes Constitution saving throw. On fail instantly dies and explodes dealing 1d6 per caster level (17d6 and up) fire damage to creatures in 20 feet radius. On save takes 7d6 fire damage but still explodes if dies.

Wizard Level 9 Evocation

Foresight

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M (a hummingbird feather)
  • duration8 hours

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

Wizard Level 9 Divination

Imprisonment 1/4

  • casting time1 minute
  • range30 feet

  • componentsV, S, M (a statuette of the target worth 5,000+ GP)
  • durationUntil dispelled

You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected and is immune to this spell for the next 24 hours.

On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.

Wizard Level 9 Abjuration

Imprisonment 2/4

  • casting time1 minute
  • range30 feet

  • componentsV, S, M (a statuette of the target worth 5,000+ GP)
  • durationUntil dispelled

Until the spell ends, the target is also affected by one effect of your choice.

Burial. The target is entombed beneath the earth in a hollow globe of magical force just large enough to contain it. Nothing can pass into or out of the globe.

Chaining. Chains rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means.

Hedged Prison. The target is trapped in a demiplane warded against teleportation and planar travel. The demiplane can be a labyrinth, cage, tower, or the like.

Wizard Level 9 Abjuration

Imprisonment 3/4

  • casting time1 minute
  • range30 feet

  • componentsV, S, M (a statuette of the target worth 5,000+ GP)
  • durationUntil dispelled

Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or similar object. Light can pass through the gemstone, allowing the target to see out and others to see in, but nothing else can pass through by any means.

Slumber. The target has the Unconscious condition and can't be awoken.

Wizard Level 9 Abjuration

Imprisonment 4/4

  • casting time1 minute
  • range30 feet

  • componentsV, S, M (a statuette of the target worth 5,000+ GP)
  • durationUntil dispelled

Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be simple or elaborate, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making an offering, saving your true love, or defeating a specific monster.

A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.

Wizard Level 9 Abjuration

Invulnerability

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
  • durationConcentration, up to 10 minutes

You are immune to all damage until the spell ends.

Wizard Level 9 Abjuration

Mass Polymorph [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M (a caterpillar cocoon)
  • durationConcentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary

Wizard Level 9 Transmutation

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Mass Polymorph [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M (a caterpillar cocoon)
  • durationConcentration, up to 1 hour

hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.

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

Wizard Level 9 Transmutation

Meteor Swarm

  • casting timeAction
  • range1 mile

  • componentsV, S
  • durationInstantaneous

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.

Wizard Level 9 Evocation

Prismatic Wall 1/6

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall up to 90 feet long, 30 feet high, and 1 inch thick, centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range.

The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.

The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm.

Wizard Level 9 Abjuration

Prismatic Wall 2/6

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

If another creature that can see the wall moves within 20 feet of it or starts its turn there, it must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.

The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all layers. Each layer forces a Dexterity saving throw or applies that layer's effects.

The wall has AC 10 and can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. Antimagic Field has no effect, and Dispel Magic can affect only the violet layer.

Wizard Level 9 Abjuration

Prismatic Wall 3/6

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Prismatic Layers 1-3.

1 Red. Failed Save: 12d6 Fire damage. Successful Save: half damage. Additional Effect: nonmagical ranged attacks can't pass through this layer. It is destroyed if it takes at least 25 Cold damage.

2 Orange. Failed Save: 12d6 Acid damage. Successful Save: half damage. Additional Effect: magical ranged attacks can't pass through this layer. It is destroyed by a strong wind, such as Gust of Wind.

3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: half damage. Additional Effect: destroyed if it takes at least 60 Force damage.

Wizard Level 9 Abjuration

Prismatic Wall 4/6

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Prismatic Layers 4-5.

4 Green. Failed Save: 12d6 Poison damage. Successful Save: half damage. Additional Effect: a Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

5 Blue. Failed Save: 12d6 Cold damage. Successful Save: half damage. Additional Effect: destroyed if it takes at least 25 Fire damage.

Wizard Level 9 Abjuration

Prismatic Wall 5/6

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Prismatic Layer 6.

6 Indigo. Failed Save: the target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until freed by an effect like Greater Restoration. Successes and failures needn't be consecutive, track both until the target collects three of a kind.

Additional Effect: spells can't be cast through this layer. It is destroyed by Bright Light shed by the Daylight spell.

Wizard Level 9 Abjuration

Prismatic Wall 6/6

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

Prismatic Layer 7.

7 Violet. Failed Save: the target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends and the creature teleports to another plane of existence chosen by the DM.

Additional Effect: this layer is destroyed by Dispel Magic.

Wizard Level 9 Abjuration

Psychic Scream

  • casting timeAction
  • range90 feet

  • componentsS
  • durationInstantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Wizard Level 9 Enchantment

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Time Stop

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Wizard Level 9 Transmutation

True Polymorph 1/3

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
  • durationConcentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature. The object must be neither worn nor carried.

The transformation lasts for the duration or until the target dies or is destroyed. If you maintain Concentration for the full duration, the spell lasts until dispelled.

An unwilling creature can make a Wisdom saving throw. On a success, it isn't affected.

Wizard Level 9 Transmutation

True Polymorph 2/3

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
  • durationConcentration, up to 1 hour

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose with a Challenge Rating equal to or less than the target's Challenge Rating or level.

The target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.

The target gains Temporary Hit Points equal to the Hit Points of the new form. These vanish if any remain when the spell ends.

The target is limited by the anatomy of its new form and can't speak or cast spells. Its gear melds into the new form and can't be used or benefit the creature.

Wizard Level 9 Transmutation

True Polymorph 3/3

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
  • durationConcentration, up to 1 hour

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower.

The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours and obeys your commands. If the spell lasts more than an hour, you no longer control it. It might remain Friendly, depending on how you treated it.

Creature into Object. If you turn a creature into an object, it transforms with what it is wearing and carrying, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and it has no memory of time spent in this form after the spell ends.

Wizard Level 9 Transmutation

Weird

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.

A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.

Wizard Level 9 Illusion

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