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Ray of Frost

  • casting time1 Action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A beam of freezing energy strikes a creature, dealing cold damage and reducing its speed until your next turn.

Wizard Evocation Cantrip

Mage Hand

  • casting time1 Action
  • range30 feet

  • componentsV, S
  • duration1 Minute

You create a spectral hand that can manipulate objects, open doors, or interact with items at range.

Wizard Conjuration Cantrip

Minor Illusion

  • casting time1 Action
  • range30 feet

  • componentsS, M
  • duration1 Minute

You create a sound or image no larger than a 5-foot cube to distract or mislead creatures.

Wizard Illusion Cantrip

Prestidigitation

  • casting time1 Action
  • range10 feet

  • componentsV, S
  • durationInstantaneous or 1 Hour

You perform small magical effects such as cleaning, flavoring, lighting, or marking objects.

Wizard Transmutation Cantrip

Light

  • casting time1 Action
  • rangeTouch

  • componentsV, M
  • duration1 Hour

An object you touch glows with bright light in a 20-foot radius and dim light for another 20 feet.

Wizard Evocation Cantrip

Shield

  • casting time1 Reaction
  • rangeSelf

  • componentsV, S
  • duration1 Round

You create a magical barrier that increases your AC until the start of your next turn and negates a triggering attack.

Wizard Abjuration 1st-Level

Mage Armor

  • casting time1 Action
  • rangeTouch

  • componentsV, S, M
  • duration8 Hours

A willing creature gains a magical armor that sets its base AC to 13 + Dexterity modifier.

Wizard Abjuration 1st-Level

Mirror Image

  • casting time1 Action
  • rangeSelf

  • componentsV, S
  • duration1 Minute

You create illusory duplicates of yourself that confuse attackers and increase your survivability.

Wizard Illusion 2nd-Level

Misty Step

  • casting time1 Bonus Action
  • rangeSelf

  • componentsV
  • durationInstantaneous

You teleport up to 30 feet to an unoccupied space you can see.

Wizard Conjuration 2nd-Level

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Hold Person

  • casting time1 Action
  • range60 feet

  • componentsV, S, M
  • duration1 Minute

A humanoid must succeed on a Wisdom save or become paralyzed, unable to move or act.

Wizard Enchantment 2nd-Level

Glyph of Warding

  • casting time1 Hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil Discharged

You inscribe a magical trap that triggers a stored spell or harmful effect when conditions you set are met.

Wizard Abjuration 3rd-Level

Hypnotic Pattern

  • casting time1 Action
  • range120 feet

  • componentsS, M
  • duration1 Minute

A twisting pattern of light charms creatures in an area, incapacitating them until they take damage or are shaken free.

Wizard Illusion 3rd-Level

Fly

  • casting time1 Action
  • rangeTouch

  • componentsV, S, M
  • duration10 Minutes

A creature gains a flying speed, allowing full three-dimensional movement and escape from hazards.

Wizard Transmutation 3rd-Level

Nondetection

  • casting time1 Action
  • rangeTouch

  • componentsV, S, M
  • duration8 Hours

You ward a creature or object against divination magic, preventing magical detection or scrying.

Wizard Abjuration 3rd-Level

Banishment

  • casting time1 Action
  • range60 feet

  • componentsV, S, M
  • duration1 Minute

You send a creature to another plane or a harmless demiplane, removing it from the fight if it fails a Charisma save.

Wizard Abjuration 4th-Level

Dimension Door

  • casting time1 Action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself and one willing creature to any location within range you can visualize or describe.

Wizard Conjuration 4th-Level

Resilient Sphere

  • casting time1 Action
  • range30 feet

  • componentsV, S, M
  • duration1 Minute

A creature is enclosed in a nearly impenetrable sphere of force, protecting or imprisoning it.

Wizard Evocation 4th-Level

Wall of Force

  • casting time1 Action
  • range120 feet

  • componentsV, S, M
  • duration10 Minutes

You create an invisible barrier of force that cannot be damaged or passed through, shaping the battlefield.

Wizard Evocation 5th-Level

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Hold Monster

  • casting time1 Action
  • range90 feet

  • componentsV, S, M
  • duration1 Minute

A creature of any type must succeed on a Wisdom save or become paralyzed, unable to move or act.

Wizard Enchantment 5th-Level

Synaptic Static

  • casting time1 Action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You overload the minds of creatures in an area, dealing psychic damage and impairing their attacks and reactions.

Wizard Enchantment 5th-Level

Globe of Invulnerability

  • casting time1 Action
  • rangeSelf (10-foot radius)

  • componentsV, S, M
  • duration1 Minute

A shimmering barrier surrounds you, blocking lower-level spells from affecting creatures or objects inside.

Wizard Abjuration 6th-Level

Healing Hands

  • casting time1 Action
  • rangeTouch

  • componentsNone
  • durationInstantaneous

You restore hit points equal to 1d4 + your proficiency bonus to a creature.

Wizard Aasimar Trait

Revelation

  • casting time1 Bonus Action
  • rangeSelf

  • componentsNone
  • duration1 Minute

You transform, gaining flight and adding radiant damage to one spell or attack each turn.

Wizard Aasimar Trait

Counterspell

  • casting time1 Reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You interrupt a creature casting a spell, potentially negating it.

Wizard Abjuration 3rd-Level (Free)

Dispel Magic

  • casting time1 Action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You end magical effects on creatures or objects within range.

Wizard Abjuration 3rd-Level (Free)

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