Wizard Spell List & Sub Classes
Cantrips
Fire Bolt: You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Light: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Blazing Starfall: A shower of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through. Choose a 10-foot cube within range. Each creature in the cube must make a Dexterity saving throw, taking 1d4 radiant damage if it fails. Until the start of your next turn, the area of the cube is lightly obscured, and the next time a creature leaves the area, it takes 1d4 fire damage and the spell ends. When you reach 5th level, the radiant damage and fire damage both increase to 2d4. Both damage rolls increase to 3d4 at 11th level, and 4d4 at 17th level.
Launch Ammunition: You touch a piece of ammunition and instantly make a weapon attack with it, just as if you were attacking with a weapon that is normally used to fire that type of ammunition. If multiple weapons use that type of ammunition, you choose which of those weapons this attack emulates. This attack is made exactly as if you were using the weapon emulated. The cantrip does not confer any other benefits beyond those stated above (such as weapon proficiency). At Higher Levels. This spell's damage increases when you reach higher levels. At 5th level, if the attack hits, it deals an extra 1d4 force damage to the target. This extra damage increases to 2d4 at 11th level and 3d4 at 17th level.
Steal Speed: You slow an opponent while making yourself faster. Make a melee spell attack against the target. On a hit, the target takes 1d4 psychic damage, and its speed is reduced by 10 feet until the start of your next turn. Until the start of your next turn, you add a number of feet to your own speed equal to the number of feet by which you reduced the target’s speed. At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). In addition, the speed you steal increases by 5 feet as well when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet).
1st Tier Spells:
Appraising Touch (1st level): For the duration of the spell, you have advantage on Intelligence checks to determine the value of an item. You can appraise multiple items, but you must handle each item for at least 1 minute.
Identify (1st level): You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are.
Arcane Sensitivity (1st level): With a touch you learn if your opponent can cast spells. Make a melee touch attack. On a hit, you learn if your opponent can cast arcane or divine spell, and if so, the maximum spell level it can cast.
Crimson Lash (1st level): As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand. This magic weapon lasts until the spell ends. It counts as a simple weapon with which you are proficient, and it has the light, finesse, and reach properties. You can choose to add your spellcasting modifier, instead of your Strength or Dexterity modifier, to attack and damage rolls with this weapon. Its damage die is equivalent to the hit die expended casting this spell, and the damage dealt is necrotic. Each time a creature takes damage from this magic weapon, its maximum hit points are reduced by an amount equal to the damage it took. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, when you take the Attack action, you can make two weapon attacks, provided both
are with this magic weapon. When you use a spell slot of 5th level or higher, when you take the Attack action you make three weapon attacks, provided all are with this magic weapon.
Cannotrip (1st level): Choose a creature you can see within range . Each time the target tries to cast a spell of equal or lower level than this spell, it must succeed on a spellcasting ability check against your spell save DC or waste its action (but not its spell slot). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you inhibit spells 1 spell level higher for each slot level above 1st.
Fixit (1st level): You imbue a broken item no larger than 20 feet in any dimension with pure belief . For the duration, the item is whole once more . In addition, if you were familiar with the item’s magical function (GM’s discretion) and its rarity was no higher than common, the item regains its magical properties for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the rarity of the item that can regain its magical properties increases to uncommon (3rd level), rare (5th level), legacy (7th level), or legendary (9th level)
Detect Magic (1st level): For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic.
Grease (1st level): Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Cutting Hand (1st level): You alter the structure of your hand so that it becomes as hard and sharp as a blade. Until the spell ends, your unarmed strikes inflict magical slashing damage instead of bludgeoning damage, and you make unarmed strikes with a magical +1 bonus to attack and damage rolls. For the duration, once during each of your turns, you can make one unarmed strike as a bonus action. At Higher Levels. When you use a spell slot of 3rd, 4th, or 5th level to cast this spell, the magical bonus increases to +2. When you use a spell slot of 6th or higher, the bonus is +3.
Lightning Bug (1st level): You launch a missile made of electrical energy that unerringly strikes a target that you can see within range. The target takes 2d10 lightning damage. The target can make a Constitution saving throw, taking half the damage on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every slot level above 1st.
Flash (1st level): All creatures caught in a 15-foot cone must make a successful Constitution saving throw or be blinded for 1d4 rounds. Any affected target makes a Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Seeking Missile (1st level): Your projectile changes direction in mid-air to strike your foe. You repeat the triggering ranged weapon attack roll against the same target. You must use the new roll.
Serpent Missile (1st level): Writhing bolts of energy leap from your hand, and strike a target you can see within range. The target must make a Constitution saving throw. On failure, the target takes 3d4 poison damage, and is poisoned until the end of its next turn. On a successful save, it only takes half damage and isn’t poisoned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an extra 1d4 poison damage, and the poisoned condition lasts one round longer for each slot level above 1st.
Shadow Missile (1st level): When you cast this spell, a wickedly bladed dart or throwing star made of black metal appears in your hand, and you hurl it instantly. Make a ranged spell attack against the target. You have advantage on this attack if you are lightly or heavily obscured from your target. The target is considered to have half cover against this attack if it is standing in direct sunlight (half cover grants +2 AC). On a hit, the target takes 1d10 piercing damage. Hit or miss, the projectile breaks and explodes in a shower of shrapnel. The target and each creature within 5 feet of it must succeed on a Constitution saving throw or 1d8 necrotic damage. At Higher Levels. When you cast this spell using a 2nd level or higher spell slot, the necrotic damage increases by ld8 for each slot level above 2nd.
Wandbane (1st level): Choose a creature within range, which must make a Charisma saving throw. On a failure, until the spell ends, the creature must make a Wisdom saving throw each time it tries to cast a spell that requires material components. If the creature fails its Wisdom saving throw when trying to cast a spell, that spell fails but still consumes a spell slot and any other consumable resources it normally requires. This spell’s duration ends early if a failed Wisdom save against causes a spell to be lost.
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