Wizard Reference

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Prof.

Level Bonus Features 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —

2nd 2 Arcane Tradition 3 3 — — — — — — — —

3rd 2 — 3 4 2 — — — — — — —

4th 2 Ability Score Improvement 4 4 3 — — — — — — —

5th 3 — 4 4 3 2 — — — — — —

6th 3 Arcane Tradition feature 4 4 3 3 — — — — — —

7th 3 — 4 4 3 3 1 — — — — —

8th 3 Ability Score Improvement 4 4 3 3 2 — — — — —

9th 4 — 4 4 3 3 3 1 — — — —

10th 4 Arcane Tradition feature 5 4 3 3 3 2 — — — —

11th 4 — 5 4 3 3 3 2 1 — — —

12th 4 Ability Score Improvement 5 4 3 3 3 2 1 — — —

13th 5 — 5 4 3 3 3 2 1 1 — —

14th 5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —

15th 5 — 5 4 3 3 3 2 1 1 1 —

16th 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th 6 — 5 4 3 3 3 2 1 1 1 1
18th 6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th 6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th 6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Wizard Preparing and Casting Spells


The Wizard Table shows how many spell slots you
Hit Points have of each level. To cast one of these spells, you
Hit Dice: 1d6 per Wizard Level must expend a spell slot of the spells level or higher.
Hit Points at 1st Level: 6 + your Constitution modifier You regain all spell slots when you finish a long rest.
Hit Points at Higher Levels: 1d6 (or 4) + your Casting the spell doesn’t remove it from your list of
Constitution modifier per Wizard level after 1st prepared spells.
You prepare a list of Wizard spells that are available
Proficiencies for you to cast. Choose a number of spells from your
Armor: None spellbook equal to your Intelligence modifier + your
Weapons: Daggers, Darts, Slings, Quarterstaffs, Wizard level (min 1). They must be of a level for which
Light Crossbows you have slots.
Saving Throws: Intelligence, Wisdom You can change this list of prepared spells when you
Skills: Two from Arcana, History, Insight, Investigation, finish a long rest. Doing so takes time: 1 minute per
Medicine, and Religion spell level for each spell on your list.

Equipment Spellcasting Ability


You start with the following equipment: Intelligence is your spellcasting ability for Wizard spells.
• (a) a Quarterstaff or (b) a Dagger
• (a) a Component Pouch or (b) an Arcane Focus Spell save DC = 8 + your Proficiency bonus + your
• (a) a Scholar’s Pack or (b) an Explorer’s Pack Intelligence modifier
• A Spell Book Spell attack modifier = your Proficiency bonus + your
Intelligence modifier
Spellcasting Ritual Casting
Cantrips You can cast Wizard spells as a ritual if that spell has
At 1st level, you know three cantrips from the Wizard the ritual tag and you have it in your spellbook. It
spell list. You learn additional cantrips as you level up, doesn’t need to be prepared.
as per the Wizard table. Spellcasting Focus
Spellbook You can use an arcane focus as a spellcasting focus for
At 1st level, you have a spellbook containing six 1st your Wizard spells.
level Wizard spells of your choice. Learning Spells of 1st Level and Higher
If you wish to copy a spell from your spellbook into Each time you gain a Wizard level, you can add two
another book (such as a backup spellbook) you can Wizard spells of your choice to your spellbook. Each
spend 1 hour and 10 gp per spell level of the copied must be of a level for which you have spell slots.
spell to do so. If you lose your spellbook, you can do the If you find other Wizard spells of 1st level or high in
same process to copy down your prepared spells to a your travels, you can add it to your spellbook if it is of a
new spellbook. level for which you have spell slots. This takes 2 hours
and 50 gp in ink for each level of the spell.

PAGE 48
Arcane Recovery Improved Abjuration
At 10th level, when you cast an abjuration spell that
Once per day, when you finish a short rest, you can requires you to make an ability check as part of the
recover spell slots. These slots can have a combined casting, add your proficiency bonus to that ability check.
level equal to or less than half your Wizard level
(rounded up), and none can be 6th level or higher. Spell Resistance
At 14th level, you have advantage on saving throws
Ability Score Increase against spells. You also have resistance to spell damage.

At 4th, 8th, 12th, 16th, and 19th level, you can increase
one ability score by 2, or two ability scores by 1. You
School of Conjuration
can’t bring an ability score above 20 using this feature. Conjuration Savant
At 2nd level, the gold and time you spend copying a
Spell Mastery Conjuration spell into your spellbook is halved.

At 18th level, you can choose a 1st-level and 2nd-level Minor Conjuration
Wizard spell in your spellbook. You can cast those At 2nd level, you can use your action to conjure an
spells at their lowest levels without expending a inanimate object in your hand or on the ground in an
spellslot when they are prepared. If you want to cast unoccupied space you can see within 10 ft. This object
them at a higher level, you must expend a slot as usual. can be no larger than 3 ft on a side and weigh no more
You can change one or both spells for new ones by than 10 lbs, and its form must be that of a nonmagical
spending 8 hours in study. object that you have seen. It is visibly magical, radiating
dim light out 5 ft.
Signature Spells It disappears after 1 hr, when you use this feature
again, or if it takes any damage.
At 20th level, you can choose two 3rd level Wizard
spells in your spellbook as your signature spells. You Benign Transposition
always have them prepared, they don’t count against At 6th level, you can use your action to teleport up
the spells you can have prepared, and you can cast each to 30 ft to an unoccupied space that you can see.
of them once at 3rd level without expending a spell slot. Alternatively, choose a space that is within range that
When you do so, you can’t do so again until you finish a is occupied by a Small or Medium creature. If that
short or long rest. creature is willing, you swap places.
If you want to cast either spell at a higher level, you Once you use this feature, you can’t use it again until
must expend a slot as normal. you finish a long rest or cast a conjuration spell of 1st
level or higher.

Arcane Traditions Focused Conjuration


At 2nd level, you choose an arcane tradition to follow: At 10th level, while concentrating on a conjuration spell,
Abjuration, Conjuration, Divination, Enchantment, your concentration can’t be broken due to damage.
Evocation, Illusion, Necromancy, Transmutation, or
Bladesinging (SCAG). Your choice grants you features at Durable Summons
2nd, 6th, 10th, and 14th level. At 14th level, any creature you summon or create with a
conjuration spell has 30 temporary hit points.
School of Abjuration
School of Divination
Abjuration Savant
At 2nd level, the gold and time you spend copying a Divination Savant
Abjuration spell into your spellbook is halved. At 2nd level, the gold and time you spend copying a
Divination spell into your spellbook is halved.
Arcane Ward
At 2nd level, when you cast an abjuration spell of 1st Portent
level or higher, you can create a magical ward around At 2nd level, when you finish a long rest, roll two d20s
yourself that lasts until you finish a long rest. The ward and record the numbers rolled. You can replace any
has hit points equal to twice your Wizard level + your attack roll, saving throw, or ability check made by you
Intelligence modifier. Whenever you take damage, it or a creature that you can see with one of these rolls.
takes the damage instead. If this reduces the ward to 0 You must choose to do so before the roll, and you can
hit points, you take any remaining damage. replace a roll in this way only once per turn.
While the ward has 0 hit points, it can’t absorb Each roll can only be used once. When you finish a
damage, but remains. Whenever you cast an abjuration long rest, you lose any unused rolls.
spell of 1st level or higher, it regains hit points equal to
Expert Divination
twice the level of the spell.
At 6th level, when you cast a divination spell of 2nd
Once you create the ward, you can’t create it again
level or higher using a spell slot, you regain one
until you finish a long rest.
expended spell slot. The slot you regain must be of a
Projected Ward level lower than the spell you cast and can’t be higher
At 6th level, whenever a creature you can see within than 5th level.
30 ft of you takes damage, you can use your reaction
to have your Arcane Ward absorb the damage. If this
damage reduces the ward to 0 hit points, the warded
creature takes any remaining damage.

PAGE 49
The Third Eye School of Evocation
At 10th level, you can use your action to gain one
of the following benefits, which lasts until you are Evocation Savant
incapacitated or you take a short or long rest. You can’t At 2nd level, the gold and time you spend copying a
use the feature again until you finish a rest. Evocation spell into your spellbook is halved.
Darkvision. You gain darkvision at 60 ft.
Ethereal Sight. You can see into the Ethereal Plane Sculpt Spells
within 60 ft. At 2nd level, when you cast an evocation spell that affects
Greater Comprehension. You can read any language. other creatures you can see, you can choose a number of
See Invisibility. You can see invisible creatures and them equal to 1 + the spell’s level. They automatically
objects within 10 ft of you that are in line of sight. succeed on their saving throws against the spell, and
take no damage if they would normally take half.
Greater Portent
At 14th level, you can roll three dice for your Portent Potent Cantrip
feature, instead of two. At 6th level, when a creature succeeds on a saving
throw against your cantrip, it takes half the damage, but
suffers no additional effect from the cantrip.
School of Enchantment
Enchantment Savant Empowered Evocation
At 2nd level, the gold and time you spend copying a At 10th level, you can add your Intelligence modifier to
Enchantment spell into your spellbook is halved. the damage of any Wizard evocation spell you cast.

Hypnotic Gaze Overchannel


At 2nd level, as an action, choose one creature that you At 14th level, when you cast a Wizard spell of 5th level
can see within 5 ft of you. If they can see or hear you, of lower, not including cantrips, that deals damage, you
they must succeed on a Wisdom saving throw against can deal the maximum damage with that spell.
you Wizard spell save DC or be charmed by you until The first time you do so, you suffer no ill effects. If you
the end of your next turn. They’re speed drops to 0, and use it again before finishing a long rest, you take 2d12
is incapacitated and visibly dazed. necrotic damage for each level of the spell, immediately
On subsequent turns, you can use your action to after you cast it. Each time you use this feature again
maintain this effect. However, this ends if you move before taking a long rest, the necrotic damage per
more than 5 ft away from them, if they can neither see spell level increases by 1d12. This damage ignores
nor hear you, or if they take damage. resistance and immunity.
Once it ends, or if the creature succeeds on its initial
saving throw, you can’t use this feature on that creature School of Illusion
again until you finish a long rest. Illusion Savant
Instinctive Charm At 2nd level, the gold and time you spend copying a
At 6th level, when a creature you can see within 30 ft of Illusion spell into your spellbook is halved.
you makes an attack roll against you, you can use your Improved Minor Illusion
reaction to divert the attack, provided there is another At 2nd level, you learn the Minor Illusion (PHB.260)
creature in range of the attack. The attacker must make cantrip. If you already know this cantrip, you learn a
a Wisdom saving throw against your Wizard spell save different Wizard cantrip of your choice. This doesn’t
DC. On a failed save, it must target the creature that count against the number of cantrips you know.
is closest to it, not including you or itself. If multiple When you cast Minor Illusion (PHB.260), you can create
creatures are closest, it chooses which to target. On both a sound and an image with a single casting.
a successful save, you can’t use this feature on that
attacker again until you finish a long rest. Malleable Illusions
You must use this feature before knowing if the attack At 6th level, when you cast an illusion spell that has a
hits or misses. Creatures immune to being charmed are duration of 1 min or longer, you can use your action
immune to this effect. to change the nature of that illusion (using the spells
normal parameters), provided its within sight.
Split Enchantment
At 10th level, when you cast an enchantment spell of 1st Illusory Self
level or higher that targets only one creature, you may At 10th level, when a creature makes an attack roll
have it target a second creature. against you, you can use your reaction to interpose an
illusory duplicate between the attacker and yourself. The
Alter Memories attack automatically misses, and the illusion disappears.
At 14th level, when you cast an enchantment spell Once you use this feature, you can’t use it again until
to charm one or more creatures, you can alter one you finish a short or long rest.
creatures understanding so that it remains unaware of
being charmed. Illusory Reality
Additionally, once before the spell expires, you can use At 14th level, when you cast an illusion spell of 1st level
your reaction to try to make the chosen creature forget or higher, you can choose one inanimate, nonmagical
some of the time spent charmed. They must succeed on object that is part of the illusion and make that object
an Intelligence saving throw against your Wizard spell real. You can do this on your turn as a bonus action while
save DC or lose a number of hours equal to 1 + your the spell is ongoing. The object remains real for 1 min.
Charisma modifier (min 1). You can make the creature The object can’t deal damage or otherwise directly
forget less tiem, and the time can’t exceed the duration harm anyone.
of the enchantment spell.

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School of Necromancy Shapechanger
At 10th level, you add the Polymorph (PHB.266) spell to
Necromancy Savant you spellbook, if it’s not there already. You can cast it
At 2nd level, the gold and time you spend copying a without expending a spell slot. When you do so, you can
Necromancy spell into your spellbook is halved. target only yourself and transform into a beast whose
challenge rating is 1 or lower.
Grim Harvest Once you do so, you can’t cast it again this way until
At 2nd level, once per turn when you kill one or more you finish a short or long rest.
creatures with a spell of 1st level or higher, you regain
hit points equal to twice the spell’s level, or three times Master Transmuter
its level if its a necromancy spell. You don’t gain this At 14th level, you can use your action to consume your
benefit for killing constructs or undead. transmutation stone. When you do so, choose one of
the following effects. Your stone is destroyed, and can’t
Undead Thralls be remade until you finish a long rest
At 6th level, you add the Animate Dead (PHB.212) spell to Major Transformation. You can transmute one
your spellbook if it is not there already. When you cast nonmagical object - no larger than a 5 ft cube - into
Animate Dead (PHB.212), you can target one additional another nonmagical object of similar size and mass
corpse or pile of bones. and of equal or lesser value. You must spend 10 min
Whenever you create an undead using a necromancy transforming it.
spell, it has additional benefits: Panacea. You remove all curses, diseases, and
• It’s hit point maximum is increased by an amount poisons affecting a creature that you touch with the
equal to your Wizard level. stone. It also regains all its hit points.
• It adds your proficiency bonus to its weapon damage Restore Life. You cast the Raise Dead (PHB.270) spell on
Inured to Undeath a creature you touch with the stone, without expending a
At 10th level, you have resistance to necrotic damage, spell slot or needing to have it in your spellbook.
and your hit point maximum can’t be reduced. Restore Youth. You touch a willing creature with your
stone, and its apparent age is reduced by 3d10 years, to
Command Undead a minimum of 13 years. This doesn’t extend its lifespan.
At 14th level, as an action you can choose one undead
that you can see within 60 ft of you. It must make a Bladesinging (scag)
Charisma saving throw against your Wizard spell save
DC. If it succeeds, you can’t use this feature on it again. Restriction: Elves Only
If it fails, it becomes friendly to you and obeys your Training in War and Song
commands until you use this feature again. At 2nd level, you gain proficiency in Light Armor, and
If the target has an Intelligence of 8 or higher, it has one type of one-handed melee weapon of your choice.
advantage on the saving throw. If it fails the save and You also gain proficiency in the Performance skill if
has an Intelligence of 12 or higher, it can repeat the you don’t already have it.
saving throw at the end of every hour until it succeeds Bladesong
and breaks free. At 2nd level, provided you aren’t wearing medium or
heavy armor or using a shield, you can use a bonus
School of Transmutation action to start a Bladesong, which lasts for 1 minute. It
Transmutation Savant ends early if you’re incapacitated, if you don medium
At 2nd level, the gold and time you spend copying a or heavy armor or a shield, or take two hands to make
Transmutation spell into your spellbook is halved. an attack with a weapon. You can also dismiss it at any
time, no action required.
Minor Alchemy While it is active, you gain the following benefits:
At 2nd level, you can transform one object composed • You gain AC equal to your Intelligence modifier (min 1)
entirely of wood, stone (not gemstone), iron, copper, or • Your walking speed increases by 10 ft
silver into a different one of those materials. For each • You have advantage on Dexterity (Acrobatics) checks
10 min you spend performing the procedure, you can • You gain a bonus to any Constitution saving throws
transform up to 1 cubic foot of material. After 1 hour, or to maintain your concentration on a spell. The bonus
until you lose your concentration, the material reverts is equal to your Intelligence modifier (min 1)
to its original substance. You can use this feature twice. You regain all expended
uses when you finish a short or long rest.
Transmutater’s Stone
At 6th level, you can spend 8 hours creating a Extra Attack
transmuter’s stone that stores transmutation magic. At 6th level, you can attack twice, instead of once, when
You can benefit from the stone yourself, or give it to you take the Attack action on your turn.
another creature. They gain a benefit of your choice
as long as its in their possession. When you create the Song of Defense
stone, choose the benefit from the following options: At 10th level, when you take damage, you can use your
• Darkvision at 60 ft reaction to expend one spell slot and reduce the damage
• A speed increase of 10 ft while unencumbered by an amount equal to five times the spell slots level.
• Proficiency in Constitution saving throws Song of Victory
• Resistance to acid, cold, fire, lightning, or thunder At 14th level, you add your Intelligence modifier (min 1)
damage (your choice) to the damage of your melee weapon attacks while your
Each time you cast a transmutation spell of 1st level or Bladesong is active.
higher, you can change the effect of your stone if its on
your person. If you create a new stone, the previous one
ceases to function.

PAGE 51
Wizard Spells
Cantrips (0th level) False Life (Necro.) Hold Person (Ench.) Haste (Trans.) PHB.250
Acid Splash (Conj.) PHB.239 PHB.251 Hypnotic Pattern (Ill.)
PHB.211 Feather Fall (Trans.) Invisibility (Ill.) PHB.254 PHB.252
Blade Ward (Abj.) PHB.239 Knock (Trans.) PHB.254 Leomund’s Tiny Hut
PHB.218 Find Familiar (Conj.) Levitate (Trans.) PHB.255 (Evoc.) PHB.255
Booming Blade (Abj.) PHB.240 Locate Object (Div.) Lightning Bolt (Evoc.)
SCAG.142 Fog Cloud (Conj.) PHB.243 PHB.256 PHB.255
Chill Touch (Necro.) Grease (Conj.) PHB.246 Magic Mouth (Ill.) Magic Circle (Abj.)
PHB.221 Ice Knife (Conj.) EE.19 PHB.257 PHB.256
Control Flames (Trans.) Identify (Div.) PHB.252 Magic Weapon (Trans.) Major Image (Ill.) PHB.258
EE.16 Illusory Script (Ill.) PHB.257 Melf’s Minute Meteors
Create Bonfire (Conj.) PHB.252 Maximilian’s Earthen (Evoc.) EE.20
EE.16 Jump (Trans.) PHB.254 Grasp (Trans.) EE.20 Nondetection (Abj.)
Dancing Lights (Evoc.) Longstrider (Trans.) Melf’s Acid Arrow PHB.263
PHB.230 PHB.256 (Evoc.) PHB.259 Phantom Steed (Ill.)
Fire Bolt (Evoc.) PHB.242 Mage Armor (Abj.) Mirror Image (Ill.) PHB.265
Friends (Ench.) PHB.244 PHB.256 PHB.260 Protection from Energy
Frostbite (Evoc.) EE.18 Magic Missile (Evoc.) Misty Step (Conj.) (Abj.) PHB.270
Gust (Trans.) EE.19 PHB.257 PHB.260 Remove Curse (Abj.)
Green-Flame Blade Protection from Evil and Nystul’s Magic Aura (Ill.) PHB.271
(Abj.) SCAG.143 Good (Abj.) PHB.270 PHB.263 Sending (Evoc.) PHB.274
Light (Evoc.) PHB.255 Ray of Sickness (Necro.) Phantasmal Force (Ill.) Sleet Storm (Conj.)
Lightning Lure (Abj.) PHB.271 PHB.264 PHB.276
SCAG.143 Shield (Abj.) PHB.275 Pyrotechnics (Trans.) Slow (Trans.) PHB.277
Mage Hand (Conj.) Silent Image (Ill.) PHB.276 EE.21 Stinking Cloud (Conj.)
PHB.256 Sleep (Ench.) PHB.276 Ray of Enfeeblement PHB.278
Mending (Trans.) PHB.259 Tasha’s Hideous (Necro.) PHB.271 Tidal Wave (Conj.) EE.22
Message (Trans.) PHB.259 Laughter (Ench.) Rope Trick (Trans.) Tongues (Div.) PHB.283
Minor Ill. (Ill.) PHB.260 PHB.280 PHB.272 Vampiric Touch (Necro.)
Mold Earth (Trans.) EE.21 Tenser’s Floating Disk Scorching Ray (Evoc.) PHB.285
Poison Spray (Conj.) (Conj.) PHB.282 PHB.273 Wall of Sand (Evoc.)
PHB.266 Thunderwave (Evoc.) See Invisibility (Div.) EE.23
Prestidigitation (Trans.) PHB.282 PHB.274 Wall of Water (Evoc.)
PHB.267 Unseen Servant (Conj.) Shatter (Evoc.) PHB.275 EE.23
Ray of Frost (Evoc.) PHB.284 Skywrite (Trans.) EE.22 Water Breathing (Trans.)
PHB.271 Witch Bolt (Evoc.) Snilloc’s Snowball PHB.287
Shape Water (Trans.) PHB.289 Swarm (Evoc.) EE.22 4th Level
EE.21 2nd Level Spider Climb (Trans.) Arcane Eye (Div.) PHB.214
Shocking Grasp (Evoc.) Aganazzar’s Scorcher PHB.277 Banishment (Abj.)
PHB.275 (Evoc.) EE.15 Suggestion (Ench.) PHB.217
Sword Burst (Conj.) Alter Self (Trans.) PHB.211 PHB.279 Blight (Necro.) PHB.219
SCAG.143 Arcane Lock (Abj.) Web (Conj.) PHB.287 Confusion (Ench.)
Thunderclap (Evoc.) PHB.215 3rd Level PHB.224
EE.22 Blindness/Deafness Animate Dead (Necro.) Conjure Minor
True Strike (Div.) PHB.284 (Necro.) PHB.219 PHB.212 Elementals (Conj.)
1st Level Blur (Ill.) PHB.219 Bestow Curse (Necro.) PHB.226
Absorb Elements (Abj.) Cloud of Daggers (Conj.) PHB.218 Control Water (Trans.)
EE.15 PHB.222 Blink (Trans.) PHB.219 PHB.227
Alarm (Abj.) PHB.211 Continual Flame (Evoc.) Clairvoyance (Div.) Dimension Door (Conj.)
Burning Hands (Evoc.) PHB.227 PHB.222 PHB.233
PHB.220 Crown of Madness Counterspell (Abj.) Elemental Bane (Trans.)
Catapult (Trans.) EE.15 (Ench.) PHB.229 PHB.228 EE.17
Charm Person (Ench.) Darkness (Evoc.) PHB.230 Dispel Magic (Abj.) Evard’s Black Tentacles
PHB.221 Darkvision (Trans.) PHB.234 (Conj.) PHB.238
Chromatic Orb (Evoc.) PHB.230 Erupting Earth (Trans.) Fabricate (Trans.)
PHB.221 Detect Thoughts (Div.) EE.17 PHB.239
Color Spray (Ill.) PHB.222 PHB.231 Fear (Ill.) PHB.239 Fire Shield (Evoc.)
Comprehend Languages Dust Devil (Conj.) EE.17 Feign Death (Necro.) PHB.242
(Div.) PHB.224 Earthbind (Trans.) EE.17 PHB.240 Greater Invisibility (Ill.)
Detect Magic (Div.) Enlarge/Reduce (Trans.) Fireball (Evoc.) PHB.241 PHB.246
PHB.231 PHB.237 Flame Arrows (Trans.) Hallucinatory Terrain
Disguise Self (Ill.) Flaming Sphere (Conj.) EE.18 (Ill.) PHB.249
PHB.233 PHB.242 Fly (Trans.) PHB.243 Ice Storm (Evoc.) PHB.252
Earth Tremor (Evoc.) Gentle Repose (Necro.) Gaseous Form (Trans.) Leomund’s Secret Chest
EE.17 PHB.245 PHB.244 (Conj.) PHB.254
Expeditious Retreat Gust of Wind (Evoc.) Glyph of Warding (Abj.) Locate Creature (Div.)
(Trans.) PHB.238 PHB.248 PHB.245 PHB.256

PAGE 52
Mordenkainen’s Faithful Rary’s Telepathic Bond Mass Suggestion (Ench.) 8th Level
Hound (Conj.) PHB.261 (Div.) PHB.270 PHB.258 Abi-Dalzim’s Horrid
Mordenkainen’s Private Scrying (Div.) PHB.273 Move Earth (Trans.) Wilting (Necro.) EE.15
Sanctum (Abj.) PHB.262 Seeming (Ill.) PHB.274 PHB.263 Antimagic Field (Abj.)
Otiluke’s Resilient Telekinesis (Trans.) Otiluke’s Freezing PHB.213
Sphere (Evoc.) PHB.264 PHB.280 Sphere (Evoc.) PHB.263 Antipathy/Sympathy
Phantasmal Killer (Ill.) Teleportation Circle Otto’s Irresistible Dance (Ench.) PHB.214
PHB.265 (Conj.) PHB.282 (Ench.) PHB.264 Clone (Necro.) PHB.222
Polymorph (Trans.) Transmute Rock (Trans.) Programmed Ill. (Ill.) Control Weather (Trans.)
PHB.266 EE.22 PHB.269 PHB.228
Stone Shape (Trans.) Wall of Force (Evoc.) Sunbeam (Evoc.) PHB.279 Demiplane (Conj.)
PHB.278 PHB.285 True Seeing (Div.) PHB.231
Stoneskin (Abj.) PHB.278 Wall of Stone (Evoc.) PHB.284 Dominate Monster
Storm Sphere (Evoc.) PHB.287 Wall of Ice (Evoc.) (Ench.) PHB.235
EE.22 PHB.285 Feeblemind (Ench.)
Vitriolic Sphere (Evoc.) 6th Level PHB.239
EE.23 Arcane Gate (Conj.) 7th Level Incendiary Cloud (Conj.)
Wall of Fire (Evoc.) PHB.214 Delayed Blast Fireball PHB.253
PHB.285 Chain Lightning (Evoc.) (Evoc.) PHB.230 Maze (Conj.) PHB.258
Watery Sphere (Conj.) PHB.221 Etherealness (Trans.) Mind Blank (Abj.) PHB.259
EE.23 Circle of Death (Necro.) PHB.238 Power Word Stun
PHB.221 Finger of Death (Necro.) (Ench.) PHB.267
5th Level Contingency (Evoc.) PHB.241 Sunburst (Evoc.) PHB.279
Animate Objects (Trans.) PHB.227 Forcecage (Evoc.) Telepathy (Evoc.) PHB.281
PHB.213 Create Undead (Necro.) PHB.243
Bigby’s Hand (Evoc.) PHB.229 Mirage Arcane (Ill.) 9th Level
PHB.218 Disintegrate (Trans.) PHB.260 Astral Projection
Cloudkill (Conj.) PHB.222 PHB.233 Mordenkainen’s (Necro.) PHB.215
Cone of Cold (Evoc.) Drawmij’s Instant Magnificent Mansion Foresight (Div.) PHB.244
PHB.224 Summons (Conj.) (Conj.) PHB.261 Gate (Con.) PHB.244
Conjure Elemental PHB.235 Mordenkainen’s Sword Imprisonment (Abj.)
(Conj.) PHB.225 Eyebite (Necro.) PHB.238 (Evoc.) PHB.262 PHB.252
Contact Other Plane Flesh to Stone (Trans.) Plane Shift (Conj.) Meteor Swarm (Evoc.)
(Div.) PHB.226 PHB.243 PHB.266 PHB.259
Control Winds (Trans.) Globe of Invulnerability Prismatic Spray (Evoc.) Power Word Kill (Ench)
EE.16 (Abj.) PHB.245 PHB.267 PHB.266
Creation (Ill.) PHB.229 Guards and Wards (Abj.) Project Image (Ill.) Prismatic Wall (Abj.)
Dominate Person PHB.248 PHB.270 PHB.267
(Ench.) PHB.235 Investiture of Flame Reverse Gravity (Trans.) Shapechange (Trans.)
Dream (Ill.) PHB.236 (Trans.) EE.19 PHB.272 PHB.274
Geas (Ench.) PHB.244 Investiture of Ice (Trans.) Sequester (Trans.) Time Stop (Trans.)
Hold Monster (Ench.) EE.19 PHB.274 PHB.283
PHB.251 Investiture of Stone Simulacrum (Ill.) PHB.276 True Polymorph (Trans.)
Immolation (Evoc.) EE.19 (Trans.) EE.19 Symbol (Abj.) PHB.280 PHB.283
Legend Lore (Div.) Investiture of Wind Teleport (Conj.) PHB.281 Weird (Ill.) PHB.288
PHB.254 (Trans.) EE.20 Whirlwind (Evoc.) EE.24 Wish (Conj.) PHB.288
Mislead (Ill.) PHB.260 Magic Jar (Necro.)
Modify Memory (Ench.) PHB.257
PHB.261
Passwall (Trans.) PHB.264
Planar Binding (Abj.)
PHB.265

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