Wizard Spells

Overview

Wizards have their spells contained into a spell book, and a wizard cannot prepare spells that they do not own.

Each wizard has a number of Spell Slots, beginning as 1st level slots. The wizard can cast any spell of the appropriate level by expending one of these spell slots. 0-level spells, known as cantrips, do not need to be prepared and they do not expend a slot.

Some spells (marked as ritual spells) can be cast without being prepared that day. Spells cast as a ritual take 10 minutes to set up and cast.

Spell List

Cantrips

Mage Hand

A spectral, floating hand appears at a point you choose within 30 feet. The hand lasts for up to one minute, or until you choose to dismiss it. The hand will vanish if it is more than 30 feet away from you.

You can use an action to control the hand. It can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet during this action.

The hand can’t attack, activate magic items or carry more than 10 pounds.

Prestidigitation

This spell is a minor magical trick that all novice spell casters have used for practice. You can create one of the following magical effects within 10 feet of you

  • An instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes or an odd odor.
  • Light or snuff out a candle, torch or a small campfire
  • Instantly clean or soil an object no larger than one cubic foot
  • Chill, warm or flavor up to 1 cubic foot of nonliving material for 1 hour
  • Make a small mark or symbol appear on an object or surface for 1 hour
  • Create a small trinket or illusion that can fit in your hand. This will exist until the end of your next turn

If you cast this spell multiple times you can have up to 3 of the effects active at a time.

Ray of Frost

A frigid beam of blue-white light streaks towards a target within 60 feet. If the target is hit it takes cold damage and is slowed by 10 feet until the start of your next turn.

Shocking Grasp

Lightning springs from your hand to deliver a shock to a creature you try and touch. If you are successful, the target takes lightning damage and cannot make reactions until the start of their next turn. This attack is more favorable against targets wearing armor made of metal.

First Level Spells

Burning Hands

You hold your hands with thumbs touching and fingers spread and a thin sheet of flames shoots forth from your outstretched fingertips. Each creature within a 15 foot cone must attempt to dodge – success means they avoid the brunt of the damage.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

Detect Magic (ritual)

For up to 10 minutes you are able to sense the presence of magic within 30 feet. If you sense magic in this way you can use an action to see a faint aura around any visible creature or object in the area that bears magic and you can learn what school of magic is present (if any).

The spell can penetrate most barriers, but it can be blocked by stone, common metal, lead, and significant amounts of wood or dirt.

Mage Armor

You can touch a willing creature (including yourself) who is not wearing any armor. A magical barrier surrounds them for up to 8 hours. This armor is effective as a chain shirt, and allows for full freedom of movement. The spell immediately ends if the target dons armor.

Magic Missile

You create three glowing darts of magical force. Each dart can hit a creature of your choice that you can see within 120 feet. The darts all strike simultaneously and you can direct them to hit one creature, or several.

Shield (reaction)

This spell creates an invisible barrier of magical force that protects you from harm against an attack. It also will negate the force of magic missiles.

Sleep

This spell sends creatures into a magical slumber. You choose an area within 90 feet, and the spell will target all creatures within 20 feet.

It can target a varying number of creatures, starting with the weakest within range. The sleeping creature will awaken after one minute, or if attacked or otherwise shaken.

Undead and creatures immune to being charmed are not affected by this spell.

Wizard Spells

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