Wizard is a class in Baldur’s Gate 3. Wizards master the arcane by specialising in individual schools of magic, combining ancient spells with modern research.
Wizard
Class
Wizards master the arcane by specialising in individual schools of magic, combining ancient spells with modern research.
- Hit points at level 1
- 6
- Hit points per level
- 4
- Spellcasting ability
- Intelligence
- Subclasses
- 9
Wizard progression
Class levels 1–12 · Select a feature to read its game description.
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1Level
Arcane Recovery
Granted
Replenish
spell slots while out of combat. You cannot restore spell slots above 5th level.Level 1 spell slots × 2 Current spell slots -
2LevelChoose a subclass 9 branchesLevel 1 spell slots × 3 Current spell slots
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3LevelLevel 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
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4LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
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5LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots
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6LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
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7LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 1 Current spell slots
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8LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 2 Current spell slots
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9LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 1 Current spell slots
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10LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 Current spell slots
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11LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
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12LevelLevel 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 · Level 4 spell slots × 3 · Level 5 spell slots × 2 · Level 6 spell slots × 1 Current spell slots
Abjuration subclass progression
Abjuration
Subclass
You twist and harden the Weave into arcane wards to protect yourself and others. Learning Abjuration spells from scrolls only costs you 25g per spell level, not 50.
Related entry
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2Level
Arcane Ward
Granted feature
Once per day, when you cast an Abjuration spell of Level 1 or higher, you can use a strand of the spell's magic to create a magical ward that lasts until your next Long Rest.
The ward has a maximum of [1] and absorbs all damage done to you. When it is reduced to 0
hit points, you take the remaining damage, but the magic remains.
Whenever you cast an Abjuration spell of Level 1 or higher, the ward regains a number of hit points equal to twice the level of the spell. -
3Level
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4Level
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5Level
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6Level
Projected Ward
Granted feature
When a nearby ally takes damage and you have an active Arcane Ward, you can sacrifice your ward to reduce the damage they take. -
7Level
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8Level
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9Level
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10Level
Improved Abjuration
Granted feature
Each time you take a Short Rest, the intensity of your Arcane Ward increases by an amount equal to your wizard level. -
11Level
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12Level
Evocation subclass progression
Evocation
Subclass
You are known as an evoker - striding unharmed through the unfettered chaos you call. Learning Evocation spells from scrolls only costs you 25g per spell level, not 50.
Related entry
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2Level
Sculpt Spells
Granted feature
Create pockets of safety within your Evocation spells. Allies automatically succeed their
Saving Throws against these spells and take no damage from them. -
3Level
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4Level
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5Level
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6Level
Potent Cantrip
Granted feature
Your
cantrips become harder to evade entirely.
When a creature succeeds its
Saving Throw against one of your cantrips, it still takes half the cantrip's damage, but suffers no additional effects. -
7Level
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8Level
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9Level
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10Level
Empowered Evocation
Granted feature
Your grasp of Evocation magic has tightened, and you can add your Intelligence Modifier to damage rolls with any Evocation spells. -
11Level
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12Level
Necromancy subclass progression
Necromancy
Subclass
You walk through the valley of the shadow of death, and make lots of friends there. Learning Necromancy spells from scrolls only costs you 25g per spell level, not 50.
Related entry
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2Level
Grim Harvest
Granted feature
Once per turn, if you kill a creature with a spell, you regain hit points equal to twice the spell slot level used - thrice if it's a Necromancy spell. Undead and constructs are unaffected. -
3Level
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4Level
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5Level
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6Level
Undead Thralls: Animate Dead
Granted feature
You gain the
Animate Dead spell, if you didn't have it already.
Undead Thralls: Additional Undead
Granted feature
When you use
Animate Dead, you can raise an additional corpse.
Undead Thralls: Better Summons
Granted feature
Creatures created with
Animate Dead have additional hit points equal to your wizard level, and your
Proficiency Bonus is added to their damage. -
7Level
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8Level
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9Level
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10Level
Inured to Undeath
Granted feature
You have steeped yourself so completely in death that you are Resistant to Necrotic damage, and moreover your
hit point maximum cannot be reduced. -
11Level
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12Level
Conjuration subclass progression
Conjuration
Subclass
Compelled by shape and motion, your favoured arcane style involves summoning creatures and objects, as well as displacing them in space. Learning Conjuration spells from scrolls only costs you 25g per spell level, not 50.
Related entry
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2Level
Minor Conjuration: Create Water
Granted cantrips
Call forth rain. It extinguishes exposed flames and forms a water surface. -
3Level
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4Level
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5Level
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6Level
Benign Transposition: Teleport
Granted
Teleport to a nearby, unoccupied space, or swap places with an ally. -
7Level
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8Level
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9Level
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10Level
Focused Conjuration
Granted feature
Damage taken while you are
Concentrating on a Conjuration spell will not break your Concentration. -
11Level
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12Level
Enchantment subclass progression
Enchantment
Subclass
Your magic influences, beguiles, and bends the will and conviction of those around you. Learning Enchantment spells from scrolls only costs you 25g per spell level, not 50.
Related entry
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2Level
Hypnotic Gaze
Granted
Charm and
Incapacitate a creature. It cannot attack you. It cannot act. -
3Level
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4Level
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5Level
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6Level
Instinctive Charm
Granted feature
Charm an enemy attacking you. They will attack a new target if possible as a
reaction. -
7Level
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8Level
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9Level
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10Level
Split Enchantment
Granted feature
You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature. -
11Level
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12Level
Divination subclass progression
Divination
Subclass
You peer through time itself and can sculpt the future, like temporal clay, into a more favourable form. Learning Divination spells from scrolls only costs you 25g per spell level, not 50.
Related entry
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2Level
Portent
Granted feature
Your dreams grant you glimpses that let you influence the future.
After each Long Rest, you gain two random Portent Dice. During the day, you can use your reaction to change the die of any
Attack Roll or
Saving Throw rolled near you to one of your Portent Dice.
Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day. -
3Level
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4Level
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5Level
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6Level
Expert Divination
Granted feature
You may gain an additional Portent Die: when taking a Short Rest you receive a Prophecy. Complete it to regain a missing Portent Die. -
7Level
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8Level
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9Level
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10Level
Third Eye: See Invisibility
Granted
Become able to see
Invisible creatures, and possibly reveal them to others.
Third Eye: Darkvision
Granted
You gain the ability to see in the dark out to a range of 24m. -
11Level
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12Level
Illusion subclass progression
Illusion
Subclass
You specialise in unravelling and restitching the fabric of reality to fool the unwary, the gullible, and the monstrous. Learning Illusion spells from scrolls only costs you 25g per spell level, not 50.
Related entry
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2Level
Improved Minor Illusion
Granted feature
You can cast
Minor Illusion as a bonus action. -
3Level
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4Level
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5Level
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6Level
See Invisibility
Granted cantrips
Become able to see
Invisible creatures, and possibly reveal them to others. -
7Level
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8Level
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9Level
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10Level
Illusory Self
Granted feature
You can magically fashion an illusory duplicate of yourself when attacked, causing your foe to automatically miss that attack. -
11Level
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12Level
Transmutation subclass progression
Transmutation
Subclass
Your innate fascination with the structure of things has granted you an incredible power over crude matter and its manipulation. Learning Transmutation spells from scrolls only costs you 25g per spell level, not 50.
Related entry
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2Level
Experimental Alchemy
Granted feature
You can brew two alchemical solutions instead of one when combining extracts, if you succeed a DC 15 Medicine
Check. -
3Level
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4Level
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5Level
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6Level
Transmuter's Stone
Granted feature
You can create
Transmuter's Stones. -
7Level
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8Level
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9Level
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10Level
Shapechanger
Granted feature
You can cast the
Polymorph spell without expending a
spell slot. -
11Level
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12Level
Bladesinging subclass progression
Bladesinging
Subclass
A master of wizardry and swordplay, you combine the elegant manoeuvres of a warrior with the devastating magics of a mage.
Related entry
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2Level
Training in War and Song
Granted feature
You gain
Proficiency with Light Armour and in the Performance skill. You also gain Proficiency with Daggers, Sickles, Shortswords, Rapiers, Scimitars, and Longswords.
Bladesong
Granted
Invoke the Bladesong. You gain a +[1] bonus to
Armour Class and your
movement speed increases by 3m. You also gain
Advantage in Acrobatics and a +[1] bonus to Constitution
Saving Throws.Starting equipment Choose 1 · No option data -
3Level
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4Level
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5Level
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6Level
Extra Attack
Granted feature
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together. -
7Level
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8Level
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9Level
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10Level
Song of Defence
Granted feature
When you take damage during your
Bladesong, you can expend a spell slot to subtract 5 damage per spell slot. -
11Level
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12Level
Arcana
Intelligence skill
History
Intelligence skill
Insight
Wisdom skill
Investigation
Intelligence skill
Medicine
Wisdom skill
Religion
Intelligence skill
Blade Ward
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.
Poison Spray
Project a puff of noxious gas.
Mage Hand
Create a spectral hand that can manipulate and interact with objects.
Toll the Dead
Ring the bell of impending doom. If the target is at full health, you deal [1] instead.
Light
Infuse an object with an aura of light.
Bone Chill
Prevent the target from healing until your next turn. The target cannot help
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
Acid Splash
Throw a bubble of acid that damages each creature it hits.
Ray of Frost
Reduces the target's
movement speed by 3m.
movement speed by 3m.
Shocking Grasp
The target cannot use reactions. This spell has
Advantage on creatures with metal armour.
Advantage on creatures with metal armour.
True Strike
Gain
Advantage on your next
Attack Roll.
Advantage on your next
Attack Roll.
Dancing Lights
Illuminate a 9m radius.
Friends
Gain
Advantage on Charisma
Checks against a non-hostile creature.
Advantage on Charisma
Checks against a non-hostile creature.
Bursting Sinew
Explode a corpse, causing it to impale those around it.
Minor Illusion
Create an illusion that compels nearby creatures to investigate.
Fire Bolt
Hurl a mote of fire.
Booming Blade
Strike with your weapon, afflicting your foe with a resonance that hurts them for [1] when they move.
False Life
Gain 12.
Grease
Cover the ground in grease, slowing creatures within and possibly making them fall
Prone.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Enhance Leap
Triple a creature's jumping distance.
Ray of Sickness
Possibly
Poisons the target.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Disguise Self
Magically change all aspects of your appearance.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Charisma
No description was found in the game data.
Constitution
No description was found in the game data.
Dexterity
No description was found in the game data.
Intelligence
No description was found in the game data.
Strength
No description was found in the game data.
Wisdom
No description was found in the game data.
Tough
Your hit point maximum increases by 2 for every level you have gained.
Lightly Armoured
You gain Armour Proficiency with Light Armour and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Alert
You gain a +5 bonus to Initiative and can't be
Surprised.
Performer
You gain Musical Instrument Proficiency, and your
Charisma increases by 1, to a maximum of 20.
Charisma increases by 1, to a maximum of 20.
Mobile
Your
movement speed increases, and difficult terrain doesn't slow you down when you
Dash.
If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
movement speed increases, and difficult terrain doesn't slow you down when you If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.
Ability Improvement
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20.
Great Weapon Master
When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a
bonus action that turn.
Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
bonus action that turn.Attacks with melee weapons you are
Proficient with, and are wielding in both hands, can deal an additional 10 damage at the cost of a -5
Attack Roll penalty. (You can toggle this on and off.)
Dungeon Delver
You gain
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.
You gain Resistance to the damage dealt by traps.
Advantage on Perception
Checks made to detect hidden objects and on
Saving Throws made to avoid or resist traps.You gain Resistance to the damage dealt by traps.
Charger
You gain
Charger: Weapon Attack and
Charger: Shove.
Magic Initiate: Druid
You learn 2
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Magic Initiate: Bard
You learn 2
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Sorcerer
You learn 2
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Warlock
You learn 2
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.
Magic Initiate: Wizard
You learn 2
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.
Magic Initiate: Cleric
You learn 2
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.
Mage Slayer
When a creature casts a spell within melee range of you, you have
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.
Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Advantage on any
Saving Throw against it, and you can use a
reaction to immediately make an attack against the caster.Enemies you hit have
Disadvantage on
Concentration
Saving Throws.
Savage Attacker
When making melee weapon attacks, you roll your damage dice twice and use the highest result.
Sharpshooter
Your ranged weapon attacks do not receive penalties from High Ground Rules.
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Ranged weapon attacks with weapons you are
Proficient with have a -5 penalty to their
Attack Roll, but deal an additional 10 damage. (You can toggle this on or off.)
Weapon Master
You gain
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Proficiency with four weapons of your choice, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Martial Adept
You learn two manoeuvres from the Battle Master subclass and gain a
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.
Defensive Duellist
When attacked while wielding a Finesse Weapon you're
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Proficient with, you can use a
reaction to add your
Proficiency Bonus to your
Armour Class, possibly causing the attack to miss.
Shield Master
You gain a +2 bonus to Dexterity
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Saving Throws while wielding a shield. If a spell forces you to make a Dexterity
Saving Throw, you can use a
reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.
Actor
Your
Charisma increases by 1, to a maximum of 20.
Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Charisma increases by 1, to a maximum of 20.Your
Proficiency Bonus is also doubled for Deception and Performance
Checks.
Durable
Your
Constitution increases by 1, to a maximum of 20.
You regain full
hit points each time you take a Short Rest.
Constitution increases by 1, to a maximum of 20.You regain full
hit points each time you take a Short Rest.
Crossbow Expert
When you make crossbow attacks within melee range, the
Attack Rolls do not have
Disadvantage.
Your
Piercing Shot also inflicts
Gaping Wounds for twice as long.
Attack Rolls do not have
Disadvantage.Your
Skilled
You gain
Proficiency in 3 Skills of your choice.
Proficiency in 3 Skills of your choice.
Tavern Brawler
When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added to the damage and
Attack Rolls an additional time.
Attack Rolls an additional time.
Dual Wielder
You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Two-Handed weapons.
Athlete
Your
Strength or
Dexterity increases by 1, to a maximum of 20.
When you are Prone, standing up uses significantly less movement. Your
Jump distance also increases by 50%.
Strength or
Dexterity increases by 1, to a maximum of 20.When you are Prone, standing up uses significantly less movement. Your
Elemental Adept
Your spells and attacks ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.
Ritual Caster
You learn two ritual spells of your choice.
Polearm Master
When attacking with a glaive, halberd, quarterstaff, or spear, you can use a
bonus action to attack with the butt of your weapon.
You can also make an Opportunity Attack when a target comes within range.
bonus action to attack with the butt of your weapon.You can also make an Opportunity Attack when a target comes within range.
Resilient
You increase an Ability by 1, to a maximum of 20, and gain
Proficiency in that Ability's
Saving Throws.
Proficiency in that Ability's
Saving Throws.
War Caster
You gain
Advantage on
Saving Throws to maintain
Concentration on a spell.
You can also use a
reaction to cast
Shocking Grasp at a target moving out of melee range.
Advantage on
Saving Throws to maintain
Concentration on a spell.You can also use a
reaction to cast
Spell Sniper
You learn a
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
cantrip, and the number you need to
roll a Critical Hit with spells is reduced by 1. This effect can stack.
Heavily Armoured
You gain Armour Proficiency with Heavy Armour and your
Strength increases by 1, to a maximum of 20.
Strength increases by 1, to a maximum of 20.
Heavy Armour Master
Your
Strength increases by 1, to a maximum of 20.
Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Strength increases by 1, to a maximum of 20.Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.
Sentinel
When an enemy within melee range attacks an ally, you can use a
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.
You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.You gain
Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.
Moderately Armoured
You gain Armour Proficiency with Medium Armour and shields, and your
Strength or
Dexterity increases by 1, to a maximum of 20.
Strength or
Dexterity increases by 1, to a maximum of 20.
Medium Armour Master
When you wear Medium Armour, it doesn't impose
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Disadvantage on Stealth
Checks. The bonus to
Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.
Lucky
You gain 3
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
Luck Points, which you can use to gain
Advantage on
Attack Rolls,
Ability Checks, or
Saving Throws, or to make an enemy reroll their Attack Rolls.
False Life
Gain 12.
Grease
Cover the ground in grease, slowing creatures within and possibly making them fall
Prone.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Enhance Leap
Triple a creature's jumping distance.
Ray of Sickness
Possibly
Poisons the target.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Disguise Self
Magically change all aspects of your appearance.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Web
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Knock
Unlock an object that is held shut by a mundane lock.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Gust of Wind
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to
Attack and Damage Rolls.
Attack and Damage Rolls.
Melf's Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Darkvision
You can see in the dark up to 12m.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Flaming Sphere
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
Enlarge/Reduce
Make a creature larger or smaller to affect their weapon damage and Strength
Checks and
Saving Throws.
Checks and
Saving Throws.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
False Life
Gain 12.
Grease
Cover the ground in grease, slowing creatures within and possibly making them fall
Prone.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Enhance Leap
Triple a creature's jumping distance.
Ray of Sickness
Possibly
Poisons the target.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Disguise Self
Magically change all aspects of your appearance.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Web
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Knock
Unlock an object that is held shut by a mundane lock.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Gust of Wind
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to
Attack and Damage Rolls.
Attack and Damage Rolls.
Melf's Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Darkvision
You can see in the dark up to 12m.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Flaming Sphere
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
Enlarge/Reduce
Make a creature larger or smaller to affect their weapon damage and Strength
Checks and
Saving Throws.
Checks and
Saving Throws.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Animate Dead
Animate a pile of bones or a corpse to serve you.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Feign Death
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hypnotic Pattern
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
False Life
Gain 12.
Grease
Cover the ground in grease, slowing creatures within and possibly making them fall
Prone.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Enhance Leap
Triple a creature's jumping distance.
Ray of Sickness
Possibly
Poisons the target.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Disguise Self
Magically change all aspects of your appearance.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Web
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Knock
Unlock an object that is held shut by a mundane lock.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Gust of Wind
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to
Attack and Damage Rolls.
Attack and Damage Rolls.
Melf's Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Darkvision
You can see in the dark up to 12m.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Flaming Sphere
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
Enlarge/Reduce
Make a creature larger or smaller to affect their weapon damage and Strength
Checks and
Saving Throws.
Checks and
Saving Throws.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Animate Dead
Animate a pile of bones or a corpse to serve you.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Feign Death
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hypnotic Pattern
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Stoneskin
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Ice Storm
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Evard's Black Tentacles
Tentacles sprout from the ground, turning the area into
Difficult Terrain, attacking and
Smothering creatures within.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Otiluke's Resilient Sphere
Enclose a target in a sphere of shimmering force, blocking all incoming damage and spell effects.
Banishment
Temporarily
Banish your target to another plane of existence.
Conjure Minor Elemental
Conjure a minor elemental to fight alongside you.
Confusion
Fire Shield
Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks.
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Phantasmal Killer
Haunt a creature with its worst nightmares. It takes 4d10 Psychic damage per turn, cannot move, has
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
False Life
Gain 12.
Grease
Cover the ground in grease, slowing creatures within and possibly making them fall
Prone.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Enhance Leap
Triple a creature's jumping distance.
Ray of Sickness
Possibly
Poisons the target.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Disguise Self
Magically change all aspects of your appearance.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Web
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Knock
Unlock an object that is held shut by a mundane lock.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Gust of Wind
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to
Attack and Damage Rolls.
Attack and Damage Rolls.
Melf's Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Darkvision
You can see in the dark up to 12m.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Flaming Sphere
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
Enlarge/Reduce
Make a creature larger or smaller to affect their weapon damage and Strength
Checks and
Saving Throws.
Checks and
Saving Throws.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Animate Dead
Animate a pile of bones or a corpse to serve you.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Feign Death
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hypnotic Pattern
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Stoneskin
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Ice Storm
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Evard's Black Tentacles
Tentacles sprout from the ground, turning the area into
Difficult Terrain, attacking and
Smothering creatures within.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Otiluke's Resilient Sphere
Enclose a target in a sphere of shimmering force, blocking all incoming damage and spell effects.
Banishment
Temporarily
Banish your target to another plane of existence.
Conjure Minor Elemental
Conjure a minor elemental to fight alongside you.
Confusion
Fire Shield
Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks.
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Phantasmal Killer
Haunt a creature with its worst nightmares. It takes 4d10 Psychic damage per turn, cannot move, has
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Hold Monster
Cone of Cold
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Wall of Stone
Raise a wall of non-magical, solid stone.
Telekinesis
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a
spell slot.
spell slot.
Seeming
Disguise up to 4 members of your adventuring party.
Planar Binding
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Saving Throw against your domination. Allies cannot be dominated.
Conjure Elemental
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Cloudkill
Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn.
False Life
Gain 12.
Grease
Cover the ground in grease, slowing creatures within and possibly making them fall
Prone.
Feather Fall
You and nearby allies gain
Immunity to Falling damage.
Immunity to Falling damage.
Enhance Leap
Triple a creature's jumping distance.
Ray of Sickness
Possibly
Poisons the target.
Witch Bolt
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.
Magic Missile
Shoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.
Mage Armour
Protect a target from attacks: increase its
Armour Class to 13 + its Dexterity modifier.
Armour Class to 13 + its Dexterity modifier.
Shield
When you are about to be hit by an enemy, increase your
Armour Class by 5. You take no damage from
Magic Missile.
Armour Class by 5. You take no damage from
Disguise Self
Magically change all aspects of your appearance.
Burning Hands
Each flammable target is hit with 3d6 Fire damage.
Protection from Evil and Good
Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
Find Familiar
Summon a familiar, a fey spirit that takes an animal form of your choosing.
Sleep
Put creatures into a magical slumber. Select targets up to a combined 24.
Expeditious Retreat
Gain
Dash immediately and as a bonus action on each of your turns until this spell ends.
Fog Cloud
The cloud
Blinds and
Heavily Obscures creatures within it. .
Ice Knife
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.
Chromatic Orb
Hurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
Colour Spray
Charm Person
Advantage on Charisma
Checks in dialogue.
Thunderwave
Release a wave of thunderous force that pushes away all creatures and objects.
Tasha's Hideous Laughter
Leave a creature
Prone with laughter, without the ability to get up.
Longstrider
Increase three creatures'
movement speed by [1].
movement speed by [1].
Web
Cover an area in thick, flammable webbing that slows creatures within and possibly
Enwebs them.
Mirror Image
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your
Armour Class by 3.
Armour Class by 3.
Crown of Madness
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Shadow Blade
Weave a shadowy shortsword in your hand that deals 2d8 Psychic damage.
Knock
Unlock an object that is held shut by a mundane lock.
Cloud of Daggers
Conjure a cloud of spinning daggers that attack anyone inside.
Gust of Wind
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them
Off Balance.
Magic Weapon
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to
Attack and Damage Rolls.
Attack and Damage Rolls.
Melf's Acid Arrow
Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.
Arcane Lock
Close a door or container with a magical lock. It can no longer be lockpicked or opened with
Knock.
Detect Thoughts
Focus your mind to read the thoughts of certain creatures while talking to them.
Blindness
Attack Rolls against it have
Advantage and the foe attacks with
Disadvantage.
Misty Step
Surrounded by silver mist, you teleport to an unoccupied space you can see.
Darkvision
You can see in the dark up to 12m.
Ray of Enfeeblement
Weaken a foe: they deal half damage with weapon attacks using
Strength.
Strength.
Darkness
Create a dark shroud that Heavily Obscures and
Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
Hold Person
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage.
Blur
Attackers have
Disadvantage on
Attack Rolls against you.
Disadvantage on
Attack Rolls against you.
Invisibility
Touch a creature to turn it
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
See Invisibility
Become able to see
Invisible creatures, and possibly reveal them to others.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have
Disadvantage on their
Saving Throw.
Disadvantage on their
Saving Throw.
Flaming Sphere
Summon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.
Enlarge/Reduce
Make a creature larger or smaller to affect their weapon damage and Strength
Checks and
Saving Throws.
Checks and
Saving Throws.
Phantasmal Force
Phantasmal Force causes entities to be haunted by an echo of the last thing that attacked them.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
They take [1] each turn. Each time they take damage from another source, the damage type of Phantasmal Force changes to that damage type.
Haste
Target yourself or an ally to become
Hastened: gain an action, become faster and gain +2 to
Armour Class.
Armour Class.
Glyph of Warding
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
Fear
Hostile targets drop everything and become
Fearful: they have
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Gaseous Form
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Slow
Target up to 6 creatures and
Slow them. Movement and actions are affected, and their
AC and Dexterity
saves are reduced by 2.
AC and Dexterity
saves are reduced by 2.
Animate Dead
Animate a pile of bones or a corpse to serve you.
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption.
Grant Flight
Bestow the ability to
Fly upon yourself or an ally.
Stinking Cloud
Create a cloud of gas so nauseating it prevents creatures from taking actions.
Protection from Energy
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
Bestow Curse
Curse a creature with your touch. The curse either bestows
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Disadvantage on
checks and
Saving Throws or
attacks, lets you deal additional damage to the target, or robs it of its actions.
Remove Curse
Touch a creature or object to remove all Curses and Hexes affecting it.
Blink
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell
Try to stop a spell being cast.
Feign Death
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
Sleet Storm
Call forth a storm that disrupts the
Concentration of spellcasters, douses fires, and creates an ice surface.
Concentration of spellcasters, douses fires, and creates an ice surface.
Hypnotic Pattern
Fireball
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.
Vampiric Touch
Touch an enemy to siphon their life force and regain half as many
hit points.
hit points.
Dimension Door
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
Stoneskin
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.
Polymorph
Transform a creature into a harmless sheep.
Greater Invisibility
Turn a creature
Invisible. Attacks against it have
Disadvantage. It attacks with
Advantage.
Disadvantage. It attacks with
Advantage.
Ice Storm
Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.
Evard's Black Tentacles
Tentacles sprout from the ground, turning the area into
Difficult Terrain, attacking and
Smothering creatures within.
Blight
Plants take maximum damage from this spell, and have
Disadvantage on the
Saving Throw against it.
Disadvantage on the
Saving Throw against it.
Otiluke's Resilient Sphere
Enclose a target in a sphere of shimmering force, blocking all incoming damage and spell effects.
Banishment
Temporarily
Banish your target to another plane of existence.
Conjure Minor Elemental
Conjure a minor elemental to fight alongside you.
Confusion
Fire Shield
Wreathe your body in flames that shed light in a 3m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks.
Wall of Fire
Create a blazing wall of fire, burning anyone who dares stand too close.
Phantasmal Killer
Haunt a creature with its worst nightmares. It takes 4d10 Psychic damage per turn, cannot move, has
Disadvantage on
Ability Checks and
Attack Rolls.
Disadvantage on
Ability Checks and
Attack Rolls.
Hold Monster
Cone of Cold
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Wall of Stone
Raise a wall of non-magical, solid stone.
Telekinesis
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a
spell slot.
spell slot.
Seeming
Disguise up to 4 members of your adventuring party.
Planar Binding
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Dominate Person
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom
Saving Throw against your domination. Allies cannot be dominated.
Saving Throw against your domination. Allies cannot be dominated.
Conjure Elemental
Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Cloudkill
Craft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn.
Eyebite
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
Globe of Invulnerability
Create a barrier that makes creatures and objects inside it
Immune to all damage.
Immune to all damage.
Disintegrate
If the target fails a Dexterity
Saving Throw, and the 10d6+40 Force damage reduces it to 0
hit points, it disintegrates into a crumbly ash.
Saving Throw, and the 10d6+40 Force damage reduces it to 0
hit points, it disintegrates into a crumbly ash.
Arcane Gate
Create two linked teleportation portals.
Create Undead
Raise a corpse as a heinous mummy that fights by your side.
Wall of Ice
Raise a wall of solid ice that deals 10d6 Cold damage to anyone standing in its way.
Chain Lightning
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m.
Otto's Irresistible Dance
Cause a creature to start dancing, making it unable to take actions or move. Its attackers have
Advantage on Attack Rolls.
Advantage on Attack Rolls.
Otiluke's Freezing Sphere
Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.
Flesh to Stone
Atrophy a foe,
Restraining them until they temporarily turn to stone.
Circle of Death
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.
Sunbeam
A beam of brilliant light sears and
Blinds all creatures in its path.