altered d&d next wizard spells list

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    Wizard Spells

    Cantrips

    Dancing Lights

    Detect Magic

    Disguise Self

    Light

    Mage Armor

    Mage Hand

    Mending

    Minor Illusions

    Prestidigitation

    Read Magic

    1stlevel

    Animal Messenger

    Burning Hands

    Cause Fear

    Chill Touch

    Color Spray

    Comprehend Languages

    Expeditious Retreat

    Feather Fall

    Flaming Sphere

    Fog Cloud

    Gust of wind

    Identify

    Magic Missile

    Phantasmal Force

    Shield

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    Sleep

    Thunderwave

    2ndLevel

    Darkness

    Invisible

    Knock

    Levitate

    Locate Animal and Plants

    Melfs Acid Arrows

    Mirror Image

    Rope Trick

    Scorching Ray

    Spider Climb

    Web

    3rdLevel

    Blink

    Dispel Magic

    Fireball

    Fly

    Haste

    Hold Person

    Lightning Bolt

    Protection from Energy

    Stinking Cloud

    Water Breathing

    4thlevel

    Blight

    Confusion

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    Dimensional Door

    Ice Storm

    Polymorph

    Stoneskin

    Wall of Fire

    5thLevel

    Cloudkill

    Cone of Cold

    Dominate Person

    Feeblemind

    Hold Monster

    Passwall

    Telekinesis

    Teleportation Circle

    6thLevel

    Banishment

    Chain Lightening

    Disintegrate

    Flesh to Stone

    Greater Dispel Magic

    Mass Suggestion

    Move Earth

    Sunbeam

    7thLevel

    Finger of Death

    Mass Invisibility

    Plane Shift

    Prismatic Sphere

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    Reverse Gravity

    Teleport

    Burning Hands1st

    -level evocation wizard spell

    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots

    forth from your out stretched fingertips.

    Casting Time: 1 action

    Range: 15-foot cone

    Duration: Instantaneous

    Effect: Each creature in a 15-foot cone must make a Dexterity saving throw. A creature

    takes 2d8 fire damage on a failed save, and half damage on a successful one.

    The fire ignites any flammable object in the area that are not being worn or carried.

    At Higher Levels: When you cast this spell using a spell slot of 2nd

    level or higher, the

    damage increases by 1d8 for each level above 1st.

    Cure Critical Wounds

    4th

    -level conjuration cleric/druid/ranger/paladin spell

    Your magical touch imbues an injured creature with powerful healing energy, potent enough to

    heal even grievous wounds.

    Casting Time: 1 action

    Range: Touch

    Duration: Instantaneous

    Effect: You touch a single creature, even yourself. If it is living it regains 4d8 +15 hit

    points and an additional +1 per level of the caster to a max of 4d8 +35 hit points. If the creatureis undead it takes 4d8 +15 and an additional +1 per level of the caster radiant damage to a max of

    4d8 +35 radiant damage.

    At Higher Levels: When you cast this spell using a spell slot of 5th

    level or higher, the hit

    points regained and damage increase by 2d8 for each level above 4th

    .

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    Cure Light Wounds

    1st-level conjuration cleric/druid/ranger/paladin spell

    You channel magical energy into an injured creature with your touch to mend wounds and ease

    suffering.

    Casting Time: 1 action

    Range: Touch

    Duration: Instantaneous

    Effect: You touch a single creature, even yourself. If it is living it regains 1d8 +1 hit

    points per level of the caster to a max of 1d8 +10 hit points. If the creature is undead it takes 1d8

    +1 per level of the caster to a max of 1d8 +10 radiant damage.

    At Higher Levels: When you cast this spell using a spell slot of 2nd

    level or higher, the hit

    points regained and damage increase by 1d8 for each level above 1st

    .

    Cure Minor Wounds

    0-level conjuration cleric/druid spell

    Your healing magic that mends minor scrapes and bruises with a touch.

    Casting Time: 1 action

    Range: Touch

    Duration: Instantaneous

    Effect: You touch a single living creature, as long as it has at least 1 hit point left. It

    regains 1 hit point.

    Cure Moderate Wounds

    2nd

    -level conjuration cleric/druid/ranger/paladin spell

    Channeling divine energy through your touch restores health and vitality.

    Casting Time: 1 action

    Range: Touch

    Duration: Instantaneous

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    Effect: You touch a single creature, even yourself. If it is living it regains 2d8 +5 hit

    points and an additional +1 hit points per level of the caster to a max of 2d8 +15 hit points. If the

    creature is undead it takes 2d8 +5 radiant damage and an additional +1 per level of the caster to a

    max of 2d8 +15 radiant damage.

    At Higher Level: When you cast this spell using a spell slot of 3rd

    level or higher, the hit

    point regained and damage increases by 1d8 for each level above 2nd.

    Cure Serious Wounds

    3rd

    -level conjuration cleric/druid/ranger/paladin spell

    Healing energy flows through your touch and can mend the most serious wounds.

    Casting Time: 1 action

    Range: Touch

    Duration: Instantaneous

    Effect: You touch a single creature, even yourself. If it is living it regains 3d8 +10 hit

    points and an additional +1 hit points per level of the caster to a max of 3d8 +25 hit points. If the

    creature is undead it takes 3d8 +10 radiant damage and an additional +1 per level of the caster to

    a max of 3d8 +25 radiant damage.

    At Higher Level: When you cast this spell using a spell slot of 4th

    level or higher, the hit

    point regained and damage increases by 1d8 for each level above 3rd

    .

    Cure Wounds, Mass

    5th

    -level conjuration cleric/druid spell

    You unleash a wave of healing energy to aid the injured and mend their wounds.

    Casting Time: 1 action

    Range: 30 foot burst area

    Duration: Instantaneous

    Effect: You create a 30-foot-radius sphere of healing energy centered on you that affectany number of creatures within it that you choose. Living creatures regain 1d8 +1 hit point per

    level of caster to a max of 1d8 +35hit points, while undead creatures take 1d8 +1 radiant

    damage per level of caster to a max of 1d8+35 radiant damage.

    At Higher Level: When you cast this spell using a spell slot of 6th

    level or higher, the hit

    point regained and damage increases by 2d8 for each level above 5th

    .

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    Darkness

    2nd

    -level evocation wizard spell

    The object you touch blooms like a night flower, darkening the air around it until no light can

    pierce the area of gloom.

    Casting Time: 1 action

    Range: Touch

    Duration: 10 minutes.

    Effect: You touch an object you are holding or one that is not being worn or carried. A

    15-foot-radius sphere centered on the object is filled with darkness for the duration. Not even a

    creature with darkvision can see through this darkness, and no natural light can illuminate it.

    Covering the affected object with an opaque object, such as a bowl or a helm, blocks the

    darkness.

    If any of this spells area overlaps with an area of light created by a spell of 2nd

    level or

    lower, the entire are of light is dispelled.

    Material Components: A drop of pitch or a piece of coal.

    Darkvision

    2nd

    -level transmutation (ritual) druid/ranger/wizard spell

    Whispering of owls, dwarves, drow, or other creatures that can see without light, you confer that

    ability to yourself or someone else.

    Casting Time: 1 action

    Range: Touch

    Duration: 8 hours

    Effect: You touch a willing creature. For the duration, that creature has darkvision with a

    range of 60 feet.

    Material Components: Either a pinch of dried carrot or an agate.

    Daylight

    3rd

    -level evocation cleric/druid/ranger/paladin spell

    The object you touch becomes like the sun, filling the air with brilliant light.

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    Casting Time: 1 action

    Range: Touch

    Duration: 1 hour

    Effect: You touch an object you are holding or one that is not being worn or carried. Forthe duration, the object emits bright light in a 120-foot-radius sphere and dim light for an

    additional 120 feet.

    Covering the affected object with an opaque object, such as a bowl or a helm, blocks the

    glow.

    If any of this spells area overlaps with an area of darkness created by a spell of 3rd

    level

    or lower, the entire area of darkness is dispelled.

    Destruction7

    thlevel necromancy cleric

    Your voice booms like thunder as you intone this potent spell. Each syllable causes the target

    creatures body to shudder and twist as its essential nature unravels. A creature that succumbs to

    this spells destructive power is erased completely, leaving behind only a heap of clothing and

    equipment.

    Requirement: You must have a silver holy symbol worth at least 500 gp.

    Casting Time: 1 action

    Range: 50 feet

    Duration: Instantaneous

    Effect: Choose a creature within range that you can see. The target must make a

    Constitution saving throw. The target takes 15d6 necrotic damage on a failed save, or half asmuch damage on a successful one. If this damage reduces that target to 0 hit points or fewer, it

    dies, and the spell consumes its remains utterly, leaving behind only clothing and other

    possessions. A creature killed by this spell cannot be restored to life by any means short of a true

    resurrection or a wish spell.

    Detect Good and Evil

    1st

    -level divination (ritual) cleric

    Your spell allows you to perceive strong concentrations of good or evil, as well as creatures

    formed by them.

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    Casting Time: 1 action

    Range: Self

    Duration: Concentration, up to 10 minutes

    Effect: For the duration, you detect the presence of any celestial, fiend, or undeadcreature within 25 feet of you, and such creatures cannot become hidden from you. Within the

    same radius, you detect the presence of any place or object that has been consecrated or

    desecrated by magic.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of

    common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Detect Magic

    0 level cantrip divination (ritual) cleric/druid/ranger/paladin/wizard

    Upon casting detect magic; you sense any magic in the area. Studying the auras can give you

    clues to the nature of the magic.

    Casting Time: 1 action

    Range: Self

    Duration: Concentration, up to 10 minutes

    Effects: For the duration, you sense the presence of magic within 25 feet of you. If you

    sense magic, you can use your action to see a faint aura around any creature or object in the area

    that bears magic, and you learn its school of magic, if any.

    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of

    common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Disguise Self

    1st

    -level illusion wizard spell

    Weaving strands of illusion magic, you fashion a new appearance for yourself.

    Casting Time: 1 action

    Range: Self

    Duration: 1 hour

    Effect: You make yourselfincluding your clothing, armor, weapons, and equipment

    look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot

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    shorter or taller and can appear thin, fat, or in between. You cant change your body type, so you

    must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the

    illusion is up to you.

    The changes wrought by this spell fail to hold up to physical inspection. For example, if

    you use this spell to add a hat to your outfit, objects pass through the hat, and anyone whotouches it would feel nothing or would feel your head and hair. If you use this spell to appear

    thinner than you are, the hand of someone who reaches out to touch you would bump into

    something while it was seemingly still in midair.

    To discern that you are disguised, a creature can use its action to inspect your appearance

    and must succeed on a Wisdom check against your spellcasting DC.

    Dispel Magic

    3

    rd

    -level abjuration cleric/druid/wizard spellThis spell can unravel and suppress magical effects from a variety of sources. Whether

    confronted by a blazing wall of fire or a summoned fiend, you can use dispel magic to dismantle

    the effect.

    Casting Time: 1 action

    Range: 100 feet

    Duration: Instantaneous

    Effect: Choose one creature, object, or magical effect within range. Any spell of 2nd

    level

    or lower on the target ends. For each spell of 3rd level or higher on the target, make an abilitycheck using your magic ability. The DC equals 10 + the spells level. On a successful check, the

    spell ends.

    Eilistraees Moonfire

    1st

    -level evocation Eilistraee Domain spell

    You surround your hand or some other part of your body with light resembling moonlight. You

    can change the intensity from a faint glow equivalent to a candle to a clear, bright light

    equivalent to a torch. It varies in color as you desire, whether blue-white, soft green, white, orsilver.

    Casting Time: 1 action

    Range: Touch

    Duration: 1 minutes or until discharged

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    Effect: You can use moonfire to make a magic touch attack on a hit it deals 2d6+5 points

    of cold damage. Whether or not the attack hits the spell is discharged.

    You can cause the moonlight to leave your body and move about as a single orb of light

    that provides 20 feet of bright light and 40 feet of dim light, and can be moved up to 100 feet in a

    round. Once it leaves your body, the effects duration is 1 minutes.

    If any ofthis spells area overlaps with an area of darkness created by a spell, the entire

    area of darkness and this spell is dispelled.

    At Higher Level: When you cast this spell using a spell slot 2nd

    level or higher, the

    damage increases by 1d6 for each level above 1st.

    Faerie Fire

    1st

    -level evocation druid spell

    You channel a dim radiance like moonlight upon an area, outlining creatures and objects there in

    blue, green, or violet light.

    Casting Time: 1 action

    Range: 50 feet

    Duration: 1 minute

    Effect: Choose within range. Each object in a 10-foot radius centered on that point emits

    dim light in a 10-foot radius for the duration. Any creature in the area also emits the light on a

    failed Dexterity saving throw.

    Any attack roll against an affected creature or object has advantage if the attacker can see

    it, and the creature or object cannot benefit from being invisible.