


Wizard Spells (by class)
Level One Spells (Novice)
Expeditious Retreat (V, S, self, BA) - This spell allows you to move at an incredible pace. After casting this spell, during this and next turn your Dash is a free action.
Mage Armour (V, S, 1 tile, A) - You touch a willing target that is not wearing armour, and a protective magical force surrounds it. Armour bonuses are not eligible when Mage Armour is active, the spell wears off after the target takes Long Rest or is dispelled.
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Shield (V, S, self, R) - When you're hit with a melee attack you can use your reaction to summon an invisible barrier of magical force that protects you. Until the start of your next turn, you have +5 to AC
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Magic Missile (V, S, 12 tiles, A) - You create three glowing darts of magical force. Each dart hits a target of your choice that you can see within range. A dart deals 1d4+1 Force Damage to its target. The darts all strike simultaneously and you can direct them to hit one target or several.
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Sleep (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target a race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.


Level Two Spells (Adept)
Blindness (V, S, 3 tiles, A) - Target of your choice has to succeed on Constitution saving throw or become blinded of the duration of 1 turn. When blinded, the target automatically fails their Dexterity saving throws and receives -2 penalty to Attack. Additionally, blinded target is forced to attack nearest, to them, hostile character. The spell has 1 turn cooldown.
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Knock (V, self, A) - You grant yourself a boon that allows you to breach any lock without destroying it. For one check you gain +30 to Breaching. Any theft or trespassing has to be reported through a Minstrel Ticket according to our Thievery Rules.
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Kinetic Jaunt (S, self, BA) - You magically empower your movement with dancelike steps. When you activate this spell, during that turn you do not trigger AoO. Additionally, you gain +1 tile of movement for 1 turn.
Aganazzar's Scorcher (V, S, 3 tiles, A) - A line of roaring flame emanates from you into the direction of your target. The target takes 3d8 Fire Damage if they fail their Dexterity saving throw. Additionally, upon failure the target receives Burning status. Everybody in 1 tile of the target must also perform this saving throw or receive Burning status.
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Magic Weapon (V, S, 1 self, BA) - You touch a non-magical weapon of yours or other target’s. For the duration of 1 turn that weapon gains magical properties - it breaks through all Damage Threshold bonuses - and grants its owner +1 to Attack Bonus. Spell Lasts 3 turns.
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Mental Barrier (V, self, R) - When you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw you use your reaction to protect your mind with a wall of looping, repetetive thought. Until the start of your next turn, you have +1 to Intelligence, Wisdom, and Charisma saving throws. Additionally, you receive resistance to Psychic Damage.
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Mind Thrust (V, S, 6 tiles, BA) - You thrust a lance of psychic disruption into the mind of one target you can see within range. The target must make an Intelligence saving throw. On failed save, the target takes 3d6 Psychic Damage and they can't take reaction until the end of their next turn. Moreover, on their next turn they must choose whether they move, take an action or a bonus action; they can only choose one. On a successful save they take half damage and suffer none of the spell's effects.
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Spider Climb (V, S, 1 tile, A) - For the duration of 1 turn, one willing target you touch gains the ability to move up and down, and across vertical surfaces, while leaving their hands free. The target also gains climbing speed equal to their walking speed.
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Shadow Blade (V, S, self, BA) - You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until It's used. It counts as a simple melee weapon with which you are proficient. It deals 2d8 Psychic Damage and has throwing properties.
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Misty Step (V, self, BA) - Briefly surrounded by silvery mist, you teleport up to 2 tiles to an unoccupied space that you can see.
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Ray of Enfeeblement (V, S, 6 tiles, A) - A black beam of enervating energy springs from your fingers towards a creature within range. If the target fails Constitution saving throw, they receive -2 to Strength for the duration of 2 turns.
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Scorching Ray (V, S, 12 tiles, A) - You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire Damage.


Level Three Spells (Adept)
Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.
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Fear (V, S, 3 tiles, A) - You project a phantasmal image of your target's worst fears. Up to three targets within 3 tiles radius of you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for 1 turn.
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Intellect Fortress (V, 3 tiles, A) - For the duration of combat, one target of your choice gains resistance to Psychic Damage, as well as +1 to Intelligence, Wisdom, and Charisma Saving Throws. It doesn't stack with Inspiring Presence.
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Slow (V, S, 12 tiles, A) - You select a target within range. The target must succeed on a Wisdom saving throw or be affected by this spell for 2 turns.
When under the effect of Slow their movement is halved, they receive -2 penalty to AC and Dexterity saving throws, and they can’t use reactions. On their turn they can use either an action or a bonus action, not both. Regardless of the target’s abilities or magic items, it can’t make more than one melee or ranged attack (including spells) during their turn.
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Tidal Wave (V, S, 12 tiles, A) - You conjure up a wave of water that crashes down on your opponents. You choose a target within range, everyone around them within 3 tiles, and the target must make a Dexterity saving throw or take 4d8 Bludgeoning Damage, be knocked Prone and receive Soaked status. On a success, the targets take half as much damage and are not knocked Prone, nor receive any statuses.
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Flame Arrows (V, S, 1 tile, A) - You touch a quiver containing arrows or bolts. When the target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 Fire Damage. The spell lasts 3 turns.
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Counterspell (S, self, R) - At any time during combat, in your turn or another player’s, you might cast this spell to give yourself +5 to all saving throws and +5 AC against melee magic attacks. This benefit is dispersed after you are targeted with any spell, successfully or not. If Counterspell is of no use for two turns of yours, it also disperses.
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Fireball (V, S, 12 tiles, A) - A bright streak flashes from your pointing finger and wanders towards your target in a violent explosion. The target and each creature up to 2 tiles away from them must make a Dexterity saving throw. They take 6d6 fire damage on a failed save, or half as much damage on a successful one.
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Haste (V, S, 1 tile, A) - Choose a willing creature that you can see within range. For next three turns the target’s Movement is doubled, it gains a +2 bonus to AC, it gains +1 to Dexterity saving throws and it receives an additional action on each of its turns. That action can be used only to take the Attack, Dash or equip a weapon. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
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Thunder Step (V, 6 tiles, A) - You can teleport yourself and one of your allies to an unoccupied space you can see. Immediately after you disappear, a thunderous boom sounds, and each target within 1 tile of you has to succeed on a Constitution saving throw or take 3d10 Thunder Damage.
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Lightning Bolt (V, S, 9 tiles, A) - You harness the pure energy of lightning. After choosing a target you can unleash the energy. The target has to succeed on a Dexterity saving throw or take 6d6 Lightning Damage. If they succeed on a saving throw they still take half of the damage.
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Melf's Minute Meteors (V, S, 9 tiles, A) - You summon six small meteors aimed at up to six targets of yours. Upon impact, your targets have to succeed on a Dexterity saving throw or take 3d6 Fire Damage. Additionally, upon failure they receive Burning status for the duration of 1 turn and are knocked Prone.


Level Four Spells (Practitioner)
Dimension Door (V, self, A) - You can teleport up to 9 tiles to a place you can see or one that you can visualise. After casting this spell you cannot move during this round, regardless of your abilities - you can perform bonus actions, however.
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Polymorph (V, S, 6 tiles, A) - The target of your choice within range has to make a Wisdom saving throw or be turned into a harmless critter. When polymorphed the target can move their base movement value but cannot take any action for the duration of 2 turns or until they revert to their original form. Any damage inflicted upon a polymorphed target removes the effect of the spell.
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Raulothim's Psychic Lance (V, 12 tiles, A) - You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter your target's name. If the named target is within range, it becomes the spell's target even if you can't see it. The target must make an Intelligence saving throw. On a failed save, the target takes 6d6 Psychic Damage and is Dazed until the end of their turn. On a successful save, the target takes half as much damage and is not Dazed.
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Banishment (V, S, 6 tiles, A) - You attempt to send one target that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished for one turn. During the duration the target cannot move, cannot take Action or Bonus action that would target anyone but themselves.
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Fire Bane (V, S, 9 tiles, A) - Choose one target you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for 2 turns. Each time the target takes Fire Damage, they take additional 2d6 damage of that type. Moreover, the target loses any resistance to that damage until the spell ends.
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Sickening Radiance (V, S, 12 tile, A) - You select a target that you can see and that is within range. They and everyone around them within 1 tile is surrounded by greenish light. They have to succeed on a Constitution saving throw or take 4d10 Radiant Damage, and become Dazed for the duration of 1 turn.
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Phantasmal Killer (V, S, 12, A) - You tap into the nightmares of a target you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On failed save, the target becomes Frightened for 3 turns and takes 4d10 Psychic Damage. On a succesful save, the target takes half damage.


Level Five Spells (Professional)
Synaptic Static (V, S, 12 tiles, A) - You choose a target and cause psychic energy to explode around them. Everyone within 1 tile of your target must make an Intelligence saving throw. Upon failure, targets take 8d6 Psychic Damage and receive -2 penalty to all saving throws until the end of their turn. Upon failure, they still take half of the damage but do not receive penalties.
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Dawn (V, S, 6 tiles, A) - The light of dawn shines down on a target you specify within range. A bright light is lingering there for the duration of 3 turns. Any spells, abilities or features that require darkness/dim light are unavailable while the light is present. Additonally, if the target fails Consitution saving throw they take 4d10 Radiant Damage, if they suceed, they still take half of the damage but are not affected by the light.
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Cone of Cold (V, S, 6 tiles, A) - A blast of cold air erupts from your hands, aiming for the target of your choice. The target, and everyone within 1 tile of them, must make a Constitution saving throw. Any target that fails the saving throw takes 8d8 Cold Damage, or half as much on a successful one.
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Bigby's Hand (V, S, 6 tiles, A) - You create a hand of shimmering, translucent force that reaches for a target of your choice within range. The target has to succeed on a Dexterity saving throw, upon failure the target is crushed and takes 5d6 Bludgeoning Damage, and is considered Grappled for the duration of 2 turns (unless the target succeeds on freeing themselves on their turn). Upon success, they still take half of the damage.
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Negative Energy Flood (V, 6 tiles, A) - You send ribbons of negative energy at one target you can see within range. Unless the target is undead, it must make a Constitution saving throw. Upon failure they take 5d12 Necrotic Damage, on a successful save, they still take half as much damage.


Level Six Spells (Expert)
Eyebite (V, S, 6 tiles, A) - Your eyes become an inky void imbued with dread power. One target of your choice within range that you can see must succeed on a Wisdom saving throw or receive Sleep effect for the duration of 2 turns. After waking up, whenever it was dispelled or after 2 turns, the target receives Frightened status for the duration of 1 turn.
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Sunbeam (V, S, 6 tiles, A) - A beam of brilliant light flashes out from your hand, aimed for a target of your choice. The target has to succeed on a Constitution saving throw or take 6d8 Radiant Damage and receives status Blinded. On successful save, they still take half of the damage but they are not blinded. Undead take additional 2d8 damage from this spell, regardless of the success or failure.
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Mental Prison (V, S, 6 tiles, A) - You attempt to bind a target within an illusory cell that only it perceives. One target you can see within range must make an Intelligence saving throw. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way - rendering them immobile for 2 turns. The target can decide to move anyway, but is considered Frightened upon making any Movement.
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Psychic Crush (V, S, 6 tiles, A) - You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 8d6 and receives status Dazed for the duration of 1 turn. On a successful save the target takes half as much damage and isn't Dazed.
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Gravity Fissure (V, S, 9 tiles, A) - You manifest a ravine of gravitational energy in a line orignating from the target of your choice. Everyone within 4 tiles of your initial target has to take Constitution saving throw. Upon failure, they take 8d8 Force Damage, on a successful save they take half as much damage. Every target that has failed their saving throw has to move 3 tiles towards your initial target.
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Irresistible Dance (V, S, 3 tiles, A) - Choose one target you can see within range. The target has to succeed on a Dexterity saving throw or they begin a comic dance in place: shuffling, tapping their feet, and capering for the duration of 4 turns. Targets that can't be charmed are immune to this spell. The dancing target has their movement halved as they are perpetually dancing. Additionally, they receive -2 penalty to Dexterity saving throws, -2 to Attack Bonus and -2 AC until the spell ends.


Level Seven Spells (Master)
Firestorm (V, S, 15 tiles, A) - A storm made of sheets of roaring flame appears in above the battlefield. You can select up to 10 targets within range. Each target has to succeed on a Dexterity saving throw or take 7d10 Fire Damage, half as much on a successful save.
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Crown of Stars (V, S, self, A) - Using your action, you summon five star-like motes of light. You can use a bonus action to send one of the motes streaking toward one target within 12 tiles of you. When you do so, make a ranged spell attack against the target's AC. On a hit, the target takes 4d12 radiant damage. As long as you have at least one mote remaining, it emanates light strong enough to darkness. You have 5 turns to spend your motes, after which all of them disappear.
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Whirlwind (V, S, 12 tiles, A) - A whirlwind howls down to a point, next to a target of your choice. The whirlwind sucks up anyone who fails Strength saving throw, is not restrained by magical means, and is within 3 tiles of your initial target. Targets affected by the whirlwind take 10d6 Bludgeoning Damage, half as much on a successful save. Additionally, regardless of the success, targets are knocked Prone.
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Reverse Gravity (V, S, 9 tiles, A) - The gravity within five tiles of your target is completely reversed; all additional targets around them that are not Restrained must make a Dexterity saving throw or upon failure - fall upward until they reach the height of 10 tiles. When a target reaches the top of the gravitationally reversed column, they then violently fall to the very ground, experiencing 10d6 Bludgeoning Damage and are knocked Prone. Targets with falling damage immunity are immune to this spell. This spell can only be used in open spaces.
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Delayed Blast Fireball (V, S, 15 tiles, A) - You summon a sphere of yellow, flash light that floats around you, growing as the time passes. Upon activation you begin to gather the energy, this takes an action. During your next turn you can release the energy you've gathered and direct the sphere at the target of your choice. The target and everyone within 2 tiles of them take 12d6 Fire Damage if they fail a Dexterity saving throw. Upon successful save, they still take half of the damage. During gathering of the energy you cannot cast any other spells but you can move and teleport at will. This spell cannot be interrupted by Daze, however, it can be dispelled.
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Power Word: Pain (V, S, 6 tiles, A) - You speak a word of power that causes a wave of intense pain to assail one target you can see within range. The target has to succeed on a Constitution saving throw or become Dazed for the duration of 3 turns. Additionally, target affected by that spell receives -3 to AC.


Wizard Spells (by subclasses)
School of Bladesinging (Novice)
Thunderwave (1) (V, S, 1 tile, A) - A wave of thunderous force sweeps out from you. Everyone within 1 tile must succeed on a Constitution saving throw or take 2d8 Thunder Damage and be pushed 1 tile away from their current position. On a successful saving throw they still take half damage, but they're not pushed.
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School of Bladesinging (Practitioner)
Blur (2) (V, self, A) - Your body becomes blurred, shifting and wavering to all who can see you. For the duration of 1 turn, you gain +1 to AC and Dexterity saving throws. Additionally, if you move out of melee range, you do not trigger AoO.
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Shatter (2) (V, S, 6 tiles, A) - You choose a target. Everyone within 2 tiles of your target must make a Constitution saving throw. They take 3d8 Thunder Damage on a failed save, or half as much damage on a successful one.
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Stoneskin (4) (V, S, 1 tile, A) - This spell turns the flesh of a willing target you touch as hard as stone. For the duration of 2 turns, the target has resistance to Bludgeoning, Piercing and Slashing Damage.
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School of Bladesinging (Expert)
Steel Wind Strike (5) (S, 3 tiles, A) - Choose up to five targets you can see within range. Make a melee spell attack against each target. On a hit, each target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 1 tile of one of the targets you hit or missed.
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Mordenkainen's Sword (6) (V, S, 6 tiles, A) - You summon a sword-shaped plane of force that you can use to smite your enemies. When the sword appears, you make a melee spell attack against a target of your choice within 3 tiles range. On a hit, the target takes 3d10 force damage. For the duration of 3 turns you can use your bonus action to strike any target of your choice with the same melee spell attack. After 3 turns the sword disappears.


School of Evocation (Novice)
Burning Hands (1) (V, S, 2 tiles, A) - You shoot forth a thin sheet of flames at one target. They and creatures up to 1 tile around it must make a Dexterity saving throw. They take 3d6 fire damage on a failed save or half of it on successful one.
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School of Evocation (Practitioner)
Gust of Wind (2) (V, S, 6 tiles, A) - Pick up to 3 targets within range. All of the selected targets have to succeed on Strength saving throw or be pushed 2 tiles away from you. If there is any obstacle in the direction of their pushback, they’re stopped. Additionally, affected targets have their movement halved for their next turn.
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Maximilian's Earthen Grasp (2) (V, S, 3 tiles, A) - You choose a target within range. Right under them a Hand made of compacted soil rises and reaches for your target. The target has to succeed on a Strength saving throw or take 2d6 Bludgeoning Damage. Additionally, upon failure the target is Restrained for their next turn.
Fire Shield (4) (V, S, self, A) - Thin and wispy flames wreathe your body for the duration of 2 turns. When the shield is active, you gain resistance to both Fire and Cold Damage. Additionally, anyone who performs a melee attack against you while the shield protects you, they receive 1d8 Fire Damage and 1d8 Cold Damage.
School of Evocation (Expert)
Chain Lightning (5) (V, S, 12 tiles, A) - You create a bolt of lightning that arcs towards up to three targets of your choice that you can see within range. Three bolts then leap to the targets you've chosen. All of your targets must succeed on a Dexterity saving throw or take 8d6 Lightning Damage on a failed save, or half as much on a succesful one.
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Immolation (5) (V, 9 tiles, A) - Flames wreathe one target you can see within range. The target must make a Dexterity saving throw. It takes 7d6 Fire Damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also considered Burning for the duration of 4 turns.


School of Conjuration (Novice)
Charm Person (1) (V, S, 3 tiles, A) - You attempt to charm a target you can see within range. It must make a Wisdom saving throw or becomes Charmed for the duration of 2 turns. While Charmed, the person cannot attack the caster. Any damage inflicted upon charmed target by the caster will immediately remove status Charmed. For more information regarding Charm, please read Status Table.
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School of Conjuration (Practitioner)
Crown of Madness (2) (V, S, 12 tiles, A) - One target of your choice that you can see within range must succeed on a Wisdom saving throw or they become charmed by you for one turn. While charmed in this way, the target must use action during their turn to attack nearest ally of theirs in any possible way. If there's no allies, the target will act like under regular Charm effect.
For more information regarding Charm, please read Status Table.
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Stinking Cloud (3) (V, S, 9 tiles, A) - You create a sphere of yellow, nauseating gas centred on a target of your choice. Everyone within 2 tiles of the target, and the target, have to make a Constitution saving throw. On a failed saving throw, all of your targets receive status Dazed. Targets that don’t need to breathe are immune to this spell.
Evard's Black Tentacles (4) (V, S, 9 tiles, A) - Squirming, ebony tentacles appear under the target you've selected. The tentacles spread up to 1 tile around your target. All targets within area have to succeed on Dexterity saving throw or take 3d6 Bludgeoning Damage and be restrained by the tentacles for 1 turn.
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School of Conjuration (Expert)
Cloudkill (5) (V, S, 12 tiles, A) - You conjure a sphere of poisonous, yellow-green fog centered on the target of your choice that you can see within range. Everyone within 2 tiles of your initial target, along with the target, have to succeed on a Constitution saving throw or take 6d8 Poison Damage. Upon failure, they receive Poisoned status for the duration of 3 turns. If they succeed on a saving throw, they take half of the damage and aren't affected by the status.
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Disintegrate (6) (V, S, 6 tiles, A) - A thin green ray springs from your pointing finger to a target you can see within range. The target has to make a Dexterity saving throw. On failed save, the target takes 8d6 + 20 Force Damage. If the target's Hit Points are reduced to 0 by this spell, they receive 70 Wound DC.


School of Necromancy (Novice)
False Life (1) (V, S, self, A) - You bolster yourself with a necromantic facsimile of life, you gain 1d4+4 temporary Hit Points until you finish a Long Rest.
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School of Necromancy (Practitioner)
Life Transference (3) (V, S, 3 tiles, A) - You sacrifice some of your health to mend another creature’s injuries. You take 3d8 necrotic damage, which can’t be reduced in any way, and you select one target of your choice that you can see within range, the target heals for 6d8.
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Vampiric Touch (3) (V, S, 1 tile, A) - The touch of your shadow-wreathed hand can siphon life force from your target to heal your wounds. You make a melee spell attack vs target's AC, upon success you deal 3d6 Necrotic Damage and you heal for the damage you dealt.
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Blight (4) (V, S, 3 tiles, A) - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 6d8 Necrotic Damage on a failed save and for the duration of 1 turn the target receives Blighted status - upon successful check, the target receives half of the damage and is not affected by Blighted status. This spell has no effect on undead or constructs.
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School of Necromancy (Expert)
Enervation (5) (V, S, 6 tiles, A) - A tendril of inky darkness reaches out from you, touching a target you can see within range to drain life from it. The target must make a Dexterity saving throw. On successful save the target takes 2d8 Necrotic Damage and the spell ends. On failed save the target takes 4d8 Necrotic Damage. When your cast is succesful, you gain an ability to prolong the spell and to deal 4d8 Necrotic Damage on your next turns without spending a spell slot (no limit), however, if you do so you cannot take any other Action, Bonus Action, Reaction and you cannot move. Whenever the spell deals damage to the target, you regain Hit Points equal to half the amount of Necrotic Damage the target takes. If you take any other Action/Bonus Action/Reaction/Movement, the target leaves your LoS or if you receive status that incapacitates you (Daze, Charm, Paralyse, Prone) - the spell ends.
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Circle of Death (6) (V, S, 12 tiles, A) - A sphere of negative energy ripples out in a 6 tiles radius from your initial target. Everyone within the area must make a Constitution saving throw. They take 8d6 Necrotic Damage on a failed, or half as much on a successful one.
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Finger of Death (7) (V, S, 6 tiles, A) - You send negative energy coursing through a target that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 Necrotic Damage on a failed save, or half as much damage on a successful one.
Below you will find a small legend for easier browsing.
V - Verbal Component
S - Somatic Component
X tiles - Spell's range
self - Spell is castable only on you
A - Action
BA - Bonus Action
R - Reaction
(1) - The number is a Spell Slot the spell uses.