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Wizard Class Overview and Spellcasting Guide

The document outlines the wizard class in a role-playing game, detailing hit points, starting equipment, spellcasting abilities, and specific features like Bladesinging and spells. It explains the mechanics of spellcasting, including components, cantrips, and the process of preparing spells from a spellbook. Additionally, it describes various spells such as Burning Hands and Distort Value, including their effects and casting requirements.

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muhnemundog2
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0% found this document useful (0 votes)
64 views63 pages

Wizard Class Overview and Spellcasting Guide

The document outlines the wizard class in a role-playing game, detailing hit points, starting equipment, spellcasting abilities, and specific features like Bladesinging and spells. It explains the mechanics of spellcasting, including components, cantrips, and the process of preparing spells from a spellbook. Additionally, it describes various spells such as Burning Hands and Distort Value, including their effects and casting requirements.

Uploaded by

muhnemundog2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Wizard

Hit Points Starting Equipment


Hit Dice: 1d6 You start with the following
Hit Points at 1st Level: 6 + your items, plus anything provided by
Constitution modifier your background.
Hit Points at Higher Levels: 1d6 + (a) a quarterstaff or (b) a dagger
your Constitution modifier per (a) a component pouch or (b) an
Wizard level after 1st arcane focus
Proficiencies (a) a scholar's pack or (b) an
explorer's pack
Armor, Tools: none
A spellbook
Weapons: daggers, darts, slings,
Alternatively, you may start with
quarterstaffs, light crossbows
4d4 × 10 GP to buy your own
Saving Throws: Intelligence,
equipment.
Wisdom
Skills: Choose 2 from Arcana, Multiclassing
History, Insight, Investigation, Ability Score Minimum:
Medicine, and Religion. Intelligence 13
Spells
A spell is a discrete magical effect, a single shaping of the magical
energies that suffuse the multiverse into a specific, limited expression.
In casting a spell, a character carefully plucks
at the invisible strands of raw magic
suffusing the world, pins them in place in
a particular pattern, sets them vibrating in
a specific way, and then releases them to
unleash the desired effect—in most cases,
all in the span of seconds.
Spells can be versatile tools, weapons, or
protective wards. They can deal damage or
undo it, impose or remove conditions, drain
life energy away, and restore life to the dead.

Cantrips
A cantrip is a spell that can be cast at will, without using a spell slot
and without being prepared in advance. Repeated practice has fixed
the spell in the caster's mind and infused the caster with the magic
needed to produce the effect over and over.

Rituals
Such a spell can be cast following
the normal rules for spellcasting,
or the spell can be cast as a ritual.
The ritual version of a spell takes
longer to cast than normal.
To cast a spell as a ritual, a
spellcaster must have a feature that
grants the ability to do so. The
cleric and the druid, for example,
have such a feature. The caster
must also have the spell prepared or on his or her list of spells known,
unless the character's ritual feature specifies otherwise, as the wizard's
does.
Components
A spell's components are the physical requirements you must meet in
order to cast it. Each spell's description indicates
whether it requires verbal (V), somatic (S),
or material (M) components. If you can't
provide one or more of a spell's
components, you are unable to cast
the spell

Verbal (V)
Most spells require the chanting of
mystic words. The words
themselves aren't the source of the
spell's power; rather, the particular
combination of sounds, with specific
pitch and resonance, sets the threads of
magic in motion. Thus, a character who is
gagged or in an area of silence, such as one created by the silence
spell, can't cast a spell with a verbal component.

Somatic (S)
Spellcasting gestures might
include a forceful gesticulation
or an intricate set of gestures.
If a spell requires a somatic
component, the caster must
have free use of at least one
hand to perform these
gestures.
Material (M)
Casting some spells requires particular objects, specified in parentheses
in the component entry. A character can use a component pouch or a
spellcasting focus in place of the components specified for a spell. But
if a cost is indicated for a component, a character must have that
specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell,


the caster must provide this component for each casting of the spell.
A spellcaster must have a hand free to access a spell's material
components—or to hold a spellcasting focus—but it can be the same
hand that he or she uses to perform somatic components.
Spellcasting
As a student of arcane magic, you have a spellbook containing spells
that show the first glimmerings of your true power.
Cantrips
You know three cantrips of your choice from the wizard spell list. You
learn additional wizard cantrips of your choice at higher levels
Spellbook
At 1st level, you have a spellbook
containing 6 1st level wizard
spells of your choice. Your
spellbook is the
repository of the
wizard spells you
know
Preparing and
Casting Spells
To cast one of these
spells, you must
expend a slot of the
spell's level or
higher. You regain
all expended spell
slots when you finish
a long rest.
You prepare the list of
wizard spells that are available for you to cast. To do so, choose a
number of wizard spells from your spellbook equal to your Intelligence
modifier + your wizard level (minimum of one spell). The spells must
be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long
rest. Preparing a new list of wizard spells requires time spent studying
your spellbook and memorizing the incantations and gestures you
must make to cast the spell: at least 1 minute per spell level for each
spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since
you learn your wizard spells through dedicated study and
memorization. You use your Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your Intelligence modifier
when setting the saving throw DC for a wizard spell you cast and
when making an attack roll with one.

Spell save DC = 8 + your proficiency


bonus + your Intelligence modifier
Spell attack modifier = your
proficiency bonus + your
Intelligence modifier
Ritual Casting
You can cast a wizard
spell as a ritual if
that spell has the
ritual tag and you
have the spell in your
spellbook. You don't
need to have the spell
prepared.
Spellcasting
Focus
You can use an arcane
focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of
your choice to your spellbook. Each of these spells must be of a level
for which you have spell slots, as shown on the Wizard table. On your
adventures, you might find other spells that you can add to your
spellbook.
Arcane Recovery
You have learned to regain wizard level (rounded up),
some of your and none of the slots
magical energy by can be 6th level or
studying your higher.
spellbook. For example, if
Once per day you're a 4th-
when you level wizard,
finish a short you can
rest, you can recover up to
choose two levels
expended worth of spell
spell slots to slots. You can
recover. The spell recover either a
slots can have a 2nd-level spell slot
combined level that is or two 1st-level spell slots.
equal to or less than half your

Bladesinging
Bladesingers master a tradition channel magic into devastating
of wizardry that attacks and a cunning
incorporates defense. Many who
swordplay and have observed a
dance. Originally bladesinger at work
created by elves, this remember the
tradition has been display as one of the
adopted by non-elf more beautiful
practitioners, who experiences in their
honor and expand life, a glorious dance
on the elven ways. accompanied by a
In combat, a singing blade.
bladesinger uses a
series of intricate, elegant
maneuvers that fend off harm
and allow the bladesinger to
Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with
light armor, and you gain proficiency with one type of one-handed
melee weapon of your choice. You also gain proficiency in the
Performance skill if you don't already have it.

Bladesong
Starting at 2nd level, you can invoke a secret elven magic called the
Bladesong, provided you aren't wearing medium or heavy armor or
using a shield. It graces you with
supernatural speed, agility,
and focus.
You can use a bonus
action to start the
Bladesong, which
lasts for 1
minute. It ends
early if you are
incapacitated, if
you don
medium or
heavy armor or
a shield, or if
you use two hands
to make an attack
with a weapon. You
can also dismiss
Bladesong at any time you
choose (no action required).
While your bladesong is active, you gain the following benefits:
1. You gain a bonus to your AC equal to your Intelligence
modifier (minimum of +1).
2. Your walking speed increases by 10 feet.
3. You have advantage on Dexterity (Acrobatics) checks.
4. You gain a bonus to any Constitution saving throws you make
to maintain concentration on a spell. The bonus equals your
Intelligence modifier (minimum of +1).
5. You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses of it when
you finish a long rest.
Cantrip Formulas
You have scribed a set of arcane formulas in your spellbook that you
can use to formulate a cantrip in your mind. Whenever you finish a
long rest and consult
those formulas in
your spellbook, you
can replace one
wizard cantrip you
know with another
cantrip from the
wizard spell list.

Ability Score
Improvement
When you reach 4th
level, you can
increase one ability
score of your choice
by 2, or you can
increase two ability scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature. If your DM
allows the use of feats, you may instead take a feat.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever
you take the Attack action on your turn. Moreover, you can cast one of
your cantrips in place of one of those attacks.
Ability Score
Improvement
When you reach 8th
level, you can increase
one ability score of
your choice by 2, or
you can increase two
ability scores of your
choice by 1. As normal,
you can't increase an
ability score above 20
using this feature. If
your DM allows the use
of feats, you may
instead take a feat.

Song of Defense
Beginning at 10th level, you can direct your magic to absorb damage
while your bladesong is active. When you take damage, you can use
your reaction to expend one spell slot and reduce that damage to you
by an amount equal to five times the spell's slot level.
Ability Score Improvement
When you reach 12th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1.
As normal, you can't increase an ability score above 20 using this
feature. If your DM allows the use of feats, you may instead take a feat.
Song of Victory
Starting at 14th level, you add your Intelligence modifier (minimum
of +1) to the damage of your melee weapon attacks while your
Bladesong is active.
Ability Score Improvement
When you reach 16th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your choice by 1.
As normal, you can't
increase an ability
score above 20
using this feature.
If your DM
allows the use of
feats, you may
instead take a
feat.

Ability Score
improvement
When you reach
19th level, you
can increase one
ability score of
your choice by 2,
or you can increase
two ability scores of your
choice by 1. As normal, you can't increase an ability score above 20
using this feature. If your DM allows the use of feats, you may instead
take a feat.
Spell Mastery
At 18th level, you have
achieved such mastery
over certain spells that
you can cast them at will.
Choose a 1st-level wizard
spell and a 2nd-level
wizard spell that are in
your spellbook. You can
cast those spells at their
lowest level without
expending a spell slot
when you have them
prepared. If you want to
cast either spell at a
higher level, you must
expend a spell slot as
normal.
By spending 8 hours in
study, you can exchange
one or both of the spells
you chose for different
spells of the same levels.
Signature Spells
When you reach 20th
level, you gain mastery
over two powerful spells
and can cast them with
little effort. Choose two
3rd-level wizard spells in
your spellbook as your
signature spells. You
always have these spells
prepared, they don't count
against the number of
spells you have prepared,
and you can cast each of
them once at 3rd level
without expending a spell
slot. When you do so, you
can't do so again until
you finish a short or long
rest.
If you want to cast either
spell at a higher level, you
must expend a spell slot as
normal.
:

:
Burning Hands

Evocation 1st level


Casting Time: 1 action – Range: Self (15-foot cone)
Components: V, S – Duration: Instantaneous

As you hold your hands with


thumbs touching and fingers spread,
a thin sheet of flames shoots forth
from your outstretched fingertips.
Each creature in a 15-foot cone
must make a Dexterity saving throw.
A creature takes 3d6 fire damage on
a failed save, or half as much
damage on a successful one.

At Higher Levels. When


you cast this spell using a
de huǒyàn, ránshāo tā
Shénshèng yǔ zǔzhòu

spell slot of 2nd level or


1, 2, 3, 4, 5...!!!

higher, the damage


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

Warning:
The fire ignites any flammable objects in the
area that aren't being worn or carried.
If things get out of hand, this kind of things can
happen, be aware of your surroundings!!
Distort Value

Illusion 1st level


Casting Time: 1 minute – Range: Touch
Components: V – Duration: 8 hours

Do you need to squeeze a few more


gold pieces out of a merchant as you
try to sell that weird octopus statue
you liberated from the chaos temple?
Do you need to downplay the worth
of some magical assets when the tax
collector stops by? Distort value has
you covered.

You cast this spell on an object


no more than 1 foot on a side,
doubling the object's perceived
value by adding illusory
flourishes or polish to it, or
reducing its perceived value by
half with the help of illusory
scratches, dents, and other
unsightly features. Anyone
examining the object can
ascertain its true value with a
successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast
this spell using a spell slot of 2nd level or higher, the
maximum size of the object increases by 1 foot for each
slot level above 1st.

Warning: most people don’t like being fooled, and even


the law doesn’t see it with good eyes, so take care to not
be for long in the same place after using the spell.
AND DO NOT USE IT WITH PEOPLE WHO USE OR
SENSE MAGIC!!!
Jim's Magic Missile

Evocation 1st level


Casting Time: 1 action – Range: 120 feet
Components: V, S, R (1 gp) – Duration: Instantaneous

Any apprentice wizard can cast a


boring old magic missile. Sure, it
always strikes its target. Yawn.
Do away with the drudgery of
your grandfather's magic with
this improved version of the
spell, as used by Jim
Darkmagic!

You create three twisting,


whistling, hypoallergenic,
gluten-free darts of magical
force. Each dart targets a
creature of your choice that you
can see within range. Make a ranged
spell attack for each missile. On a hit, a missile deals 2d4 force
damage to its target. If the attack roll
scores a critical hit, the target of

that missile takes 5d4 force damage.

At Higher Levels. When


you cast this spell using a
spell slot of 2nd level or
higher, the spell creates 1
more dart, and the royalty
component increases BY 1 GP (!!!),
for each slot level above 1st.

WHY SO EXPENSIVE???
Wǒ gěi nǐ zhè kuài jīnzi, ràng nǐ qù dǎ nà biān dì nàgè rén

“Jim's magic missile is an ancient and powerful


spell, as well as being the name of my band in
Wizard Academy.” — Jim Darkmagic

Warning: If the attack roll for any missile


is a 1, all missiles miss their targets and
blow up in your face, dealing 1 force
damage per missile to you!!
Mage Armor

Abjuration 1st level


Casting Time: 1 action – Range: Touch
Components: V, S, M (a piece of cured leather) – Duration: 8 hours

You touch a willing creature who isn't


wearing armor, and a protective magical
force surrounds it until the spell ends.

The target's base AC


becomes 13 + its
Dexterity modifier. The
spell ends if the target
dons armor or if you
dismiss the spell as an
action.

At Higher
Levels. There
is no
difference in
expending slot level
above 1st.

Warning: the magic that creates this armor


comes directly from the skin, making it
impossible to come out if the target is using any
type of armor.
The armor takes the form desired and imagined by the
caster, but it appears to be linked to the caster
capability of imagining things. Moreover, the form
does not influence on spell power or protection


Shield

Abjuration 1st level


Casting Time: 1 reaction – Range: Self
Components: V, S – Duration: 1 round

An invisible barrier of
magical force appears and
protects you. Until the
start of your next
turn, you have a +5
bonus to AC,
including against
the triggering
attack, and you
take no damage
from magic
missile.

At Higher
Levels.
There is no
difference in expending slot
level above 1st.

Warning: you use your reaction which you take


when you are hit by an attack or targeted by the
magic missile spell, so choose wisely!
Bǎohù wǒ
Silvery Barbs

Enchantment 1st level


Casting Time: 1 reaction – Range: 60 feet
Components: V – Duration: Instantaneous

You magically distract the triggering


creature and turn its momentary
uncertainty into encouragement for
another creature. The triggering
creature must reroll the d20 and use
the lower roll.

At Higher Levels. There is no


difference in expending slot
level above 1st.
“Hey, ass face” “talked with me?” or
“Hey, your pants are down!!” or
“wanna see my tits?”

You can then choose a different


creature you can see within
range (you can choose yourself).
The chosen creature has
advantage on the next attack
roll, ability check, or saving
throw it makes within 1
minute. A creature can be
empowered by only one use of
this spell at a time.
Warning: you use your reaction which you take
when a creature you can see within 60 feet of
yourself succeeds on an attack roll, an ability
check, or a saving throw

Warning part 2: most people don’t like being fooled so


take care when using this spell in normal situations,
they may say things like “you disturbed me! I will kill
you now”
Charm Person

Enchantment 1st level


Casting Time: 1 action – Range: 30 feet
Components: V, S – Duration: 1 hour

You attempt to charm a


humanoid you can see within
range. It must make a Wisdom
saving throw, and does so with
advantage if you or your
companions are fighting it. If it
fails the saving throw, it is

I remember that the people always


used this kind of spell in diplomacy

charmed by you until the spell


ends or until you or your
companions do anything harmful
to it. The charmed creature
regards you as a friendly acquaintance.

At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional
creature for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them.

⸱ ⸱
Warning: When the spell ends, the creature knows it was
charmed by you, people normally don’t like to have
their minds controlled, psych studies 101 with Sarti!

Cóng xiànzài kāishǐ, wǒ, nǐ hé wǒ de péngyǒumen


dōu shì hǎo péngyǒu Talking about psych
studies with Sarti, is
always good to
remember that for
humanoids the
minds are a
particularly
important thing, and
although they convey
their intelligence,
the main
characteristics are
the Wisdom and a
person’s personality.

Remember always:
the goal when in
public is to make the
person do what others expected them to do, or not so different from
usual, and after it, RUN! The person may hunt you down after the
spell ends.

The minds of humanoids are very plain and boring, so


they can easily be controlled with specific magic, such as
this one and illusions. But not-humanoids (like fey and
beasts and fiends) may require another kind of magic.
Find Familiar

Conjuration 1st level(ritual)


Casting Time: 1 hour – Range: 10 feet
Components: V, S, M (charcoal, incense, herbs) – Duration: Instant

You gain the service of a familiar, a


spirit that takes an animal form you
choose. Appearing in an unoccupied
space within range, the familiar has
the statistics of the chosen form,
though it is a celestial, fey, or fiend
(your choice) instead of a beast.

Your familiar acts independently of


you, but it always obeys your
commands. In combat, it rolls its own initiative and acts on its own
turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit


points, it disappears, leaving behind
no physical form. It reappears after
you cast this spell again. As an action,
you can temporarily dismiss the
familiar to a pocket dimension.
Alternatively, you can dismiss it
forever. As an action while it is
temporarily dismissed, you can cause
it to reappear in any unoccupied space
within 30 feet of you.

Whenever the familiar drops to 0 hit points or disappears into the


pocket dimension, it leaves behind in its space anything it was
wearing or carrying.
First you need to get the charcoal and the
incense and mix it with the herbs.
here

The list of animals that the spirit


can take form is long, but here are
some I can remember and draw:

Bat, good because


have a hearing
power very
developed Here

Cats and rats are


very good at
entering places

The owl is very good by night


and don’t make sounds, so
enemies don’t hear them.

Hawks are very fast and


sharp to get things
Kings weed is the best herb
because of the fragrance

Crabs, Octopus and this


Thing goes in the water

here
The fish is good too, but people
may fish it
Lizards and snakes make people
uncomfortable, but the venom is
handy
Wǒmen zài zhège shìjiè yīqǐ, wǒmen jiāng jìxù,
zuòwéi yīgè zhěngtǐ, zuòwéi wǒ lìliàng hé gǎ
nguān de tōngdào. Lái ba, nǐ, xiānnǚ de línghún

⸱ ⸱ ⸱
⸱ ⸱ ⸱
:

:
and here
⸱ ⸱
Ravens and spiders are ⸱
good to disguise in some : ⸱ ⸱
dark places and patrol Weasels are cute
an dungeon entrance
While your familiar is
within 100 feet of you, you
can communicate with it
telepathically. Additionally,
as an action, you can see
through your familiar's eyes
and hear what it hears
until the start of your next
turn, gaining the benefits of
any special senses that the
familiar has. During this
time, you are deaf and blind
with regard to your own
senses.

You can't have more than one familiar at a time. If you cast this spell
while you already have a familiar, you instead cause it to adopt a
new form. Choose one of the forms from the above list. Your familiar
transforms into the chosen creature.

Finally, when you cast a spell with a


range of touch, your familiar can
deliver the spell as if it had cast the
spell. Your familiar must be within
100 feet of you, and it must use its
reaction to deliver the spell when you
cast it. If the spell requires an attack
roll, you use your attack modifier for
the roll.

The charcoal, incense, and herbs must worth at least 10


gp, and they must be consumed by fire in the brass brazier

At Higher Levels. There is no difference in expending slot


level above 1st.
Shadow Blade

Illusion 2nd level


Casting Time: 1 bonus action – Range: Self
Components: V, S – Duration: Concentration, up to 1 minute

You weave together threads of


shadow to create a sword of
solidified gloom in your hand.
This magic sword lasts until
the spell ends. It counts as a
simple melee weapon with
which you are proficient. It
deals 2d8 psychic damage on a
hit and has the
finesse, light,
and thrown
properties (range
20/60). In
addition, when
you use the Yīnyǐng, xiànzài bāng wǒ!
sword to attack a
target that is in dim light or darkness, you make the
attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the


end of the turn. Thereafter, while the spell persists, you
can use a bonus action to cause the sword to reappear in
your hand.
At Higher Levels. When you cast this spell using a 3rd- or
4th-level spell slot, the damage increases to 3d8. When
you cast it using a 5th- or 6th-level spell slot, the damage
increases to 4d8. When you cast it using a spell slot of 7th
level or higher, the damage increases to 5d8.

Remember to
concentrate
really hard
to keep this
sword going on, or you
may find yourself with
no weapon… or maybe
use another weapon as
vessel, have to try if it is
possible or not.
Vortex Warp

Conjuration 2nd level


Casting Time: 1 action – Range: 90 feet
Components: V, S – Duration: Instantaneous

You magically twist


space around another
Nǐ cóng zhèlǐ dào nàlǐ, jiù xiàng mófǎ
yīyàng, yīnwèi zhè quèshí shì mófǎ

creature you can see


within range. The target
must succeed on a
Constitution saving
throw (the target can
choose to fail), or the
target is teleported to an
unoccupied space of your
choice that you can see
within range.

The chosen space must be on a surface or in a liquid that


can support the target without the target having to
squeeze.

At Higher Levels. When you cast this spell using a spell


slot of 3rd level or higher, the range of the spell increases
by 30 feet for each slot level above 2nd.
This kind of magic is
really weird, as it
appears to be very basic
at some level, and even I
can use it right now, but
at the same time it
appears to be the
foundation of much
more powerful spells,
like Arcane Gate and
travel between planes.
Oh, and as Fëanor
always says: take care of
where you are going, if
you transport yourself
inside a wall, you may even die, or worse,
BECOME THE WALL! Imagine what a
boring life being inside a wall seeing
things happening and not taking part?
But this spell seems weak enough to not
be risky like that, as there is not
enough power to do this, sadly not
killing anyone with this. Or maybe………


Warning: this spell is not very effective against creatures


that are too big or too strong body-wise, and they have
high constitution. But apart from that, this also can
work very to go from one place to the other, or send
someone that needs to reach some high place, or locked one
Command

Enchantment 1st level


Casting Time: 1 action – Range: 60 feet
Components: V – Duration: 1 round

You speak a one-word command to


a creature you can see within
range. The target must succeed on a
Wisdom saving throw or follow the
command on its next turn. The
spell has no effect if the target is
undead, if it doesn't understand
your language, or if your
command is directly harmful to it.
You might issue a command other
than one described here. If you do
so, the DM determines how the target behaves. If the target can't follow
your command, the spell ends.
Some typical commands and their
effects follow:
Approach. The target moves toward you
by the shortest and most direct route,
ending its turn if it moves within 5 feet
of you.
Drop. The target drops whatever it is
holding and then ends its turn.
Flee. The target spends its turn moving
away from you by the fastest available
means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature
stays aloft, provided that it is able to do so. If it must move to stay
aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can affect one additional
creature for each slot level above 1st. The creatures must
be within 30 feet of each other when you target them.

Warning: same old warning


from before so you
remember: DO NOT STAY
LONG WITH PEOPLE YOU
MEDDLE WITH THE MIND!

Guòlái, fàngxià, pǎo táo,


guì xià, jiù zài nà'er tíng xià

This kind of spell makes me feel like a goddess, but I know


that it’s only low-level spells. But making a high elf grovel
after telling that we are worse then their race is always
satisfying
Misty Step

Conjuration 2nd level


Casting Time: 1 bonus action – Range: Self
Components: V – Duration: Instantaneous

Briefly surrounded by
silvery mist, you teleport
up to 30 feet to an
unoccupied space that you
can see.

At Higher Levels.
There is no
difference in
expending slot
level above 1st.

Nàlǐ

This is probably
one of the most
important and
useful spells to
know: if you are not gagged or
your mouth is in no way
unavailable you can flee
almost any situation. Better yet
if you can become invisible or
run faster… Remember that
enemies can use it too!!!
From what I understand, the travel using misty steps occurs based on
feywild magic, or however people here calls it. Fëanor first introduced
this to me when we started training, but I only grasped this kind of
magic source when we first traveled to his plane (Feywild, if it is not
clear buy now).

Maybe one way to use this magic is to


imagine that you are in the place, but for
me it works better if I
imagine myself as
a light ray that
goes really fast
from one place to
the other.

Of course it’s not


like that, as I can
transverse any
material as far as it
is transparent, and
I can see my
destination clearly.

Another curious thing about this spell is that


me, as its caster, can’t see a thing during the
progress, I just blink from here to there. Maybe one day I can study
more about this kind of magic, like Votex Warp does.
Mirror Image

Illusion 2nd level


Casting Time: 1 action – Range: Self
Components: V, S – Duration: 1 minute

Three illusory duplicates of


yourself appear in your space.
Until the spell ends, the
duplicates move with you and
mimic your actions, shifting
position so it's impossible to track
which image is real. You can use
your action to dismiss the
illusory duplicates.

Each time a creature targets you


with an attack during the spell's
duration, roll a d20 to determine
whether the attack instead targets
one of your duplicates.

If you have three duplicates, you


must roll a 6 or higher to change
the attack's target to a duplicate.
With two duplicates, you must
roll an 8 or higher. With one
duplicate, you must roll an 11 or
higher.
A duplicate's AC equals 10 + your Dexterity modifier.
If an attack
hits a
duplicate, the
duplicate is
destroyed. A duplicate can be
destroyed only by an attack
that hits it. It ignores all other
damage and effects. The spell
ends when all three
duplicates are destroyed.

At Higher Levels.
There is no
difference in
expending slot level above 2nd.

Warning: A
creature is
unaffected by
this spell if it
can't see, if it
relies on senses other than
sight, such as blindsight, or if
it can perceive illusions as
false, as with truesight.
Rope Trick

Transmutation 2nd level


Casting Time: 1 action – Range: Touch
Components: V, S, M (see details) – Duration: 1 hour

You touch a length of rope that is up to 60


feet long. One end of the rope then rises into
the air until the whole rope hangs
perpendicular to the ground. At the upper
end of the rope, an invisible entrance opens
to an extradimensional space that lasts
until the spell ends.

The extradimensional space can be reached


by climbing to the top of the rope. The space
can hold as many as eight medium or
smaller creatures. The rope can be pulled
into the space, making the rope disappear from view outside the space.

Attacks and spells can't


cross through the
entrance into or out of
the extradimensional
space, but those inside
can see out of it as if
through a 3-foot-by-
5-foot window centered
on the rope.
Warning: Anything inside the extradimensional space
drops out when the spell ends.

Components required: powdered corn


extract and a twisted loop of
parchment

At Higher Levels.
There is no
difference in
expending slot level above 2nd.
Blink

Transmutation 3rd level


Casting Time: 1 action – Range: Self
Components: V, S – Duration: 1 minute

Roll a d20 at the end


of each of your turns
for the duration of the
spell. On a roll of 11
or higher, you vanish
from your current
plane of existence and
appear in the
Ethereal Plane (the
spell fails and the
casting is wasted if
you were already on
that plane).

At the start of your next turn, and when the spell ends if
you are on the Ethereal Plane, you return to an
unoccupied space of your choice that you can see within
10 feet of the space you vanished from. And you can
dismiss this spell as an action.

At Higher Levels. There is no difference in


expending slot level above 2nd.
Warning: If no unoccupied space is available within that
range, you appear in the nearest unoccupied space
(chosen at random if more than one space is equally
near).

While on the Ethereal Plane, you can see and hear the plane you
originated from, which is cast in shades of gray, and you can't see
anything there more
than 60 feet away. You
can only affect and be
affected by other
creatures on the Ethereal
Plane. Creatures that
aren't there can't
perceive you or interact
with you, unless they
have the ability to do so.
Counterspell

Abjuration 3rd level


Casting Time: 1 reaction – Range: 60 feet
Components: S – Duration: Instantaneous

You attempt to interrupt a creature in the


process of casting a spell. If the creature is
casting a spell of 3rd level or lower, its
spell fails and has no effect. If it is casting
a spell of 4th level or higher, make an
ability check using your spellcasting
ability.

The DC equals 10 + the spell's level. On a success, the creature's spell


fails and has no effect.

Warning: you use your reaction


which you take when you see a creature within 60
feet of you casting a spell
At Higher Levels.
When you cast this
spell using a spell
slot of 4th level or
higher, the interrupted spell has
no effect if its level is less than or
equal to the level of the spell slot
you used.
Animate Dead

Necromancy 3rd level


Casting Time: 1 minute – Range: 10 feet
Components: V, S, M (see details) – Duration: Instantaneous

The School of Necromancy delves into the


intricate balance of life, death, and
undeath. Necromancers study the vital
forces animating living beings and the
mysterious energies of the afterlife.
Their magic manipulates the transition
between life and death, allowing them to
animate corpses, drain vitality, and
command undead creatures.

This arcane practice is mostly


rooted in ancient rituals and even
forbidden knowledge, often pushing
ethical boundaries.

While some necromancers seek


immortality or dominion over death,
others pursue a deeper
understanding of existence.
Mastery of necromancy demands a
profound grasp of life’s fragility
and the dark forces governing the afterlife.

Necromancy can be used to raise undead servants, draining life energy


to heal or empower the necromancer. It involves rituals to
communicate with spirits, gain forbidden knowledge, and bind souls. This
magic can curse enemies or inflict ailments, requiring a deep
understanding of the balance between life and death.
Life energy is the vital force that animates all living beings, flowing
through them to sustain existence and drive vitality. Mages harness
this energy to heal, cast powerful spells, or manipulate the balance
between life and death. It is an
essential, mystical essence that
underlies the magic of creation
and destruction, integral to all
forms of magical practice.
States between life and death
include undeath, where beings
are animated by dark forces
without being truly alive. This
liminal state encompasses
ghosts, zombies, and other
undead, sustained by necromantic
energy. These entities retain
physical or spiritual presence,
often driven by unfinished
business, curses, or powerful
magic manipulating their
existence.

Unlife energy is the animating


force behind undead creatures,
sustaining their existence in a
state between life and death.
This energy is dark and
unnatural, often derived from
negative planes or corrupted life
force. It fuels the undead,
granting them movement,
strength, and a semblance of life
without the need for biological
processes. Mages who harness
unlife energy can control and create undead, manipulating this potent
and eerie force for various arcane purposes.
Death energy is the force that governs the end of life, permeating the
transition between existence and the afterlife. It is a potent, dark
energy that necromancers and dark mages tap into to manipulate life
and death. This energy can be
used to curse, drain vitality, and
create undead. Death energy is
often associated with negative
planes or realms, embodying the
inevitable cessation of life and
the decay that follows. Its
manipulation requires a deep
understanding of mortality and
the forces that govern the cycle
of life and death.

When individuals die, their souls


journey to the land of the dead, a
dark, reflective realm where
they transition to the afterlife.
In this realm, their fates are
determined by the deities or
forces governing their beliefs and
actions during life. Souls might
move on to a designated
afterlife, face judgment, or be
reincarnated. The Land of the
Dead serves as a place of
reflection and passage, where
the essence of the departed
finds its ultimate destination,
guided by ancient cosmic laws and
spiritual overseers.
The first type of creature that
can be created using the energies
studied by the necromancy school
are the Zombies. They are dead,
flesh-contained creatures that
attack and, when not controlled
by a magic-user, attack every
living thing that can be perceived
as a thread (most small or above
creatures). They are particularly
unintelligent, and people usually
don’t like them. And they may
stink too.

This spell creates an undead servant.


Choose a pile of bones or a corpse of a
Medium or Small humanoid within
range. Your spell imbues the target with
a foul mimicry of life, raising it as an
undead creature. The target becomes a
skeleton if you chose bones or a zombie
if you chose a corpse (the DM has the
creature's game statistics).

It’s very important to remember that the body for a zombie


doesn’t need to be the best
in-store, as it may have
some missing parts, but I
would advise to choose well preserved
bodies, at least with all the limbs. I
found also that they are much more
resistant than an alive human being, and
little stronger too. Which makes me have
some theories of the motive.
On each of your turns, you can use a
bonus action to mentally command
any creature you made with this
spell if the creature is within 60 feet
of you (if you control multiple
creatures, you can command any or
all of them at the same time, issuing
the same command to each one).

On the subject about being more


resistant and having a higher
“constitution” than an average human
being is that they are already
dead. If you don’t feel pain and
cannot die, well, life may be easier,
also you can’t be poisoned. The
strength part I observed on the
muscle’s composition of the
several dead bodies: they have
more strength then the person
would assume when alive, but our
minds
restrain us
for some
motive.
Zombies
don’t have a mind to restrain their capabilities… Also
they don’t think, if that matters.

You decide what action the creature will take


and where it will move during its next turn, or
you can issue a general command, such as to
guard a particular chamber or corridor. If you
issue no commands, the creature only defends
itself against hostile creatures.
Once given an order, the creature continues to
follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops
obeying any command you've given it. To maintain control of the
creature for another 24 hours, you must cast this spell on the creature
again before the current 24-hour
period ends.

The second type of creature


possible to be created by
necromantic magical powers is the
Skeleton. They are the bones the
sustain the living body. It’s also
important to try to use a
complete skeleton, when possible,
as any incomplete part may cause
trouble. Also, skeletons are lighter
to carry and easier to destroy,
being naturally vulnerable to
bludgeoning damage.
The best thing about skeletons is
that the are very good, or better
in comparison, than zombies.

The new use of the spell reasserts your control


over up to four creatures you
have animated with this
spell, rather than animating
a new one.
The Skeleton is a very useful creature
and is also even more useful if you
don’t have a very well-preserved body
to create a Zombie. But even if you
have, sometimes you need a less dumb
and agile minion. The skeleton can
provide that. Of course, this means
they do not have the strength that the
ones with meat and muscles do.
They make good archers if you have
disposable bow and arrow to give to them.
Well, they are better than most of peasants and some adventurers.

At Higher Levels. When you cast


this spell using a spell slot of 4th
level or higher, you animate or
reassert control over two
additional undead creatures for
each slot level above 3rd. Each of the
creatures must come from a different corpse or
pile of bones.

Typically,
they can also
use shortswords, and as they don’t
have flesh they cannot be poisoned.

Some useful strategy when using this


spell is to reanimate a zombie and
after it dies and is too damaged, use
its bones to raise a skeleton, making
life easier. Finding a body is no easy
task!!
Recep to create your own undead:
1. A drop of blood, it doesn’t matter where it comes
from, but usually the bodies own blood if it is fresh
enough, or some voluntary hero
(your own blood can be used);
2. A piece of flesh, which again
can be the target body or some other animal.
In this case I don’t recommend asking for
volunteers or using yours;
3. A pinch of bone dust. Don’t think I need to write
again, you got the idea. A finger is more than enough..
4. Put the components around the body and recite
the words to call upon your necromancy magic;
5. After 1 minute of chanting your desired undead
will be ready to carry your orders the best it can understand
them… Just remember they are not very smart!

Warning: important to remember that usually people


don’t like dead things, undead even less. Also, don’t
get too much attention on your beings, as some
paladins may hunt you down.
Haste
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the
spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it
has advantage on Dexterity saving throws, and it gains an additional
action on each of its turns. That action can be used only to take the
Attack (one weapon attack only), Dash, Disengage, Hide, or Use an
Object action.
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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