Dungeons and Dragons (D&D) Fifth Edition (5e) Spells. A comprehensive list of all official spells for Fifth Edition. Well, that depends on how you want to define 'most'. If you truly mean slots, with slots being any level (I.e. A1st level slot is equal to a 9th), and don't include cast at will spells as nearly infinite, or ritual casting, then a single class sor.
Table: The WizardLevel | Proficiency Bonus | Features | Cantrips Known | �Spell Slots per Spell Level� | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a wizard, you gain the following class features.
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. 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.
For example, if you're a 3rd--level wizard, you have four 1st--level and two 2nd--level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st--level spell magic missile, you can cast it using a 1st--level or a 2nd--level slot. Casting the spell doesn't remove it from your list of prepared spells.
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 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 for free. 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 (see the 'Your Spellbook' sidebar).
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th--level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd--level spell slot or two 1st--level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 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.
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.
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
School of Evocation
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Evocation Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
Your Spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Cantrips (0 Level): Acid Splash; Chill Touch; Dancing Lights; Light; Mage Hand; Mending; Message; Minor Illusion; Prestidigitation; Ray of Frost; Shocking Grasp; True Strike
1st Level: Alarm; Burning Hands; Charm Person; Color Spray; Comprehend Languages; Detect Magic; Disguise Self; Expeditious Retreat; False Life; Feather Fall; Floating Disk; Fog; Cloud; Grease; Hideous Laughter; Identify; Illusory Script; Jump; Longstrider; Mage Armor; Magic Missile; Protection from Evil and Good; Shield; Silent Image; Sleep; Thunderwave; Unseen Servant
5th Edition Wizard Spell Slots Slot
2nd Level: Acid Arrow; Alter Self; Arcane Lock; Arcanist's Magic Aura; Blindness/Deafness; Blur; Continual Flame; Darkness; Darkvision; Detect Thoughts; Enlarge/Reduce; Flaming Sphere; Gentle Repose; Gust of Wind; Hold Person; Invisibility; Knock; Levitate; Locate Object; Magic Mouth; Magic Weapon; Mirror Image; Misty Step; Ray of Enfeeblement; Rope Trick; Scorching Ray; See Invisibility; Shatter; Spider Climb; Suggestion; Web
3rd Level: Animate Dead; Bestow Curse; Blink; Clairvoyance; Dispel Magic; Fear; Fireball; Fly; Gaseous Form; Glyph of Warding; Haste; Hypnotic Pattern; Lightning Bolt; Magic Circle; Major Image; Nondetection; Phantom Steed; Protection from Energy; Remove Curse; Sending; Sleet Storm; Slow; Stinking Cloud; Tiny Hut; Tongues; Vampiric Touch; Water Breathing
4th Level: Arcane Eye; Banishment; Black Tentacles; Blight; Confusion; Conjure Minor Elementals; Control Water; Dimension Door; Fabricate; Faithful Hound; Fire Shield; Greater Invisibility; Hallucinatory Terrain; Ice Storm; Locate Creature; Phantasmal Killer; Polymorph; Private Sanctum; Resilient Sphere; Secret Chest; Stone Shape; Stoneskin; Wall of Fire
5th Level: Animate Objects; Arcane Hand; Cloudkill; Cone of Cold; Conjure Elemental; Contact Other Plane; Creation; Dominate Person; Dream; Geas; Hold Monster; Legend Lore; Mislead; Modify Memory; Passwall; Planar Binding; Scrying; Seeming; Telekinesis; Telepathic Bond; Teleportation Circle; Wall of Force; Wall of Stone
6th Level: Chain Lightning; Circle of Death; Contingency; Create Undead; Disintegrate; Eyebite; Flesh to Stone; Freezing Sphere; Globe of Invulnerability; Guards and Wards; Instant Summons; Irresistible Dance; Magic Jar; Mass Suggestion; Move Earth; Programmed Illusion; Sunbeam; True Seeing; Wall of Ice
Level 3 Wizard Spell Slots
7th Level: Arcane Sword; Delayed Blast Fireball; Etherealness; Finger of Death; Forcecage; Magnificent Mansion; Mirage Arcane; Plane Shift; Prismatic Spray; Project Image; Reverse Gravity; Sequester; Simulacrum; Symbol; Teleport
8th Level: Antimagic Field; Antipathy/Sympathy; Clone; Control Weather; Demiplane; Dominate Monster; Feeblemind; Incendiary Cloud; Maze; Mind Blank; Power Word Stun; Sunburst
9th Level: Astral Projection; Foresight; Gate; Imprisonment; Meteor Swarm; Power Word Kill; Prismatic Wall; Shapechange; Time Stop; True Polymorph; Weird; Wish
5th Edition Wizard Spell Slots Zynga
The wizard 5e is considered as the clad in the silver robes which donates her station, an elf closes her eyes to shut out the distractions of the battlefield and begin her quiet chant. The finger weaving in front of her, she completes her spell and then launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribe an intricate magic circle in chalk on the bare stone floor and then sprinkles powdered iron along every line and graceful curve. as well as you can know more d&d 5e classes from here.
After the circle is completed, he drones along with incarnation. The hole opens in space inside the circle. This brings on a whiff of brimstone from the otherworldly plane beyond.
With the crouching on the floor in the dungeon intersection, a gnome tosses a handful of small bones inscribed with the mystic symbols, muttering a few words of power over them.
Then closing his eyes to see the visions more clearly, he simply nods his head slowly and then opens his sight and points down the passage to his left.
Check Also: Dnd 5e Classes
Contents
- 1 The Wizard 5e Features
- 1.3 Equipment
The Wizard 5e Features
Wizard Spell Slots 5e
The wizard 5e is the supreme magic users who define and united as a class by the spells they cast. Then drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells which brings out an explosive fire, arcing lightings, subtle deception, and brute force mind control.
The magic conjures monsters from other planes of existence, glimpses the future, and then turns the slain foes into zombies. Their mightiest spells can change one substance into another, call meteors down from the sky, and even can open any of the portals to other worlds.
Level | Proficiency Bonus | Features | Cantrips | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Hit Points
Hit Dice | 1d6 per wizard level |
Hit Points at 1st Level | 6 + your Constitution modifier |
Hit Points at Higher Levels | 1d6 (or 4) + your Constitution modifier per wizard level after 1st |
Proficiencies
Armor | None |
Weapons | Daggers, darts, slings, quarterstaffs, light crossbows |
Tools | None |
Saving Throws | Intelligence, Wisdom |
Skills | Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion |
Equipment
(a) a quarterstaff or (b) a dagger |
(a) a component pouch or (b) an arcane focus |
(a) a scholar's pack or (b) an explorer's pack |
A spellbook |
Spell save DC
8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier
your proficiency bonus + your Intelligence modifier
Creating a wizard 5e
The wizard character is demanding a back story that is dominated by at least one extraordinary event. Then the next question arising is how did your character first come to contact with magic.
How did you discover that you had an aptitude for it and do you have a natural talent or just took into hand how you simply study hard and practice incessantly. And the most important is did you encounter a magical creature or an ancient tome that taught you the basics of the magic.
These are all made explained in the wizard 5e D &D. Rather this would bring on what drew you forth from the life of study and explore your first taste to magical knowledge leaving you more and hungrier.
If you have received word of a secret repository of knowledge that not yet plundered by or any other wizard. It's just quite simple to make you eager and put your newfound magical skills into the test in the face of danger.
Proficiencies and equipment
As being explained on wizard 5th edition D&D, they don't have any armour and just have the best of weapons like daggers, darts, slings, quarterstaffs, light crossbows. There are no tools for them with saving throws of intelligence and wisdom.
This wizard 5e holds the skills to choose two from arcana, history, insight, investigation, medicine, and religion. You can start with the equipment in addition to the equipment granted in the background. These are like a quarterstaff or a dagger, a component pouch or an arcane focus, a scholar's pack or an explorer's pack, and the most important a spellbook.
Casting spells
As explained in the wizard table, how many spell slots have been tested and spelled of the 1st level and higher. To east one of these spells, you must expend a slot of the spell's level or higher.
You regain all the expanded spell slots when you finish a long rest. Then you can prepare a list of wizard spells that are available for you to cast it.
For that, you need to choose a number of wizard spells from your spellbook and then equal it to your intelligence modifier+ the wizard level. The spells must be of the level for which you have spell slots.
Ability to spell casting
5th Edition Spell Descriptions
It's the intelligence in your spellcasting ability for the wizard spells since you learn your spells through a dedicated study and then memorize them. You can then use your Intelligence whenever a spell refers to your spellcasting ability. Added to that you can use your intelligence modifier when setting the saving throw DC for a wizard spell that you cast and when you are making an attack roll within the one.
With the spell save DC its equivalent to 8+ your proficiency bonus plus your intelligence modifier. When it's the spell attack modifier, it's equivalent to your proficiency bonus + your Intelligence modifier. For the ritual casting, you can east a wizard spell as a kind of ritual if that spell has the ritual tag and you have the spell in your spellbook.
You don't really need to have the spell prepared. Indeed for the spell casting focus, you can use an arcane focus as a spellcasting focus for your wizard spells. Every time you are playing this, you are going to gain some of the magical energy by studying your spellbook.
Once per day when you finish a short rest, you can then choose expended spell slot to recover. The spell slots can have a combined level which is equal to or less than half your wizard level when it's rounded up and none of these slots can be the 6th level or higher.
Attributes
Spellcasting Ability | Intelligence |
---|---|
Subclass Name | Arcane Tradition |
Hit Die | d6 |
Suggested Abilities | Intelligence, Constitution / Dexterity / Charisma |
Starting Gold | 4d4 x 10 |
Masters to spell
It's at the 18th level of the wizard 5 e that you have achieved such mastery over certain spells which you can start casting them. So next choose the 1st level wizard spell and then the 2nd level wizard spells which are in your spellbook.
Check also:Fighter 5e
You can then cast those spells at their lowest level without expending a spell slot when you have them prepared. So 1£ you want to cast either spell at a higher level so that you must be able to expend a spell slot as normal. By spending 8 hours in study, you can now exchange one or both of the spells you chose for different spells or of the same levels.
School of Invention Features
Wizard Level | Feature |
---|---|
2nd | Tools of the Inventor, Arcanomechanical Armor, Reckless Casting |
6th | omechanical Armor, Reckless Casting 6th |
10th | 10th |
14th | Controlled Chaos |
5th Edition Wizard Spell Slots Free
Potent Cantrip
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Empowered Evocation
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
Your Spellbook
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Cantrips (0 Level): Acid Splash; Chill Touch; Dancing Lights; Light; Mage Hand; Mending; Message; Minor Illusion; Prestidigitation; Ray of Frost; Shocking Grasp; True Strike
1st Level: Alarm; Burning Hands; Charm Person; Color Spray; Comprehend Languages; Detect Magic; Disguise Self; Expeditious Retreat; False Life; Feather Fall; Floating Disk; Fog; Cloud; Grease; Hideous Laughter; Identify; Illusory Script; Jump; Longstrider; Mage Armor; Magic Missile; Protection from Evil and Good; Shield; Silent Image; Sleep; Thunderwave; Unseen Servant
5th Edition Wizard Spell Slots Slot
2nd Level: Acid Arrow; Alter Self; Arcane Lock; Arcanist's Magic Aura; Blindness/Deafness; Blur; Continual Flame; Darkness; Darkvision; Detect Thoughts; Enlarge/Reduce; Flaming Sphere; Gentle Repose; Gust of Wind; Hold Person; Invisibility; Knock; Levitate; Locate Object; Magic Mouth; Magic Weapon; Mirror Image; Misty Step; Ray of Enfeeblement; Rope Trick; Scorching Ray; See Invisibility; Shatter; Spider Climb; Suggestion; Web
3rd Level: Animate Dead; Bestow Curse; Blink; Clairvoyance; Dispel Magic; Fear; Fireball; Fly; Gaseous Form; Glyph of Warding; Haste; Hypnotic Pattern; Lightning Bolt; Magic Circle; Major Image; Nondetection; Phantom Steed; Protection from Energy; Remove Curse; Sending; Sleet Storm; Slow; Stinking Cloud; Tiny Hut; Tongues; Vampiric Touch; Water Breathing
4th Level: Arcane Eye; Banishment; Black Tentacles; Blight; Confusion; Conjure Minor Elementals; Control Water; Dimension Door; Fabricate; Faithful Hound; Fire Shield; Greater Invisibility; Hallucinatory Terrain; Ice Storm; Locate Creature; Phantasmal Killer; Polymorph; Private Sanctum; Resilient Sphere; Secret Chest; Stone Shape; Stoneskin; Wall of Fire
5th Level: Animate Objects; Arcane Hand; Cloudkill; Cone of Cold; Conjure Elemental; Contact Other Plane; Creation; Dominate Person; Dream; Geas; Hold Monster; Legend Lore; Mislead; Modify Memory; Passwall; Planar Binding; Scrying; Seeming; Telekinesis; Telepathic Bond; Teleportation Circle; Wall of Force; Wall of Stone
6th Level: Chain Lightning; Circle of Death; Contingency; Create Undead; Disintegrate; Eyebite; Flesh to Stone; Freezing Sphere; Globe of Invulnerability; Guards and Wards; Instant Summons; Irresistible Dance; Magic Jar; Mass Suggestion; Move Earth; Programmed Illusion; Sunbeam; True Seeing; Wall of Ice
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7th Level: Arcane Sword; Delayed Blast Fireball; Etherealness; Finger of Death; Forcecage; Magnificent Mansion; Mirage Arcane; Plane Shift; Prismatic Spray; Project Image; Reverse Gravity; Sequester; Simulacrum; Symbol; Teleport
8th Level: Antimagic Field; Antipathy/Sympathy; Clone; Control Weather; Demiplane; Dominate Monster; Feeblemind; Incendiary Cloud; Maze; Mind Blank; Power Word Stun; Sunburst
9th Level: Astral Projection; Foresight; Gate; Imprisonment; Meteor Swarm; Power Word Kill; Prismatic Wall; Shapechange; Time Stop; True Polymorph; Weird; Wish
5th Edition Wizard Spell Slots Zynga
The wizard 5e is considered as the clad in the silver robes which donates her station, an elf closes her eyes to shut out the distractions of the battlefield and begin her quiet chant. The finger weaving in front of her, she completes her spell and then launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.
Checking and rechecking his work, a human scribe an intricate magic circle in chalk on the bare stone floor and then sprinkles powdered iron along every line and graceful curve. as well as you can know more d&d 5e classes from here.
After the circle is completed, he drones along with incarnation. The hole opens in space inside the circle. This brings on a whiff of brimstone from the otherworldly plane beyond.
With the crouching on the floor in the dungeon intersection, a gnome tosses a handful of small bones inscribed with the mystic symbols, muttering a few words of power over them.
Then closing his eyes to see the visions more clearly, he simply nods his head slowly and then opens his sight and points down the passage to his left.
Check Also: Dnd 5e Classes
Contents
- 1 The Wizard 5e Features
- 1.3 Equipment
The Wizard 5e Features
Wizard Spell Slots 5e
The wizard 5e is the supreme magic users who define and united as a class by the spells they cast. Then drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells which brings out an explosive fire, arcing lightings, subtle deception, and brute force mind control.
The magic conjures monsters from other planes of existence, glimpses the future, and then turns the slain foes into zombies. Their mightiest spells can change one substance into another, call meteors down from the sky, and even can open any of the portals to other worlds.
Level | Proficiency Bonus | Features | Cantrips | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | +3 | Arcane Tradition feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | +4 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Hit Points
Hit Dice | 1d6 per wizard level |
Hit Points at 1st Level | 6 + your Constitution modifier |
Hit Points at Higher Levels | 1d6 (or 4) + your Constitution modifier per wizard level after 1st |
Proficiencies
Armor | None |
Weapons | Daggers, darts, slings, quarterstaffs, light crossbows |
Tools | None |
Saving Throws | Intelligence, Wisdom |
Skills | Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion |
Equipment
(a) a quarterstaff or (b) a dagger |
(a) a component pouch or (b) an arcane focus |
(a) a scholar's pack or (b) an explorer's pack |
A spellbook |
Spell save DC
8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier
your proficiency bonus + your Intelligence modifier
Creating a wizard 5e
The wizard character is demanding a back story that is dominated by at least one extraordinary event. Then the next question arising is how did your character first come to contact with magic.
How did you discover that you had an aptitude for it and do you have a natural talent or just took into hand how you simply study hard and practice incessantly. And the most important is did you encounter a magical creature or an ancient tome that taught you the basics of the magic.
These are all made explained in the wizard 5e D &D. Rather this would bring on what drew you forth from the life of study and explore your first taste to magical knowledge leaving you more and hungrier.
If you have received word of a secret repository of knowledge that not yet plundered by or any other wizard. It's just quite simple to make you eager and put your newfound magical skills into the test in the face of danger.
Proficiencies and equipment
As being explained on wizard 5th edition D&D, they don't have any armour and just have the best of weapons like daggers, darts, slings, quarterstaffs, light crossbows. There are no tools for them with saving throws of intelligence and wisdom.
This wizard 5e holds the skills to choose two from arcana, history, insight, investigation, medicine, and religion. You can start with the equipment in addition to the equipment granted in the background. These are like a quarterstaff or a dagger, a component pouch or an arcane focus, a scholar's pack or an explorer's pack, and the most important a spellbook.
Casting spells
As explained in the wizard table, how many spell slots have been tested and spelled of the 1st level and higher. To east one of these spells, you must expend a slot of the spell's level or higher.
You regain all the expanded spell slots when you finish a long rest. Then you can prepare a list of wizard spells that are available for you to cast it.
For that, you need to choose a number of wizard spells from your spellbook and then equal it to your intelligence modifier+ the wizard level. The spells must be of the level for which you have spell slots.
Ability to spell casting
5th Edition Spell Descriptions
It's the intelligence in your spellcasting ability for the wizard spells since you learn your spells through a dedicated study and then memorize them. You can then use your Intelligence whenever a spell refers to your spellcasting ability. Added to that you can use your intelligence modifier when setting the saving throw DC for a wizard spell that you cast and when you are making an attack roll within the one.
With the spell save DC its equivalent to 8+ your proficiency bonus plus your intelligence modifier. When it's the spell attack modifier, it's equivalent to your proficiency bonus + your Intelligence modifier. For the ritual casting, you can east a wizard spell as a kind of ritual if that spell has the ritual tag and you have the spell in your spellbook.
You don't really need to have the spell prepared. Indeed for the spell casting focus, you can use an arcane focus as a spellcasting focus for your wizard spells. Every time you are playing this, you are going to gain some of the magical energy by studying your spellbook.
Once per day when you finish a short rest, you can then choose expended spell slot to recover. The spell slots can have a combined level which is equal to or less than half your wizard level when it's rounded up and none of these slots can be the 6th level or higher.
Attributes
Spellcasting Ability | Intelligence |
---|---|
Subclass Name | Arcane Tradition |
Hit Die | d6 |
Suggested Abilities | Intelligence, Constitution / Dexterity / Charisma |
Starting Gold | 4d4 x 10 |
Masters to spell
It's at the 18th level of the wizard 5 e that you have achieved such mastery over certain spells which you can start casting them. So next choose the 1st level wizard spell and then the 2nd level wizard spells which are in your spellbook.
Check also:Fighter 5e
You can then cast those spells at their lowest level without expending a spell slot when you have them prepared. So 1£ you want to cast either spell at a higher level so that you must be able to expend a spell slot as normal. By spending 8 hours in study, you can now exchange one or both of the spells you chose for different spells or of the same levels.
School of Invention Features
Wizard Level | Feature |
---|---|
2nd | Tools of the Inventor, Arcanomechanical Armor, Reckless Casting |
6th | omechanical Armor, Reckless Casting 6th |
10th | 10th |
14th | Controlled Chaos |
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Reckless Casting
d10 | Cantrip |
---|---|
1 | acid splash |
2 | chill touch |
3 | fire bolt |
4 | light |
5 | poison spray |
6 | ray of frost |
7 | shocking grasp |
8 | sacred flame |
9 | thorn whip |
10 | Roll twice and cast each cantrip, but if you roll another 10 on either die, you cast nothing, wasting your action. |
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Check Also: Rogue 5e