Dnd wizard wikidot of Technology
![Fighter: Eldritch Knight. The arche.](/img/300x450/691588996987.webp)
5 sp. 1 lb. Lantern - Bullseye. * A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 10 gp. 2 lb. Lantern - Hooded. * A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet.Contingency. Source: Player's Handbook. 6th-level evocation. Casting Time: 10 minutes. Range: Self. Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days. Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target ...Are you a fan of Dungeons and Dragons? Do you enjoy immersing yourself in epic adventures and creating unique characters? If so, then DND Beyond is the perfect tool for you. In thi...Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themself to magically ...School of Transmutation. You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on ...Introduction. Wizard spells are arguably the best spell list in the game, capable of addressing nearly any situation with a single spell. Nearly nothing is beyond the Wizard's ability, with the possible exception of healing (and even then, options like Vampiric Touch and Life Transference exist). Wizards are also ritual casters, allowing them ...The DM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours.Abi-Dalzim's Horrid Wilting. Source: Xanathar's Guide to Everything. 8th-level necromancy. Casting Time: 1 action. Range: 150 feet. Components: V, S, M (a bit of sponge) Duration: Instantaneous. You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a ...Wizard Subclasses - Arcane Traditions. I'm going to skip the "X Savant" feature because they're mostly identical. Not every subclass gets an X Savant feature, but for the subclasses which do they're a great reason to use your free spells learned at each level on spells which don't benefit from your X Savant feature.The positions in Quidditch, a competitive sport in the wizardry world of Harry Potter, are beaters, chasers, keepers and seekers. Quidditch is a fictional semi-contact sport in the...Range: Touch. Components: V, S. Duration: Concentration, up to 1 hour. You temporarily summon three familiars - spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials ...The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. 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 ...Duration: 8 hours. You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm.Warlock. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class. The Warlock.The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears ...Duration: Concentration, up to 1 minute. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a ...Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot ...The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in ...Phandelver and Below - The Shattered Obelisk. PoA. Princes of the Apocalypse. RoT. The Rise of Tiamat. SAS. Spelljammer: Adventures in Space. SCC. Strixhaven: A Curriculum of Chaos.Phantasmal Force. Source: Player's Handbook. 2nd-level illusion. You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot ...Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) Duration: 10 days. You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target ...Components: V, S. Duration: Concentration, up to 1 minute. For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.Duration: 1 hour. This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Spell Lists. Bard, Cleric, Sorcerer, Warlock, Wizard.Inflict Wounds. Source: Player's Handbook. 1st-level necromancy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Spell Lists.Speak with Dead. Source: Player's Handbook. 3rd-level necromancy. You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.Range: Self. Components: V, S. Duration: 1 round. You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Spell Lists. Bard, Sorcerer, Warlock, Wizard.Casting Time: 1 action. Range: 60 feet. Components: V, S, M (a sliver of glass) Duration: Concentration, up to 1 minute. You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts ...Booming Blade. Source: Tasha's Cauldron of Everything. Evocation cantrip. You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn.When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also must have the ritual tag.Wizard: Graviturgy Magic. Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies. Sources: Explorer's Guide to Wildemount.The Weapons tables below show the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a ...You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Spell Lists.Cause Fear. Source: Xanathar's Guide to Everything. 1st-level necromancy. You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving ...Sorcerer: Divine Soul. Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to ...Animate Objects. Source: Player's Handbook. 5th-level transmutation. Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than ...This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence ...Unseen Servant. Source: Player's Handbook. 1st-level conjuration (ritual) This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it ...Duration: 1 round. You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.Augury. Source: Player's Handbook. 2nd-level divination (ritual) Casting Time: 1 minute. Range: Self. Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous. By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you ...This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. 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.A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level.If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.Source: Player's Handbook. 7th-level illusion. Casting Time: 12 hours Range: Touch Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)Range: 90 feet. Components: V, S, M (a gilded playing card depicting a knight worth at least 300 gp) Duration: Concentration, up to 1 hour. You call forth a warrior spirit from the legendary Deck of Many Things. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block.Range: Self. Components: V, S. Duration: 1 hour. Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage.Components: V. Duration: Instantaneous. You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period ...Clairvoyance. Source: Player's Handbook. 3rd-level divination. Casting Time: 10 minutes. Range: 1 mile. Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration: Concentration, up to 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you ... Background: Acolyte. You have spent your life in the servComponents: V, S, M (an eyelash encased in gum arabic) DuraModify Memory. Source: Player's Handbook. 5th-lev