Mage 3.0-Preview-1

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 10

Masters of Time and Space

Students gifted with a keen intellect and unwavering


discipline may walk the path of the mage. The arcane
magic available to magi is both great and dangerous, and
thus is revealed only to the most devoted practitioners. To
avoid interference with their spellcasting, mages wear only
cloth armor, but arcane shields and enchantments give
them additional protection. To keep enemies at bay, mages
can summon bursts of fire to incinerate distant targets and
cause entire areas to erupt, setting groups of foes ablaze.
Masters of ice can command blizzards that tear into flesh
and limit movement. Should enemies manage to survive
this assault, mages can shrink them into harmless sheep in
the blink of an eye.
Powerful magi can even generate enhancements and
portals, assisting allies by sharpening their minds and
Mage transporting them instantly across the world.
Always remember that power is a double-edged blade. One
side light, the other dark. It calls to you, where you are Scholars of the Arcane
most desperate; when victory seems worth any sacrifice. Wild and enigmatic, varied in form and function, the power
There is a price to be paid for such a gift, and many eagerly of magic draws students who seek to master its mysteries.
accept the bargain. Power alone is not to be feared. Some aspire to become like the titans, shaping reality itself.
Fear, instead, those who wield it. Though the casting of a typical spell requires merely the
— Jaina Proudmoore   utterance of a few strange words, fleeting gestures, and
Clad in a golden robe, a blood elf closes her eyes to shut sometimes a pinch or clump of exotic materials, these
out the distractions of the battlefields and begins her quiet surface components barely hint at the expertise attained
chant. Fingers weaving in front of her, she completes her after years of apprenticeship and countless hours of study.
spell and launches a bead of fire toward the enemy ranks, Mages live and die by their spells. Everything else is
where it erupts into an engulfing conflagration. secondary. They learn new spells as they experiment and
The air shimmers, as a draenei lifts his hands above his grow in experience. They can also learn them from other
head twisting the air around him into a barrier of force mages, from ancient tomes or inscriptions, and from
engulfs him, blocking a barrage of attacks against him. ancient creatures that are steeped in magic.
Golden eyes flashing, a human stomps his foot into the The Lure of Knowledge
ground as a crippling fire sets him ablaze, as swords clash
against him, an inferno of fire spews out at the attackers, Mages' lives are seldom mundane. The closest a mage is
engulfing them in hellfire. likely to come to an ordinary life is working as a sage or
Mages are supreme magic-users, defined and united as a lecturer in a library or university, teaching others the
class by the spells they cast. Drawing on the leylines of secrets of the multiverse. But the lure of knowledge and
magic that permeates Azeroth, mages cast spells of explo- power calls even the most unadventurous mages out of the
sive fire, arcing lightning, and subtle deception. Their safety of their libraries and laboratories and into crumbling
magic can conjure monsters from other planes of exis- ruins and lost cities. Most mages believe that their
tence, or glimpses the future. Their mightiest spells change counterparts in ancient civilizations knew secrets of magic
one substance into another, call meteors down from the that have been lost to the ages, and discovering those
sky, or open portals across continents. secrets could unlock the path to a power greater than any
magic available in the present age.
PART 1 | CLASSES 1
The Mage
Proficiency Cantrips —Spell Slots per Spell Level—
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —
2nd +2 Magical Study 3 3 — — — — — — — —
3rd +2 Metamagic 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Magical Study 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 Magical Study feature 4 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 Magical Study 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

Creating a Mage Quick Build


You can make a mage quickly by following these sugges-
Creating a mage character demands a backstory tions. First, lntelligence should be your highest ability
dominated by at least one extraordinary event. How did score, followed by Constitution or Dexterity.
your character first come into contact with magic? How did
you discover you had an aptitude for it? Do you have a Class Features
natural talent, or did you simply study hard and practice
incessantly? Did you encounter a magical creature or an As a mage, you gain the following class features.
ancient tome that taught you the basics of magic?
What drew you forth from your life of study? Did your Hit Points
first taste of magical knowledge leave you hungry for more? Hit Dice: 1d6 per mage level
Have you received word of a secret repository of knowledge Hit Points at 1st Level: 6 + your Constitution modifier
not yet plundered by any other mages? Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per mage level after 1st
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Proficiencies
Player's Handbook, here's what you need to know if you Armor: None
choose mage as one of your classes. Weapons: Simple weapons
Ability Score Minimum. As a multiclass character, you Tools: None
must have at least an Intelligence score of 13 to take a level Saving Throws: Intelligence, Wisdom
in this class, or to take a level in another class if you are Skills: Choose two from Arcana, History, Insight,
already a mage. Investigation, Medicine, and Religion
Proficiencies Gained. If mage isn't your initial class,
here are the proficiencies you gain when you take your first Equipment
level as a mage: arcane skill. You start with the following equipment, in addition to the
Spell Slots. Add your levels in the mage class to the equipment granted by your background:
appropriate levels from other class to determine your (a) quarterstaff or (b) a dagger
available spell slots. (a) a component pouch or (b) an arcane focus
2 PART 1 | CLASSES
Spellbook
(a) a scholar's pack or (b) an explorer's pack At 1st level, you have a spellbook containing six 1st-level
A spellbook mage spells of your choice. Your spellbook does not contain
your known cantrips.
Spellcasting
As a student of arcane, you own a spellbook with spells that Preparing and Casting Spells
show the glimmerings of your true power. See chapter 10 The Mage table shows how many spell slots you have to
of Player's Handbook for the general rules of spellcasting cast your spells of 1st level and higher. To cast one of these
and chapter 6 of this book for the mage spell list. spells, you must expend a slot of the spell's level or higher.
You regain expended spell slots when you finish a long rest.
Cantrips You prepare the list of mage spells that are available for
At 1st level, you know three cantrips of your choice from you to cast. To do so, choose a number of mage spells from
the mage spell list. You learn additional mage cantrips of your spellbook equal to your Intelligence modifier + your
your choice at higher levels, as shown in the Cantrips mage level (minimum of one spell). The spells must be of a
Known column of the Mage table. level for which you have spell slots.
For example. if you're a 3rd-level mage, 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
Your Spellbook 1st or 2nd level, in any combination, chosen from your
The spells that you add to your spellbook as you gain
spellbook. If you prepare the 1st-level spell magic missile,
levels reflect the arcane research you conduct on
you can cast it using a 1st-level or a 2nd-level slot. Casting
your own, as well as intellectual breakthroughs you the spell doesn't remove it from your list of prepared.
have had about the nature of the multiverse. You You can change your list of prepared spells when you
might find other spells during your adventures. You finish a long rest. Preparing a new list of mage spells
could discover a spell re-corded on a scroll in an evil requires time spent studying your spellbook and memori-
sorcerer's chest, for example, or in a dusty tome in zing the incantations and gestures you must make to cast
an ancient library. the spell: 1 minute per spell level for each spell on your list.
Copying a Spell into the Book. When you find a
mage spell of 1st level or higher, you can add it to Spellcasting Ability
your spellbook if it is of a level for which you can Intelligence is your spellcasting ability for your mage spells,
prepare and if you can spare the time to decipher since you learn your spells through dedicated study and
and copy it. memorization. You use your Intelligence whenever a spell
Copying a spell into your spellbook involves refers to your spellcasting ability. In addition, you use your
reproducing the basic form of the spell, then Intelligence modifier when setting the saving throw DC for
deciphering the unique system of notation used by
the mage who wrote it. You must practice the spell
a mage spell you cast and when making an attack roll.
until you understand the sounds or gestures Spell save DC = 8 + your proficiency bonus +
required, then transcribe it into your spellbook using your Intelligence modifier
your own notation. Spell attack modifier = your proficiency bonus +
For each level of the spell, the process takes 2
hours and costs 50 gp. The cost represents material
your Intelligence modifier
components you expend as you experiment with the Ritual Casting
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 cast a mage spell as a ritual if that spell has the
you can prepare the spell just like your other spells. ritual tag and you have the spell in your spellbook. You
Replacing the Book. You can copy a spell from your don't need to have the spell prepared.
own spellbook into another book — for example, if
you want to make a backup copy of your spellbook. Spellcasting Focus
This is just like copying a new spell into your spell- You can use an arcane focus as a spellcasting focus for your
book, but faster and easier, since you understand mage spells.
your own notation and already know how to cast the
spell. You need spend only 1 hour and 10 gp for Learning Spells of 1st Level and Higher
each level of the copied spell. Each time you gain a mage level, you add two mage spells
If you lose your spellbook, you can use the same of your choice to your spellbook. Each of these spells must
procedure to transcribe the spells that you have be of a level for which you have spell slots, as shown on the
prepared into a new spellbook. The remainder of Mage table. On your adventurers, you might find other
your spellbook requires you to find new spells to do spells that you can add to your spellbook (see the "Your
so, as normal. Many mages keep backup spellbooks Spellbook" sidebar).
in a safe place.
The Book's Appearance. Your spellbook is a unique Arcane Recovery
compilation of spells, with its own decorations and
margin notes. It might be a plain, functional leather You learn to regain some of your magical energy by
volume that you re-ceived as a gift, a finely bound studying your spellbook. Once per day when you finish a
gilt-edged tome you found in an ancient library, or short rest, you can choose expended spell slots to recover.
even a loose collection of notes scrounged together The spell slots can have a combined level that is equal to or
after you lost your previous spellbook in a mishap. less than half your mage level (rounded up), and none of the
slots can be of 6th level or higher.
For example, if you're a 4th-level mage, 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.
PART 1 | CLASSES 3
Magical Study Ability Score Improvement
Starting at 2nd level, you choose a magical study, shaping When you reach 4th level, and again at 8th, 12th, 16th, and
your practice of magic through one of three areas: Arcane, 19th level, you can increase one ability score of your choice
Fire or Frost, all detailed at the end of the class description. by 2. or you can increase two ability scores of your choice
Your choice grants you features at 2nd level and again at by 1. As normal, you can't increase an ability score above 20
6th, 10th, and 14th level. using this feature.
Metamagic Spell Mastery
At 3rd level, you gain the ability to twist your spells to suit At 18th level, you have achieved such mastery over certain
your needs. When you use your Metamagic, you choose spells that you can cast them at will. Choose a 1st-level
which effect to twist your spell with. You can use this mage spell and a 2nd-level mage spell that are in your spell-
feature three times. You regain all expended uses when you book. You can cast those spells at their lowest level without
finish a long rest. expending a spell slot when you have them prepared. If you
You can use only one Metamagic option on a spell when want to cast either spell at a higher level, you must expend
you cast it, unless otherwise noted and when you use a a spell slot as normal.
metamagic option, you can't use that option again until you You can spend 8 hours in study, and change one or both
finishg a long rest. of the spells you chose for different spells of the same level.
Accurate Spell Signature Spells
You can use your metamagic when you cast a spell that hits When you reach 20th level, you gain mastery over
only one creature, to give yourself advantage on the spell two powerful spells and can cast them with little effort.
attack roll. Choose two 3rd-level mage spells in your spellbook as your
Careful Spell signature spells. You always have these spells prepared,
You can use your metamagic to protect creatures from your they don't count against the number of spells you have
spells saving throw. Choose a number of creatures up to prepared, and you can cast each of them once at 3rd level
your Intelligence modifier (minimum of 1). A chosen without expending a spell slot. When you do so, you can't
creature automatically succeeds on its saving throw. do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must
Empowered Spell expend a spell slot as normal.
You can use your metamagic when you roll damage for a
spell to reroll a number of the damage dice up to your Magical Studies
Intelligence modifier (minimum of 1). You must then use Mages are spellcasters who favor magics involving the
the new damage rolls. cardinal elements of the universe. Students gifted with a
Extended Spell keen intellect and unwavering discipline may walk the path
You can use your metamagic when you cast a spell that has of the mage. The magic available to mages is both great
a duration of 1 minute or longer to double its duration, to a and dangerous, and thus is revealed only to the most
maximum duration of 24 hours. devoted practitioners.
Distant Spell Study of Arcane
You can use your metamagic when you cast a spell that has Mages of the arcane are diviners of secrets, balancing the
a range of 5 feet or greater to double the range of the spell. webb and flow of incredible mystic energies. These practi-
You can use your metamagic when you cast a spell that tioners push their magical knowledge to its very limits.
has a range of touch to make the range of the spell 30 feet. Those who master this craft are capable of releasing a
barrage of unrelenting power upon their enemies.
Persistent Spell
You can use your metamagic when you cast a spell that Transmutation Savant
targets only one creature and requires a saving throw, to Beginning when you select this study at 2nd level, the gold
give the creature disadvantage on the saving throw. and time you must spend to copy a transmutation spell into
your spellbook is halved.
Quickened Spell
You can use your metamagic when you cast a spell that has Magic Resonance
a casting time of 1 action to cast it as a bonus action. Starting at 2nd level, whenever you cast a spell using a
spell slot, you gain an arcane charge. You can accumulate a
Ricocheting Spell number of arcane charges equal to your Intelligence
You can use your metamagic when you cast a spell that modifier (minimum of 1). Your arcane charges last until
targets only one creature and another creature is within 5 expended, or until the end of your next long rest.
feet of it, to make the damage of your spell ricochet and hit You can use your action and expend all arcane charges to
both. The second target must succeed on a Dexterity unleash a barrage of arcane magic. For each arcane charge
saving throw. On a failed save it takes half damage, and no expended, make a ranged spell attack against a target
damage on a successful save. It is not affected by any other within 60 feet of you that you can see. On a hit, a target
effects of the spell. takes force damage equal to 1 + your Intelligence modifier.
Subtle Spell
You can use your metamagic when you cast a spell to cast it
without any somatic or verbal components.
4 PART 1 | CLASSES
Arcane Brilliance Study of Fire
Upon reaching 6th level, you gain proficiency in arcana While any worthy mage is an unparalleled expert in the use
if you don't already have it and your proficiency bonus of magic and heavily dedicated to their craft, those who
doubles for any ability check you make with it. master the forces of fire tend to be a little more audacious
Additionally, you are always under the effects of a than their peers. These mages take pride, even pleasure in
comprehend languages spell. igniting their enemies in wild bursts of flame.
Prismatic Barrier Evocation Savant
Starting at 10th level, you can siphon arcane energy Beginning when you select this study at 2nd level, the gold
from harmful effects to your own benefit. You can use your and time you must spend to copy an evocation spell into
reaction when you are forced to make a saving throw your spellbook is halved.
against magic to give yourself advantage on the save. On a
failed save, you suffer the spells effect, but take only half Hot Streak
damage (if any). On a successful save, you take no damage Starting at 2nd level, the blazing energy of your spells
from the spell and gain one arcane charge. intensifies. When you roll damage for a spell and roll the
You can use this feature twice. You regain expended uses highest number possible on any of the dice, choose one of
when you finish a short or long rest. those dice, roll it again and add that roll to the damage. You
Rune of Power can use the feature only once per turn.
At 14th level, you can draw upon your prowess and etch At 10th level, you may choose any number of dice that
lines of arcane power into the ground. As an action, you rolled the highest number possible, you can only reroll
etch an arcane rune into the ground in a 5-foot radius each dice once.
around you. The rune lasts for 1 minute. You gain the Cauterize
following benefits while you are within the its area: Beginning at 6th level, if you are reduced to 0 hit points,
You gain an arcane charge at the end of your turn, and you can use your reaction to draw on the fiery energy that
can use Magic Resonance feature as a bonus action. burn within you. You are instead reduced to 1 hit point, and
Once per turn when you cast a spell. You can choose to each creature within 10 feet of you takes fire damage equal
affect it with one of the metamagic options found earlier to half your mage level + your Intelligence modifier.
in this class without expending a metamagic use. Once you use this feature, you can’t use it again until you
You have advantage on Constitution saving throws made finish a long rest.
to maintain concentration on a mage spell.
You can cast the haste or slow spell even if you don't Empowered Evocation
know them or have them prepared. Upon reaching 10th level, you can add your Intelligence
modifier (minimum of +1) to the damage roll of any mage
Once you use this feature, you can’t use it again until you evocation spell that you cast. The damage bonus applies to
finish a long rest. one damage roll of a spell, not multiple rolls.
Combustion
At 14th level, you can unleash the flames that blaze within
you. As an action, you wreathing yourself in swirling fire.
For 1 minute, you gain the following benefits:
You shed bright light in a 30-foot radius and dim light
for an additional 30 feet.
Any creature takes fire damage equal to half your mage
level if it hits you with a melee attack.
Any spell or effect you create ignores resistance to fire
damage and treats immunity to fire damage as
resistance to fire damage.
Your spell attacks score a critical hit on a roll of 19 or
20 on the d20.
Once you use this feature, you can’t use it again until you
finish a long rest.
Study of Frost
Frost mages stand apart from their colleagues, in that their
chosen school of magic focuses on maintaining supreme
control over the capabilities of their enemies. Mages who
command frost perform chilling displays on the battlefield,
rendering foes immobile as they bombard them with ice.
Conjuration Savant
Beginning when you select this study at 2nd level, the gold
and time you must spend to copy a conjuration spell into
your spellbook is halved.

PART 1 | CLASSES 5
Fingers of Frost
Starting at 2nd level, you gain one of the following features
of your choice:
Ice Barrier. You can weave the cold around yourself for
protection. When you cast a spell of 1st level or higher that Water Elemental
deals cold damage to a creature, you can simultaneously Medium elemental, neutral
warp part of the spell's magic to create an icy barrier on
yourself that lasts until you finish a long rest. The barrier
has hit points equal to twice your mage level + your Armor Class 14 (natural armor)
Intelligence modifier. Whenever you take damage, the Hit Points equal to five times your level in this class +
barrier takes the damage instead. If the damage reduces your Intelligence modifier + the water elemental's
the barrier to 0 hit points, you take any remaining damage. Constitution modifier
Speed 30 ft., swim 40 ft.
When the barrier is reduced to 0 hit point, each creature
within 10 feet of you must succeed on a Dexterity saving
throw or have their speed reduced by 10 feet until the start STR DEX CON INT WIS CHA
of your next turn as the barrier bursts. 14 (+2) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
While the barrier has 0 hit points, it cant absorb damage,
but its magic remains. Whenever you cast a spell of 1st
level or higher that deals cold damage, the barrier regains a Skills Perception +2
number of hit points equal to twice the level of the spell. Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Once you create the barrier, you can't create it again until Senses darkvision 60 ft., passive Perception 12
you finish a long rest. Languages understands the languages of its creator
Water Elemental. You learn how to conjure a water but can't speak
elemental. It is friendly to you and your companions, and it
obeys your commands. See the creature's game statistics in Might of the Master. The following numbers increases
the water elemental stat block. by 1 when your proficiency bonus increases by 1:
In combat, the water elemental shares your initiative The water elemental's skill bonuses, the bonuses to
count, but it takes its turn immediately after yours. It can hit and damage of its slam and frost bolt, and the hit
move and use its reaction on its own, but the only action it points restored by its Restore action.
takes on its turn is the Dodge action, unless you take a
bonus action to command it to take one of the actions in its Actions (Requires your Bonus Action)
stat block or the Dash, Disengage, or Help action. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
If you target the water elemental with a spell that deals target you can see. Hit: 1d8 + 2 bludgeoning damage.
cold damage, it is considered immune to the damage and
regains a number of hit points equal to it. You don't need to Frost Bolt. Ranged Spell Attack: +4 to hit, range 30/60
ft., one target you can see. Hit: 1d6 + 2 cold damage.
roll to hit your elemental and it automatically fails any
saving throw for it if you choose it. Restore (3/day). The magics inside the water elemental
At the end of a long rest, you can conjure a new water restores 2d8 + 2 hit points to itself.
elemental. If you already have a water elemental from this Reactions
feature, the first one immediately perishes.
Freeze. When a creature within reach hits the water
Brain Freeze elemental with a melee attack, the water elemental
Beginning at 6th level, whenever you deal cold damage to a can attempt to grapple it.
creature with a mage spell, it must succeed on a Constitu-
tion saving throw or have its movement speed reduced by
10 feet until the end of your next turn as it becomes chilled.     Water Elemental. Your water elemental changes into an
When you deal cold damage to a chilled creature, it must ice elemental and gains the following additional benefits:
succeed on a Constitution saving throw or be grappled It gains immunity to cold damage.
until the end of your next turn as it becomes frozen. A creature hit by its frost bolt action must succeed on a
You have advantage on any spell attack you make against Constitution saving throw against your spell save DC or
a frozen creature. If you successful hit a frozen creature the be chilled.
ice around it shatters and returns its speed to normal. It can cast the sleet storm spell once per long rest, using
Hands of Frost your spell save DC (requires your bonus action).
Upon reaching 10th level, you gain one of the following Spell Sculptor
features, depending on your choice at 2nd level. At 14th level, you can create pockets of relative safety
Ice Barrier. When a creature that you can see within 30 within the effects of your evocation spells. When you cast
feet of you takes damage, you can use your reaction to an evocation spell that affects other creatures that you can
cause your Ice Barrier to manifest around it and absorb the see, you can choose a number of them up to 1 + the spell's
damage. If this damage reduces the barrier to 0 hit points, level. The chosen creatures automatically succeed on their
the barricaded creature takes any remaining damage. saving throws against the spell, and they take no damage if
In addition, a creature who fails the saving throw when they would normally take half damage on a successful save.
your ice barrier bursts becomes chilled.

6 PART 1 | CLASSES
Mage Spells Magic Mouth Scrying 8th Level
Cantrips (0 Level)
Mirror Image Seeming Antimagic Field
Misty Step Skill Empowerment XGE ✦ Blast Wave
✦ Arcane Blast Phantasmal Force Synaptic Static XGE Clone
Blade Ward Scorching Ray Teleportation Circle Demiplane
Control Flames XGE See Invisibility Wall of Force Feeblemind
Create Bonfire XGE Shatter ✦ Ice Nova
Dancing Lights Spider Climb 6th Level Incendiary Cloud
Fire Bolt Suggestion Arcane Gate Mighty Fortress XGE
✦ Flurry Contingency Mind Blank
Frostbite XGE 3rd Level Disintegrate
Mage Hand ✦ Arcane Explosion Globe of Invulnerability 9th Level
Mending Bestow Curse Guards and Wards Gate
Message Blink Heroes' Feast Imprisonment
Minor Illusion ✦ Blizzard Investiture of Flame XGE Invulnerability XGE
Prestidigitation Counterspell Investiture of Ice XGE ✦ Jaina's Flying Ship
Produce Flame Create food and Water Magic Jar Mass Polymorph XGE
Ray of Frost Dispel Magic Mass Suggestion Meteor Swarm
Feign Death Mental Prison XGE Time Stop
1st Level Fireball Otiluke's Freezing Sphere True Polymorph
Alarm Fly Programmed Illusion
Armor of Agathys Glyph of Warding Scatter XGE
Burning Hands Haste True Seeing
Comprehend Languages Hypnotic Pattern Wall of Ice
Create or Destroy Water Magic Circle
Detect Magic Major Image 7th Level
Disguise Self Nondetection Delayed Blast Fireball
Feather Fall Protection from Energy Etherealness
Find Familiar Remove Curse Fire Storm
✦ Frostfire Bolt Sending Forcecage
Hellish Rebuke Sleet Storm ✦ Glacial Spike
Ice Knife XGE Slow Mordenkainen's
Identify ✦ Spellsteal     Magnificent Mansion
Illusory Script Tiny Servant XGE Project Image
Jump Tongues ✦ Pyroblast
Longstrider Sequester
Mage Armor 4th Level Teleport
Magic Missile ✦ Amplify or
Shield     Dampen Magic
Silent Image ✦ Arcane Barrage
Snare XGE Banishment
Tenser's Floating Disk Charm Monster XGE
Unseen Servant Confusion
Conjure Minor Elementals
2nd Level Dimension Door
Aganazzar's Scorcher XGE Fire Shield Amplify or Dampen Magic
Alter Self Greater Invisibility 4th-level abjuration
Arcane Lock Hallucinatory Terrain Casting Time: 1 action
Blindness/Deafness ✦ Ice Block Range: Touch
Blur Ice Storm Components: S, M (something of value to the creature)
Cloud of Daggers Locate Creature Duration: Concentration, up to 1 minute
Continual Flame Mordenkainen's You manipulate the flow of mana rushing through a
Darkness     Private Sanctum creature, if the creature is unwilling you must succeed on a
Darkvision Polymorph melee spell attack before you can manipulate their flow.
Detect Thoughts Wall of Fire When you touch a creature with this spell, you choose
Dragon's Breath XGE which effect you want to affect the creature with for the
Enlarge/Reduce 5th Level
spells duration.
Flame Blade Animate Objects Amplify. You amplify a creatures magical prowess. The
Flaming Sphere Bigby's Hand creature takes additional damage when hit by a spell, deals
✦ Freezing Touch Cone of Cold
Heat Metal Conjure Elemental additional damage when casting a spell, and restores
Hold Person Creation additional hit points to a creature with a spell by an amount
Invisibility Dominate Person equal to your spellcasting modifier.
Knock Enervation XGE Dampen. You dampen a creatures magical prowess. The
Levitate Immolation XGE creature reduces damage taken by spells, damage dealt by
✦ Living Bomb Passwall spells, and the number of hit points restored to it by a spell
Planar Binding by an amount equal to your spellcasting modifier.
PART 2 | SPELLS 7
Arcane Barrage Blizzard
4th-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S, M (shards of glass)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You manifest two bolts of raw force and launch them at a A cold light flashes from your hand into the sky as blue
target within range. Make a ranged spell attack for each shards hurl down at a point you can see within range. Each
bolt. On a hit, a target takes 4d6 force damage and is creature in a 20-foot-radius, 60-foot-high cylinder centered
pushed 10 feet directly away from you. on a point within range must make a Dexterity saving
At Higher Levels. When you cast this spell using a throw. A target takes 3d6 cold damage on a failed save, or
spell slot of 5th level or higher, the damage of each bolt half as much damage on a successful one.
increases by 1d6 for each slot level above 4th. As an action on each of your turns before the spell ends,
you can call down another blizzard in the same location.
Arcane Blast At Higher Levels. When you cast this spell using a spell
Evocation cantrip slot of 4th level or higher, the damage increases by 1d6 for
Casting Time: 1 action each slot level above 3rd.
Range: 60 feet Flurry
Components: V, S
Duration: Instantaneous Evocation cantrip
You extend your hand and make a burst of arcane energy Casting Time: 1 action
erupt from a target within range. If the target is a creature Range: 60 feet
it must succeed on a Dexterity saving throw or take 1d8 Components: V, S
force damage. A creature forced to make a Constitution Duration: Instantaneous
saving throw to maintain concentration because of this A shard of ice streaks toward a creature within range.
spell, makes the saving throw with disadvantage. Make a ranged spell attack against the target. On a hit, the
This spell’s damage increases by 1d8 when you reach target takes 1d8 cold damage.
5th level (2d8), 11th level (3d8), 17th level (4d8). The spell creates more than one shard when you reach
higher levels: two shards at 5th level, three shards at 11th
Arcane Explosion level, and four shards at 17th level. You can direct the
3rd-level evocation shards at the same target or at different ones. Make a
Casting Time: 1 action separate attack roll for each shard.
Range: Self (10-foot-radius sphere) Freezing Touch
Components: V, S
Duration: Instantaneous 2nd-level evocation
You draw from the fluctuating arcane near you and burst Casting Time: 1 action
with a wave of arcane power. Each other creature within Range: Touch
range must make a Dexterity saving throw. A target takes Components: V, S, M (a shard of glass or ice)
6d8 force damage on a failed saving throw, or half as much Duration: 1 minute
damage on a successful one. Your fingers become cold to the touch as frost manifests on
At Higher Levels. When you cast this spell using a spell their surface. Make a melee spell attack against a creature
slot of 4th level or higher, the damage increases by 1d8 for within range. On a hit, the creature is incapacitated, can't
each slot level above 3rd. move, and can't breathe until the spell ends as ice encap-
sulates their body. A target who hits the creature with an
Blast Wave attack breaks the ice and ends the spell.
8th-level evocation
Casting Time: 1 action Frostfire Bolt
Range: Self (60-foot cone) 1st-level evocation
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
Your hands burst into flames as you push a roaring wave of Components: V, S, M (a piece of glass and sulfur)
fire outward from yourself. Each creature in a 60-foot cone Duration: Instantaneous
must make a Constitution saving throw. A target takes You hurl a bolt of blue flames at a creature within range.
12d8 fire damage on a failed save, or half as much damage Make a ranged spell attack against the creature. On a hit,
on a successful one. The fire spreads around corners. It the target takes 2d6 fire damage and 2d6 cold damage.
ignites flammable objects in the area that aren’t being worn At Higher Levels. When you cast this spell using a spell
or carried. A creature killed by this spell is reduced to ash. slot of 2nd level or higher, the fire and cold damage
increases by 1d6 for each slot level above 1st.

8 PART 2 | SPELLS
Glacial Spike It has a maximum carrying capacity of 50 tons (limited
7th-level evocation by the size of the ship itself). It is not slowed by any weight
until its maximum capacity is reached, at which point the
Casting Time: 1 action ship loses its flying property and falls at a rate of 60 feet
Range: 120 feet per round until it hits the ground. Taking no falling damage
Components: V, S from the fall, and leaving its passengers unharmed.
Duration: Instantaneous
You form a large spike of ice above your head, and launch it Living Bomb
at a creature that you can see within range, causing it to 2nd-level evocation
shatter across their body. The target must make a Constitu- Casting Time: 1 action
tion saving throw. It takes 8d8 + 40 cold damage on a failed Range: 60 feet
save, or half as much damage on a successful one. Components: V, S, M (a flammable liquid)
If this damage reduces a creature to 0 hit points, it is Duration: Concentration, up to 1 minute
reduced to shards of ice, leaving behind everything it was You manipulate the mana flowing through a creature within
wearing and carrying. The creature can be restored to life range, making it burn from the inside with a roaring fire.
only by means of a true resurrection or a wish spell. The target must make a Constitution saving throw. Taking
Ice Block 1d10 fire damage on a failed save, or half as much on a
4th-level abjuration successful one. At the start of each of your turns for the
spells duration, the target must make another Constitution
Casting Time: 1 reaction, which you take when you are hit saving throw as it takes the damage again.
by an attack or spell When the spell ends, your concentration is broken, or
Range: Self you end it as a free action. The target and each creature
Components: V, S within 10 feet of it must succeed on a Dexterity saving
Duration: Concentration, up to 1 minute throw or take 2d6 fire damage.
Ice rapidly materializes around you, protecting you from At Higher Levels. When you cast this spell using a spell
harm. You gain 40 temporary hit points and immunity to slot of 3rd level or higher, the damage of the explosion
cold damage for the spells duration. While the spell is increases by 1d6 for each slot level above 2nd.
active you can't move and take any actions or reactions. Pyroblast
The spell remains until the temporary hit points have been
expend, your concentration breaks, or you end it as a free 7th-level evocation
action on your turn. Casting Time: 1 action
Range: 120 feet
Ice Nova Components: V, S, M (a piece of brimstone)
8th-level evocation Duration: Instantaneous
Casting Time: 1 action You clasp your hands together, conjuring a ball of dripping
Range: 120 feet magma, launching it at a creature or object within range.
Components: V, S, M (glass dust and water) Make a ranged spell attack against the target. On a hit, the
Duration: Instantaneous target takes 10d10 fire damage, and an additional 1d10 fire
Frigid cold rapidly expands in a 15-foot-radius centered on damage at the start of each of its turn, until someone takes
a point you you can see within range. Each creature in the an action to make a Dexterity check again your spell DC to
cold must succeed on a Dexterity saving throw. On a failed douse the fire.
save, a creature takes 10d6 cold damage and is grappled At Higher Levels. When you cast this spell using a spell
for 1 minute as ice encases the lower part of their legs. On slot of 8th level or higher, the initial damage increases by
a successful save, it takes half as much damage and isn't 1d10 for each slot level above 7th.
grappled by this spell.
A creature can break the grapple by using their action to Spellsteal
make a Strength saving throw, or deal a total of 40 hit 3rd-level abjuration
points worth of damage to the ice. Casting Time: 1 action
Range: 60 feet
Jaina's Flying Ship Components: V, S
9th-level transmutation Duration: Concentration, up to 1 minute
Casting Time: 1 minute Choose one creature within range. Any spell of 3rd level or
Range: Touch lower that affects the target is transferred to you for the
Components: V, S duration of spellsteal. If the spell requires concentration, it
Duration: 24 hours must still be maintained by its caster. Concentration must
You channel your powers into a nonmagical ship within be broken by both its original caster and you before the
range, the ship can be no larger than 100 feet long, and 30 spell and its effects disappear. To steal a spell of 4th level or
feet wide. For the spells duration, the ship gains a flying higher, make an ability check using your spellcasting ability.
speed of 60 feet, the ship changes direction and altitude at The DC equals 10 + the spell's level. On a successful check,
your command, continuing its course until a new command you steal the effects of the spell.
is given or the spells duration ends. At Higher Levels. When you cast this spell using a spell
The flying ship has an Armor Class of 15, and 300 hit slot of 4th level or higher, you automatically transfer the
points; immunity to poison and psychic damage, and effects of a spell on the target if the spell's level is equal to
immunity to all conditions. or less than the level of the spell slot you used.

PART 2 | SPELLS
 
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like