User:Toancaro/Wizard: Difference between revisions

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|-|Level 2=
|-|Level 2=
{| class="wikitable sortable" style="width: 100%"
{| class="wikitable sortable" style="width: 100%"
! style="width: 110px" | Subclass  
! style="width: 115px" | Subclass  
! style="width: 225px" | Feature  
! style="width: 225px" | Feature  
! style="min-width: 350px" | Description
|-
| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Arcane Ward|w=25}} || The residual magic of your spells forms a ward around you that protects you from harm.
Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level.
Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1.
After each [[Long Rest]], the ward's intensity resets, and becomes the same as your Wizard level.
|-
| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Minor Conjuration: Create Water|w=25}} || Call forth rain. It extinguishes exposed flames and forms a [[Water Surface]].
|-
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Portent|w=25}} || Your dreams grant you glimpses that let you influence the future.
After each [[Long Rest]], you gain two random Portent Dice. During the day, you can use your reaction to change the die of any [[Attack Roll]] or [[Saving Throw]] rolled near you to one of your Portent Dice.
Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day.
|-
| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Hypnotic Gaze|w=25}} || {{Cond|Charmed|Charm}} and {{Cond|Incapacitated|Incapacitates}} a creature. It cannot attack you. It cannot act.
You can {{SAI|Maintain Hypnotic Gaze}} your Hypnotic Gaze each turn to extend its duration.
{{Prereq|The condition ends upon taking damage.}}
|-
| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Sculpt Spells|w=25}} || Create pockets of safety within your [[Evocation|Evocation spells]]. Allies automatically succeed their {{SavingThrow}}s against these spells and take no damage from them.
|-
| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|Improved Minor Illusion|w=25}} || You can cast {{SAI|Minor Illusion}} as a bonus action.
You can remain hidden while casting this spell.
This spell can be cast while you are {{Cond|Silenced}}
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Grim Harvest|w=25}} || Once per turn, if you kill a creature with a spell, you regain [[Hit Points]] equal to twice the [[Spells#Spell Slots|Spell Slot]] level used - thrice if it's a Necromancy spell. [[Undead]] and [[Constructs]] are unaffected.
|-
| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Experimental Alchemy|w=25}} || You brew two [[Alchemy|Alchemical Solutions]] instead of one when combining extracts, if you succeed a [[Difficulty Class]] 15 [[Medicine]] [[Ability Check|Check]].
|}
|-|Level 6=
{| class="wikitable sortable" style="width: 100%"
! style="width: 115px" | Subclass
! style="width: 240px" | Feature
! Description
! Description
|-
|-
| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Arcane Ward|w=25}} ||  
| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Projected Ward|w=25}} || When a nearby ally takes damage and you have an active {{SAI|Arcane Ward}}, you can sacrifice your ward to reduce the damage they take.
|-
|-
| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Minor Conjuration: Create Water|w=25}} ||  
| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Benign Transposition|w=25}} || Teleport to a nearby, unoccupied space, or swap places with an ally.
{{Prereq|Targets must be Medium or Small}}
|-
|-
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Portent|w=25}} ||  
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Expert Divination|w=25}} || You may gain an additional [[Portent|Portent Die]]: when taking a [[Short Rest]] you receive a Prophecy. Complete it to regain a missing Portent Die.
|-
|-
| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Hypnotic Gaze|w=25}} ||  
| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Instinctive Charm|w=25}} || {{SAI|Charmed (Condition)|Charm}} an enemy attacking you. They will attack a new target if possible as a reaction.
|-
|-
| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Sculpt Spells|w=25}} ||  
| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Potent Cantrip|w=25}} || Your [[Cantrip|cantrips]] become harder to evade entirely.
 
When a creature succeeds its {{SavingThrow}} against one of your cantrips, it still takes half the cantrip's damage, but suffers no additional effects.
|-
|-
| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|Improved Minor Illusion|w=25}} ||  
| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|See Invisibility (Class Action)|See Invisibility|w=25}} || Glimpse {{Cond|Invisible}} creatures, and possibly reveal them to others.
|-
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Grim Harvest|w=25}} ||  
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Undead Thralls: Animate Dead|w=25}} || You gain the {{SAI|Animate Dead}} spell, if you didn't have it already.
|-
|-
| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Experimental Alchemy|w=25}} ||  
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Undead Thralls: Additional Undead|w=25}} || When you use {{SAI|Animate Dead}}, you can raise an additional corpse.
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Undead Thralls: Better Summons|w=25}} || Creatures created with {{SAI|Animate Dead}} have additional hit points equal to your wizard level, and your [[Proficiency Bonus]] is added to their damage.
|-
| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Transmuter's Stone|w=25}} || Store some of your transmutation magic in a small stone. A creature carrying the stone gains a benefit of your choice.
 
Once you have created a stone, you need to cast a [[:Category:Transmutation Spells|Transmutation spell]] of Level 1 or higher or take a [[Long Rest]] before you can create another one.
|}
|-|Level 9=
{| class="wikitable sortable" style="width: 100%"
! style="width: 115px" | Subclass
! style="width: 180px" | Feature
! Description
|-
| {{User:Toancaro/Template:Class|Abjuration|w=35}} || {{SAI|Improved Abjuration|w=25}} || Each time you take a [[Short Rest]], the intensity of your {{SAI|Arcane Ward}} increases by an amount equal to your wizard level.
|-
| {{User:Toancaro/Template:Class|Conjuration|w=35}} || {{SAI|Focused Conjuration|w=25}} || Damage taken while you are [[Concentration|Concentrating]] on a Conjuration spell will not break your {{Concentration}}.
Conjuration Wizard Spells that require Concentrating:
* {{SAI|Arcane Gate}}
* {{SAI|Cloud of Daggers}}
* {{SAI|Cloudkill}}
* {{SAI|Evard's Black Tentacles}}
* {{SAI|Flaming Sphere}}
* {{SAI|Fog Cloud}}
* {{SAI|Sleet Storm}}
* {{SAI|Stinking Cloud}}
* {{SAI|Web}}
|-
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Third Eye: Darkvision|w=25}} || You gain the ability to see in the dark out to a range of {{Distance|m=27|ft=80}}.
|-
| {{User:Toancaro/Template:Class|Divination|w=35}} || {{SAI|Third Eye: See Invisibility|w=25}} || Become able to see {{Cond|Invisible}} creatures, and possibly reveal them to others.
|-
| {{User:Toancaro/Template:Class|Enchantment|w=35}} || {{SAI|Split Enchantment|w=25}} || You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.
Single target Enchantment Wizard Spells:
* {{SAI|Charm Person}}
* {{SAI|Crown of Madness}}
* {{SAI|Dominate Person}}
* {{SAI|Hold Monster}}
* {{SAI|Hold Person}}
* {{SAI|Otto's Irresistible Dance}}
* {{SAI|Tasha's Hideous Laughter}}
|-
| {{User:Toancaro/Template:Class|Evocation|w=35}} || {{SAI|Empowered Evocation|w=25}} || Your grasp of Evocation magic has tightened, and you can add your Intelligence [[Ability Score Modifier|Modifier]] to damage rolls with any Evocation spells.
|-
| {{User:Toancaro/Template:Class|Illusion|w=35}} || {{SAI|Illusory Self|w=25}} || Interpose an illusory duplicate of yourself between you and an attacker's strike, making them miss their attack.
 
You must [[Short Rest]] to use this feature again.
|-
| {{User:Toancaro/Template:Class|Necromancy|w=35}} || {{SAI|Inured to Undeath|w=25}} || You have steeped yourself so completely in death that you are [[Resistant]] to Necrotic damage, and moreover your [[Hit Points|hit point]] maximum cannot be reduced.
|-
| {{User:Toancaro/Template:Class|Transmutation|w=35}} || {{SAI|Shapechanger|w=25}} || Transform into a blue jay, able to {{SAI|Fly (Class Action)|Fly}}.
 
If the blue jay's [[Hit Points|hit points]] drop to 0, the target reverts to its original form with its original hit points.
|}
|}
</tabber>
</tabber>
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==Unique cantrips & spells==
<tabber>
|-|Level 1 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Wizard|where=spell_level="1"}}
|-|Level 2 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Wizard|where=spell_level="2"}}
|-|Level 4 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Wizard|where=spell_level="4"}}
|-|Level 6 spells=
{{User:Toancaro/Template:ClassUniqueSpellTable|Wizard|where=spell_level="6"}}
</tabber>
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==Common cantrips & spells==
==Common cantrips & spells==
Cantrips and spells that are available for every subclasses of Wizard class.
Cantrips and spells that are available for every subclasses of Wizard class.
{{User:Toancaro/Template:ClassPage|Wizard}}
{{User:Toancaro/Template:ClassPage|Wizard}}
{{Back to top}}
==Self notes==
Good stuffs:
# Distraction: {{SAI|Find Familiar: Cat}}
# Area control: {{SAI|Grease}}, {{SAI|Fog Cloud}}
# Crowd control: {{SAI|Sleep}}, {{SAI|Hold Person}}
# Utilities: {{SAI|Enhance Leap}}, {{SAI|Longstrider}}, {{SAI|Portent}}
# Damage: {{SAI|Ice Knife}}, {{SAI|Ray of Sickness}}, {{SAI|Chromatic Orb}}
{{Back to top}}

Latest revision as of 18:29, 12 January 2024

Subclass features[edit | edit source]

Subclass Feature Description
Abjuration Abjuration Arcane Ward Arcane Ward The residual magic of your spells forms a ward around you that protects you from harm.

Each time you cast an Abjuration spell, the intensity of the ward increases by the amount of the spell's Level, up to a maximum of 2x your Wizard level.

Each time you take damage, the ward blocks an amount of damage equal to its intensity, and its intensity decreases by 1.

After each Long Rest, the ward's intensity resets, and becomes the same as your Wizard level.

Conjuration Conjuration Minor Conjuration: Create Water Minor Conjuration: Create Water Call forth rain. It extinguishes exposed flames and forms a Water Surface.
Divination Divination Portent Portent Your dreams grant you glimpses that let you influence the future.

After each Long Rest, you gain two random Portent Dice. During the day, you can use your reaction to change the die of any Attack Roll or Saving Throw rolled near you to one of your Portent Dice.

Each Portent Die can only be used once, and you lose your unused Portent Dice at the end of the day.

Enchantment Enchantment Hypnotic Gaze Hypnotic Gaze Charm Charm and Incapacitates Incapacitates a creature. It cannot attack you. It cannot act.

You can Maintain Hypnotic Gaze Maintain Hypnotic Gaze your Hypnotic Gaze each turn to extend its duration.

The condition ends upon taking damage.

Evocation Evocation Sculpt Spells Sculpt Spells Create pockets of safety within your Evocation spells. Allies automatically succeed their Saving throws against these spells and take no damage from them.
Illusion Illusion Improved Minor Illusion Improved Minor Illusion You can cast Minor Illusion Minor Illusion as a bonus action.

You can remain hidden while casting this spell.

This spell can be cast while you are Silenced Silenced

Necromancy Necromancy Grim Harvest Grim Harvest Once per turn, if you kill a creature with a spell, you regain Hit Points equal to twice the Spell Slot level used - thrice if it's a Necromancy spell. Undead and Constructs are unaffected.
Transmutation Transmutation Experimental Alchemy Experimental Alchemy You brew two Alchemical Solutions instead of one when combining extracts, if you succeed a Difficulty Class 15 Medicine Check.

Subclass Feature Description
Abjuration Abjuration Projected Ward Projected Ward When a nearby ally takes damage and you have an active Arcane Ward Arcane Ward, you can sacrifice your ward to reduce the damage they take.
Conjuration Conjuration Benign Transposition Benign Transposition Teleport to a nearby, unoccupied space, or swap places with an ally.

Targets must be Medium or Small

Divination Divination Expert Divination Expert Divination You may gain an additional Portent Die: when taking a Short Rest you receive a Prophecy. Complete it to regain a missing Portent Die.
Enchantment Enchantment Instinctive Charm Instinctive Charm Charm Charm an enemy attacking you. They will attack a new target if possible as a reaction.
Evocation Evocation Potent Cantrip Potent Cantrip Your cantrips become harder to evade entirely.

When a creature succeeds its Saving throw against one of your cantrips, it still takes half the cantrip's damage, but suffers no additional effects.

Illusion Illusion See Invisibility See Invisibility Glimpse Invisible Invisible creatures, and possibly reveal them to others.
Necromancy Necromancy Undead Thralls: Animate Dead Undead Thralls: Animate Dead You gain the Animate Dead Animate Dead spell, if you didn't have it already.
Necromancy Necromancy Undead Thralls: Additional Undead Undead Thralls: Additional Undead When you use Animate Dead Animate Dead, you can raise an additional corpse.
Necromancy Necromancy Undead Thralls: Better Summons Undead Thralls: Better Summons Creatures created with Animate Dead Animate Dead have additional hit points equal to your wizard level, and your Proficiency Bonus is added to their damage.
Transmutation Transmutation Transmuter's Stone Transmuter's Stone Store some of your transmutation magic in a small stone. A creature carrying the stone gains a benefit of your choice.

Once you have created a stone, you need to cast a Transmutation spell of Level 1 or higher or take a Long Rest before you can create another one.

Subclass Feature Description
Abjuration Abjuration Improved Abjuration Improved Abjuration Each time you take a Short Rest, the intensity of your Arcane Ward Arcane Ward increases by an amount equal to your wizard level.
Conjuration Conjuration Focused Conjuration Focused Conjuration Damage taken while you are Concentrating on a Conjuration spell will not break your Concentration Concentration.

Conjuration Wizard Spells that require Concentrating:

Divination Divination Third Eye: Darkvision Third Eye: Darkvision You gain the ability to see in the dark out to a range of 27 m / 90 ft.
Divination Divination Third Eye: See Invisibility Third Eye: See Invisibility Become able to see Invisible Invisible creatures, and possibly reveal them to others.
Enchantment Enchantment Split Enchantment Split Enchantment You know your enchantments inside and out. You can target 2 creatures with Enchantment spells that would normally only target 1 creature.

Single target Enchantment Wizard Spells:

Evocation Evocation Empowered Evocation Empowered Evocation Your grasp of Evocation magic has tightened, and you can add your Intelligence Modifier to damage rolls with any Evocation spells.
Illusion Illusion Illusory Self Illusory Self Interpose an illusory duplicate of yourself between you and an attacker's strike, making them miss their attack.

You must Short Rest to use this feature again.

Necromancy Necromancy Inured to Undeath Inured to Undeath You have steeped yourself so completely in death that you are Resistant to Necrotic damage, and moreover your hit point maximum cannot be reduced.
Transmutation Transmutation Shapechanger Shapechanger Transform into a blue jay, able to Fly Fly.

If the blue jay's hit points drop to 0, the target reverts to its original form with its original hit points.

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Unique cantrips & spells[edit | edit source]

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Arcane Lock Arcane Lock Abjuration Abjuration Wizard Wizard Action 1.5m Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock Knock.
Melf's Acid Arrow Melf's Acid Arrow Evocation Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn. If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Evard's Black Tentacles Evard's Black Tentacles Conjuration Conjuration Wizard Wizard Action Concentration STR 18m 6m Damage Types Tentacles sprout from the ground, turning the area into Difficult Terrain Difficult Terrain, attacking and Smothering Smothering creatures within.
Fire Shield Fire Shield Evocation Evocation Wizard Wizard Action 0 Wreathe your body in flames that shed light in a 3 m / 10 ft radius, provide Resistance to Damage TypesFire or Damage TypesCold damage, and retaliate against melee attacks.
Otiluke's Resilient Sphere Otiluke's Resilient Sphere Evocation Evocation Wizard Wizard Action Concentration DEX 9m Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects.
Phantasmal Killer Phantasmal Killer Illusion Illusion Wizard Wizard Action Concentration WIS 18m Damage Types Haunt a creature with illusions of its greatest fears. It takes 4d10Damage TypesPsychic Damage per turn, cannot move, has Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Otiluke's Freezing Sphere Otiluke's Freezing Sphere Evocation Evocation Wizard Wizard Action 1.5m Damage Types Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.
Wall of Ice Wall of Ice Evocation Evocation Wizard Wizard Action Concentration 18m Damage Types Raise a wall of solid ice that deals 10d6Damage TypesCold damage to anyone standing in its way.

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Common cantrips & spells[edit | edit source]

Cantrips and spells that are available for every subclasses of Wizard class.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Acid Splash Acid Splash Conjuration Conjuration Sorcerer Sorcerer
Wizard Wizard
Action DEX 18m 2m Damage Types Throw a bubble of acid that damages each creature it hits.
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Dancing Lights Dancing Lights Evocation Evocation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 9m Illuminate a 9 m / 30 ft radius.
Fire Bolt Fire Bolt Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl a mote of fire.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Light Light Evocation Evocation Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Infuse an object with an aura of light.
Mage Hand Mage Hand Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create a spectral hand that can manipulate and interact with objects.

Duration: 10 turns.

This cantrip can only be cast once per short rest.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
Poison Spray Poison Spray Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action CON 3m Damage Types Project a puff of noxious gas, dealing 1d12Damage TypesPoison to a target.
Ray of Frost Ray of Frost Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Reduces the target's Movement Speed by 3 m / 10 ft.
Shocking Grasp Shocking Grasp Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 1.5m Damage Types The target cannot use Reactions. This spell has Advantage Icon.png Advantage on creatures with metal Armour.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Burning Hands Burning Hands Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action DEX 0 5m Damage Types Each flammable target is hit with 3d6Damage TypesFire damage.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
Disguise Self Disguise Self Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 0 Magically change all aspects of your appearance.
Enhance Leap Enhance Leap Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 1.5m Triple a creature's Jumping distance.
Expeditious Retreat Expeditious Retreat Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Bonus Action Concentration 0 Gain Dash Dash immediately and as a bonus action on each of your turns until this spell ends.
False Life False Life Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action 0 Bolster yourself with a necromantic facsimile of life to gain HP Icon.png 7 temporary hit points.
Feather Fall Feather Fall Transmutation Transmutation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Bonus Action Ritual 0 9m You and nearby allies gain Immunity to Falling damage.
Find Familiar Find Familiar Conjuration Conjuration Wizard Wizard Action Ritual 18m Summon a familiar, a fey spirit that takes an animal form of your choosing
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Longstrider Longstrider Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Wizard Wizard
Action Ritual 1.5m Increase a creature's Movement Speed by 3 m / 10 ft.
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
Magic Missile Magic Missile Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m Damage Types Create three darts of magical force, each dealing 1d4 + 1Damage TypesForce damage to its target. The darts always hit their target, and can each be targeted individually.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisons Poisons the target.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
Tasha's Hideous Laughter Tasha's Hideous Laughter Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration WIS 18m Leave a creature Prone Prone with laughter, without the ability to get up.
Thunderwave Thunderwave Evocation Evocation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action CON 1.5m 5m Damage Types Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Damage TypesThunder damage.
Witch Bolt Witch Bolt Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Damage Types Link yourself to a target with a bolt of lightning. Deal an additional 1d12Damage TypesLightning each turn by activating it.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Arcane Lock Arcane Lock Abjuration Abjuration Wizard Wizard Action 1.5m Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock Knock.
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Blur Blur Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action Concentration 0 Attackers have Disadvantage Icon.png Disadvantage on Attack rolls against you.
Cloud of Daggers Cloud of Daggers Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Damage Types Conjure a cloud of spinning daggers that attack anyone inside.
Crown of Madness Crown of Madness Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 18m Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
Detect Thoughts Detect Thoughts Divination Divination Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration Ritual 0 Focus your mind to read the thoughts of certain creatures while talking to them.
Enlarge/Reduce Enlarge/Reduce Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks and Saving throws.
Flaming Sphere Flaming Sphere Conjuration Conjuration Druid Druid
Wizard Wizard
Action Concentration 18m 2m Damage Types Summon a Flaming Sphere that deals 2d6Damage TypesFire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 0 12m Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance Off Balance.
Hold Person Hold Person Enchantment Enchantment Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.
Invisibility (spell) Invisibility Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Touch a creature to turn it Invisible Invisible. Attacks against it have Disadvantage Icon.png Disadvantage. It attacks with Advantage Icon.png Advantage.
Knock Knock Transmutation Transmutation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Unlock an object that is held shut by a mundane lock.
Magic Weapon Magic Weapon Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 1.5m Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
Melf's Acid Arrow Melf's Acid Arrow Evocation Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn. If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.
Mirror Image Mirror Image Illusion Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.
Misty Step Misty Step Conjuration Conjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Bonus Action 18m Surrounded by silver mist, you teleport to an unoccupied space you can see.
Phantasmal Force Phantasmal Force Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered.
Ray of Enfeeblement Ray of Enfeeblement Necromancy Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Weaken a foe: they deal half damage with weapon attacks using Strength.
Scorching Ray Scorching Ray Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.
See Invisibility (spell) See Invisibility Divination Divination Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 0 Become able to see Invisible Invisible creatures, and possibly reveal them to others.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Web Web Conjuration Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 4m Cover an area in thick, flammable webbing that can Enweb Enweb creatures within. An ally can use its Help action to try and tear away the webs.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animate Dead Animate Dead Necromancy Necromancy Cleric Cleric
Wizard Wizard
Action 3m Animate a corpse to create an undead servant while not in combat.
Bestow Curse Bestow Curse Necromancy Necromancy Bard Bard
Cleric Cleric
Wizard Wizard
Action Concentration WIS 1.5m Curse a creature with your touch. The curse either bestows Disadvantage Icon.png Disadvantage on Ability checks and Saving throws, Disadvantage Icon.png Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns.
Blink Blink Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action 0 Available only in combat. At the end of your turn, roll a D20.png d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Counterspell Counterspell Abjuration Abjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Reaction m Try to stop a spell being cast.
Fear Fear Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 0 9m Targets drop everything and become Fearful Fearful: they have Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls.
Feign Death Feign Death Necromancy Necromancy Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action 1.5m Put an ally in a protective coma. They become Resistant to all damage except Damage TypesPsychic. Disease and Poison no longer have any effect. Removed when Helped Helped.
Fireball Fireball Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m 4m Damage Types Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Damage TypesFire damage.
Gaseous Form Gaseous Form Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Glyph of Warding Glyph of Warding Abjuration Abjuration Bard Bard
Cleric Cleric
Wizard Wizard
Action 9m 4m Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger. The glyph will last until triggered, or until a Long Rest.
Grant Flight Grant Flight Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Bestow the ability to Fly Fly upon yourself or an ally.
Haste Haste Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Target yourself or an ally to become Hastened Hastened. The creature has a +2 bonus to Armour Class Armour Class, Advantage Icon.png Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn.
Hypnotic Pattern Hypnotic Pattern Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m 9m Hypnotise Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act.
Lightning Bolt Lightning Bolt Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 0 30m Damage Types Call forth a blast of lightning that hits all creatures in the line of the eruption.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.
Remove Curse Remove Curse Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action 1.5m Touch a creature or object to remove all Curses and Hexes affecting it.
Sleet Storm Sleet Storm Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Call forth a storm that douses fire, creates an Ice Ice surface, and forces spellcasters to succeed at a Concentration Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone Prone on a failed Dexterity Saving throw.
Slow Slow Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration WIS 18m Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.
Stinking Cloud Stinking Cloud Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Create a cloud of gas so nauseating it prevents creatures from taking actions.
Vampiric Touch Vampiric Touch Necromancy Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 1.5m Damage Types Touch an enemy to siphon their life force and regain half as many Hit Points.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Banishment Banishment Abjuration Abjuration Cleric Cleric
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration CHA 18m Temporarily Banish Banish your target to another plane of existence.
Blight Blight Necromancy Necromancy Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 9m Damage Types Deals 8d8Damage TypesNecrotic to a target. Plants take maximum damage from this spell, and have Disadvantage Icon.png Disadvantage on the Saving throw against it.
Confusion Confusion Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 6m Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
Conjure Minor Elemental Conjure Minor Elemental Conjuration Conjuration Druid Druid
Wizard Wizard
Action 18m Conjure a minor elemental to fight alongside you.
Dimension Door Dimension Door Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 2m Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.
Evard's Black Tentacles Evard's Black Tentacles Conjuration Conjuration Wizard Wizard Action Concentration STR 18m 6m Damage Types Tentacles sprout from the ground, turning the area into Difficult Terrain Difficult Terrain, attacking and Smothering Smothering creatures within.
Fire Shield Fire Shield Evocation Evocation Wizard Wizard Action 0 Wreathe your body in flames that shed light in a 3 m / 10 ft radius, provide Resistance to Damage TypesFire or Damage TypesCold damage, and retaliate against melee attacks.
Greater Invisibility Greater Invisibility Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature Invisible. Attacks against it have Disadvantage Icon.png Disadvantage. It attacks with Advantage Icon.png Advantage.
Ice Storm Ice Storm Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 18m 6m Damage Types Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Damage TypesBludgeoning and Damage TypesCold damage. It also creates an Ice Ice surface that lasts 2 turns.
Otiluke's Resilient Sphere Otiluke's Resilient Sphere Evocation Evocation Wizard Wizard Action Concentration DEX 9m Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects.
Phantasmal Killer Phantasmal Killer Illusion Illusion Wizard Wizard Action Concentration WIS 18m Damage Types Haunt a creature with illusions of its greatest fears. It takes 4d10Damage TypesPsychic Damage per turn, cannot move, has Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls
Polymorph Polymorph Transmutation Transmutation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Transform a creature into a harmless sheep.
Stoneskin Stoneskin Abjuration Abjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.
Wall of Fire Wall of Fire Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Create a blazing wall of fire, Burning Burning anyone who dares stand too close. Deals Damage TypesFire to anything that moves into or starts it's turn in the area.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Cloudkill Cloudkill Conjuration Conjuration Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Craft a large cloud that inflicts 5d8Damage TypesPoison damage per turn. You can reposition the cloud every turn.
Cone of Cold Cone of Cold Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 0 9m Damage Types Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Conjure Elemental Conjure Elemental Conjuration Conjuration Druid Druid
Wizard Wizard
Action 18m Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Dominate Person Dominate Person Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Dominate Dominate a nearby humanoid. Allies are unaffected.
Hold Monster Hold Monster Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Paralyse Paralyse a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits.
Planar Binding Planar Binding Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action Concentration 18m Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Seeming Seeming Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Disguise up to 4 members of your adventuring party.
Telekinesis Telekinesis Transmutation Transmutation Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action Concentration STR 18m Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot.
Wall of Stone Wall of Stone Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Damage TypesPsychic and vulnerable to Damage TypesForce and Damage TypesThunder damage. Pillars block movement and line of sight.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Arcane Gate Arcane Gate Conjuration Conjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action. The game's pathfinding will automatically navigate through a portal if it is the shorter route.
Chain Lightning Chain Lightning Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m Damage Types Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within range.
Circle of Death Circle of Death Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 9m Damage Types Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.
Create Undead Create Undead Necromancy Necromancy Cleric Cleric
Warlock Warlock
Wizard Wizard
Action 3m Create a corpse as a heinous mummy that fights by your side.
Disintegrate Disintegrate Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action 9m Damage Types Shoot a thin green ray from your finger. If the spell reduces the target to 0 hit points, it disintegrates into a crumbly ash.
Eyebite Eyebite Necromancy Necromancy Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 18m Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
Flesh to Stone Flesh to Stone Transmutation Transmutation Warlock Warlock
Wizard Wizard
Action Concentration CON 18m Atrophy a foe, Restraining Restraining them until they temporarily turn to stone.
Globe of Invulnerability Globe of Invulnerability Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 3m Create a barrier that makes creatures and objects inside it Immune to all damage.
Otiluke's Freezing Sphere Otiluke's Freezing Sphere Evocation Evocation Wizard Wizard Action 1.5m Damage Types Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.
Otto's Irresistible Dance Otto's Irresistible Dance Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration 9m Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage Icon.png Advantage on Attack rolls.
Sunbeam Sunbeam Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration CON m 18m Damage Types A beam of brilliant light sears and Blinds Blinds all creatures in its path.
Wall of Ice Wall of Ice Evocation Evocation Wizard Wizard Action Concentration 18m Damage Types Raise a wall of solid ice that deals 10d6Damage TypesCold damage to anyone standing in its way.

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Self notes[edit | edit source]

Good stuffs:

  1. Distraction: Find Familiar: Cat Find Familiar: Cat
  2. Area control: Grease Grease, Fog Cloud Fog Cloud
  3. Crowd control: Sleep Sleep, Hold Person Hold Person
  4. Utilities: Enhance Leap Enhance Leap, Longstrider Longstrider, Portent Portent
  5. Damage: Ice Knife Ice Knife, Ray of Sickness Ray of Sickness, Chromatic Orb Chromatic Orb

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