Ka'sim Reer

Short Rest    Long Rest
Class Level Readiness Ability To Hit Save
Wizard 6 Knows Spells
& Prepares Spells (9)
INT (+3) +6 DC 14
Spell Slots:
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Cast Name Casting Time Duration Range More
Cantrip
Fire Bolt 1 action
V S
Instantaneous
120 feet

Fire Bolt

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 242
Gust 1 action
V S
Instantaneous
30 feet

Gust

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

* You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

(Druid) (Sorcerer) (Wizard)
Source: ee 19, xge 157
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Disguise Self 1 action
V S
1 hour
Self

Disguise Self

1-level Illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 hour

You make yourself -- including your clothing, armor, weapons, and other belongings on your person -- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 233
Cast Find Familiar 1 hour R
V S M
Instantaneous
10 feet

Find Familiar

1-level Conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V S M (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

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

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

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

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

(Wizard)
Source: phb 240
Cast Mage Armor 1 action
V S M
8 hours
Touch

Mage Armor

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

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

(Sorcerer) (Wizard)
Source: phb 256
Cast Magic Missile 1 action
V S
Instantaneous
120 feet

Magic Missile

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 257
Cast Water Whip 1 action
S M
Instantaneous
30 feet

Water Whip

1-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: S M (drop of water)
Duration: Instantaneous

Using existing water in the area, you create a rubbery whip of pure water to lash out a creature or object in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to in any direction within range.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Notes: Homebrew added 2019-02-12

(Cleric) (Druid) (Wizard)
Source: Homebrew
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Blur 1 action
V
1 minute
Concentration
Self

Blur

2-level Illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Notes: Concentration, up to 1 minute

(Druid) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 219
Cast Web 1 action
V S M
1 hour
Concentration
60 feet

Web

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of spiderweb)
Duration: Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength cheek against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Notes: Concentration, up to 1 hour

(Druid) (Sorcerer) (Wizard)
Source: phb 287
3rd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Fireball 1 action
V S M
Instantaneous
150 feet

Fireball

3-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

(Sorcerer) (Wizard)
Source: phb 241
Cast Haste 1 action
V S M
1 minute
Concentration
30 feet

Haste

3-level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a shaving of licorice root)
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

(Druid) (Paladin) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 250
  • Class: Wizard - Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
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