Researcher/Spell List

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Researcher Spell List

The following spells are available to all researchers. The School of Research you choose at 2nd level expands your spell list. See technomancer, witch, or wizzrobe for the respective school's expanded spell list.

This tab portrays what spells are available to a researcher regardless of your chosen School of Research.
Name MP Lv School Summary
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Cryonis 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Delayed Flying Object 6 4th transmutation
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast 0 evocation You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Shocking Grasp 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
This tab portrays a researcher with technomancer chosen as the School of Research.
Name MP Lv School Summary
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Barrier 2 1st abjuration Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Beamos 0 evocation Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn.
Blade Barrier 9 6th evocation Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Cryonis 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision 3 2nd transmutation A creature you touch gains darkvision for 8 hours.
Delayed Flying Object 6 4th transmutation
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Din's Javelin 10 7th evocation You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Electrified Terrain 6 4th evocation A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Ethereal Bridge 6 4th conjuration You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flash Freeze 8 5th evocation Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Foresight 13 9th divination A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Freedom of Movement 6 4th abjuration A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Fresh Cores 10 7th transmutation Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features.
Gravity Surge 12 8th transmutation You cause gravity to greatly intensify in a 50-foot radius cylinder.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Guardian Laser 8 5th evocation You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Haste 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Hearty 3 2nd abjuration A creature you touch gains temporary heart points equal to 1d10 + your spellcasting ability modifier for the duration, or until you cast this spell again.
Heat Metal 3 2nd transmutation A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Igniting Impact 1 1st evocation Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field 0 evocation An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Luminous Lure 0 enchantment A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Magic Lock 3 2nd abjuration You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Missile 2 1st evocation Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Magic Mouth 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Magnesis 0 transmutation You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Maze 12 8th conjuration You banish a creature that you can see within range into a labyrinthine demirealm.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Muffle 1 1st illusion
Nayru's Love 12 8th abjuration A creature you touch becomes immune to damage other than psychic for up to 1 minute.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Paralyze 3 2nd enchantment You attempt to paralyze a creature you can see within range.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Power Beam 0 evocation You launch a beam of force from your melee weapon to attack from afar.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Protection from Poison 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Protection from Projectiles 7 5th abjuration A creature you touch gains resistance to ranged attacks for up to 1 hour.
Radiant Weapon 8 5th evocation A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Reflecting Shield 3 2nd abjuration You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Remote Bomb+ 2 1st conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Remote Bomb 0 conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast 0 evocation You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Sentinel 6 4th conjuration You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Sequester 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.
Sever 0 transmutation Separate matter at its most fundamental level, dealing 1d12 slashing damage to a creature or object within 10 feet. Damage to an object is doubled.
Shocking Grasp 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Silence 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spiritual Weapon 3 2nd evocation Use your bonus action to summon and attack with a spectral weapon.
Stasis 3 2nd abjuration You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Stone Shape 6 4th transmutation You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
Time Stop 13 9th transmutation Briefly stop time for everyone but yourself.
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Transmute Weapon 0 transmutation Your touch transforms a weapon into a different but similar kind of weapon.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Walk 4 3rd transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.
Waver 2 1st illusion Your reaction imposes disadvantage on attack rolls targeting you.
This tab portrays a researcher with witch chosen as the School of Research.
Name MP Lv School Summary
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Animal Messenger 3 2nd enchantment Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Antipathy or Sympathy 11 8th enchantment You cause a certain type of creature to be attracted or repelled to a specific object.
Beast Shape 5 3rd transmutation Transform into a beast of your choice for 1 hour.
Beguile 2 1st enchantment You attempt to charm a creature you can see within range.
Bestow Curse 5 3rd necromancy At your touch, you afflict a creature with a debilitating curse.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Blight 6 4th necromancy Necromantic energy washes over a creature of your choice that you can see within range.
Brew 3 2nd conjuration You brew medicine that can be used to restore heart points, stamina points, or magic points.
Bubble Blast 0 evocation You blow up an acidic bubble, and can either attack with it immediately for d8 damage or save it until your next turn for d12 damage.
Calm Emotions 3 2nd enchantment You attempt to suppress strong emotions of a group of creatures.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Caustic Cauldron 2 1st evocation You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it.
Clairvoyance 5 3rd divination You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Contagion 7 5th necromancy You poison and then disease a creature you touch.
Control Beast 4 2nd enchantment You attempt to control a beast to do your bidding for up to 1 minute.
Control Weather 11 8th transmutation You take control of the weather within 5 miles of you for the duration.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Cryonis 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision 3 2nd transmutation A creature you touch gains darkvision for 8 hours.
Dead Hands 3 2nd conjuration Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Delayed Flying Object 6 4th transmutation
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Detect Poison and Disease 2 1st divination Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Dispirit 0 enchantment A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points.
Fear 5 3rd illusion Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Feeblemind 12 8th enchantment A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely.
Fire Bolt 0 evocation You hurl a mote of fire at a creature or object within range.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Foresight 13 9th divination A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Haste 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Hideous Laughter 2 1st enchantment A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Imprisonment 13 9th abjuration You create a magical restraint to hold a creature that you can see within range, permanently.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock-Out Brew 4 2nd enchantment The stench of your special brew renders a creature unconscious if it fails a Constitution save.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Lesser Restoration 3 2nd abjuration You touch a creature and can end either one disease or one lesser condition afflicting it.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Magic Lock 3 2nd abjuration You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Mouth 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Magic Touch 4 2nd conjuration Your touch restores magic points or stamina points to another creature.
Magnesis 0 transmutation You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Maze 12 8th conjuration You banish a creature that you can see within range into a labyrinthine demirealm.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Mergewall 9 6th transmutation You transform a creature into a painting, merging it into a nearby wall.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Muffle 1 1st illusion
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Paralyze 3 2nd enchantment You attempt to paralyze a creature you can see within range.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petal Glide 1 1st transmutation You are hurled 30 feet into the air, then glide for up to 1 minute.
Poe's Hand 2 1st transmutation A creature you touch gains an extra arm and hand for up to 1 hour.
Poison Spray 0 Conjuration Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Polymorph 6 4th transmutation Transform a creature in range into a beast for up to 1 hour.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Protection from Poison 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Purify Food and Drink 1 1st transmutation Remove poison and disease from food and drink within a 5-foot-radius sphere.
Ray of Enfeeblement 3 2nd necromancy The target deals only half damage with weapon attacks that use Strength for up to 1 minute.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Regulate Water 2 1st transmutation You either create, destroy, or drain water.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Revivify 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sanctuary 2 1st abjuration You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Sandcast 0 evocation You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Sequester 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.
Shocking Grasp 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Silence 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Silhouette 1 1st illusion
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Sphere of Death 5 3rd necromancy A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spike Growth 3 2nd transmutation A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Spook 0 enchantment A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Tiny Hut 5 3rd abjuration
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
True Polymorph 13 9th transmutation Transform any object or creature into any other object or creature, permanently.
True Resurrection 13 9th necromancy Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Breathing 5 3rd transmutation Grant up to ten creatures the ability to breathe underwater for 24 hours.
Web 3 2nd conjuration You conjure a mass of webbing that restrains creatures caught in it.
Witch's Familiar 2 1st conjuration Gain the indefinite aid of one Tiny beast.
This tab portrays a researcher with wizzrobe chosen as the School of Research.
Name MP Lv School Summary
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Blizzard 11 8th evocation A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Bombos 11 8th evocation You send out a wave of flame that circles out from you in a spiral, followed by a series of thunderous explosions.
Breath of Dinraal 5 3rd evocation A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Breath of Naydra 6 4th evocation A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Call Lightning 5 3rd evocation You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Chain Lightning 9 6th evocation Create a bolt of lightning that arcs toward a target of your choice that you can see within range.
Chromatic Burst 0 evocation You evoke a burst of elemental energy, potentially damaging several creatures at once.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Conjure Chilfos 5 3rd conjuration Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands.
Control Weather 11 8th transmutation You take control of the weather within 5 miles of you for the duration.
Cooling Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Craft Rod 2 1st transmutation You create a fire rod, ice rod, or lightning rod.
Cryonis 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darunia's Explosive Boulder 11 8th conjuration You summon a huge, explosive rock and hurl in a straight line.
Delayed Blast Fireball 10 7th evocation Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute.
Delayed Flying Object 6 4th transmutation
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Din's Fire 7 5th evocation A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Din's Fist 13 9th evocation Call down a ball of fire from the heavens to deal immense damage to creatures and structures in a 40-foot radius.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Earthquake 11 8th evocation For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Eldin Smog 9 6th conjuration Conjure a cloud of fiery smoke that deals damage and blinds creatures.
Electric Wreath 8 5th evocation A creature is wreathed in magnetizing lightning bolts that wrap around its body.
Electrified Terrain 6 4th evocation A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Elemental Barrier 3 2nd abjuration
Ember 0 evocation A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute.
Ember Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Ether 12 8th evocation The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Fire Bolt 0 evocation You hurl a mote of fire at a creature or object within range.
Fire Shield 6 4th evocation For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Fire Storm 10 7th evocation A storm made up of sheets of roaring flame appears in a location you choose within range.
Fireball 5 3rd evocation You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you.
Flame Choke 2 1st evocation Your touch engulfs a creature in a burst of flames and knocks it prone.
Flame Vortex 2 1st evocation A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures.
Flash Freeze 8 5th evocation Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Freezing Sphere 9 6th evocation A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez
Frost Bolt 0 evocation Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Frostnip 0 transmutation A creature within 30 feet must succeed on a Constitution save or take 1d8 cold damage, or 1d12 cold damage if it is missing heart points.
Glacier Crash 2 1st evocation You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Hand of Nayru 13 9th evocation
Hot Foot 4 2nd evocation Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through.
Ice Barricade 3 2nd evocation You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Ice Cube 5 3rd evocation At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart.
Ice Shard 0 evocation You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Ice Wave 4 2nd evocation You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it.
Icicle 1 1st evocation Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath.
Icy Gale 2 1st evocation Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Incinerate 8 5th evocation The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire.
Incinerating Impacts 8 5th evocation Your bonus action enhances a weapons with fiery magic.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field 0 evocation An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petite Storm 2 1st evocation A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Primordial Lightning 11 7th evocation Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy.
Prismatic Spray 10 7th evocation Eight multicolored rays of light flash into a 60-foot cone originating from you, causing an array of harm to those caught in the blast.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Protection from Energy 5 3rd abjuration A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast 0 evocation You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Scorching Ray 3 2nd evocation Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Shock Bolt 0 evocation You sling a jolt of electricity, which might flare up to shock creatures nearby your main target.
Shocking Grasp 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Singe 0 evocation A creature within 30 feet must succeed on a Constitution save or take 1d8 fire damage; 1d12 fire damage if it's unarmored.
Sleet Storm 5 3rd conjuration For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder.
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Snowballs 3 2nd evocation Conjure a pile of 10 snowballs that can be thrown by yourself or other creatures for ranged spell attacks that deal cold damage.
Somaria 3 2nd conjuration You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Static 0 evocation A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature.
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Storm of Vengeance 13 9th conjuration You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Thaumaturgy 0 transmutation You manifest a minor wonder, a sign of supernatural power, within range.
Thunder 10 7th evocation Lightning storms all around you. Creatures in a 60-foot radius take 14d6 damage on a failed save, or have as much on a success.
Thunder Bolt 5 3rd evocation A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Voice of Farore 13 9th evocation For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze.
Wall of Fire 6 4th evocation Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Breathing 5 3rd transmutation Grant up to ten creatures the ability to breathe underwater for 24 hours.
Water Walk 4 3rd transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.
Wizzbolt 7 5th evocation Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments.
Wizzkick 2 1st transmutation Perform a magically-enhanced flying kick through your enemies.
Wizzwall 3 2nd abjuration A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.
Wizzward 1 1st abjuration Your reaction grants a creature minor protection against some damaging spells cast by its allies.
Zip Zap 2 1st evocation Up to three bolts leap towards creatures in range. Each bolt can deal 1d6 lightning damage and subtract 5 feet from the target's movement.