Chapter 2: Wizard Spells
Wizard Spells
(See also Wizard Spells, Player’s Handbook)
1st Level
Conjure Spell Component
Fire Burst
Fist of Stone
Hornung's Guess*
Lasting Breath
Metamorphose Liquids
Murdock's Feathery Flyer
Nahal's Reckless Dweomer*
Patternweave*
2nd Level
Chaos Shield*
Hornung's Baneful Deflector*
Insatiable Thirst
Maximilian's Earthen Grasp
Nahal's Nonsensical Nullifier*
Past Life
Protection From Paralysis
Ride the Wind
Sense Shifting
3rd Level
Alacrity
Alamir's Fundemental Breakdown
Alternate Reality*
Augmentation I
Far Reaching I
Fireflow*
Fool's Speech*
Lorloveim's Creeping Shadow
Maximilian's Stoney Grasp
Minor Malison
Spirit Armor
Squaring the Circle
Watery Double
Wizard Sight
4th Level
Dilation I
Divination Enhancement
Far Reaching II
Greater Malison
Locate Creature
Mask of Death
Minor Spell Turning
Mordinkainen's Celerity
Summon Lycanthrope
There/Not There*
Thunder Staff
Turn Pebble to Boulder
Unluck*
5th Level
Far Reaching III
Khazid's Procurement
Lower Resistance
Magic Staff
Mind Fog
Safeguarding
Von Gasik's Refusal
Vortex*
Waveform*
6th Level
Augmentation II
Bloodstone's Spectral Steed
Claws of the Umber Hulk
Dilation II
Forest's Fiery Constrictor
Lorloveim's Shadowy Transformation
Wildshield*
Wildstrike*
7th Level
Acid Storm
Bloodstone's Frightful Joining
Hatch the Stone from the Egg
Hornung's Surge Selector*
Intensify Summoning
Malec-Keth's Flame Fist
Shadowcat
Spell Shape*
Steal Enchantment
Suffocate
8th Level
Abi-Dalzim's Horrid Wilting
Air Boat
Gunther's Kaleidoscopic Strike
Homunculus Shield
Hornung's Random Dispatcher*
Wildzone*
9th Level
Chain Contingency
Elemental Aura
Estate Transference
Glorious Tranmutation
Stablize*
Wail of the Banshee
Wildfire*
Wildwind*
Italicized spell is reversible.
An asterisk (*) indicates a wild magic spell.
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