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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