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<blockquote data-quote="Falling Icicle" data-source="post: 4333992" data-attributes="member: 17077"><p><strong>Chromatic Orb – Wizard Attack 1</strong></p><p><em>You hurl a multicolored sphere of energy.</em></p><p><strong>Encounter * Arcane, Implement, Radiant</strong></p><p><strong>Standard Action – Ranged</strong> 10</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Intelligence vs. Fortitude</p><p><strong>Hit:</strong> 2d8 + Intelligence modifier radiant damage. Roll a d6 to determine what additional effect the target suffers:</p><p>1 – target is blinded until the end of your next turn.</p><p>2 – target is immobilized until the end of your next turn.</p><p>3 – target is dazed until the end of your next turn.</p><p>4 – target is weakened until the end of your next turn.</p><p>5 – target is stunned until the end of your next turn.</p><p>6 - target is petrified until the end of your next turn.</p><p></p><p><strong>Grease – Wizard Attack 1</strong></p><p><em>You cover the ground with slippery grease.</em></p><p><strong>Encounter * Arcane, Conjuration, Zone</strong></p><p><strong>Standard Action – Area</strong> burst 1 within 10 squares.</p><p><strong>Effect:</strong> The spell creates a zone of slippery grease until the end of your next turn. The zone is difficult terrain. Any creature that starts its turn in the area or that enters it must immediately make a saving throw or fall prone.</p><p><strong>Sustain Minor:</strong> The zone persists</p><p></p><p><strong>Dimensional Anchor - Wizard Utility 10</strong></p><p><em>You unleash a ray of crackling arcane energy that wraps around a creature or object, grounding it in this plane of existence.</em></p><p><strong>Daily * Arcane, Implement</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> One creature or object</p><p><strong>Attack:</strong> Intelligence vs. Will</p><p><strong>Hit:</strong> The target can't use or be affected by any teleportation effect, and loses the insubstantial and phasing qualities (if it has them) until the end of the encounter or for 5 minutes.</p><p></p><p><strong>Baleful Polymorph – Wizard Attack 13</strong></p><p><em>You transform the target into a harmless critter.</em></p><p><strong>Encounter * Arcane, Implement, Polymorph</strong></p><p><strong>Standard Action – Ranged</strong> 10</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Intelligence vs. Fortitude</p><p><strong>Hit:</strong> The target (and its clothing and equipment) are transformed into a harmless tiny or small natural animal, such as a rabbit, pig or squirrel (save ends). While in this form, the target is dazed, slowed, and can’t attack or use powers.</p><p></p><p><strong>Ball Lightning - Wizard Attack 15</strong></p><p><em>You conjure a ball of concentrated lightning.</em></p><p><strong>Daily * Arcane, Conjuration, Implement, Lightning</strong></p><p><strong>Standard Action - Ranged</strong> 10</p><p><strong>Target:</strong> One creature adjacent to the ball lightning.</p><p><strong>Attack:</strong> Intelligence vs. Reflex</p><p><strong>Hit:</strong> 4d6 + Intelligence modifier lightning damage.</p><p><strong>Effect:</strong> You conjure a Medium ball of lightning in an unoccupied square within range, and the ball attacks an adjacent creature. Any creature that starts its turn next to the ball lightning takes 2d4 + Intelligence modifier lightning damage. As a move action, you can move the ball up to 6 squares.</p><p><strong>Sustain Minor:</strong> You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the ball.</p><p></p><p><strong>Horrid Wilting – Wizard Attack 19</strong></p><p><em>You drain the moisture from your enemies, wilting them into desiccated husks.</em></p><p><strong>Daily * Arcane, Implement, Necrotic</strong></p><p><strong>Standard Action – Area</strong> burst 3 within 20 squares</p><p><strong>Target:</strong> Each enemy in burst</p><p><strong>Attack:</strong> Intelligence vs. Fortitude</p><p><strong>Hit:</strong> 4d6 + Intelligence modifier necrotic damage and the target is weakened (save ends).</p><p><strong>Miss:</strong> Half damage and no weakening.</p><p></p><p><strong>Mislead - Wizard Utility 22</strong></p><p><em>You disappear and leave behind an illusory double.</em></p><p><strong>Daily * Arcane, Illusion</strong></p><p><strong>Standard Action - Personal</strong></p><p><strong>Effect:</strong> You become invisible and an illusory double appears in your square until the end of your next turn. To the perspective of others, you never disappeared. The double consists of illusory visual, sound, smell and even thermal effects and it reacts realistically to its surroundings, making it quite convincing. You can move the double a number of squares equal to your speed as a move action, but it can't move more than 20 squares away from you. Your double has the same AC and defenses you do, but it is immune to damage and all effects, since it isn't real. If a creature hits or interacts with your double, it can make an Insight check as a free action (DC 15 + 1/2 your level) to see through the illusion. If it succeeds, it sees your double as a transparent, obviously illusory image for the remainder of its duration.</p><p><strong>Sustain Standard:</strong> When you sustain this power, you remain invisible and your double persists. It will pretend to act appropriate to the sitution, though nothing it does causes any harm.</p><p></p><p><strong>Reverse Gravity – Wizard Attack 25</strong></p><p><em>You change the orientation of gravity in the area, causing things to fall upward.</em></p><p><strong>Daily * Arcane, Zone</strong></p><p><strong>Standard Action – Area</strong> burst 5 within 20 squares</p><p><strong>Effect:</strong> This spell creates a zone of reversed gravity that lasts until the end of your next turn. Creatures and unfastened objects in the area fall upward. A flying or levitating creature can keep itself from falling. Creatures can make an immediate saving throw to grab on to something to keep from falling, if there are things within reach they can hold onto. If some solid object (such as a ceiling) is encountered in this fall, falling creatures and objects take falling damage, as appropriate. If an object or creature reaches the top of the area without striking anything, it remains there, immobilized until the spell ends. A creature that fell onto a solid object or surface is stuck up in the air but can move by pulling itself along the surface (treat it as slowed). When the spell ends, or when a creature or object exits the area, it falls back to the ground and may take falling damage.</p><p><strong>Sustain Standard:</strong> The zone persists.</p><p></p><p><strong>Nova - Wizard Attack 29</strong></p><p><em>You incinerate your foes with the light of a thousand suns.</em></p><p><strong>Daily * Arcane, Implement, Radiant</strong></p><p><strong>Standard Action - Close</strong> Burst 10</p><p><strong>Target:</strong> Each creature in burst</p><p><strong>Attack:</strong> Intelligence vs. Fortitude</p><p><strong>Hit:</strong> 6d6 + Intelligence modifier radiant damage and the target is blinded (save ends).</p><p><strong>Miss:</strong> Half damage and the target is not blinded.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 4333992, member: 17077"] [b]Chromatic Orb – Wizard Attack 1[/b] [i]You hurl a multicolored sphere of energy.[/i] [b]Encounter * Arcane, Implement, Radiant Standard Action – Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Intelligence vs. Fortitude [b]Hit:[/b] 2d8 + Intelligence modifier radiant damage. Roll a d6 to determine what additional effect the target suffers: 1 – target is blinded until the end of your next turn. 2 – target is immobilized until the end of your next turn. 3 – target is dazed until the end of your next turn. 4 – target is weakened until the end of your next turn. 5 – target is stunned until the end of your next turn. 6 - target is petrified until the end of your next turn. [b]Grease – Wizard Attack 1[/b] [i]You cover the ground with slippery grease.[/i] [b]Encounter * Arcane, Conjuration, Zone Standard Action – Area[/b] burst 1 within 10 squares. [b]Effect:[/b] The spell creates a zone of slippery grease until the end of your next turn. The zone is difficult terrain. Any creature that starts its turn in the area or that enters it must immediately make a saving throw or fall prone. [b]Sustain Minor:[/b] The zone persists [b]Dimensional Anchor - Wizard Utility 10[/b] [i]You unleash a ray of crackling arcane energy that wraps around a creature or object, grounding it in this plane of existence.[/i] [b]Daily * Arcane, Implement Standard Action Ranged[/b] 10 [b]Target:[/b] One creature or object [b]Attack:[/b] Intelligence vs. Will [b]Hit:[/b] The target can't use or be affected by any teleportation effect, and loses the insubstantial and phasing qualities (if it has them) until the end of the encounter or for 5 minutes. [b]Baleful Polymorph – Wizard Attack 13[/b] [i]You transform the target into a harmless critter.[/i] [b]Encounter * Arcane, Implement, Polymorph Standard Action – Ranged[/b] 10 [b]Target:[/b] One creature [b]Attack:[/b] Intelligence vs. Fortitude [b]Hit:[/b] The target (and its clothing and equipment) are transformed into a harmless tiny or small natural animal, such as a rabbit, pig or squirrel (save ends). While in this form, the target is dazed, slowed, and can’t attack or use powers. [b]Ball Lightning - Wizard Attack 15[/b] [i]You conjure a ball of concentrated lightning.[/i] [b]Daily * Arcane, Conjuration, Implement, Lightning Standard Action - Ranged[/b] 10 [b]Target:[/b] One creature adjacent to the ball lightning. [b]Attack:[/b] Intelligence vs. Reflex [b]Hit:[/b] 4d6 + Intelligence modifier lightning damage. [b]Effect:[/b] You conjure a Medium ball of lightning in an unoccupied square within range, and the ball attacks an adjacent creature. Any creature that starts its turn next to the ball lightning takes 2d4 + Intelligence modifier lightning damage. As a move action, you can move the ball up to 6 squares. [b]Sustain Minor:[/b] You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the ball. [b]Horrid Wilting – Wizard Attack 19[/b] [i]You drain the moisture from your enemies, wilting them into desiccated husks.[/i] [b]Daily * Arcane, Implement, Necrotic Standard Action – Area[/b] burst 3 within 20 squares [b]Target:[/b] Each enemy in burst [b]Attack:[/b] Intelligence vs. Fortitude [b]Hit:[/b] 4d6 + Intelligence modifier necrotic damage and the target is weakened (save ends). [b]Miss:[/b] Half damage and no weakening. [b]Mislead - Wizard Utility 22[/b] [i]You disappear and leave behind an illusory double.[/i] [b]Daily * Arcane, Illusion Standard Action - Personal[/b] [b]Effect:[/b] You become invisible and an illusory double appears in your square until the end of your next turn. To the perspective of others, you never disappeared. The double consists of illusory visual, sound, smell and even thermal effects and it reacts realistically to its surroundings, making it quite convincing. You can move the double a number of squares equal to your speed as a move action, but it can't move more than 20 squares away from you. Your double has the same AC and defenses you do, but it is immune to damage and all effects, since it isn't real. If a creature hits or interacts with your double, it can make an Insight check as a free action (DC 15 + 1/2 your level) to see through the illusion. If it succeeds, it sees your double as a transparent, obviously illusory image for the remainder of its duration. [b]Sustain Standard:[/b] When you sustain this power, you remain invisible and your double persists. It will pretend to act appropriate to the sitution, though nothing it does causes any harm. [b]Reverse Gravity – Wizard Attack 25[/b] [i]You change the orientation of gravity in the area, causing things to fall upward.[/i] [b]Daily * Arcane, Zone Standard Action – Area[/b] burst 5 within 20 squares [b]Effect:[/b] This spell creates a zone of reversed gravity that lasts until the end of your next turn. Creatures and unfastened objects in the area fall upward. A flying or levitating creature can keep itself from falling. Creatures can make an immediate saving throw to grab on to something to keep from falling, if there are things within reach they can hold onto. If some solid object (such as a ceiling) is encountered in this fall, falling creatures and objects take falling damage, as appropriate. If an object or creature reaches the top of the area without striking anything, it remains there, immobilized until the spell ends. A creature that fell onto a solid object or surface is stuck up in the air but can move by pulling itself along the surface (treat it as slowed). When the spell ends, or when a creature or object exits the area, it falls back to the ground and may take falling damage. [b]Sustain Standard:[/b] The zone persists. [b]Nova - Wizard Attack 29[/b] [i]You incinerate your foes with the light of a thousand suns.[/i] [b]Daily * Arcane, Implement, Radiant Standard Action - Close[/b] Burst 10 [b]Target:[/b] Each creature in burst [b]Attack:[/b] Intelligence vs. Fortitude [b]Hit:[/b] 6d6 + Intelligence modifier radiant damage and the target is blinded (save ends). [b]Miss:[/b] Half damage and the target is not blinded. [/QUOTE]
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