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Wizard Spells 10-16 Two Page Spread
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<blockquote data-quote="keterys" data-source="post: 4082413" data-attributes="member: 43019"><p>Last day of the con had the juiciest PHB spread - wizard spells.</p><p></p><p>The spread begins with a partial of Level 10 Utility Spells and ends with a partial of Level 16 Utility spells, so there should be more of each of those. Everything else should, I guess, be complete for the levels listed. My picture was cropped in the lower left corner so I missed a single thing - the # of dice Mesmeric Hold does. I'm not uploading all the pictures at this time, just a couple to prevent any accusations.</p><p></p><p>Level 10 Utility Spells</p><p></p><p>Mirror Image Wizard Utility 10</p><p>'Three duplicate images of you appear, imitating your actions</p><p>perfectly and confusing your enemies.'</p><p>Daily * Arcane, Illusion</p><p>Minor Action Personal</p><p>Effect: Three duplicate images of yourself appear in your</p><p> space, and you gain a +6 power bonus to AC. Each time</p><p> an attack misses you, one of your duplicate images disap-</p><p> pears and the bonus granted by this power decreases by 2.</p><p> When the bonus reaches 0, all your images are gone and</p><p> the power ends. Otherwise, the effect lasts for 1 hour.</p><p></p><p>Resistance Wizard Utility 10</p><p>'You make yourself or another creature in range resistant to a</p><p>particular kind of damage.'</p><p>Daily * Arcane</p><p>Minor Action Ranged 10</p><p>Target: You or one creature</p><p>Effect: Against a particular damage type chosen by you, the </p><p> target gains resistance equal to your level + your Intel-</p><p> ligence modifier until the end of the encounter or for 5 </p><p> minutes. Choose the damage type from the following list:</p><p> acid, cold, fire, force, lightning, necrotic, poison, psychic,</p><p> radiant, or thunder.</p><p></p><p></p><p>Level 13 Encounter Spells</p><p></p><p>Frostburn Wizard Attack 13</p><p>'You whisper a word of elemental power and hurl a flaming ball</p><p>of ice. Waves of fire and ice explode outward from the point of</p><p>impact.'</p><p>Encounter * Arcane, Cold, Fire, Implement</p><p>Standard Action Area burst 2 within 20 squares</p><p>Target: Each creature in burst</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 3d6 + Intelligence modifier cold and fire damage.</p><p>Effect: This power's area is difficult terrain until the end of</p><p> your next turn. Any creature that starts its turn in the area</p><p> takes 5 cold and fire damage. You can dismiss the effect as</p><p> a minor action.</p><p></p><p>Mesmeric Hold Wizard Attack 13</p><p>'You immobilize your foes by commanding them to remain still.'</p><p>Encounter * Arcane, Charm, Implement, Psychic</p><p>Standard Action Ranged 10</p><p>Targets: One, two, or three creatures</p><p>Attack: Intelligence vs. Will, one attack per target</p><p>Special: If you target only one creature with this power, you</p><p> gain a +4 power bonus to the attack roll.</p><p>Hit: ?d6 + Intelligence modifier psychic damage, and the</p><p> target is immobilized until the end of your next turn.</p><p></p><p>Prismatic Burst Wizard Attack 13</p><p>'You lob a fist-sized orb of pulsating white light some distance</p><p>away, blasting creatures in the area with rays of multicolored</p><p>light.'</p><p>Encounter * Arcane, Implement, Radiant</p><p>Standard Action Area burst 2 within 20 squares</p><p>Target: Each creature in burst</p><p>Attack: Intelligence vs. Will</p><p>Hit: 3d6 + Intelligence modifier radiant damage, and the</p><p> target is blinded until the end of your next turn.</p><p></p><p>Thunderlance Wizard Attack 13</p><p>'A thunderous pulse of concussive energy rolls from your hand,</p><p>bowling over your enemies.'</p><p>Encounter * Arcane, Implement, Thunder</p><p>Standard Action Close blast 5</p><p>Target: Each creature in blast</p><p>Attack: Wisdom vs. Reflex</p><p>Hit: 4d6 + Intelligence moidifer thunder damage, and you</p><p> push the target 4 squares.</p><p></p><p></p><p>Level 15 Daily Spells</p><p></p><p>Bigby's Grasping Hands Wizard Attack 15</p><p>'Two hands of glowing golden force materialize, grab a couple of</p><p>your foes, and slam them together.'</p><p>Daily * Arcane, Conjuration, Force, Implement</p><p>Standard Action Ranged 10</p><p>Effect: You conjure two 5-foot tall hands of force, each one</p><p> occupying 1 square within range. Each hand attacks one</p><p> adjacent creature. A hand that is not grabbing a target can </p><p> be moved and made to attack a new target within range as a</p><p> move action. The hands last until the end of your next turn.</p><p>Targets: One or two creatures</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 2d10 + Intelligence modifier force damage, and the</p><p> hand grabs the target. If the target attempts to escape, the</p><p> hand uses your Fortitude or Reflex defense.</p><p>Special: If the hands have each grabbed an enemy, you can</p><p> slam the enemies into each other as a standard action</p><p> dealing 2d10 + Intelligence modifier force damage to each</p><p> grabbed target. After the attack, each hand returns to its</p><p> original square with its grabbed target.</p><p>Sustain Minor: The hands persist.</p><p></p><p>Blast of Cold Wizard Attack 15</p><p>'You create a tremendous blast of supernatural cold, freezing your</p><p>enemies.'</p><p>Daily * Arcane, Cold, Implement</p><p>Standard Action Close blast 5</p><p>Target: Each enemy in blast</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 6d6 + Intelligence modifier cold damage, and tar-</p><p> get is immobilized (save ends).</p><p>Miss: Half damage, and the target is slowed (save ends).</p><p></p><p>Otiluke's Resilient Sphere Wizard Attack 15</p><p>'You trap your enemy in a transparent, immobile globe of impen-</p><p>etrable force.'</p><p>Daily * Arcane, Conjuration, Force, Implement</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Intelligence vs Reflex</p><p>Hit: You conjure a sphere of force that fills the target's </p><p> entire space until the end of your next turn. The target</p><p> is immobilized and can't attack anything outside its own</p><p> space. Creatures outside the sphere can't attack the target,</p><p> and the sphere blocks objects and creatures attempting to</p><p> pass through it.</p><p> The sphere, though impenetrable, is not impervious to </p><p> damage. Attacks against the sphere automatically hit, and</p><p> it has 100 hit points.</p><p> Sustain Minor: If your attack roll was successful, you can</p><p> sustain the sphere.</p><p>Miss: The target is immobilized (save ends).</p><p>Special: Instead of attacking an enemy, you can put the</p><p> sphere around yourself or a willing ally within range without</p><p> making an attack roll.</p><p></p><p>Prismatic Beams Wizard Attack 15</p><p>'Scintillating beams of rainbow-colored light spring from your</p><p>outstretched hand, affecting your foes in unpredictable ways.'</p><p>Daily * Arcane, Fire, Implement, Poison</p><p>Standard Action Close burst 5</p><p>Target: Each enemy in burst</p><p>Attack: Intelligence vs Fortitude, Reflex, Will</p><p>Hit (Fortitude): If the attack hits the target's Fortitude de-</p><p> fense, the target takes 2d6 + Intelligence modifier poison</p><p> damage, and ongoing 5 poison damage (save ends).</p><p>Hit (Reflex): If the attack hits the target's Reflex defense, the</p><p> target takes 2d6 + Intelligence modifier fire damage, and</p><p> ongoing 5 fire damage (save ends).</p><p>Hit (Will): If the attack hits the target's Will defense, the</p><p> target is dazed (save ends).</p><p>Special: You make only one attack per target, but compare </p><p> that attack result against all three defenses. A target might</p><p> be subject to any, all, or none of the effects depending on</p><p> how many of its defenses were hit. The target must make a</p><p> saving throw against each ongoing effect separately.</p><p></p><p>Wall of Ice Wizard Attack 15</p><p>'A wall of glittering, jagged ice appears at your command.'</p><p>Daily * Arcane, Cold, Conjuration, Implement</p><p>Standard Action Area wall 12 within 10 squares</p><p>Effect: You conjure a solid wall of contiguous squares filled</p><p> with arcane ice. The wall can be up to 12 squares long and </p><p> up to 6 squares high.</p><p> Any creature that starts its turn adjacent to the wall</p><p> takes 2d6 + Intelligence modifier cold damage. The wall</p><p> blocks line of sight and prevents movement. No creature</p><p> can enter a square containing the wall.</p><p>Special: As a standard action, a creature can attack one</p><p> square of the wall. Each square has 50 hit points. Any</p><p> creature that makes a melee attack against the wall takes</p><p> 2d6 cold damage. The wall has vulnerability 25 to fire. If the</p><p> wall is not destroyed, it melts away after 1 hour.</p><p></p><p></p><p>Level 16 Utility Spells</p><p></p><p>Displacement Wizard Utility 16</p><p>'The recipient of this spell appears to be standing slightly to the</p><p>left or right of his actual position, making it harder for enemies</p><p>to kill him.'</p><p>Encounter * Arcane, Illusion</p><p>Immediate Interrupt Ranged 5</p><p>Trigger: A ranged or a melee attack hits you or one ally in range</p><p>Effect: The attacker must reroll the attack roll.</p><p></p><p>Fly Wizard Utility 16</p><p>'You leap into the air and don't look back.'</p><p>Daily * Arcane</p><p>Standard Action Personal</p><p>Effect: You gain a speed of fly 8 until the end of your next</p><p> turn.</p><p>Sustain Minor: You can sustain this power until the end of</p><p> the encounter or for 5 minutes. If you don't sustain it, you</p><p> float to the ground without taking falling damage.</p><p></p><p>Greater Invisibility Wizard Utility 16</p><p>'With a wave of your hand, you or another creature nearby fades</p><p>away, becoming invisible'</p><p>Daily * Arcane, Illusion</p><p>Standard Action Ranged 20</p><p>Target: You or one creature</p><p>Effect: The target is invisible until the end of your next turn.</p><p> If the target attacks, the target becomes visible.</p><p>Sustain Minor: If the target is within range, you can sustain</p><p> the effect.</p><p></p><p></p><p>You can infer some pretty interesting things from this - namely progression of powers. Utility power at 10 and 16 that can be encounter or daily. Encounter power at 13. Daily power at 15. Also gives a good feel for how damage expands over time (not a ton) and a pseudo-glimpse of summoned monsters (bigby's).</p></blockquote><p></p>
[QUOTE="keterys, post: 4082413, member: 43019"] Last day of the con had the juiciest PHB spread - wizard spells. The spread begins with a partial of Level 10 Utility Spells and ends with a partial of Level 16 Utility spells, so there should be more of each of those. Everything else should, I guess, be complete for the levels listed. My picture was cropped in the lower left corner so I missed a single thing - the # of dice Mesmeric Hold does. I'm not uploading all the pictures at this time, just a couple to prevent any accusations. Level 10 Utility Spells Mirror Image Wizard Utility 10 'Three duplicate images of you appear, imitating your actions perfectly and confusing your enemies.' Daily * Arcane, Illusion Minor Action Personal Effect: Three duplicate images of yourself appear in your space, and you gain a +6 power bonus to AC. Each time an attack misses you, one of your duplicate images disap- pears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all your images are gone and the power ends. Otherwise, the effect lasts for 1 hour. Resistance Wizard Utility 10 'You make yourself or another creature in range resistant to a particular kind of damage.' Daily * Arcane Minor Action Ranged 10 Target: You or one creature Effect: Against a particular damage type chosen by you, the target gains resistance equal to your level + your Intel- ligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Level 13 Encounter Spells Frostburn Wizard Attack 13 'You whisper a word of elemental power and hurl a flaming ball of ice. Waves of fire and ice explode outward from the point of impact.' Encounter * Arcane, Cold, Fire, Implement Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier cold and fire damage. Effect: This power's area is difficult terrain until the end of your next turn. Any creature that starts its turn in the area takes 5 cold and fire damage. You can dismiss the effect as a minor action. Mesmeric Hold Wizard Attack 13 'You immobilize your foes by commanding them to remain still.' Encounter * Arcane, Charm, Implement, Psychic Standard Action Ranged 10 Targets: One, two, or three creatures Attack: Intelligence vs. Will, one attack per target Special: If you target only one creature with this power, you gain a +4 power bonus to the attack roll. Hit: ?d6 + Intelligence modifier psychic damage, and the target is immobilized until the end of your next turn. Prismatic Burst Wizard Attack 13 'You lob a fist-sized orb of pulsating white light some distance away, blasting creatures in the area with rays of multicolored light.' Encounter * Arcane, Implement, Radiant Standard Action Area burst 2 within 20 squares Target: Each creature in burst Attack: Intelligence vs. Will Hit: 3d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn. Thunderlance Wizard Attack 13 'A thunderous pulse of concussive energy rolls from your hand, bowling over your enemies.' Encounter * Arcane, Implement, Thunder Standard Action Close blast 5 Target: Each creature in blast Attack: Wisdom vs. Reflex Hit: 4d6 + Intelligence moidifer thunder damage, and you push the target 4 squares. Level 15 Daily Spells Bigby's Grasping Hands Wizard Attack 15 'Two hands of glowing golden force materialize, grab a couple of your foes, and slam them together.' Daily * Arcane, Conjuration, Force, Implement Standard Action Ranged 10 Effect: You conjure two 5-foot tall hands of force, each one occupying 1 square within range. Each hand attacks one adjacent creature. A hand that is not grabbing a target can be moved and made to attack a new target within range as a move action. The hands last until the end of your next turn. Targets: One or two creatures Attack: Intelligence vs. Reflex Hit: 2d10 + Intelligence modifier force damage, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense. Special: If the hands have each grabbed an enemy, you can slam the enemies into each other as a standard action dealing 2d10 + Intelligence modifier force damage to each grabbed target. After the attack, each hand returns to its original square with its grabbed target. Sustain Minor: The hands persist. Blast of Cold Wizard Attack 15 'You create a tremendous blast of supernatural cold, freezing your enemies.' Daily * Arcane, Cold, Implement Standard Action Close blast 5 Target: Each enemy in blast Attack: Intelligence vs. Reflex Hit: 6d6 + Intelligence modifier cold damage, and tar- get is immobilized (save ends). Miss: Half damage, and the target is slowed (save ends). Otiluke's Resilient Sphere Wizard Attack 15 'You trap your enemy in a transparent, immobile globe of impen- etrable force.' Daily * Arcane, Conjuration, Force, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs Reflex Hit: You conjure a sphere of force that fills the target's entire space until the end of your next turn. The target is immobilized and can't attack anything outside its own space. Creatures outside the sphere can't attack the target, and the sphere blocks objects and creatures attempting to pass through it. The sphere, though impenetrable, is not impervious to damage. Attacks against the sphere automatically hit, and it has 100 hit points. Sustain Minor: If your attack roll was successful, you can sustain the sphere. Miss: The target is immobilized (save ends). Special: Instead of attacking an enemy, you can put the sphere around yourself or a willing ally within range without making an attack roll. Prismatic Beams Wizard Attack 15 'Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.' Daily * Arcane, Fire, Implement, Poison Standard Action Close burst 5 Target: Each enemy in burst Attack: Intelligence vs Fortitude, Reflex, Will Hit (Fortitude): If the attack hits the target's Fortitude de- fense, the target takes 2d6 + Intelligence modifier poison damage, and ongoing 5 poison damage (save ends). Hit (Reflex): If the attack hits the target's Reflex defense, the target takes 2d6 + Intelligence modifier fire damage, and ongoing 5 fire damage (save ends). Hit (Will): If the attack hits the target's Will defense, the target is dazed (save ends). Special: You make only one attack per target, but compare that attack result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately. Wall of Ice Wizard Attack 15 'A wall of glittering, jagged ice appears at your command.' Daily * Arcane, Cold, Conjuration, Implement Standard Action Area wall 12 within 10 squares Effect: You conjure a solid wall of contiguous squares filled with arcane ice. The wall can be up to 12 squares long and up to 6 squares high. Any creature that starts its turn adjacent to the wall takes 2d6 + Intelligence modifier cold damage. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall. Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points. Any creature that makes a melee attack against the wall takes 2d6 cold damage. The wall has vulnerability 25 to fire. If the wall is not destroyed, it melts away after 1 hour. Level 16 Utility Spells Displacement Wizard Utility 16 'The recipient of this spell appears to be standing slightly to the left or right of his actual position, making it harder for enemies to kill him.' Encounter * Arcane, Illusion Immediate Interrupt Ranged 5 Trigger: A ranged or a melee attack hits you or one ally in range Effect: The attacker must reroll the attack roll. Fly Wizard Utility 16 'You leap into the air and don't look back.' Daily * Arcane Standard Action Personal Effect: You gain a speed of fly 8 until the end of your next turn. Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don't sustain it, you float to the ground without taking falling damage. Greater Invisibility Wizard Utility 16 'With a wave of your hand, you or another creature nearby fades away, becoming invisible' Daily * Arcane, Illusion Standard Action Ranged 20 Target: You or one creature Effect: The target is invisible until the end of your next turn. If the target attacks, the target becomes visible. Sustain Minor: If the target is within range, you can sustain the effect. You can infer some pretty interesting things from this - namely progression of powers. Utility power at 10 and 16 that can be encounter or daily. Encounter power at 13. Daily power at 15. Also gives a good feel for how damage expands over time (not a ton) and a pseudo-glimpse of summoned monsters (bigby's). [/QUOTE]
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