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Mastering the Mage Class in Azeroth

The document outlines the characteristics and abilities of mages, who are powerful magic-users in a fantasy setting. It describes their spellcasting capabilities, including the use of fire, ice, and other magical elements, as well as their proficiency and class features. Additionally, it provides guidance on creating a mage character, including backstory elements and spellbook mechanics.

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0% found this document useful (0 votes)
14 views10 pages

Mastering the Mage Class in Azeroth

The document outlines the characteristics and abilities of mages, who are powerful magic-users in a fantasy setting. It describes their spellcasting capabilities, including the use of fire, ice, and other magical elements, as well as their proficiency and class features. Additionally, it provides guidance on creating a mage character, including backstory elements and spellbook mechanics.

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Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Masters of Time and Space

Students gifted with a keen intellect and unwavering


Mage discipline may walk the path of the mage. The arcane
magic available to magi is both great and dangerous, and
Always remember that power is a double-edged blade. One thus is revealed only to the most devoted practitioners. To
side light, the other dark. It calls to you, where you are avoid interference with their spellcasting, mages wear only
most desperate; when victory seems worth any sacrifice. cloth armor, but arcane shields and enchantments give
There is a price to be paid for such a gift, and many eagerly them additional protection. To keep enemies at bay, mages
accept the bargain. Power alone is not to be feared. can summon bursts of fire to incinerate distant targets and
Fear, instead, those who wield it. cause entire areas to erupt, setting groups of foes ablaze.
— Jaina Proudmoore Masters of ice can command blizzards that tear into flesh
and limit movement. Should enemies manage to survive
Clad in a golden robe, a blood elf closes her eyes to shut this assault, mages can shrink them into harmless sheep in
out the distractions of the battlefields and begins her quiet the blink of an eye.
chant. Fingers weaving in front of her, she completes her Powerful magi can even generate enhancements and
spell and launches a bead of fire toward the enemy ranks, portals, assisting allies by sharpening their minds and
where it erupts into an engulfing conflagration. transporting them instantly across the world.
The air shimmers, as a draenei lifts his hands above his
head twisting the air around him into a barrier of force Scholars of the Arcane
engulfs him, blocking a barrage of attacks against him. Wild and enigmatic, varied in form and function, the power
Golden eyes flashing, a human stomps his foot into the of magic draws students who seek to master its mysteries.
ground as a crippling fire sets him ablaze, as swords clash Some aspire to become like the titans, shaping reality itself.
against him, an inferno of fire spews out at the attackers, Though the casting of a typical spell requires merely the
engulfing them in hellfire. utterance of a few strange words, fleeting gestures, and
Mages are supreme magic-users, defined and united as a sometimes a pinch or clump of exotic materials, these
class by the spells they cast. Drawing on the leylines of surface components barely hint at the expertise attained
magic that permeates Azeroth, mages cast spells of explo- after years of apprenticeship and countless hours of study.
sive fire, arcing lightning, and subtle deception. Their Mages live and die by their spells. Everything else is
magic can conjure monsters from other planes of exis- secondary. They learn new spells as they experiment and
tence, or glimpses the future. Their mightiest spells change grow in experience. They can also learn them from other
one substance into another, call meteors down from the mages, from ancient tomes or inscriptions, and from
sky, or open portals across continents. ancient creatures that are steeped in magic.
PART 1 | CLASSES 1
The Mage
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — —
2nd +2 Magical Study 3 3 — — — — — — — —
3rd +2 Metamagic 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —
6th +3 Magical Study feature 4 4 3 3 — — — — — —
7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Magical Study feature 4 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Magical Study feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

The Lure of Knowledge Quick Build


You can make a mage quickly by following these sugges-
Mages' lives are seldom mundane. The closest a mage is tions. First, lntelligence should be your highest ability
likely to come to an ordinary life is working as a sage or score, followed by Constitution or Dexterity.
lecturer in a library or university, teaching others the
secrets of the multiverse. But the lure of knowledge and
power calls even the most unadventurous mages out of the Class Features
safety of their libraries and laboratories and into crumbling As a mage, you gain the following class features.
ruins and lost cities. Most mages believe that their
counterparts in ancient civilizations knew secrets of magic Hit Points
that have been lost to the ages, and discovering those Hit Dice: 1d6 per mage level
secrets could unlock the path to a power greater than any Hit Points at 1st Level: 6 + your Constitution modifier
magic available in the present age. Hit Points at Higher Levels: 1d6 (or 4) + your
Constitution modifier per mage level after 1st
Creating a Mage
Proficiencies
Creating a mage character demands a backstory Armor: None
dominated by at least one extraordinary event. How did Weapons: Simple weapons
your character first come into contact with magic? How did Tools: None
you discover you had an aptitude for it? Do you have a
natural talent, or did you simply study hard and practice Saving Throws: Intelligence, Wisdom
incessantly? Did you encounter a magical creature or an Skills: Choose two from Arcana, History, Insight,
ancient tome that taught you the basics of magic? Investigation, Medicine, and Religion
What drew you forth from your life of study? Did your Equipment
first taste of magical knowledge leave you hungry for more? You start with the following equipment, in addition to the
Have you received word of a secret repository of knowledge equipment granted by your background:
not yet plundered by any other mages? Perhaps you're
simply eager to put your newfound magical skills to the test (a) quarterstaff or (b) a dagger
in the face of danger. (a) a component pouch or (b) an arcane focus
2 PART 1 | CLASSES
Spellbook
(a) a scholar's pack or (b) an explorer's pack At 1st level, you have a spellbook containing six 1st-level
A spellbook mage spells of your choice. Your spellbook does not contain
your known cantrips.
Spellcasting
As a student of arcane, you own a spellbook with spells that Preparing and Casting Spells
show the glimmerings of your true power. See chapter 10 The Mage table shows how many spell slots you have to
of Player's Handbook for the general rules of spellcasting cast your spells of 1st level and higher. To cast one of these
and chapter 6 of this book for the mage spell list. spells, you must expend a slot of the spell's level or higher.
You regain expended spell slots when you finish a long rest.
Cantrips You prepare the list of mage spells that are available for
At 1st level, you know three cantrips of your choice from you to cast. To do so, choose a number of mage spells from
the mage spell list. You learn additional mage cantrips of your spellbook equal to your Intelligence modifier + your
your choice at higher levels, as shown in the Cantrips mage level (minimum of one spell). The spells must be of a
Known column of the Mage table. level for which you have spell slots.
For example. if you're a 3rd-level mage, you have four
1st-level and two 2nd-level spell slots. With an Intelligence
of 16, your list of prepared spells can include six spells of
Your Spellbook 1st or 2nd level, in any combination, chosen from your
The spells that you add to your spellbook as you gain
spellbook. If you prepare the 1st-level spell magic missile,
levels reflect the arcane research you conduct on
you can cast it using a 1st-level or a 2nd-level slot. Casting
your own, as well as intellectual breakthroughs you the spell doesn't remove it from your list of prepared.
have had about the nature of the multiverse. You You can change your list of prepared spells when you
might find other spells during your adventures. You finish a long rest. Preparing a new list of mage spells
could discover a spell re-corded on a scroll in an evil requires time spent studying your spellbook and memori-
sorcerer's chest, for example, or in a dusty tome in zing the incantations and gestures you must make to cast
an ancient library. the spell: 1 minute per spell level for each spell on your list.
Copying a Spell into the Book. When you find a
mage spell of 1st level or higher, you can add it to Spellcasting Ability
your spellbook if it is of a level for which you can Intelligence is your spellcasting ability for your mage spells,
prepare and if you can spare the time to decipher since you learn your spells through dedicated study and
and copy it. memorization. You use your Intelligence whenever a spell
Copying a spell into your spellbook involves refers to your spellcasting ability. In addition, you use your
reproducing the basic form of the spell, then Intelligence modifier when setting the saving throw DC for
deciphering the unique system of notation used by
the mage who wrote it. You must practice the spell
a mage spell you cast and when making an attack roll.
until you understand the sounds or gestures Spell save DC = 8 + your proficiency bonus +
required, then transcribe it into your spellbook using your Intelligence modifier
your own notation. Spell attack modifier = your proficiency bonus +
For each level of the spell, the process takes 2
hours and costs 50 gp. The cost represents material
your Intelligence modifier
components you expend as you experi-ment with Ritual Casting
the spell to master it, as well as the fine inks you
need to record it. Once you have spent this time and
You can cast a mage spell as a ritual if that spell has the
money, you can prepare the spell just like your other ritual tag and you have the spell in your spellbook. You
spells. don't need to have the spell prepared.
Replacing the Book. You can copy a spell from your
own spellbook into another book — for example, if Spellcasting Focus
you want to make a backup copy of your spellbook. You can use an arcane focus as a spellcasting focus for your
This is just like copying a new spell into your spell- mage spells.
book, but faster and easier, since you understand
your own notation and already know how to cast the Learning Spells of 1st Level and Higher
spell. You need spend only 1 hour and 10 gp for Each time you gain a mage level, you add two mage spells
each level of the copied spell. of your choice to your spellbook. Each of these spells must
If you lose your spellbook, you can use the same be of a level for which you have spell slots, as shown on the
procedure to transcribe the spells that you have Mage table. On your adventurers, you might find other
prepared into a new spellbook. The remainder of spells that you can add to your spellbook (see the "Your
your spellbook requires you to find new spells to do Spellbook" sidebar).
so, as normal. Many mages keep backup spellbooks
in a safe place. Arcane Recovery
The Book's Appearance. Your spellbook is a unique
compilation of spells, with its own decorations and You learn to regain some of your magical energy by
margin notes. It might be a plain, functional leather studying your spellbook. Once per day when you finish a
volume that you re-ceived as a gift, a finely bound short rest, you can choose expended spell slots to recover.
gilt-edged tome you found in an ancient library, or The spell slots can have a combined level that is equal to or
even a loose collection of notes scrounged together less than half your mage level (rounded up), and none of the
after you lost your previous spellbook in a mishap. slots can be of 6th level or higher.
For example, if you're a 4th-level mage, you can recover
up to two levels worth of spell slots. You can recover either
a 2nd-level spell slot or two 1st-level spell slots.
PART 1 | CLASSES 3
Magical Study Ability Score Improvement
Starting at 2nd level, you choose a magical study, shaping When you reach 4th level, and again at 8th, 12th, 16th, and
your practice of magic through one of three areas: Arcane, 19th level, you can increase one ability score of your choice
Fire or Frost, all detailed at the end of the class description. by 2. or you can increase two ability scores of your choice
Your choice grants you features at 2nd level and again at by 1. As normal, you can't increase an ability score above 20
6th, 10th, and 14th level. using this feature.
Metamagic Spell Mastery
At 3rd level, you gain the ability to twist your spells to suit At 18th level, you have achieved such mastery over certain
your needs. When you use your Metamagic, you choose spells that you can cast them at will. Choose a 1st-level
which effect to twist your spell with. You can use this mage spell and a 2nd-level mage spell that are in your spell-
feature three times. You regain all expended uses when you book. You can cast those spells at their lowest level without
finish a long rest. expending a spell slot when you have them prepared. If you
You can use only one Metamagic option on a spell when want to cast either spell at a higher level, you must expend
you cast it, unless otherwise noted and when you use a a spell slot as normal.
metamagic option, you can't use that option again until you You can spend 8 hours in study, and change one or both
finishg a long rest. of the spells you chose for different spells of the same level.
Accurate Spell Signature Spells
You can use your metamagic when you cast a spell that hits When you reach 20th level, you gain mastery over
only one creature, to give yourself advantage on the spell two powerful spells and can cast them with little effort.
attack roll. Choose two 3rd-level mage spells in your spellbook as your
Careful Spell signature spells. You always have these spells prepared,
You can use your metamagic to protect creatures from your they don't count against the number of spells you have
spells saving throw. Choose a number of creatures up to prepared, and you can cast each of them once at 3rd level
your Intelligence modifier (minimum of 1). A chosen without expending a spell slot. When you do so, you can't
creature automatically succeeds on its saving throw. do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must
Empowered Spell expend a spell slot as normal.
You can use your metamagic when you roll damage for a
spell to reroll a number of the damage dice up to your Magical Studies
Intelligence modifier (minimum of 1). You must then use Mages are spellcasters who favor magics involving the
the new damage rolls. cardinal elements of the universe. Students gifted with a
Extended Spell keen intellect and unwavering discipline may walk the path
You can use your metamagic when you cast a spell that has of the mage. The magic available to mages is both great
a duration of 1 minute or longer to double its duration, to a and dangerous, and thus is revealed only to the most
maximum duration of 24 hours. devoted practitioners.
Distant Spell Study of Arcane
You can use your metamagic when you cast a spell that has Mages of the arcane are diviners of secrets, balancing the
a range of 5 feet or greater to double the range of the spell. webb and flow of incredible mystic energies. These practi-
You can use your metamagic when you cast a spell that tioners push their magical knowledge to its very limits.
has a range of touch to make the range of the spell 30 feet. Those who master this craft are capable of releasing a
barrage of unrelenting power upon their enemies.
Persistent Spell
You can use your metamagic when you cast a spell that Transmutation Savant
targets only one creature and requires a saving throw, to Beginning when you select this study at 2nd level, the gold
give the creature disadvantage on the saving throw. and time you must spend to copy a transmutation spell into
your spellbook is halved.
Quickened Spell
You can use your metamagic when you cast a spell that has Magic Resonance
a casting time of 1 action to cast it as a bonus action. Starting at 2nd level, whenever you cast a spell using a
spell slot, you gain an arcane charge. You can accumulate a
Ricocheting Spell number of arcane charges equal to your Intelligence
You can use your metamagic when you cast a spell that modifier (minimum of 1). Your arcane charges last until
targets only one creature and another creature is within 5 expended, or until the end of your next long rest.
feet of it, to make the damage of your spell ricochet and hit You can use your action and expend all arcane charges to
both. The second target must succeed on a Dexterity unleash a barrage of arcane magic. For each arcane charge
saving throw. On a failed save it takes half damage, and no expended, make a ranged spell attack against a target
damage on a successful save. It is not affected by any other within 60 feet of you that you can see. On a hit, a target
effects of the spell. takes force damage equal to 1 + your Intelligence modifier.
Subtle Spell
You can use your metamagic when you cast a spell to cast it
without any somatic or verbal components.
4 PART 1 | CLASSES
Arcane Brilliance Study of Fire
Upon reaching 6th level, you gain proficiency in arcana While any worthy mage is an unparalleled expert in the use
if you don't already have it and your proficiency bonus of magic and heavily dedicated to their craft, those who
doubles for any ability check you make with it. master the forces of fire tend to be a little more audacious
Additionally, you are always under the effects of a than their peers. These mages take pride, even pleasure in
comprehend languages spell. igniting their enemies in wild bursts of flame.
Prismatic Barrier Evocation Savant
Starting at 10th level, you can siphon arcane energy Beginning when you select this study at 2nd level, the gold
from harmful effects to your own benefit. You can use your and time you must spend to copy an evocation spell into
reaction when you are forced to make a saving throw your spellbook is halved.
against magic to give yourself advantage on the save. On a
failed save, you suffer the spells effect, but take only half Hot Streak
damage (if any). On a successful save, you take no damage Starting at 2nd level, the blazing energy of your spells
from the spell and gain one arcane charge. intensifies. When you roll damage for a spell and roll the
You can use this feature twice. You regain expended uses highest number possible on any of the dice, choose one of
when you finish a short or long rest. those dice, roll it again and add that roll to the damage. You
Rune of Power can use the feature only once per turn.
At 14th level, you can draw upon your prowess and etch At 10th level, you may choose any number of dice that
lines of arcane power into the ground. As an action, you rolled the highest number possible, you can only reroll
etch an arcane rune into the ground in a 5-foot radius each dice once.
around you. The rune lasts for 1 minute. You gain the Cauterize
following benefits while you are within the its area: Beginning at 6th level, if you are reduced to 0 hit points,
You gain an arcane charge at the end of your turn, and you can use your reaction to draw on the fiery energy that
can use Magic Resonance feature as a bonus action. burn within you. You are instead reduced to 1 hit point, and
Once per turn when you cast a spell. You can choose to each creature within 10 feet of you takes fire damage equal
affect it with one of the metamagic options found earlier to half your mage level + your Intelligence modifier.
in this class without expending a metamagic use. Once you use this feature, you can’t use it again until you
You have advantage on Constitution saving throws made finish a long rest.
to maintain concentration on a mage spell.
You can cast the haste or slow spell even if you don't Empowered Evocation
know them or have them prepared. Upon reaching at 10th level, you can add your Intelligence
modifier (minimum of +1) to the damage roll of any mage
Once you use this feature, you can’t use it again until you evocation spell that you cast. The damage bonus applies to
finish a long rest. one damage roll of a spell, not multiple rolls.
Combustion
At 14th level, you can unleash the flames that blaze within
you. As an action, you wreathing yourself in swirling fire.
For 1 minute, you gain the following benefits:
You shed bright light in a 30-foot radius and dim light
for an additional 30 feet.
Any creature takes fire damage equal to half your mage
level if it hits you with a melee attack.
Any spell or effect you create ignores resistance to fire
damage and treats immunity to fire damage as
resistance to fire damage.
Your spell attacks score a critical hit on a roll of 19 or
20 on the d20.
Once you use this feature, you can’t use it again until you
finish a long rest.
Study of Frost
Frost mages stand apart from their colleagues, in that their
chosen school of magic focuses on maintaining supreme
control over the capabilities of their enemies. Mages who
command frost perform chilling displays on the battlefield,
rendering foes immobile as they bombard them with ice.
Conjuration Savant
Beginning when you select this study at 2nd level, the gold
and time you must spend to copy a conjuration spell into
your spellbook is halved.

PART 1 | CLASSES 5
Fingers of Frost
Starting at 2nd level, you gain one of the following features
of your choice:
Ice Barrier. You can weave the cold around yourself for
protection. When you cast a spell of 1st level or higher that Water Elemental
deals cold damage to a creature, you can simultaneously Medium elemental, neutral
warp part of the spell's magic to create an icy barrier on
yourself that lasts until you finish a long rest. The barrier
has hit points equal to twice your mage level + your Armor Class 14 (natural armor)
Intelligence modifier. Whenever you take damage, the Hit Points equal to five times your level in this class +
barrier takes the damage instead. If the damage reduces your Intelligence modifier + the water elemental's
the barrier to 0 hit points, you take any remaining damage. Constitution modifier
Speed 30 ft., swim 40 ft.
When the barrier is reduced to 0 hit point, each creature
within 10 feet of you must succeed on a Dexterity saving
throw or have their speed reduced by 10 feet until the start STR DEX CON INT WIS CHA
of your next turn as the barrier bursts. 14 (+2) 12 (+1) 14 (+2) 4 (-4) 10 (+0) 6 (-2)
While the barrier has 0 hit points, it cant absorb damage,
but its magic remains. Whenever you cast a spell of 1st
level or higher that deals cold damage, the barrier regains a Skills Perception +2
number of hit points equal to twice the level of the spell. Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Once you create the barrier, you can't create it again until Senses darkvision 60 ft., passive Perception 12
you finish a long rest. Languages understands the languages of its creator
Water Elemental. You learn how to conjure a water but can't speak
elemental. It is friendly to you and your companions, and it
obeys your commands. See the creature's game statistics in Might of the Master. The following numbers increases
the water elemental stat block. by 1 when your proficiency bonus increases by 1:
In combat, the water elemental shares your initiative The water elemental's skill bonuses, the bonuses to
count, but it takes its turn immediately after yours. It can hit and damage of its slam and frost bolt, and the hit
move and use its reaction on its own, but the only action it points restored by its Restore action.
takes on its turn is the Dodge action, unless you take a
bonus action to command it to take one of the actions in its Actions (Requires your Bonus Action)
stat block or the Dash, Disengage, or Help action. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
If you target the water elemental with a spell that deals target you can see. Hit: 1d8 + 2 piercing damage.
cold damage, it is considered immune to the damage and
regains a number of hit points equal to it. You don't need to Frost Bolt. Ranged Spell Attack: +4 to hit, range 30/60
ft., one target you can see. Hit: 1d6 + 2 cold damage.
roll to hit your elemental and it automatically fails any
saving throw for it if you choose it. Restore (3/day). The magics inside the water elemental
At the end of a long rest, you can conjure a new water restores 2d8 + 2 hit points to itself.
elemental. If you already have a water elemental from this Reactions
feature, the first one immediately perishes.
Freeze. When a creature within reach hits the water
Brain Freeze elemental with a melee attack, the water elemental
Beginning at 6th level, whenever you deal cold damage to a can attempt to grapple it.
creature with a mage spell, it must succeed on a Constitu-
tion saving throw or have its movement speed reduced by
10 feet until the end of your next turn as it becomes chilled. Water Elemental. Your water elemental changes into an
When you deal cold damage to a chilled creature, it must ice elemental and gains the following additional benefits:
succeed on a Constitution saving throw or be grappled It gains immunity to cold damage.
until the end of your next turn as it becomes frozen. A creature hit by its frost bolt action must succeed on a
You have advantage on any spell attack you make against Constitution saving throw against your spell save DC or
a frozen creature. If you successful hit a frozen creature the be chilled.
ice around it shatters and returns its speed to normal. It can cast the sleet storm spell as an action once per
Hands of Frost long rest (requires your bonus action).
Upon reaching 10th level, you gain one of the following Spell Sculptor
features, depending on your choice at 2nd level. At 14th level, you can create pockets of relative safety
Ice Barrier. When a creature that you can see within 30 within the effects of your evocation spells. When you cast
feet of you takes damage, you can use your reaction to an evocation spell that affects other creatures that you can
cause your Ice Barrier to manifest around it and absorb the see, you can choose a number of them up to 1 + the spell's
damage. If this damage reduces the barrier to 0 hit points, level. The chosen creatures automatically succeed on their
the barricaded creature takes any remaining damage. saving throws against the spell, and they take no damage if
In addition, a creature who fails the saving throw when they would normally take half damage on a successful save.
your ice barrier bursts becomes chilled.

6 PART 1 | CLASSES
Mage Spells Misty Step Skill Empowerment 8th Level
Cantrips (0 Level)
Phantasmal Force Synaptic Static Antimagic Field
Scorching Ray Teleportation Circle ✦ Blast Wave
✦ Arcane Blast See Invisibility Wall of Force Clone
Blade Ward Shatter Demiplane
Control Flames Spider Climb 6th Level Feeblemind
Create Bonfire Suggestion Arcane Gate ✦ Ice Nova
Dancing Lights Contingency Incendiary Cloud
Fire Bolt 3rd Level Disintegrate Mighty Fortress
✦ Flurry ✦ Arcane Explosion Globe of Invulnerability Mind Blank
Frostbite Bestow Curse Guards and Wards
Mage Hand Blink Heroes' Feast 9th Level
Mending ✦ Blizzard Investiture of Flame Gate
Message Counterspell Investiture of Ice Imprisonment
Minor Illusion Create food and Water Magic Jar Invulnerability
Prestidigitation Dispel Magic Mass Suggestion ✦ Jaina's Flying Ship
Produce Flame Feign Death Mental Prison Mass Polymorph
Ray of Frost Fireball Otiluke's Freezing Sphere Meteor Swarm
Fly Programmed Illusion Time Stop
1st Level Glyph of Warding Scatter True Polymorph
Alarm Haste True Seeing
Armor of Agathys Hypnotic Pattern Wall of Ice
Burning Hands Magic Circle
Comprehend Languages Major Image 7th Level
Create or Destroy Water Nondetection Delayed Blast Fireball
Detect Magic Protection from Energy Etherealness
Disguise Self Remove Curse Fire Storm
Feather Fall Sending Forcecage
Find Familiar Sleet Storm ✦ Glacial Spike
✦ Frostfire Bolt Slow Mordenkainen's
Hellish Rebuke ✦ Spellsteal Magnificent Mansion
Ice Knife Tiny Servant Project Image
Identify Tongues ✦ Pyroblast
Illusory Script Sequester
Jump 4th Level Teleport
Longstrider ✦ Amplify or
Mage Armor Dampen Magic
Magic Missile ✦ Arcane Barrage
Shield Banishment
Silent Image Charm Monster
Snare Confusion
Sudden Awakening Conjure Minor Elementals
Tenser's Floating Disk Dimension Door
Unseen Servant Fire Shield
Greater Invisibility Amplify or Dampen Magic
2nd Level Hallucinatory Terrain
Aganazzar's Scorcher ✦ Ice Block
4th-level abjuration
Alter Self Ice Storm Casting Time: 1 action
Arcane Lock Locate Creature Range: Touch
Blindness/Deafness Mordenkainen's Components: S, M (something of value to the creature)
Blur Private Sanctum Duration: Concentration, up to 1 minute
Cloud of Daggers Polymorph You manipulate the flow of mana rushing through a
Continual Flame Wall of Fire creature, if the creature is unwilling you must succeed on a
Darkness melee spell attack before you can manipulate their flow.
Darkvision 5th Level
When you touch a creature with this spell, you choose
Detect Thoughts Animate Objects which effect you want to affect the creature with for the
Enlarge/Reduce Bigby's Hand spells duration.
Flame Blade Cone of Cold Amplify. You amplify a creatures magical prowess. The
Flaming Sphere Creation creature takes additional damage when hit by a spell, deals
✦ Freezing Touch Dominate Person
Heat Metal Conjure Elemental additional damage when casting a spell, and restores
Hold Person Enervation additional hit points to a creature with a spell by an amount
Invisibility Immolation equal to your spellcasting modifier.
Knock Passwall Dampen. You dampen a creatures magical prowess. The
Levitate Planar Binding creature reduces damage taken by spells, damage dealt by
Magic Mouth Scrying spells, and the number of hit points restored to it by a spell
Mirror Image Seeming by an amount equal to your spellcasting modifier.
PART 2 | SPELLS 7
Arcane Barrage Blizzard
4th-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S, M (shards of glass)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You manifest two bolts of raw force and launch them at a A cold light flashes from your hand into the sky as blue
target within range. Make a ranged spell attack for each shards hurl down at a point you can see within range. Each
bolt. On a hit, a target takes 4d6 force damage and is creature in a 20-foot-radius, 60-foot-high cylinder centered
pushed 10 feet directly away from you. on a point within range must make a Dexterity saving
At Higher Levels. When you cast this spell using a throw. A target takes 3d6 cold damage on a failed save, or
spell slot of 5th level or higher, the damage of each bolt half as much damage on a successful one.
increases by 1d6 for each slot level above 4th. As an action on each of your turns before the spell ends,
you can call down another blizzard in the same location.
Arcane Blast At Higher Levels. When you cast this spell using a spell
Evocation cantrip slot of 4th level or higher, the damage increases by 1d6 for
Casting Time: 1 action each slot level above 3rd.
Range: 60 feet Flurry
Components: V, S
Duration: Instantaneous Evocation cantrip
You extend your hand and make a burst of arcane energy Casting Time: 1 action
erupt from a target within range. If the target is a creature Range: 60 feet
it must succeed on a Dexterity saving throw or take 1d8 Components: V, S
force damage. A creature forced to make a Constitution Duration: Instantaneous
saving throw to maintain concentration because of this A shard of ice streaks toward a creature within range.
spell, makes the saving throw with disadvantage. Make a ranged spell attack against the target. On a hit, the
This spell’s damage increases by 1d8 when you reach target takes 1d8 cold damage.
5th level (2d8), 11th level (3d8), 17th level (4d8). The spell creates more than one shard when you reach
higher levels: two shards at 5th level, three shards at 11th
Arcane Explosion level, and four shards at 17th level. You can direct the
3rd-level evocation shards at the same target or at different ones. Make a
Casting Time: 1 action separate attack roll for each shard.
Range: Self (10-foot-radius sphere) Freezing Touch
Components: V, S
Duration: Instantaneous 2nd-level evocation
You draw from the fluctuating arcane near you and burst Casting Time: 1 action
with a wave of arcane power. Each creature within range Range: Touch
must make a Dexterity saving throw. A target takes 6d8 Components: V, S, M (a shard of glass or ice)
force damage on a failed saving throw, or half as much Duration: 1 minute
damage on a successful one. Your fingers become cold to the touch as frost manifests on
At Higher Levels. When you cast this spell using a spell their surface. Make a melee spell attack against a creature
slot of 4th level or higher, the damage increases by 1d8 for within range. On a hit, the creature is incapacitated, can't
each slot level above 3rd. move, and can't breathe until the spell ends as ice encap-
sulates their body. A target who hits the creature with an
Blast Wave attack breaks the ice and ends the spell.
8th-level evocation
Casting Time: 1 action Frostfire Bolt
Range: Self (60-foot cone) 1st-level evocation
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
Your hands burst into flames as you push a roaring wave of Components: V, S, M (a piece of glass and sulfur)
fire outward from yourself. Each creature in a 60-foot cone Duration: Instantaneous
must make a Constitution saving throw. A target takes You hurl a bolt of blue flames at a creature within range.
12d8 fire damage on a failed save, or half as much damage Make a ranged spell attack against the creature. On a hit,
on a successful one. The fire spreads around corners. It the target takes 2d6 fire damage and 2d6 frost damage.
ignites flammable objects in the area that aren’t being worn At Higher Levels. When you cast this spell using a spell
or carried. A creature killed by this spell is reduced to ash. slot of 2nd level or higher, the fire and cold damage
increases by 1d6 for each slot level above 1st.

8 PART 2 | SPELLS
Glacial Spike It has a maximum carrying capacity of 50 tons (limited
7th-level evocation by the size of the ship itself). It is not slowed by any weight
until its maximum capacity is reached, at which point the
Casting Time: 1 action ship loses its flying property and falls at a rate of 60 feet
Range: 120 feet per round until it hits the ground. Taking no falling damage
Components: V, S from the fall, and leaving its passengers unharmed.
Duration: Instantaneous
You form a large spike of ice above your head, and launch it Living Bomb
at a creature that you can see within range, causing it to 2nd-level evocation
shatter across their body. The target must make a Constitu- Casting Time: 1 action
tion saving throw. It takes 8d8 + 40 cold damage on a failed Range: 60 feet
save, or half as much damage on a successful one. Components: V, S, M (a flammable liquid)
If this damage reduces a creature to 0 hit points, it is Duration: Concentration, up to 1 minute
reduced to shards of ice, leaving behind everything it was You manipulate the mana flowing through a creature within
wearing and carrying. The creature can be restored to life range, making it burn from the inside with a roaring fire.
only by means of a true resurrection or a wish spell. The target must make a Constitution saving throw. Taking
Ice Block 1d10 fire damage on a failed save, or half as much on a
4th-level abjuration successful one. At the start of each of your turns for the
spells duration, the target must make another Constitution
Casting Time: 1 reaction, which you take when you are hit saving throw as it takes the damage again
by an attack or spell When the spell ends, your concentration is broken, or
Range: Self you end it as a free action. The target and each creature
Components: V, S within 10 feet of it must succeed on a Dexterity saving
Duration: Concentration, up to 1 minute throw or take 2d6 fire damage.
Ice rapidly materializes around you, protecting you from At Higher Levels. When you cast this spell using a spell
harm. You gain 40 temporary hit points and immunity to slot of 3rd level or higher, the damage of the explosion
cold damage for the spells duration. While the spell is increases by 1d6 for each slot level above 2nd.
active you can't move and take any actions or reactions. Pyroblast
The spell remains until the temporary hit points have been
expend, your concentration breaks, or you end it as a free 7th-level evocation
action on your turn. Casting Time: 1 action
Range: 120 feet
Ice Nova Components: V, S, M (a piece of brimstone)
8th-level evocation Duration: Instantaneous
Casting Time: 1 action You clasp your hands together, conjuring a ball of dripping
Range: 120 feet magma, launching it at a creature or object within range.
Components: V, S, M (glass dust and water) Make a ranged spell attack against the target. On a hit, the
Duration: Instantaneous target takes 10d10 fire damage, and an additional 1d10 fire
Frigid cold rapid expands in a 15-foot-radius centered on a damage at the start of each of its turn, until someone takes
point you you can see within range. Each creature in the an action to make a Dexterity check again your spell DC to
cold must succeed on a Dexterity saving throw. On a failed douse the fire.
save, a creature takes 10d6 cold damage and is grappled At Higher Levels. When you cast this spell using a spell
for 1 minute as ice encases the lower part of their legs. On slot of 8th level or higher, the initial damage increases by
a successful save, it takes half as much damage and isn't 1d10 for each slot level above 7th.
grappled by this spell.
A creature can break the grapple by using their action to Spellsteal
make a Strength saving throw, or deal a total of 40 hit 3rd-level abjuration
points worth of damage to the ice. Casting Time: 1 action
Range: 60 feet
Jaina's Flying Ship Components: V, S
9th-level transmutation Duration: Concentration, up to 1 minute
Casting Time: 1 minute You attempt to steal the effect of a spell from a creature for
Range: Touch a brief time. If the spell affecting the creature was cast at
Components: V, S 3rd level or lower, the spell effect transfers to you for this
Duration: 24 hours spells duration. Once this spell ends, the stolen spells effect
You channel your powers into a nonmagical ship within returns to the original caster. The time you had the spell
range, the ship can be no larger than 100 feet long, and 30 counts against the spells original duration. If the spell is of
feet wide. For the spells duration, the ship gains a flying 4th level or higher, make an ability check using your
speed of 60 feet, the ship changes direction and altitude at spellcasting ability. The DC equals 10 + the spell's level. On
your command, continuing its course until a new command a success, the spells effect transfers to you.
is given or the spells duration ends.
The flying ship has an Armor Class of 15, and 300 hit
points; immunity to poison and psychic damage, and
immunity to all conditions.

PART 2 | SPELLS
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