Wizard

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Hit Dice: 1d6 per wizard level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Armor Proficiencies: None

Weapon Proficiencies: None

Tool Proficiencies: None

Saving Throw Proficiencies: Intelligence and Wisdom

Skill Proficiencies: choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Starting Equipment: You start with the following equipment, in addition to the equipment granted by your background:

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2
2nd +2 Arcane Tradition 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Arcane Tradition 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 Arcane Tradition feature 5 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 Arcane Tradition 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

Class Features

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, 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 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, 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 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, 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.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition. The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Wizard Spells

Wizard Spells
Spell Level School Casting Time Range Components Saving Throw
message 0 Transmutation 1 action 120 feet V, S, M None
acid splash 0 Conjuration 1 action 60 feet V, S Dexterity negates
minor illusion 0 Illusion 1 action 30 feet S, M Intelligence (Investigation) disbelief
mending 0 Transmutation 1 minute Touch V, S, M None
dancing lights 0 Evocation 1 action 120 feet V, S, M None
mage hand 0 Conjuration 1 action 30 feet V, S None
prestidigitation 0 Transmutation 1 action 10 feet V, S None
true strike 0 Divination 1 action 30 feet None
ray of frost 0 Evocation 1 action 60 feet V, S None
chill touch 0 Necromancy 1 action 120 feet V, S None
light 0 Evocation 1 action Touch V, M None or Dexterity negates
shocking grasp 0 Evocation 1 action Touch V, S None
comprehend languages 1 Divination 1 action Self V, S, M None
sleep 1 Enchantment 1 action 90 feet V, S, M None
silent image 1 Illusion 1 action 60 feet V, S, M Intelligence (Investigation) disbelief
identify 1 Divination 1 minute Touch V, S, M None
hideous laughter 1 Enchantment 1 action 30 feet V, S, M Wisdom negates
illusory script 1 Illusion 1 minute Touch S, M None
shield 1 Abjuration 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Self V, S None
jump 1 Transmutation 1 action Touch V, S, M None
burning hands 1 Evocation 1 action Self (15-foot cone) V, S Dexterity half
disguise self 1 Illusion 1 action Self V, S Intelligence (Investigation) disbelief
charm person 1 Enchantment 1 action 30 feet V, S Wisdom negates
longstrider 1 Transmutation 1 action Touch V, S, M None
false life 1 Necromancy 1 action Self V, S, M None
color spray 1 Illusion 1 action Self (15-foot cone) V, S, M None
detect magic 1 Divination 1 action Self V, S None
feather fall 1 Transmutation 1 reaction, which you take when you or a creature within 60 feet of you falls 60 feet V, M None
expeditious retreat 1 Transmutation 1 bonus action Self V, S None
thunderwave 1 Evocation 1 action Self (15-foot cube) V, S Constitution half
mage armor 1 Abjuration 1 action Touch V, S, M None
protection from evil and good 1 Abjuration 1 action Touch V, S, M None
unseen servant 1 Conjuration 1 action 60 feet V, S, M None
grease 1 Conjuration 1 action 60 feet V, S, M Dexterity negates
magic missile 1 Evocation 1 action 120 feet V, S None
fog cloud 1 Conjuration 1 action 120 feet V, S None
alarm 1 Abjuration 1 minute 30 feet V, S, M None
floating disk 1 Conjuration 1 action 30 feet V, S, M None
acid arrow 2 Evocation 1 action 90 feet V, S, M None
continual flame 2 Evocation 1 action Touch V, S, M None
magic weapon 2 Transmutation 1 bonus action Touch V, S None
misty step 2 Conjuration 1 bonus action Self V None
magic mouth 2 Illusion 1 minute 30 feet V, S, M None
darkness 2 Evocation 1 action 60 feet V, M None
darkvision 2 Transmutation 1 action Touch V, S, M None
ray of enfeeblement 2 Necromancy 1 action 60 feet V, S Constitution negates
rope trick 2 Transmutation 1 action Touch V, S, M None
detect thoughts 2 Divination 1 action Self V, S, M Wisdom negates
scorching ray 2 Evocation 1 action 120 feet V, S None
see invisibility 2 Divination 1 action Self V, S, M None
locate object 2 Divination 1 action Self V, S, M None
levitate 2 Transmutation 1 action 60 feet V, S, M Constitution negates
shatter 2 Evocation 1 action 60 feet V, S, M Constitution half
knock 2 Transmutation 1 action 60 feet V None
blur 2 Illusion 1 action Self V None
invisibility 2 Illusion 1 action Touch V, S, M None
blindness/deafness 2 Necromancy 1 action 30 feet V Constitution negates
mirror image 2 Illusion 1 action Self V, S None
enlarge/reduce 2 Transmutation 1 action 30 feet V, S, M Constitution negates
hold person 2 Enchantment 1 action 60 feet V, S, M Wisdom negates
spider climb 2 Transmutation 1 action Touch V, S, M None
arcanist's magic aura 2 Illusion 1 action Touch V, S, M None
arcane lock 2 Abjuration 1 action Touch V, S, M None
gust of wind 2 Evocation 1 action Self (60-foot line) V, S, M Strength negates
suggestion 2 Enchantment 1 action 30 feet V, M Wisdom negates
web 2 Conjuration 1 action 60 feet V, S, M Dexterity
gentle repose 2 Necromancy 1 action Touch V, S, M None
alter self 2 Transmutation 1 action Self V, S None
flaming sphere 2 Conjuration 1 action 60 feet V, S, M Dexterity half
fireball 3 Evocation 1 action 150 feet V, S, M Dexterity half
fly 3 Transmutation 1 action Touch V, S, M None
blink 3 Transmutation 1 action Self V, S None
bestow curse 3 Necromancy 1 action Touch Wisdom negates
major image 3 Illusion 1 action 120 feet V, S, M Intelligence (Investigation) disbelief
gaseous form 3 Transmutation 1 action Touch V, S, M None
sending 3 Evocation 1 action Unlimited V, S, M None
water breathing 3 Transmutation 1 action 30 feet V, S, M None
animate dead 3 Necromancy 1 minute 10 feet V, S, M None
clairvoyance 3 Divination 10 minutes 1 mile V, S, M None
nondetection 3 Abjuration 1 action Touch V, S, M None
fear 3 Illusion 1 action Self (30-foot cone) V, S, M Wisdom negates
sleet storm 3 Conjuration 1 action 150 feet V, S, M Dexterity negates or Constitution negates
magic circle 3 Abjuration 1 minute 10 feet V, S, M None
slow 3 Transmutation 1 action 120 feet V, S, M Wisdom negates
haste 3 Transmutation 1 action 30 feet V, S, M None
phantom steed 3 Illusion 1 minute 30 feet V, S None
remove curse 3 Abjuration 1 action Touch V, S None
lightning bolt 3 Evocation 1 action Self (100-foot line) V, S, M Dexterity half
dispel magic 3 Abjuration 1 action 120 feet V, S None
tongues 3 Divination 1 action Touch V, M None
protection from energy 3 Abjuration 1 action Touch V, S None
hypnotic pattern 3 Illusion 1 action 120 feet S, M Wisdom negates
stinking cloud 3 Conjuration 1 action 90 feet V, S, M Constitution negates
vampiric touch 3 Necromancy 1 action Self V, S None
glyph of warding 3 Abjuration 1 hour Touch V, S, M Dexterity half or special
wall of fire 4 Evocation 1 action 120 feet V, S, M Dexterity half
private sanctum 4 Abjuration 10 minutes 120 feet V, S, M None
ice storm 4 Evocation 1 action 300 feet V, S, M Dexterity half
conjure minor elementals 4 Conjuration 1 minute 90 feet V, S None
stone shape 4 Transmutation 1 action Touch V, S, M None
invisibility, greater 4 Illusion 1 action Touch V, S None
stoneskin 4 Abjuration 1 action Touch V, S, M None
arcane eye 4 Divination 1 action 30 feet V, S, M None
polymorph 4 Transmutation 1 action 60 feet V, S, M Wisdom negates
confusion 4 Enchantment 1 action 90 feet V, S, M Wisdom negates
fabricate 4 Transmutation 10 minutes 120 feet V, S None
faithful hound 4 Conjuration 1 action 30 feet V, S, M None
locate creature 4 Divination 1 action Self V, S, M None
resilient sphere 4 Evocation 1 action 30 feet V, S, M Dexterity negates
dimension door 4 Conjuration 1 action 500 feet V None
phantasmal killer 4 Illusion 1 action 120 feet V, S Wisdom negates
hallucinatory terrain 4 Illusion 10 minutes 300 feet V, S, M Intelligence (Investigation) disbelief
banishment 4 Abjuration 1 action 60 feet V, S, M Charisma negates
secret chest 4 Conjuration 1 action Touch V, S, M None
control water 4 Transmutation 1 action 300 feet V, S, M None or special
fire shield 4 Evocation 1 action Self V, S, M None
blight 4 Necromancy 1 action 30 feet V, S Constitution half, or none (object)
black tentacles 4 Conjuration 1 action 90 feet V, S, M Dexterity negates
geas 5 Enchantment 1 minute 60 feet V Wisdom negates
seeming 5 Illusion 1 action 30 feet V, S Intelligence (Investigation) disbelief
creation 5 Illusion 1 minute 30 feet V, S, M None
teleportation circle 5 Conjuration 1 minute 10 feet V, M None
telepathic bond 5 Divination 1 action 30 feet V, S, M None
telekinesis 5 Transmutation 1 action 60 feet None
mislead 5 Illusion 1 action Self S None
scrying 5 Divination 10 minutes Self V, S, M Wisdom negates
modify memory 5 Enchantment 1 action 30 feet V, S Wisdom negates
cloudkill 5 Conjuration 1 action 120 feet V, S Constitution half
contact other plane 5 Divination 1 minute Self V Special
passwall 5 Transmutation 1 action 30 feet V, S, M None
planar binding 5 Abjuration 1 hour 60 feet V, S, M Charisma negates
legend lore 5 Divination 10 minutes Self V, S, M None
wall of stone 5 Evocation 1 action 120 feet V, S, M Dexterity negates
dominate person 5 Enchantment 1 action 60 feet V, S Wisdom negates
arcane hand 5 Evocation 1 action 120 feet V, S, M None
animate objects 5 Transmutation 1 action 120 feet V, S None
cone of cold 5 Evocation 1 action Self (60-foot cone) V, S, M Constitution half
dream 5 Illusion 1 minute Special V, S, M None or Wisdom negates
wall of force 5 Evocation 1 action 120 feet V, S, M None
conjure elemental 5 Conjuration 1 minute 90 feet V, S, M None
hold monster 5 Enchantment 1 action 90 feet V, S, M Wisdom negates
programmed illusion 6 Illusion 1 action 120 feet V, S, M Intelligence (Investigation) disbelief
eyebite 6 Necromancy 1 action Self V, S Wisdom negates
instant summons 6 Conjuration 1 minute Touch V, S, M None
irresistible dance 6 Enchantment 1 action 30 feet V Wisdom negates (action)
true seeing 6 Divination 1 action Touch V, S, M None
sunbeam 6 Evocation 1 action Self (60-foot line) V, S, M Constitution half
disintegrate 6 Transmutation 1 action 60 feet V, S, M Dexterity negates
magic jar 6 Necromancy 1 minute Self V, S, M Charisma negates
wall of ice 6 Evocation 1 action 120 feet V, S, M Dexterity half or Constitution half (recurring)
move earth 6 Transmutation 1 action 120 feet V, S, M None
guards and wards 6 Abjuration 10 minutes Touch V, S, M None
circle of death 6 Necromancy 1 action 150 feet V, S, M Constitution half
globe of invulnerability 6 Abjuration 1 action Self (10-foot radius) V, S, M None
chain lightning 6 Evocation 1 action 150 feet V, S, M Dexterity half
create undead 6 Necromancy 1 minute 10 feet V, S, M None
freezing sphere 6 Evocation 1 action 300 feet V, S, M Constitution half
flesh to stone 6 Transmutation 1 action 60 feet V, S, M Constitution negates
mass suggestion 6 Enchantment 1 action 60 feet V, M Wisdom negates
simulacrum 7 Illusion 12 hours Touch V, S, M None
sequester 7 Transmutation 1 action Touch V, S, M None
forcecage 7 Evocation 1 action 100 feet V, S, M None or Charisma negates
reverse gravity 7 Transmutation 1 action 100 feet V, S, M Dexterity negates
finger of death 7 Necromancy 1 action 60 feet V, S Constitution half
etherealness 7 Transmutation 1 action Self V, S None
arcane sword 7 Evocation 1 action 60 feet V, S, M None
project image 7 Illusion 1 action 500 miles V, S, M Intelligence (Investigation) disbelief
prismatic spray 7 Evocation 1 action Self (60-foot cone) V, S Varies
magnificent mansion 7 Conjuration 1 minute 300 feet V, S, M None
symbol 7 Abjuration 1 minute Touch V, S, M Varies
teleport 7 Conjuration 1 action 10 feet V None
mirage arcane 7 Illusion 10 minutes Sight V, S None
plane shift 7 Conjuration 1 action Touch V, S, M None
fireball, delayed blast 7 Evocation 1 action 150 feet V, S, M Dexterity half or special
sunburst 8 Evocation 1 action 150 feet V, S, M Constitution half, then Constitution negates
clone 8 Necromancy 1 hour Touch V, S, M None
control weather 8 Transmutation 10 minutes Self (5-mile radius) V, S, M None
mind blank 8 Abjuration 1 action Touch V, S None
antipathy/sympathy 8 Enchantment 1 hour 60 feet V, S, M Wisdom negates
feeblemind 8 Enchantment 1 action 150 feet V, S, M Intelligence negates
maze 8 Conjuration 1 action 60 feet None
power word stun 8 Enchantment 1 action 60 feet Constitution partial
demiplane 8 Conjuration 1 action 60 feet S None
dominate monster 8 Enchantment 1 action 60 feet Wisdom negates
incendiary cloud 8 Conjuration 1 action 150 feet Dexterity half
antimagic field 8 Abjuration 1 action Self (10 foot radius sphere) V, S, M None
prismatic wall 9 Abjuration 1 action 60 feet V, S Varies
meteor swarm 9 Evocation 1 action 1 mile V, S Dexterity half
astral projection 9 Necromancy 1 hour 10 feet V, S, M None
time stop 9 Transmutation 1 action Self V None
power word kill 9 Enchantment 1 action 60 feet V None
gate 9 Conjuration 1 action 60 feet V, S, M None
weird 9 Illusion 1 action 120 feet V, S Wisdom negates
foresight 9 Divination 1 minute Touch V, S, M None
polymorph, true 9 Transmutation 1 action 30 feet V, S, M Wisdom negates
wish 9 Conjuration 1 action Self V Varies
shapechange 9 Transmutation 1 action Self V, S, M None
imprisonment 9 Abjuration 1 minute 30 feet V, S, M Wisdom negates
Wizard-Exclusive Spells
Spell Level School Casting Time Range Components Saving Throw
grease 1 Conjuration 1 action 60 feet V, S, M Dexterity negates
floating disk 1 Conjuration 1 action 30 feet V, S, M None
acid arrow 2 Evocation 1 action 90 feet V, S, M None
rope trick 2 Transmutation 1 action Touch V, S, M None
arcanist's magic aura 2 Illusion 1 action Touch V, S, M None
arcane lock 2 Abjuration 1 action Touch V, S, M None
phantom steed 3 Illusion 1 minute 30 feet V, S None
private sanctum 4 Abjuration 10 minutes 120 feet V, S, M None
arcane eye 4 Divination 1 action 30 feet V, S, M None
fabricate 4 Transmutation 10 minutes 120 feet V, S None
faithful hound 4 Conjuration 1 action 30 feet V, S, M None
resilient sphere 4 Evocation 1 action 30 feet V, S, M Dexterity negates
phantasmal killer 4 Illusion 1 action 120 feet V, S Wisdom negates
secret chest 4 Conjuration 1 action Touch V, S, M None
fire shield 4 Evocation 1 action Self V, S, M None
black tentacles 4 Conjuration 1 action 90 feet V, S, M Dexterity negates
telepathic bond 5 Divination 1 action 30 feet V, S, M None
mislead 5 Illusion 1 action Self S None
passwall 5 Transmutation 1 action 30 feet V, S, M None
arcane hand 5 Evocation 1 action 120 feet V, S, M None
wall of force 5 Evocation 1 action 120 feet V, S, M None
instant summons 6 Conjuration 1 minute Touch V, S, M None
magic jar 6 Necromancy 1 minute Self V, S, M Charisma negates
wall of ice 6 Evocation 1 action 120 feet V, S, M Dexterity half or Constitution half (recurring)
freezing sphere 6 Evocation 1 action 300 feet V, S, M Constitution half
simulacrum 7 Illusion 12 hours Touch V, S, M None
sequester 7 Transmutation 1 action Touch V, S, M None
clone 8 Necromancy 1 hour Touch V, S, M None
maze 8 Conjuration 1 action 60 feet None
prismatic wall 9 Abjuration 1 action 60 feet V, S Varies
weird 9 Illusion 1 action 120 feet V, S Wisdom negates