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Mage Spells Level 5 - Spell Data Files - KloOge
This the full list of all 5th level Mage spells
# Name Level Cast Level Expression # Memorized Cost Sound Effect Advanced Illusion 5 5 I create an illusion that I don't have to concentrate on. It sticks around for {$L} rounds. 0 1 Airy Water 5 5 For {$L} turns, I can breathe underwater. 0 1 Animal Growth - Wizard 5 5 Double the hitpoints and damage of up to 8 animals for {$L} rounds. 0 1 Animate Dead - Wizard 5 5 Corpses become zombies or skeletons. 0 1 Avoidance 5 5 The target object repulses anything but me. 0 1 Bigby's Interposing Hand 5 5 A huge hand gets between me and the target for {$L} rounds. 0 1 Chaos 5 5 Everyone in a 40' cube is confused for {$L} rounds. 0 1 Cloudkill 5 5 A cloud of deadly gas sticks around for {$L} rounds. Those of 6 HD or less will die (though they may possibly get a save) others take 1d10 points of damage a round for as long as they are in the gas. 0 1 Cone of Cold 5 5 A cone of icyness blasts forth dealing {$L(d4)+$L} points of damage. The cone is {$L*5}' long and {$L} feet in diameter at the end. 0 1 Conjure Elemental 5 5 I conjure forth a 8 hd elemental which sticks around for {$L} turns. 0 1 Contact Other Plane 5 5 I ask an intelligent being of another plane a question. 0 1 Demishadow Monsters 5 5 I create an illusion of {$L} HD worth of monsters which stick around for {$L} rounds. 0 1 Dismissal 5 5 I banish a creature to its home plane. 0 1 Distance Distortion 5 5 For {$L*2} turns, {$L} 10' cubes of area can be distorted so as to seem much longer or shorter in distance. 0 1 Domination 5 5 Those who fail a save do exactly what I want them to do. 0 1 Dream 5 5 I enter someone's dreams to send them a message. 0 1 Extension II 5 5 The duration of spells is extended. 0 1 Fabricate 5 5 I turn any material into something else made of the same material. 0 1 False Vision 5 5 For {1d4+$L} rounds I cannot be scryed and those who scry me get a special message. 0 1 Far Reaching III 5 5 The range of spells is increased. 0 1 Feeblemind 5 5 Spellcasters who fail a save are reduced to the mindset of a baby. 0 1 Force Shapechange 5 5 Shapechangers are forced into their true form and take {3d10} points of damage. A save avoids the change and halves the damage. 0 1 Hold Monster 5 5 I hold up to 4 monsters for {$L} rounds. 0 1 Improved Blink 5 5 For {$L} rounds, I can blink to any point I wish within 15' at will allowing me to avoid attacks. 0 1 Invulnerability to Normal Weapons 5 5 For {$L} rounds, normal weapons cannot hurt me. 0 1 Khazid's Procurement 5 5 I create a small portal which sticks around for {$L} rounds. I can reach through the portal to retrieve spell components. 0 1 Know Value 5 5 I know the total value of gems, coins and jewelery in the area as well as 75% of the other valuable objects (up to 10). 0 1 Leomund's Hidden Lodge 5 5 I create a camoflaged cottage which sticks around for {1d4+$L} hours. 0 1 Leomund's Lamentable Belaborment 5 5 I start talking and those affected join in on the conversation. 0 1 Leomund's Secret Chest 5 5 I create a chest which I can send to and from the ethereal plane. 0 1 Lower Resistance 5 5 For {$L+10} rounds, the target's magic resistance is reduced by {30+$L}%. No save though a magic resistance roll at 1/2 normal resistance is allowed. 0 1 Magic Jar 5 5 I pop my soul into a gem and can take over other people's bodies. 0 1 Magic Staff 5 5 I can store {$L/3} spell levels worth of spells. These spells stay in the staff for up to {$L} hours or until they are released. 0 1 Major Creation 5 5 I create stuff out of bits of the same stuff. 0 1 Mind Fog 5 5 I create a 20' cube fog which sticks around for 3 turns. Those who step into it and fail a save are at -2 to saves vs illusion, enchantment/charm spells, and other spells that affect the mind. 0 1 Monster Summoning III 5 5 For the next {4+$L} rounds, I summon up {1d4} {1d37[1="3 hd ankhegs.";2="4 hd ankhegs.";3="mobats.";4="boring beetles. Yaaaawn.";5="megalo-centipede";6="bugbears.";7="giant crabs.";8="wild crocodiles.";9="gelatinous cubes.";10="ghouls.";11="giant lizards.";12="death dogs.";13="wererats.";14="orogs.";15="osquips.";16="large scorpions.";17="sandlings.";18="constrictor snakes.";19="huge spiders.";20="giant weasels.";21="land urchins.";22="Hell hounds.";23="fire mephits.";24="ice mephits.";25="lava mephits.";26="mist mephits.";27="smoke mephits.";28="steam mephits.";29="giant ants.";30="giant praying mantiseses.";31="giant horseflies.";32="kenku.";33="urds.";34="leprechauns.";35="annoyed novice mages.";36="confused paladins.";37="priests of Loki."]} 0 1 Mordenkainen's Faithful Hound 5 5 I summon forth a watchdog which will bark at intruders. It sticks around for {6+($L*3)} turns or {$L} rounds after it is activated by an intruder. 0 1 Mordenkainen's Private Sanctum 5 5 For {$L} hours, nothing can be seen in this room from outside. Scrying attempts fail. 0 1 Mummy Rot 5 5 Those I touch take {2d6} points of damage. On a failed save, they get mummy rot. I can keep touching people for {$L} rounds. 0 1 Passwall 5 5 I open up a passage in a wall which sticks around for {6+$L} turns. 0 1 Proofing versus Combustion 5 5 The target object is highly resistant to fire. 0 1 Prying Eyes 5 5 I conjure forth {1d4+$L} eyes which can float around for {$L} hours and fly back to me to report their findings. 0 1 Rary's Telepathic Bond 5 5 For {$L*2} turns I have a telepathic bond with up to {$L/3} creatures. 0 1 Rusting Grasp 5 5 For the next {$L} rounds, metal I touch rusts to dust. 0 1 Safeguarding 5 5 For {$L+1} turns, area effect spells that are not targetted within a 15' radius of the target of this spell do not affect those within the area of this spell. 0 1 Seeming 5 5 {$L/2} people appear to be other people for 12 hours. 0 1 Sending 5 5 I send a message to someone I know, possibly on another plane. 0 1 Shadow Door 5 5 I create a door, step inside and become invisible for {$L} rounds. 0 1 Shadow Magic 5 5 I can recreate a evocation spell of 3rd level or less. 0 1 Stone Shape - Wizard 5 5 I shape up to {$L} cubic feet of stone. 0 1 Summon Shadow 5 5 I conjure up {$L/3} shadows which attack for {$L+1} rounds. 0 1 Telekinesis 5 5 I can sustain movement of an object of 25 lbs or less for {2+$L} rounds or I can shove {25*$L} lbs of stuff {$L*10} feet away in a single burst. 0 1 Teleport 5 5 I teleport where ever I wish to go. 0 1 Tenser's Destructive Resonance 5 5 I point at an object and it explodes dealing damage based on the object's size plus {($L/2)d6} points of damage (save for half) to those within the blast radius. 0 1 Throbbing Bones 5 5 For {$L} rounds, the target's movement rate is halved, AC and attack rolls are at a -2 penalty and {1d4} points of damage are dealt each round. A save halves the damage, but does nothing to avoid other effects. 0 1 Transmute Rock to Mud - Wizard 5 5 {$L} 20' cubes of rock become mud. 0 1 Vile Venom 5 5 I create {$L} doses of poison which remain potent for {$L} hours. 0 1 Von Gasik's Refusal 5 5 I create a ward that blocks any spell casters from passing for {$L} hours. 0 1 Vortex 5 5 I conjure forth a vortex which moves about for {1d4+$L} rounds and deals damage to those who it touches. {($L)d4} points to nonmagical creatures and {($L)d6} to magical creatures and spellcasters. Save for half. 0 1 Wall of Bones 5 5 I create a wall of bones which sticks around for 1 turn 0 1 Wall of Force 5 5 An impenetrable wall of force is conjured up for {10+$L} rounds. 0 1 Wall of Iron 5 5 A permanent wall of iron is conjured forth. It is {$L*15} square feet in area and {$L/2} inches thick. Double the area if the thickness is halved. 0 1 Wall of Stone 5 5 I make a permanent stone wall which is {$L/4} inches thick and {$L*20} square feet. 0 1 Waveform 5 5 For {1d10} rounds I can shape water as I will. 0 1