Wilderness Travel - Wizard 5th Level: 13 spells Printable

Products used in this spell list: Level Up: Adventurer's Guide (A5E), Manual of Adventurous Resources Vol. 1: Wilderness
Cantrip
Fire Bolt
Cast: 1 action
Range: Long (120 feet)
Duration: Instantaneous
Target: One creature or object
Roll: Ranged Spell Attack
You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Rare Versions Hellish Fire Bolt. This spell’s damage ignores fire resistance and treats a creature’s immunity to fire damage as resistance to fire damage.
Evocation, Arcane, Fire
Level Up: Adventurer's Guide (A5E)
V, S
 
Cantrip
Light
Cast: 1 action
Range: Touch
Duration: 1 hour
Target: Object no larger than 10 feet in any dimension
Roll: Dexterity for object held or worn by hostile creature
Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.
Evocation, Arcane, Utility
Level Up: Adventurer's Guide (A5E)
V, M (small tinder box)
 
Cantrip
Mending
Cast: 1 minute
Range: Touch
Duration: Instantaneous
Target: One object
You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged. Magic items and constructs may be repaired in this way, but their magic is not restored.
Transmutation, Arcane, Transformation, Utility
Level Up: Adventurer's Guide (A5E)
V, S, M (fragment of equine bone)
 
Cantrip
Prestidigitation
Cast: 1 bonus action
Range: Short (30 feet)
Duration: Up to 1 hour
You wield arcane energies to produce minor effects. Choose one of the following: ֍ create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). ֍ clean or soil an object of 1 cubic foot or less. ֍ light or snuff a flame. ֍ chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. ֍ color or mark an object or surface for 1 hour. ֍ create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. You may cast this spell multiple times, though only three effects may be active at a time. Dismissing each effect requires an action.
Transmutation, Arcane, Utility
Level Up: Adventurer's Guide (A5E)
V, S
 
1st
Comprehend Languages
Cast: 1 action
Range: Self
Duration: 1 hour
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies. Cast at Higher Levels The bonus increases by +5 for each slot level above 1st.
Divination, Communication, Knowledge
Level Up: Adventurer's Guide (A5E)
V, S, M (ribbon with symbols of different languages written upon it)
ritual  
1st
Detect Magic
Cast: 1 action
Range: Special (30-foot radius)
Duration: Concentration (10 minutes)
Target: Self
Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any). The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. Range: Special (30-foot radius) Cast at Higher Levels When using a spell slot of 2nd-level or higher, the spell no longer requires your concentration. When using a spell slot of 3rd-level or higher, the duration increases to 1 hour. When using a spell slot of 4th-level or higher, the duration increases to 8 hours.
Divination, Arcane, Divine, Nature, Senses
Level Up: Adventurer's Guide (A5E)
V, S
ritual  concentration
1st
Elemental Rebound
Cast: 1 reaction, made when you are subject to acid, cold, fire, lightning, or thunder damage
Range: Self
Duration: 1 round

You redirect and reflect a portion of incoming elemental energy. You gain resistance to the damage type that triggered this spell, which applies against the incoming damage. The next time you deal damage before this spell ends, one of your targets takes an additional 1d6 damage of the triggering type. Dealing this extra damage ends the spell early.

abjuration, arcane, attack, nature, protection
Manual of Adventurous Resources Vol. 1: Wilderness
S
 
1st
Feather Fall
Cast: 1 reaction which you take when you or a creature within range falls
Range: Medium (60 feet)
Duration: 1 minute
Target: Up to five falling creatures within range
Magic slows the descent of each target. Until the spell ends, a target’s rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target. Casting Time: 1 reaction which you take when you or a creature within range falls Cast at Higher Levels When using 2nd-level or higher spell slot, targets can move horizontally 1 foot for every 1 foot they descend, effectively gliding through the air until they land or the spell ends.
Transmutation, Arcane, Protection
Level Up: Adventurer's Guide (A5E)
V, M (a small feather or pinch of down)
 
1st
Mage Armor
Cast: 1 action
Range: Touch
Duration: 8 hours
Target: A willing, unarmored creature
Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it. Cast at Higher Levels The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell’s duration. Rare Versions Enhanced Mage Armor. The target’s AC becomes 10 + your proficiency bonus + its Dexterity modifier.
Abjuration, Arcane, Protection
Level Up: Adventurer's Guide (A5E)
V, S, M (metal stud)
 
1st
Sleep
Cast: 1 action
Range: Medium (60 feet)
Duration: 1 minute
Target: 4d10 hit points worth of creatures 20-foot radius
You send your enemies into a magical slumber. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points. Slumbering creatures stay asleep until the spell ends, they take damage, or someone uses an action to physically wake them. As each target falls asleep, subtract its hit points from the total before moving on to the next target. A target’s hit points must be equal to or less than the total remaining for the spell to have any effect. If the spell puts no creatures to sleep, the creature in the area with the lowest hit point total is rattled until the beginning of its next turn. Constructs and undead are not affected by this spell. Cast at Higher Levels At 2nd level or higher, the spell affects an additional 2d10 hit points worth of creatures for each slot above 1st.
Enchantment, Arcane, Compulsion
Level Up: Adventurer's Guide (A5E)
V, S, M (pinch of fine sand)
 
2nd
Misty Step
Cast: 1 bonus action
Range: Short (30 feet)
Duration: Instantaneous
Target: Self
You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist. Rare Versions Elusive Misty Step. Until the start of your next turn, attack rolls against you are made with disadvantage.
Conjuration, Arcane, Chaos, Movement, Teleportation
Level Up: Adventurer's Guide (A5E)
V
 
3rd
Clairvoyance
Cast: 10 minutes
Range: Special (1 mile)
Duration: Concentration (10 minutes)
Target: Location familiar to you (a place visited or seen before) or an obvious and unfamiliar location (behind a door, around a corner, and so on)
An invisible sensor is created within the spell’s range. The sensor remains there for the duration, and it cannot be targeted or attacked. Choose seeing or hearing when you cast the spell. You may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor. A creature able to see invisible things (from the see invisibility spell or truesight, for instance) sees a 4-inch diameter glowing, ethereal orb. Range: Special (1 mile)
Divination, Arcane, Divine, Scrying
Level Up: Adventurer's Guide (A5E)
 concentration
3rd
Tiny Hut
Cast: 1 minute
Range: Self
Duration: 8 hours
Target: 10-foot radius hemisphere
You create an immobile dome of protective force that provides shelter and can be used as a safe haven (page @@). The dome is of a color of your choosing, can’t be seen through from the outside, is transparent on the inside, and can fit up to 10 Medium creatures (including you) within. The dome prevents inclement weather and environmental effects from passing through it, though creatures and objects may pass through freely. Spells and other magical effects can’t cross the dome in either direction, and the dome provides a comfortable dry interior no matter the conditions outside of it. You can command the interior to become dimly lit or dark at any time on your turn. The spell fails if a Large creature or more than 10 creatures are inside the dome. The spell ends when you leave the dome. Area: 10-foot radius hemisphere
Evocation, Arcane, Force, Protection, Utility
Level Up: Adventurer's Guide (A5E)
V, S, M (piece of thatched roof woven into a dome and a sculpture of a protective deity worth 200 gold, consumed by the spell)
ritual  
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