The Wizarding World  world illustration - Low Fantasy theme
Low Fantasy

The Wizarding World

B
BardCollegeFreshman

Following the Second Wizarding War and the Battle at Hogwarts, return to the magical world that enchanted a generation. Not all of Voldemort's Supporters have been caught. A new movement of Pure Blood Supremacy is attempting to pick up where the Dark Lord left off. Will you join them, or stand and fight for the good of all Magical Kind? Headmistress McGonagall awaits your return owl.


Author's Note: I hope you enjoy the map of the Wizarding World. I did my best to make it the most accurate representation that I could with my limited resources. Please let me know your feedback and if you have any suggestions or recommendations for the world.
Played44 times
Cloned7 times
Created
26 days ago
Last Updated
10 days ago
VisibilityPublic
Vortex Aeris
7

Vortex Aeris

Conjure a 10-foot-radius, 30-foot-high whirlwind at a point within 300 feet. The vortex deals 10d6 bludgeoning damage on a failed Dexterity save, half on success. Large or smaller creatures failing the save must also make a Strength save or become restrained, pulled 5 feet higher each turn. You can move the vortex 30 feet per action. Restrained creatures can attempt to escape with a Strength or Dexterity check against your spell save DC, being hurled 3d6×10 feet on success. Objects not worn or carried are sucked into the vortex. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the bludgeoning damage increases by 1d6 for each slot level above 7th.

Lectio Fati
2

Lectio Fati

You perform a solemn ritual using your divining tools to receive a vague omen about the likely outcome of a specific action you plan to take within the next 30 minutes. The DM provides one of four omens: Fortuna (good), Infortunium (bad), Mixtus (mixed), or Nullum (uncertain). The omen reflects the immediate probable future and is subject to a cumulative chance of becoming random if cast multiple times before a long rest.

Terra Formo
6

Terra Formo

You shape earth or stone within a 40-foot cube area up to 120 feet away, creating trenches, walls, or pitfalls. Creatures in affected areas must make Dexterity saves to avoid falling into pits or being trapped by walls, taking falling or bludgeoning damage as appropriate. Concentration up to 2 hours. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the size of the cube increases by 10 feet for each slot level above 6th.

Murus Glacialis
6

Murus Glacialis

Conjure a shimmering, opaque wall of magical ice up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall 20 feet in diameter and 20 feet high. Creatures within the wall's area are pushed to one side. Each 10-foot section has AC 10, 30 HP, immune to cold, vulnerable to fire. Destroyed sections shatter, forcing nearby creatures to make a Dexterity save or take 5d6 piercing damage (half on success). The wall is difficult terrain. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the piercing damage from a shattered section increases by 1d6 for each slot level above 6th.

Sol Fulgur
6

Sol Fulgur

You unleash a 5-foot wide, 60-foot long beam of searing radiant light in a line from yourself. Creatures in the line must make a Constitution saving throw, taking 6d8 radiant damage and becoming blinded until the end of their next turn on a failed save, or half damage and no blindness on a success. The light counts as sunlight for effects sensitive to sunlight. You can use an action on subsequent turns to create a new line. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Corpus Saxum
6

Corpus Saxum

You curse a creature within 60 feet to begin turning to stone. The target must succeed on a Constitution saving throw or become restrained as it starts petrifying. It repeats the save at the end of each of its turns; three failed saves result in full petrification for up to 1 minute. Freed from petrification ends the spell. At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other.

Flamma Ictus Coelestis
5

Flamma Ictus Coelestis

You call down a vertical column of searing magical fire and radiant energy at a point within 60 feet. Each creature in a 10-foot radius, 40-foot-high cylinder must make a Dexterity saving throw, taking 4d6 fire and 4d6 radiant damage on a failed save, or half as much on a success. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Vortex Aquarum
5

Vortex Aquarum

Conjure a swirling 30-foot-radius, 40-foot-high cylinder of churning water that creates difficult terrain. Creatures entering or starting their turn in the vortex must make a Strength saving throw or take 6d6 bludgeoning magical force damage and be pulled 10 feet toward the center; half damage and no pull on a success. As a bonus action, move the vortex up to 30 feet. Damage increases by 1d6 per slot level above 5th.

Plaga Insectorum
5

Plaga Insectorum

Conjure a 20-foot-radius, 20-foot-high swarm of magical biting and stinging insects that obscures the area and deals piercing damage to creatures entering or starting their turn in the swarm. The area is heavily obscured and difficult terrain. Causing 4d10 At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Murus Saxum
4

Murus Saxum

You create a nonmagical wall of solid stone composed of ten 5-foot-by-5-foot panels, 6 inches thick, arranged contiguously as you desire within range. The wall has AC 15 and 30 hit points per panel, and can trap creatures or objects inside if they fail a Dexterity saving throw. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the wall gains 10 additional hit points per 5-foot section for each slot level above 4th, and you can create two additional 5-foot-by-5-foot panels for each slot level above 4th.

Vitis Trahens
4

Vitis Trahens

You conjure a thick, thorny vine at a point within 30 feet. As a bonus action on your turns, the vine lashes out at a creature within 30 feet, forcing a Dexterity save or taking 2d6 piercing damage and being pulled up to 20 feet toward the vine. If pulled into the vine's space, the creature is grappled until the spell ends or it escapes.

Tenebris Vincula
4

Tenebris Vincula

You conjure shadowy chains in a 20-foot square area within 90 feet, turning it into difficult terrain. Creatures entering or starting their turn in the area must make a Dexterity saving throw or take 3d6 magical force damage and be grappled and restrained by the chains. Grappled creatures take 3d6 damage at the start of their turns. Damage increases by 1d6 for each slot level above 4th.

Tempestas Glacialis
4

Tempestas Glacialis

Conjure a storm of freezing hailstones and razor-sharp ice in a 20-foot-radius, 40-foot-high cylinder within 300 feet. Creatures in the area must make a Dexterity save or take 2d8 bludgeoning and 4d6 cold damage, half on a success. The ground becomes difficult terrain until cleared. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 and the cold damage increases by 1d6 for each slot level above 4th.

Corrosio Sagitta
2

Corrosio Sagitta

You cast a shimmering green bolt of magical acid at a creature within 90 feet. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. At higher levels, damage increases by 1d4 for each slot level above 2nd.

Crescite Spinarum (Thornfield Curse)
2

Crescite Spinarum (Thornfield Curse)

You cause sharp thorns or crystal shards to erupt in a 20-foot radius area, turning it into difficult terrain. Creatures moving within the area take 2d4 magical piercing damage per 5 feet traveled. The area appears normal to creatures that can't see it when entering. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Fulminare Maximus
3

Fulminare Maximus

A 100-foot long, 5-foot wide line of magical lightning extends from you, dealing 8d6 lightning damage to creatures in the line. Creatures must make a Dexterity saving throw, taking half damage on a success. Flammable objects not worn or carried ignite. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Serpensortia
2

Serpensortia

Conjure a live poisonous snake in an unoccupied space within 30 feet. The snake is hostile to a designated creature or attacks the nearest hostile if none is designated. You can use a bonus action to command it to move and attack. The snake vanishes if it drops to 0 HP or when the spell ends. Higher levels summon stronger snakes: Constrictor (3rd), Giant Poisonous (4th), Giant Constrictor (5th).

Lapifors
3

Lapifors

You transform one creature or non-magical object within 60 feet into a non-magical rabbit for up to 1 minute with concentration. Creatures must succeed on a Wisdom save or become a rabbit, retaining mental stats but incapacitated and unable to act. Objects up to 5-foot cube and 100 pounds become a rabbit until the spell ends or the rabbit drops to 0 HP. At higher levels, you can target additional creatures or objects within 15 feet of each other.

Avifors
3

Avifors

You target one creature within 60 feet. The target must succeed on a Wisdom saving throw or be transformed into a non-magical bird of appropriate size for 1 minute (concentration). The creature's stats are replaced by the bird's, but it retains its alignment and mental ability scores. It cannot speak, cast spells, or take actions requiring hands or speech, and is incapacitated and unaware of surroundings. The spell ends if the creature drops to 0 HP or concentration is lost. Avifors (Bird-Transformation Jinx) Spell Level: 3rd-level Transmutation (Jinx) Casting Time: 1 action Range: 60 feet Duration: 1 minute (Concentration) Components: V (Avifors), S (Wand movement pointing at target) Effect: You target one creature you can see within range. The creature must succeed on a Wisdom saving throw or be transformed into a non-magical bird (such as a raven, pigeon, or sparrow) of a size appropriate to its original mass. The transformed creature's game statistics are replaced by the stat

Homenum Revelio
2

Homenum Revelio

You sense the presence of any humanoid creatures within 60 feet, even if hidden by mundane means or behind thin cover. The spell penetrates up to 1 foot of wood or stone but not thicker materials or magical concealment. You do not learn their exact location or number, only their presence.

Fiendfyre
8

Fiendfyre

You conjure sentient, destructive magical flames in the form of monstrous beasts at a point within 90 feet. The fire deals 10d6 fire damage to creatures starting or entering the area each turn, ignoring fire resistance and immunity, and deals double damage to objects. The fire is difficult to control, potentially expanding and moving unpredictably each turn if you fail a Wisdom save. Only a 9th-level Finite Incantatem can extinguish it.

Evanesco
4

Evanesco

You cause a non-magical object you see within 30 feet, no larger than a 5-foot cube and weighing no more than 100 pounds, to vanish completely and instantaneously. The object is erased as if it never existed. Cannot target living creatures or magical items. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the maximum size of the object increases by 5 feet and the maximum weight increases by 100 pounds for each slot level above 4th.

Avis
2

Avis

Conjure a flock of small birds in a 5-foot cube within 30 feet. As a bonus action, command them to harass a creature within 5 feet, forcing a Dexterity save or disadvantage on its next attack roll before the end of its next turn. The flock has 10 hit points and lasts for 1 minute with concentration.

Transform into Object
4

Transform into Object

Non-verbal spell. You attempt to transform one creature within 60 feet into a harmless non-magical object weighing no more than 10 pounds. The creature must succeed on a Wisdom saving throw or be transformed for up to 1 hour (concentration). The object has AC 10, 1 hit point, and the creature is incapacitated and unaware. The creature can repeat the save at the end of each of its turns to revert. Damage to the object transfers to the creature upon reversion. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the object can weigh an additional 10 pounds for each slot level above 4th.

Revelio
0

Revelio

You reveal hidden or obscured objects, creatures, or magical interactables within 30 feet that are in line of sight. This includes non-magically hidden items, basic magical interactables, and the presence of magical traps or illusions, but not those hidden by strong magic like Invisibility.

Nebulus
1

Nebulus

You conjure a 20-foot radius sphere of dense fog centered on a point within 120 feet. The fog heavily obscures the area, spreads around corners, and lasts up to 10 minutes with concentration, but is dispersed by moderate or greater wind after 1 round.

Herbivicus
1

Herbivicus

You cause non-magical plants in a 10-foot square within 30 feet to grow significantly in size and density, doubling crop yields or creating denser thorny bushes that form difficult terrain.

Flipendo
0

Flipendo

You unleash a small blast of blunt force at a target within 30 feet. On a hit, the target takes 1d4 bludgeoning damage and if a creature, must succeed on a Strength save or be pushed 5 feet away. Can activate certain magical mechanisms. At Higher Levels: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Disillusionment Charm
3

Disillusionment Charm

You touch a willing creature, camouflaging it with its surroundings, granting advantage on Dexterity (Stealth) checks. Moving more than half speed on a turn removes the advantage until the start of the next turn. Creatures must succeed on a Wisdom (Perception) check against your spell save DC to detect the target.

Depulso
1

Depulso

You unleash a blast of force that shoves a target within 30 feet. A creature must succeed on a Strength saving throw or be pushed 10 feet away. An unattended object weighing 100 pounds or less is pushed up to 30 feet in a chosen direction. At higher levels, the push distance increases by 5 feet per slot level above 1st.

Arresto Momentum
2

Arresto Momentum

You target one creature or object moving rapidly within 60 feet. The target's speed, including falling speed, is halved until the end of its next turn. Creatures falling have their speed reduced to 50 feet per round and take no falling damage if they land during this time. A creature must succeed on a Strength saving throw or have its movement speed halved until the end of its next turn. Small objects can be stopped in mid-air.

Tarantallegra
1

Tarantallegra

You cause one creature within 30 feet to dance uncontrollably. The target must succeed on a Wisdom saving throw or have disadvantage on Dexterity saving throws and attack rolls for up to 1 minute, concentration. The target can use its action to make a Charisma saving throw to end the effect early.

Stinging Jinx
0

Stinging Jinx

You make a ranged spell attack against one creature within 30 feet. On a hit, the target takes 1d4 piercing damage and has disadvantage on its next attack roll or ability check until the end of its next turn due to a sharp stinging sensation.

Sectumsempra
6

Sectumsempra

You curse a creature within 60 feet, causing deep, bleeding lacerations that deal 8d8 slashing damage. Damage bypasses resistance and immunity to non-magical damage. If reduced to 0 HP, the target must make death saving throws. Upon successful death saving throw the target is incapacitated at 1hp and dismembered. Magical healing is required to close the wounds.

Mimblewimble
1

Mimblewimble

You curse a creature within 30 feet, tying its tongue in a knot. The target cannot speak, cast spells with verbal components, and has disadvantage on Charisma (Intimidation) and (Persuasion) checks. The target can repeat the saving throw at the end of each of its turns to end the effect.

Melofors
2

Melofors

You transform a creature's head into a large hollow pumpkin, blinding and deafening it, and muffling its voice. The creature can repeat the Wisdom save at the end of each turn to end the effect.

Inflatus
2

Inflatus

You cause a creature within 30 feet to inflate, becoming bloated and unwieldy. The target has disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks, and if Medium or smaller, it becomes Large; larger creatures appear distended. The target can repeat the Constitution save at the end of each turn to end the effect.

Glacius
3

Glacius

You blast a target within 30 feet with a concentrated beam of icy cold. On a hit, the target takes 3d8 cold damage and if a creature, its speed is reduced by 10 feet until the end of its next turn. If targeting a body of water or non-magical liquid, it freezes solid in a 10-foot cube. If cast at higher levels add 1d8 for every level above 3rd

Furnunculus
4

Furnunculus

You cause painful boils to erupt on a creature's skin, inflicting piercing damage and imposing disadvantage on Charisma (Persuasion) checks. The boils cause damage when the creature fails its saving throw and if it moves more than half its speed each turn. In a failed save a creature takes 4d4 piercing damage and subsequently 1d4 piercing damage at the start of each turn until completing a winsome (medicine) check or the spell is ended.

Everte Statum
1

Everte Statum

You target one creature within 30 feet. On a failed Strength save, the creature is pushed 15 feet away and takes 1d6 bludgeoning damage if it collides with an object or creature. When cast at a level higher than 1st add 1d6 damage for each level 2nd and higher.

Bombarda Maxima
6

Bombarda Maxima

You point your wand at a point within range, causing a powerful explosion in a 15-foot radius sphere. Each creature in the area must make a Dexterity saving throw, taking 8d6 thunder damage on a failed save, or half as much on a successful one. Objects and structures take triple damage, allowing the spell to blast through sturdy walls and cause significant structural damage.

Bombarda
2

Bombarda

You create a small, focused explosion at a point within 60 feet. Each creature in a 5-foot radius must make a Dexterity saving throw, taking 3d6 thunder damage on a failed save, or half on a success. Objects and structures take double damage and brittle objects can be shattered or weak doors blasted open. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Tergeo
0

Tergeo

You touch an object or surface and absorb up to 1 gallon of liquid or 1 pound of dust, effectively cleaning or siphoning a small amount of material instantly.

Sonorus
1

Sonorus

Your voice is magically amplified, allowing it to be heard clearly up to 300 feet away, enabling you to shout commands, make announcements, or intimidate from a distance. The effect lasts for 10 minutes with concentration and can be ended early by casting Quietus.

Silencio
2

Silencio

You target one creature within 60 feet. The target must succeed on a Charisma saving throw or be unable to speak, preventing verbal spell components for 1 minute (concentration). The target can repeat the save at the end of each of its turns to end the effect.

Scourgify
0

Scourgify

You touch a non-magical object or surface up to a 5-foot cube, instantly cleaning it of all dirt, grime, dust, and stains.

Rennervate
2

Rennervate

You touch a creature unconscious from a non-lethal effect, restoring consciousness and 1d8 hit points. This spell cannot revive the dead or heal severe injuries.

Relashio
1

Relashio

You target one creature within 30 feet. If grappling another creature, it must succeed on a Strength save or release its grip. If holding an object with a grip, it must succeed on a Strength save or drop it. Underwater, it deals 2d6 force damage and pushes the target 10 feet away.

Reducto
3

Reducto

You cause a non-magical solid object within 60 feet to explode. Containers scatter their contents; solid structures crumble, creating a 5-foot hole if up to 1 foot thick. Creatures within 5 feet must make a Dexterity save or take 4d6 piercing damage, half on success.

Piertotum Locomotor
6

Piertotum Locomotor

You animate up to three non-magical statues or suits of armor within 120 feet, granting them the statistics of Stone Golems (for large statues) or Shield Guardians (for suits of armor) with Intelligence 10. They obey your verbal commands, defending areas and attacking hostile creatures until the spell ends or they are destroyed. Casting this spell causes you to gain one level of exhaustion.

Oppugno
3

Oppugno

You animate a swarm of creatures or a small object within 60 feet to attack a creature within 30 feet of them. Make a ranged spell attack; on a hit, the target takes 3d6 damage of a type matching the swarm or object. The animated swarm or object dissipates after 1 minute or if reduced to 0 hit points. At higher levels: target takes an additional 1d6 for each level caste above 3rd level

Muffliato
2

Muffliato

You create a 30-foot radius zone centered on you where all conversations are muffled and unintelligible to creatures outside the area. Inside the area, creatures hear each other normally, but outside it sounds like faint buzzing or whispering.

Mobilicorpus
2

Mobilicorpus

You animate an unconscious or incapacitated creature within 60 feet, allowing you to move it by your will. As a bonus action, you can move the creature up to 30 feet, floating it up to 5 feet off the ground for safe transport.

Mobiliarbus
4

Mobiliarbus

You animate a Tree or another wooden object weighing up to 500 pounds within 60 feet. The object floats up to 10 feet off the ground and can be moved up to 30 feet as a bonus action for up to 10 minutes with concentration. The object cannot attack.

Locomotor Mortis
1

Locomotor Mortis

You target one creature within 30 feet. On a failed Wisdom save, the creature's legs lock, reducing its speed to 0 and preventing reactions. The creature can use its action to make a Strength (Athletics) check against your spell save DC to end the effect.

Liberacorpus
0

Liberacorpus

Instantly ends one Levicorpus spell you can see within 60 feet, causing the target to gently float to the ground.

Levicorpus
5

Levicorpus

You target one creature within 30 feet. On a failed Dexterity save, the creature is lifted upside down by its ankle, suspended up to 20 feet in the air, restrained and unable to move. The creature can use its action to make a Strength save to end the effect. Duration is concentration, up to 1 minute.

Incarcerous
2

Incarcerous

You conjure thick ropes that erupt from your wand and wrap around one creature within 60 feet, restraining it on a failed Dexterity saving throw. The ropes last for 1 hour or until broken by dealing 5 slashing damage or the creature succeeds on a DC 13 Strength check using its action to free itself.

Flagrate
0

Flagrate

You mark a single object or surface with a luminous, fiery 'X' symbol that glows with dim light in a 5-foot radius, visible even in non-magical darkness. The mark cannot be easily wiped away and lasts for 1 hour.

Finite Incantatem
2

Finite Incantatem

Choose one creature, object, or 10-foot cube within 30 feet. End one ongoing spell of 1st level or lower on the target. For spells 2nd level or higher, make a spellcasting ability check (DC 10 + spell level) to end the spell. Finite Incantatem (General Counter-Spell) Spell Level: 2nd-level Abjuration Casting Time: 1 action Range: 30 feet Duration: Instantaneous Components: V, S Effect: Choose one creature, object, or 10-foot cube within range. Any single ongoing spell effect of 1st level or lower on the target immediately ends. If a spell of 2nd level or higher is active, you must make an ability check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you automatically end spells of a level equal to or less than the spell slot used. For spells of a higher level, you make the ability check as normal.

Episkey
0

Episkey

A cantrip that allows you to touch a creature and mend a minor injury, such as a small cut or a nosebleed, restoring 1d10 hit points. It cannot heal major wounds, broken bones, or diseases.

Diminuendo
2

Diminuendo

You target one creature or object within 30 feet. If a creature fails a Constitution save, it shrinks one size category smaller, weight reduced by eightfold, speed halved, disadvantage on Strength checks and saves, and its weapons deal 1d4 less damage (minimum 1). Equipment shrinks accordingly. Duration 10 minutes, concentration. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can increase the duration by 10 minutes for each slot level above 2nd.

Densaugeo
1

Densaugeo

You cause the target's front teeth to rapidly grow to an uncomfortably large size, imposing disadvantage on Charisma checks and attack rolls with natural weapons. The effect ends early if the target takes damage.

Defodio
2

Defodio

You choose a point on a non-magical, unworked surface within 30 feet and begin gouging a trench or hole up to 5 feet deep and wide. You can use your action on subsequent turns to continue excavating, expelling material to the nearest open space. If used to attack a creature, it must succeed on a Strength saving throw or take 2d6 force damage.

Colloportus
1

Colloportus

You magically seal a non-magical door, window, chest, or other entrance, preventing it from being opened by mundane means. The seal lasts until dispelled by Alohomora or Finite Incantatem or broken by a successful Strength (Athletics) check against your spell save DC.

Anapneo
0

Anapneo

You target one creature within 30 feet that is choking or has a non-magical airway obstruction. The spell instantly clears the creature's airway, allowing it to breathe normally.

Aguamenti
0

Aguamenti

You conjure a stream of clean water from your wand's tip to fill a container up to 1 gallon, douse a small fire no larger than a campfire, or create a 5-foot square slippery patch requiring a DC 10 Dexterity (Acrobatics) check to avoid falling prone.

Riddikulus
1

Riddikulus

Targets a fear-inducing creature within 30 feet. If a Boggart, it is transformed into a humorous form chosen by the caster. If another fear-causing creature, it must succeed on a Wisdom save or suffer disadvantage on attack rolls and ability checks for 1 round due to overwhelming mirth. No effect on creatures immune to Frightened.

Petrificus Totalus
2

Petrificus Totalus

You attempt to paralyze one creature within 30 feet. The target must succeed on a Strength saving throw or be paralyzed for up to 10 minutes, concentration. The target can repeat the save at the end of each of its turns to end the effect.

Obliviate
4

Obliviate

You touch a humanoid and attempt to erase or alter a specific memory up to 24 hours old. The target makes an Intelligence saving throw; on a failed save, you remove or alter the memory but cannot implant false ones. More significant memories may require higher spell slots or DM discretion.

Incendio
1

Incendio

You cause a jet of flame to erupt from your wand, igniting a flammable object within range or creating a small sustained flame that sheds light. When targeting a creature, it must succeed on a Dexterity saving throw or take fire damage. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st

Diffindo
1

Diffindo

You choose one non-magical object or material within 30 feet that isn't worn or carried. The object is cleanly cut or torn through, up to 1 foot thick and 5 feet long. If used on a creature, it must make a Dexterity saving throw or take 2d4 damage plus your Wisdom modifier.

Confundo
2

Confundo

You target one creature within 30 feet. The target must succeed on a Wisdom saving throw or be confused for up to 1 minute (concentration). While confused, at the start of its turn, the creature rolls a d8 to determine its behavior: 1-4 does nothing, 5-6 moves in a random direction, 7-8 makes a melee attack against a random creature within reach or does nothing if none. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Confringo
3

Confringo

A 3rd-level evocation spell that blasts a point within 60 feet, dealing 6d6 force damage in a 10-foot radius sphere. Creatures must make a Dexterity saving throw, taking full damage on a fail or half on a success. Objects and structures take double damage.

Wingardium Leviosa
1

Wingardium Leviosa

You cause one object that is not worn or carried and weighs up to 100 pounds to levitate gently. You can move the object up to 20 feet in any direction as a bonus action while concentrating, up to 10 minutes. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of the object increases by 100 pounds for each slot level above 1st.

Stupefy
2

Stupefy

You attempt to stun one creature within 60 feet. The target must succeed on a Constitution saving throw or be Incapacitated and unable to speak for up to 1 minute (Concentration). The target can repeat the save at the end of each of its turns to end the effect. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Reparo
0

Reparo

A cantrip that repairs a single break or tear in an object you touch, up to 1 foot in any dimension, leaving no trace of damage. It can repair magic items or constructs physically but does not restore their magical properties.

Protego
1

Protego

You create an invisible magical shield that grants you a bonus to AC against the triggering attack or Magic Missile. If the triggering attack is a spell requiring a ranged spell attack, you can have it use your spell save DC instead of AC for that attack roll. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the bonus to AC increases by 1 for each slot level above 1st (e.g., +3 at 2nd level, +4 at 3rd level).

Nox
0

Nox

A cantrip that instantly extinguishes any light created by your Lumos spell within range.

Lumos
0

Lumos

The tip of your wand glows, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The light is soft and steady and lasts until dispelled or you cast Lumos again.

Expecto Patronum
3

Expecto Patronum

Conjure a corporeal Patronus in an unoccupied space within 10 feet that sheds bright light and grants disadvantage on attack rolls and saving throws against fear effects to Dementors and similar creatures within 10 feet. The Patronus has AC 10 + proficiency bonus and hit points equal to your spellcasting ability modifier plus your caster level. You can use a bonus action to send a telepathic message up to 25 words to a known creature on the same plane, ending the spell.

Expelliarmus
1

Expelliarmus

You point your wand at a creature within 60 feet. The creature must succeed on a Strength saving throw or drop one item it is holding, which flies up to 30 feet away in a direction you choose, falling if it hits a solid surface.

Alohomora
1

Alohomora

Unlocks a non-magical locked door, chest, or simple locking mechanism within touch range. Ineffective against magical locks, arcane mechanisms, or creature bindings.

Accio
1

Accio

You summon an unattended object weighing up to 10 pounds within 60 feet to your hand instantly. If the object is out of sight but its location is known, casting takes 1 minute and range extends to 1 mile. The object must not be held or worn by another creature. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of the object increases by 10 pounds for each slot level above 1st.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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