Wizard spells 5e list dnd FAQ | Best guide 2021

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wizard spells 5e
Wizard spells 5e

Wizard spells 5e

Wizards would be the greatest magical users in Dungeons & Dragons 5E, using the most diverse spells of any character category. Wizards can do plenty of things – such as see the near future, hurl flame, or animate teapots. The sheer power of the electricity is bonkers. We will break down the Wizard Spells 5e into Cantrips and all the different levels.

Under it, a little wizard cowers. At the last minute, she puts her hands on the monster’s beak – and turns the behemoth into a very small mouse. Everybody else, a young mage, attracts a bunch of knives. Trapped within a deep, shadowy mountain, a classic caster puts their hands on a huge stone wall. The surfaces change and shape under their grip, opening a portal site.

Above all, what contrasts wizards is a love of understanding. It lures them from hiding. With excellent training, these people can shoot fire from the hands, get dreams of their future, or jump between different multiverse planes. The darkest of those magic users can get immortal Lich Kings (after the necessary sacrifices made) and form the very fabric of truth. It is likely why so many unavoidably go mad and make menacing dungeons.


Wizard Spells dnd 5e

In Dungeons & Dragons 5E, we will be taking a look at all you want to create a magician character. For instance, various schools of magic, the 101 of constructing a magician, and the way spellbooks work.

When creating your magician, the major point to work out is that their connection to magic. Wizards are the number of charms. They can do pretty much anything and rely upon their wisdom to achieve that. They’re the type of raw psychological power – like the warlock (as you will know from when we clarified the warlock course ) and sorcerer courses – that draw magic out of their charm.

Wizard Spells 5e
Wizard Spells 5e

First things first, the magician skillset probably means your personality has a little odd job, like from the army or academic study. Nevertheless, many wizards wind up in admin, bureaucratic, and petty criminal characters. So there is no requirement to play a person super crazy. Or really, even that capable.

How do you create the wizard character in D&D 5E?

Perhaps it frees you, or you need something achievable through no other ways. Can you examine at wizard school, such as Harry Potter at Hogwarts, or even find out you are magical through more nefarious ways?

Odds are, you are fairly bizarre. You will have spent a great deal of time experimenting and studying. Since the collection of spells available is so enormous, you might have picked up your abilities for all kinds of factors.

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Having the ability to shoot fire from your hands may also give you a unique outlook on the world – for better or for worse. A lot of being a magician is a matter of what you will do with your abilities.

The origin of your magic is the spellbook. This grimoire can feel and look. However, you would like. As stated before, you receive a good deal of spells. However, you’ll only have the ability to select a specific amount to use every day. Thus, planning as a magician is also significant. Be ready for admin.

Which are the ten schools of magic in D&D?

These are different schools of magic located throughout the multiverse. These vary from projecting illusions to increasing the dead. Your choice will give you special skills and spells unique to every school, with brand new abilities coming at several levels.

These are the different schools of magic found across the multiverse. In Dungeons & Dragons 5E, there are ten official magician schools. These vary from casting illusions to raising the dead. Your choice will give you special skills and spells unique to every school, with brand new powers coming at several levels.

School of Abjuration

For people who wish to ward, banish, block, and shield. Followers of this school may weave magic to protect themselves as well as other people. These wizards are sought out when something awful happens, like a possession; or an interdimensional portal seeming.

School of Divination

Immediately, you will have the ability to roll two dice daily and record their amounts. Later, you can replace any roll created on your own or any monster with a few of these dies. It would be best if you decided to take action before the roll itself. At later levels, you’ll be able to find things beyond that of standard sight. Spooky.

School of Necromancy

It is the school for men and women that want to manipulate the forces of death and life. Not only can these dark wizards steal life force. But they are also able to summon undead to do their bidding literally among those darker magic schools.

School of Conjuration

As you’d expect, this subclass is excellent at conjuring things directly out of thin air. It’ll let you make objects out of magic and teleport throughout the battlefield.

War Magic

It is the school of magic training wizards for conflict. These war mages learn all sorts of tricks helpful on the battlefield. These include abilities that increase their power and even grant them protection. If combat is something, this is the wizard course for you. 

School of Transmutation

One for the physics nuts, this is the wizard class that manipulates matter. Fantastic for anyone who wants to shape the elements.

School of Evocation

It is the school best suited to characters who want to wield destructive force. It lets wizards create safe pockets from the ample area-of-effect charms and makes your spells bigger and nastier.

School of Illusion

Ideal for charlatans and magicians, these wizards craft illusions to both attract and terrify. You’ll have the ability to cast all manner of apparitions, manipulate them. And at higher levels, craft entirely illusory worlds.

School of Enchantment

One of the very social wizard customs, the School of Enchantment, specializes in controlling individuals. You will be able to do things like use your gaze to hypnotize and enthrall individuals, diverting enemy attacks, and even changing your foes’ memories.

Bladesinger

In particular, to the elven races, these wizards have mastered the art of swordplay as well as magic. This class grants you adequate armor and proficiency using a weapon. You will also receive Bladesong, a key elf song that presents you with all sorts of crazy benefits in conflict. Like a melee fighter, then you will also receive a second attack after down the line.

 

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The way to play as a magician in D&D 5E

Wizards are smart people. That is because WIS made you a bit wiser and equipped to withstand spells better.

Being smart means, you will be good at plenty of things associated with learning, such as evaluation, languages, and studying. You are going to be interested in your environment and notice things that others may not.

In addition to wizards using genuinely nasty brute-force damage charms, such as the notorious Fireball spell, they can also sport a surprising number of pragmatic spells useful for adventuring.

Spells like Identify and Mending tell you what things are and also how to mend them. The irony of this is that occasionally the party’s strongest magic user also becomes its own de facto handyman. That means wizards are great at creating things.

Nevertheless, a lot of wizard spells 5e are only plain bonkers. Such as the charm Animate Objects, which implies you will never look at a salad fork precisely in an identical manner ever again.

Battle subclass in Wizard spells 5e

Concerning battle, whatever subclass you select, you are best off close to the rear of this struggle. Wizards are the timeless glass cannon. They struck hard, and they’re delicate. Any magician that hurtles into the frontline having a pole or small dagger is a dead person.

Wizards should form the battle from afar and play a hand in preparing it for the party’s benefit.

Additionally, you will be juggling your focus spells in conflict. Can you select the thunder spell which does ultra-damage, keep your fellow party member’s invisibility or maintain your enemies at bay using a forcefield?

Preparation, generally speaking, is essential for this course. That is because you get to choose out your spells at the beginning of the day. For that reason, it’s ideal to approach things situationally.

Wizard Spells dnd 5e
Wizard Spells dnd 5e

Just how many spell slots along with cantrips does one magician have in D&D 5E?

In the very first degree, a wizard starts out using three cantrips and two spell slots. Besides, you have a spellbook, which lets you select what spells you are putting to those slots out of a number. The amount you get to choose from incomplete is the intellect modifier (e.g., +4) along with your magician level combined.

Therefore a first-level magician with +2 intellect would find a total of 3 spells to begin. If they (hopefully) reach level 2, they could add charm to their publication. If your intellect reduces, do not worry. You will also have two new magician spells to bring every single time you get a degree, no matter what.

No one can just select any charms, though. You are going to need to choose the magician spells offered to your degree.

Additionally, wizards get arcane retrieval – that lets them regain spell slots faster. That helps ensure that you do not burn your enormous charms before the day gets moving.

You may also discover spells out and about through your experiences through scrolls and other magical things. Together with the necessary time, you could even scrawl down these into your publication for keeping. Last, some spells may cast as rituals, which means that they do not use a slot up.

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What can wizards perform in D&D?

Wizards can do anything essentially. Wish to increase the dead? Learn necromancy. How about teleporting about, if you please? Wish to produce your very own literal plane of existence finally?
Additionally, you may get your very own recognizable or homunculus. Perhaps a winged cat that reads novels for you? Who knows what beautiful abominations you can summon together.

The spellbook

First off, as a magician, you receive a spellbook that provides you access to charms. In addition to this, you will select your college of magical at level 2, which will give you further spells and skills unique to that college as you level-up. You will also get boons which permit you to power up specific spells of your own choice.

Particularly crazy wizard charms include Maze, which permits you to exude something to some labyrinthine demi-plane of terror. Gorgeous Mansion, wherein you conjure up an extremely comfy interdimensional house; or Reverse Gravity, that does what you would expect.

In essence, do not play with a magician in case you only need to reach things. Or really, cure matters. That is their huge difference, magic-wise. (If you are then, why not possess the experts of D&D 5E’s fighter course explained for you?)

And while they’re among the very extreme Dungeons & Dragons 5E courses concerning admin, wizards will also be among the most rewarding. You can do this many odd and odd things.

The best way to make a D&D 5E wizard persona

As a magician, you need INT to be your greatest stat. You create your Dungeons & Dragons 5E personality because it directly influences how likely your charms would be to strike—observing this, select constitution or dexterity. Suppose you don’t decide to become a magician of illusions.

In that case, you will need high charisma to pull those off, functionality flourishes. Otherwise, don’t hesitate to create either strength or charm that your dump stat. Additionally, as a squishy magic-user with restricted accessibility to great armor, you will want to rely on the magic method to buff yourself up. When there’s going to battle on your effort, get the Mage Armor spell instantly. Don’t forget to throw it at both dinner and breakfast.

Which are the best wizard races in D&D 5E?

As a normal, individuals make excellent wizards because of their versatility. Gnomes (the engineers and inventors of this D&D planet ) are also a fantastic option, as they begin using a nifty +2 intelligence incentive.

The fearsome hobgoblin also receives a +1 intelligence increase and pleasure with martial weapons—no pointy stick to the magician.

Last, high-elves and half-elves reveal a lot of wizarding possible according to their underlying magic-ness and smarts. They bunch amazing racial boons like dark eyesight and additional strong defenses against specific kinds of magic.

Are you still unsure what’s ideal for you? You have a notion of our guide about the best way to select the best personality race at Dungeons & Dragons 5E more commonly and proceed from there.

Can I play with a wizard in D&D 5E?

If you would like to shape the entire world to your whims, yes, then you need to perform a wizard. It is a course that matches people who appreciate imagination and creativity. People who like creative problem-solving. Players that go home at night and wonder that of the charms can repair the bind you are all in.

Wizards aren’t as much for D&D gamers who wish to duke it out in battle. (though they do get a beautiful selection of enormous spells such as Fireball) or perform most of the social functions. Wizards would be the D&D course for people who love bright thoughts.

They are always hunting, on a quest for understanding. It was inspired by the unknown. If this describes you, and you are cool with performing the excess admin. That comes with having enormous unknowable forces. Then magician is your D&D course for you.

We hope you enjoyed studying the method of magician. If the course is not resonating with you, do not worry! There are loads of other magical users (and non-magic consumers ) to test out.
Sit back, relax, and possess the Dungeons & Dragons 5E classes described to you before making your ultimate choice.

What are the best wizard spells in 5e?

Top 8 Best Wizard Spells For D&D 5e

  • Prestidigitation 5e
  • Find Familiar 5e Source: Player’s Handbook.
  • Mage Armor 5e
  • Shield 5e
  • Invisibility 5e. Source: Player’s Handbook. 
  • Fly 5e. Source: Player’s Handbook. 
  • Counterspell 5e
  • Fireball 5e

What race gets the very wizard?

Greatest races for a wizard 5e

  • Gnome. + 2 ton provides gnomes a natural capability for studying magic. 
  • Elf. All elves get +2 Dex, which aids your AC. 
  • Human (version ) Humans using variant rules get +1 to 2 skills. 
  • Half-elf. Half-elves get + one Int. 
  • Tiefling. 
  • Abjuration. 
  • Divination. 
  • Enchantment.

Just how many spells should a wizard know 5e?

A magician can have several spells prepared equal to his wizard level + his Intelligence modifier. Since Intelligence caps at 20 (a +5 modifier) and wizards typically cap at level 20 as well, so a magician can only have up to 25 charms prepared out of the dozens and dozens and dozens that he understands

The magician in my sport has requested to switch his cantrips to his higher-level spells. Cantrips can be swapped out like preparing any other spell. Retrain the cantrip, taking 250 days of Downtime, like learning a new skill.

What is the best wizard school in 5e?

The Best Wizard Schools in 5E spells

  • Bladesinger 5e
  • Enchantment 5e
  • Necromancy 5e
  • Chronology 5e
  • War Magic 5e
  • Evocation 5e
  • Abjuration 5e
  • Divination 5e

Can a Dragonborn be a wizard?

You can make a decent Wizard using a Dragonborn. I don’t think making an optimum character is the better way to savor D&D. (Although you do want your name to be capable and helpful.)

Could a halfling be a wizard?

Halfling: Halflings are not good wizards. But since they’re all roguish and materials, they suffered in some points here and there in different variants to be better rogues than other races.

Do Wizards have to prepare ritual charms?

2) The spell must possess the”Ritual” label in the spell description. 3) The caster must have the spell prepared, or in case you do not have to prepare spells, the spell only has to be known. Wizards are an exception because they have the spellbook. They require the spell to be in the spellbook.

Wizards Spell dnd 5e
Wizard Spells list 5e

Can a wizard learn spells from scrolls in 5e?

The way shows how wizards learn spells from scrolls. There is no gap between spells composed in a spellbook and charms written on scrolls in this area. So you can’t copy non-Wizard charms into your spellbook, and even if you could, there is no way to throw them.

Can Wizards use armor 5e?

“Wizards can’t use any armor, for many reasons. Most spells require complicated gestures and strange posturings from the caster, and armor restricts the wearer’s ability to perform these properly.

Can a wizard use Eldritch Blast?

The only legal method to get a Wizard to possess Eldritch Blast is via Magic Initiate or even Spell Sniper. It means he’ll be even weaker in his introductory course, with spent his ASI on a feat.

Can Wizards replicate any spell?

Can a wizard replicate any charm into their spellbook in D&D? No. The Player’s Handbook is quite explicit on this point. The wizard can recite wizard spells of 1st or higher degree as long as the wizard has spell slots of that level. By way of instance, a 6th-level magician has 1st-, 2nd-, and 3rd-level spell slots.

Wizard Spells List 5e : Cantrips

Spell Name Edition School Components Casting Time Duration Range
Acid Splash 5e Conjuration V, S 1 Action Instantaneous 60 Feet
Blade Ward 5e Abjuration V, S 1 Action 1 round Self
Booming Blade 5e Evocation S, M 1 Action 1 round Self (5-foot radius)
Chill Touch 5e Necromancy V, S 1 Action 1 round 120 Feet
Control Flames 5e Transmutation S 1 Action Instantaneous or 1 hour 60 Feet
Create Bonfire 5e Conjuration V, S 1 Action Concentration up to 1 minute 60 Feet
Dancing Lights 5e Evocation V, S, M 1 Action Concentration up to 1 minute 120 Feet
Encode Thoughts 5e Enchantment S 1 Action 8 hours Self
Fire Bolt 5e Evocation V, S 1 Action Instantaneous 120 Feet
Friends 5e Enchantment S, M 1 Action Concentration up to 1 minute Self
Frostbite 5e Evocation V, S 1 Action Instantaneous 60 Feet
Green-Flame Blade 5e Evocation S, M 1 Action Instantaneous Self (5-foot radius)
Gust 5e Transmutation V, S 1 Action Instantaneous 30 Feet
Infestation 5e Conjuration V, S, M 1 Action Instantaneous 30 Feet
Light 5e Evocation V, M 1 Action 1 hour Touch
Lightning Lure 5e Evocation V 1 Action Instantaneous Self (15-foot radius)
Mage Hand 5e Conjuration V, S 1 Action 1 minute 30 Feet
Mending 5e Transmutation V, S, M 1 Action Instantaneous Touch
Message 5e Transmutation V, S, M 1 Action 1 round 120 feet
Mind Sliver 5e Enchantment V 1 Action 1 round 60 feet
Minor Illusion 5e Illusion S, M 1 Action 1 minute 30 feet
Mold Earth 5e Transmutation S 1 Action Instantaneous or 1 hour 30 feet
On/Off (UA) 5e Transmutation T V, S 1 Action Instantaneous 60 feet
Poison Spray 5e Conjuration V, S 1 Action Instantaneous 10 feet
Prestidigitation 5e Transmutation V, S 1 Action Up to 1 hour 10 feet
Ray of Frost 5e Evocation V, S 1 Action Instantaneous 60 feet
Sapping Sting 5e Necromancy D V, S 1 Action Instantaneous 30 feet
Shape Water 5e Transmutation S 1 Action Instantaneous or 1 hour 30 feet
Shocking Grasp 5e Evocation V, S 1 Action Instantaneous Touch
Sword Burst 5e Conjuration V 1 Action Instantaneous Self (5-foot radius)
Thunderclap 5e Evocation S 1 Action Instantaneous Self (5-foot radius)
Toll the Dead 5e Necromancy V, S 1 Action Instantaneous 60 feet
True Strike 5e Divination S 1 Action Concentration up to 1 round 30 feet

 

Wizard Spells List 5e : Level 1

Spell Name Edition School Components Casting Time Duration Range
Absorb elements 5e Abjuration S 1 Reaction 1 round Self
Acid Stream (UA) 5e Evocation V, S, M 1 Action Concentration, up to 1 minute Self (30-foot line)
Alarm 5e Abjuration V, S, M 1 Action 8 Hours 30 feet
Burning Hands 5e Evocation V, S 1 Action Instantaneous Self (15-foot cone)
Catapult 5e Transmutation S 1 Action Instantaneous 60 feet
Cause Fear 5e Necromancy V, S 1 Action Concentration, up to 1 minute 60 feet
Charm Person 5e Enchantment V, S 1 Action 1 Hour 30 feet
Chromatic Orb 5e Evocation V, S, M 1 Action Instantaneous 90 feet
Color Spray 5e Illusion V, S, M 1 Action 1 round Self (15-foot cone)
Comprehend Languages 5e Divination V, S, M 1 Action R 1 hour Self
Detect Magic 5e Divination V, S 1 Action R Concentration, up to 10 minutes Self
Disguise Self 5e Illusion V, S 1 Action 1 hour Self
Distort Value 5e Illusion V 1 Minute 8 hours Touch
Earth Tremor 5e Evocation V, S 1 Action Instantaneous Self (10-foot radius)
Expeditious Retreat 5e Transmutation V, S 1 Bonus Action Concentration, up to 10 minutes Self
False Life 5e Necromancy V, S, M 1 Action 1 hour Self
Feather Fall 5e Transmutation V, M 1 Reaction 1 minute 60 feet
Find Familiar 5e Conjuration V, S, M 1 Hour R Instantaneous 10 feet
Fog Cloud 5e Conjuration V, S 1 Action Concentration, up to 1 hour 120 feet
Gift of Alacrity 5e Divination DC V, S 1 Minute 8 hours Touch
Grease 5e Conjuration V, S, M 1 Action 1 minute 60 feet
Guiding Hand (UA) 5e Divination V, S 1 Minute R Concentration, up to 8 hours 5 feet
Healing Elixir (UA) 5e Conjuration V, S, M 1 Minute 24 hours Self
Ice Knife 5e Conjuration S, M 1 Action Instantaneous 60 feet
Id Insinuation (UA) 5e Enchantment V, S 1 Action Concentration, up to 1 minute 60 feet
Identify 5e Divination V, S, M 1 Minute R Instantaneous Touch
Illusory Script 5e Illusion S, M 1 Minute 10 days Touch
Infallible Relay (UA) 5e Divination T V, S, M 1 Minute Concentration, up to 10 minutes Self
Jim’s Magic Missile 5e Evocation V, S, M 1 Action Instantaneous 120 feet
Jump 5e Transmutation V, S, M 1 Action 1 minute Touch
Longstrider 5e Transmutation V, S, M 1 Action 1 hour Touch
Mage Armor 5e Abjuration V, S, M 1 Action 8 hours Touch
Magic Missile 5e Evocation V, S 1 Action Instantaneous 120 feet
Magnify Gravity 5e Transmutation DG V, S 1 Action 1 round 60 feet
Protection from Evil and Good 5e Abjuration V, S, M 1 Action Concentration, up to 10 minutes Touch
Puppet (UA) 5e Enchantment V 1 Action Instantaneous 120 feet
Ray of Sickness 5e Necromancy V, S 1 Action Instantaneous 60 feet
Remote Access (UA) 5e Transmutation T V, S 1 Action 10 minutes 120 feet
Sense Emotion (UA) 5e Divination V, S 1 Action Concentration, up to 1 minute Self
Shield 5e Abjuration V, S 1 Reaction 1 round Self
Silent Image 5e Illusion V, S, M 1 Action Concentration, up to 10 minutes 60 feet
Sleep 5e Enchantment V, S, M 1 Action 1 minute 90 feet
Snare 5e Abjuration V, S, M 1 Minute Until dispelled or triggered Touch
Sudden Awakening (UA) 5e Enchantment V 1 Bonus Action Instantaneous 10 feet
Tasha’a Caustic Brew 5e Evocation V, S, M 1 Action Concentration, up to 1 minute Self (30-foot line)
Tasha’s Hideous Laughter 5e Enchantment V, S, M 1 Action Concentration, up to 1 minute 30 feet
Tenser’s Floating Disk 5e Conjuration V, S, M 1 Action R 1 hour 30 feet
Thunderwave 5e Evocation V, S 1 Action Instantaneous Self (15-foot cube)
Unseen Servant 5e Conjuration V, S, M 1 Action R 1 hour 60 feet
Witch Bolt 5e Evocation V, S, M 1 Action Concentration, up to 1 minute 30 feet
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Wizard Spells List 5e : Level 2

Spell Name Edition School Components Casting Time Duration Range
Aganazzar’s Scorcher 5e Evocation V, S, M 1 Action Instantaneous 30 Feet
Alter Self 5e Transmutation V, S 1 Action Concentration, up to 1 hour Self
Arcane Hacking (UA) 5e Transmutation T V, S, M 1 Action Concentration, up to 1 hour Self
Arcane Lock 5e Abjuration V, S, M 1 Action Until dispelled Touch
Blindness/Deafness 5e Necromancy V 1 Action 1 minute 30 Feet
Blur 5e Illusion V 1 Action Concentration, up to 1 minute Self
Cloud of Daggers 5e Conjuration V, S, M 1 Action Concentration, up to 1 minute 60 feet
Continual Flame 5e Evocation V, S, M 1 Action Until dispelled Touch
Crown of Madness 5e Enchantment V, S 1 Action Concentration, up to 1 minute 120 feet
Darkness 5e Evocation V, M 1 Action Concentration, up to 10 minutes 60 feet
Darkvision 5e Transmutation V, S, M 1 Action 8 hours Touch
Detect Thoughts 5e Divination V, S, M 1 Action Concentration, up to 1 minute Touch
Digital Phantom (UA) 5e Abjuration T V, S, M 1 Action Concentration, up to 1 hour Self
Dragon’s Breath 5e Transmutation V, S, M 1 Action Concentration, up to 1 minute Touch
Dust Devil 5e Conjuration V, S, M 1 Action Concentration, up to 1 minute 60 feet
Earthbind 5e Transmutation V 1 Action Concentration, up to 1 minute 300 feet
Enlarge/Reduce 5e Transmutation V, S, M 1 Action Concentration, up to 1 minute 30 feet
Find Vehicle (UA) 5e Conjuration T V, S 10 Minutes 8 hours 30 feet
Flaming Sphere 5e Conjuration V, S, M 1 Action Concentration, up to 1 minute 60 feet
Flock of Familiars 5e Conjuration V, S 1 Minute 1 hour Touch
Fortune’s Favor 5e Divination D V, S, M 1 Action 1 hour 60 feet
Gentle Repose 5e Necromancy V, S, M 1 Action R 10 days Touch
Gift of Gab 5e Enchantment V, S, M Reaction Instantaneous Self
Gust of Wind 5e Evocation V, S, M 1 Action Concentration, up to 1 minute Self (60-foot line)
Hold Person 5e Enchantment V, S, M 1 Action Concentration, up to 1 minute 60 feet
Immovable Object 5e Transmutation DG V, S, M 1 Action 1 hour Touch
Invisibility 5e Transmutation V, S, M 1 Action Concentration, up to 1 hour Touch
Jim’s Glowing Coin 5e Enchantment S, M 1 Action 1 minute 60 feet
Knock 5e Transmutation V 1 Action Instantaneous 60 feet
Levitate 5e Transmutation V, S, M 1 Action Concentration, up to 10 minutes 60 feet
Locate Object 5e Divination V, S, M 1 Action Concentration, up to 10 minutes Self
Magic Mouth 5e Illusion V, S, M 1 Minute R Until dispelled 30 feet
Magic Weapon 5e Transmutation V, S 1 Bonus Action Concentration, up to 1 hour Touch
Maximillian’s Earthen Grasp 5e Transmutation V, S, M 1 Action Concentration, up to 1 minute 30 feet
Melf’s Acid Arrow 5e Evocation V, S, M 1 Action Instantaneous 90 feet
Mental Barrier (UA) 5e Abjuration V 1 Reaction 1 round Self
Mind Spike 5e Divination S 1 Action Concentration, up to 1 hour 60 feet
Mind Thrust (UA) 5e Enchantment V, S 1 Bonus Action 1 round 60 feet
Mirror Image 5e Illusion V, S 1 Action 1 minute Self
Misty Step 5e Conjuration V 1 Action Instantaneous Self
Nystul’s Magic Aura 5e Illusion V, S, M 1 Action 24 hours Touch
Phantasmal Force 5e Illusion V, S, M 1 Action Concentration, up to 1 minute 60 feet
Pyrotechnics 5e Transmutation V, S 1 Action Instantaneous 60 feet
Ray of Enfeeblement 5e Necromancy V, S 1 Action Concentration, up to 1 minute 60 feet
Rope Trick 5e Transmutation V, S, M 1 Action 1 hour Touch
Scorching Ray 5e Evocation V, S 1 Action Instantaneous 120 feet
See Invisibility 5e Divination V, S, M 1 Action 1 hour Self
Shadow Blade 5e Illusion V, S 1 Bonus Action Concentration, up to 1 minute Self
Shatter 5e Evocation V, S, M 1 Action Instantaneous 60 feet
Skywrite 5e Transmutation V, S 1 Action R Concentration, up to 1 day Sight
Snilloc’s Snowball Storm 5e Evocation V, S, M 1 Action Instantaneous 90 feet
Spider Climb 5e Transmutation V, S, M 1 Action Concentration, up to 1 hour Touch
Suggestion 5e Enchantment V, M 1 Action Concentration, up to 8 hours 30 feet
Tasha’s Mind Whip 5e Enchantment V 1 Action 1 round 90 feet
Thought Shield (UA) 5e Abjuration V, S 1 Action 8 hours Touch
Warding Wind 5e Evocation V 1 Action Concentration, up to 10 minutes Self
Web 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 60 feet
Wristpocket 5e Conjuration D S 1 Action R Concentration, up to 1 hour Self
Wizard Spells list 5e
Wizard Spells list 5e

Wizard Spells List 5e : Level 3

Spell Name Edition School Components Casting Time Duration Range
Animate Dead 5e Necromancy V, S, M 1 Minute Instantaneous 10 feet
Bestow Curse 5e Necromancy V, S 1 Action Concentration, up to 1 minute Touch
Blink 5e Transmutation V, S 1 Action 1 minute Self
Catnap 5e Enchantment S, M 1 Action 10 minutes 30 feet
Clairvoyance 5e Divination V, S, M 10 Minutes Concentration, up to 10 minutes 1 mile
Conjure Lesser Demon (UA) 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 60 feet
Counterspell 5e Abjuration S 1 Reaction Instantaneous 60 feet
Dispel Magic 5e Abjuration V, S 1 Action Instantaneous 120 feet
Enemies Abound 5e Enchantment V, S 1 Action Concentration, up to 1 minute 120 feet
Erupting Earth 5e Transmutation V, S, M 1 Action Instantaneous 120 feet
Fast Friends 5e Enchantment V 1 Action Concentration, up to 1 hour 30 feet
Fear 5e Illusion V, S, M 1 Action Concentration, up to 1 minute Self (30-foot cone)
Feign Death 5e Necromancy V, S, M 1 Action R 1 hour Touch
Fireball 5e Evocation V, S, M 1 Action Instantaneous 150 feet
Flame Arrows 5e Transmutation V, S 1 Action Concentration, up to 1 hour Touch
Fly 5e Transmutation V, S, M 1 Action Concentration, up to 10 minute Touch
Galder’s Tower 5e Conjuration V, S, M 10 Minutes 24 hours 30 feet
Gaseous Form 5e Transmutation V, S, M 1 Action Concentration, up to 1 hour Touch
Glyph of Warding 5e Abjuration V, S, M 10 Minutes Until dispelled or triggered Touch
Haste 5e Transmutation V, S, M 1 Action Concentration, up to 1 minute 30 feet
Haywire (UA) 5e Enchantment T V, S 1 Action Concentration, up to 1 minute 90 feet
Hypnotic Pattern 5e Illusion S, M 1 Action Concentration, up to 1 minute 120 feet
Incite Greed 5e Enchantment V, S, M 1 action Concentration, up to 1 minute 30 feet
Intellect Fortress 5e Abjuration V 1 Action Concentration, up to 1 hour 30 feet
Invisibility To Cameras (UA) 5e Illusion T V, S, M 1 Action Concentration, up to 1 minute 10 feet
Leomund’s Tiny Hut 5e Evocation V, S, M 1 Minute R 8 hours Self (10-foot radius hemisphere)
Life Transference 5e Evocation V, S 1 Action Instantaneous 30 feet
Lightning Bolt 5e Evocation V, S, M 1 Action Instantaneous Self (100-foot line)
Magic Circle 5e Abjuration V, S, M 1 Minute 1 hour 10 feet
Major Image 5e Illusion V, S, M 1 Action Concentration, up to 10 minutes 120 feet
Melf’s Minute Meteors 5e Evocation V, S, M Self Concentration, up to 10 minutes 120 feet
Nondetection 5e Abjuration V, S, M 1 Action 8 hours Touch
Phantom Steed 5e Illusion V, S 1 Action R 1 hour 30 feet
Protection from Ballistics (UA) 5e Abjuration T V, S, M 1 Action Concentration, up to 10 minutes Touch
Protection from Energy 5e Abjuration V, S 1 Action Concentration, up to 1 hour Touch
Psionic Blast (UA) 5e Evocation V 1 Action Instantaneous Self (30-foot cone)
Pulse Wave 5e Evocation D V, S 1 Action Instantaneous Self (30-foot cone)
Remove Curse 5e Abjuration V, S 1 Action Instantaneous Touch
Sending 5e Evocation V, S, M 1 Action 1 round Unlimited
Sleet Storm 5e Conjuration V, S, M 1 Action Concentration, up to 1 minute 120 feet
Slow 5e Transmutation V, S, M 1 Action Concentration, up to 1 minute 120 feet
Spirit Shroud 5e Necromancy V, S 1 Bonus Action Concentration, up to 1 minute Self
Stinking Cloud 5e Conjuration V, S, M 1 Action Concentration, up to 1 minute 90 feet
Summon Fey 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 90 feet
Summon Lesser Demons 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 60 Feet
Summon Shadowspawn 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 90 feet
Summon Undead 5e Necromancy V, S, M 1 Action Concentration, up to 1 hour 90 feet
Thunder Step 5e Conjuration V 1 Action Instantaneous 90 feet
Tidal Wave 5e Conjuration V, S, M 1 Action Instantaneous 120 feet
Tiny Servant 5e Transmutation V, S 1 Minute 8 hours Touch
Tongues 5e Divination V, M 1 Action 1 hour Touch
Vampiric Touch 5e Necromancy V, S 1 Action Concentration, up to 1 minute Self
Wall of Sand 5e Evocation V, S, M 1 Action Concentration, up to 10 minutes 90 feet
Wall of Water 5e Evocation V, S, M 1 Action Concentration, up to 10 minutes 60 feet
Water Breathing 5e Transmutation V, S, M 1 Action R 24 hours 30 feet

Wizard Spells List 5e : Level 4

Spell Name Edition School Components Casting Time Duration Range
Arcane Eye 5e Divination V, S, M 1 Action Concentration, up to 1 hour 30 feet
Banishment 5e Abjuration V, S, M 1 Action Concentration, up to 1 minutes 60 feet
Blight 5e Necromancy V, S 1 Action Instantaneous 30 feet
Charm Monster 5e Enchantment V, S 1 Action 1 hour 30 feet
Confusion 5e Enchantment V, S, M 1 Action Concentration, up to 1 minute 90 feet
Conjure Barlgura (UA) 5e Conjuration V, S 1 Action Up to 10 minutes 60 feet
Conjure Knowbot (UA) 5e Conjuration T V, S 1 Action 10 minutes Touch
Conjure Minor Elementals 5e Conjuration V, S 1 Minute Concentration, up to 1 hour 90 feet
Conjure Shadow Demon (UA) 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 60 feet
Control Water 5e Transmutation V, S, M 1 Action Concentration, up to 10 minutes 300 feet
Dimension Door 5e Conjuration V 1 Action Instantaneous 500 feet
Ego Whip (UA) 5e Enchantment V 1 Action Concentration, up to 1 minute 30 feet
Elemental Bane 5e Transmutation V, S 1 Action Concentration, up to 1 minute 90 feet
Evard’s Black Tentacles 5e Conjuration V, S, M 1 Action Concentration, up to 1 minute 90 feet
Fabricate 5e Transmutation V, S 10 Minutes Instantaneous 120 feet
Fire Shield 5e Evocation V, S, M 1 Action 10 minutes Self
Galder’s Speedy Courier 5e Conjuration V, S, M 1 Action 10 minutes 10 feet
Gravity Sinkhole 5e Evocation DG V, S, M 1 Action Instantaneous 120 feet
Greater Invisibility 5e Illusion V, S 1 Action Concentration, up to 1 minute Touch
Hallucinatory Terrain 5e Illusion V, S, M 10 Minutes 24 hours 300 feet
Ice Storm 5e Evocation V, S, M 1 Action Instantaneous 300 feet
Leomund’s Secret Chest 5e Conjuration V, S, M 1 Action Instantaneous Touch
Locate Creature 5e Divination V, S, M 1 Action Concentration, up to 1 hour Self
Mordenkainen’s Faithful Hound 5e Conjuration V, S, M 1 Action 8 hours 30 feet
Mordenkainen’s Private Sanctum 5e Abjuration V, S, M 1 Action 24 hours 120 feet
Otiluke’s Resilient Sphere 5e Evocation V, S, M 1 Action Concentration, up to 1 minute 30 feet
Phantasmal Killer 5e Illusion V, S 1 Action Concentration, up to 1 minute 120 feet
Polymorph 5e Transmutation V, S, M 1 Action Concentration, up to 1 hour 60 feet
Sickening Radiance 5e Evocation V, S 1 Action Concentration, up to 10 minutes 120 Feet
Stone Shape 5e Transmutation V, S, M 1 Action Instantaneous Touch
Stoneskin 5e Abjuration V, S, M 1 Action Concentration, up to 1 hour Touch
Storm Sphere 5e Evocation V, S 1 Action Concentration, up to 1 minute 150 feet
Summon Abberation 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 90 feet
Summon Construct 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 90 feet
Summon Elemental 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 90 feet
Summon Greater Demon 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 60 Feet
Synchronicity (UA) 5e Enchantment T V, S 1 Action Concentration, up to 1 hour Touch
System Backdoor (UA) 5e Transmutation T V, S, M 1 Minute Concentration, up to 1 hour Self
Vitriolic Sphere 5e Evocation V, S, M 1 Action Instantaneous 150 feet
Wall of Fire 5e Evocation V, S, M 1 Action Concentration, up to 1 minute 120 feet
Watery Sphere 5e Conjuration V, S, M 1 Action Concentration, up to 1 minute 90 feet
Widogast’s Vault of Amber (HB) 5e Transmutation HB V, S, M 1 minute R Until dispelled Touch
Widogast’s Web of Fire (HB) 5e Evocation HB V, S, M 1 Action Instantaneous 60 feet
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Wizard Spells List 5e : Level 5

Spell Name Edition School Components Casting Time Duration Range
Animate Objects 5e Transmutation V, S 1 Action Concentration, up to 1 minute 120 feet
Bigby’s Hand 5e Evocation V, S, M 1 Action Concentration, up to 1 minute 120 feet
Cloudkill 5e Conjuration V, S 1 Action Concentration, up to 10 minutes 120 feet
Commune with City (UA) 5e Divination T V, S 1 Minute R Instantaneous Self
Cone of Cold 5e Evocation V, S, M 1 Action Instantaneous Self (60-foot cone)
Conjure Elemental 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 90 feet
Conjure Vrock (UA) 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 60 feet
Contact Other Plane 5e Divination V 1 Minute R 1 minute Self
Control Winds 5e Transmutation V, S 1 Action Concentration, up to 1 hour 300 feet
Creation 5e Illusion V, S, M 1 Action Special 30 feet
Danse Macabre 5e Necromancy V, S 1 Action Concentration, up to 1 hour 60 Feet
Dawn 5e Evocation V, S, M 1 Action Concentration, up to 1 minute 60 Feet
Dominate Person 5e Enchantment V, S 1 Action Concentration, up to 1 minute 60 feet
Dream 5e Illusion V, S, M 1 Minute 8 hours Special
Enervation 5e Necromancy V, S 1 Action Concentration, up to 1 minute 60 Feet
Far Step 5e Conjuration V 1 Bonus Action Concentration, up to 1 minute Self
Geas 5e Enchantment V 1 Action 30 days 60 feet
Hold Monster 5e Enchantment V, S, M 1 Action Concentration, up to 1 minute 90 feet
Immolation 5e Evocation V 1 Action Concentration, up to 1 minute 90 feet
Infernal Calling 5e Conjuration V, S, M 1 Minute Concentration, up to 1 hour 90 feet
Legend Lore 5e Divination V, S, M 10 Minutes Instantaneous Self
Mislead 5e Illusion S 1 Action Concentration, up to 1 hour Self
Modify Memory 5e Enchantment V, S 1 Action Concentration, up to 1 minute 30 feet
Negative Energy Flood 5e Necromancy V, M 1 Action Instantaneous 60 feet
Passwall 5e Transmutation V, S, M 1 Action 1 hour 30 feet
Planar Binding 5e Abjuration V, S, M 1 Action 24 hours 60 feet
Rary’s Telepathic Bond 5e Divination V, S, M 1 Action R 1 hour 30 feet
Scrying 5e Divination V, S, M 10 Minutes Concentration, up to 10 minutes Self
Seeming 5e Illusion V, S 1 Action 8 hours 30 feet
Shutdown (UA) 5e Transmutation T V, S 1 Action Concentration, up to 1 minute 120 feet
Skill Empowerment 5e Transmutation V, S 1 Action Concentration, up to 1 hour Touch
Steel Wind Strike 5e Conjuration S, M 1 Action Instantaneous 30 feet
Synaptic Static 5e Enchantment V, S 1 Action Instantaneous 120 feet
Telekinesis 5e Transmutation V, S 1 Action Concentration, up to 10 minutes 60 feet
Teleportation Circle 5e Conjuration V, M 1 Action 1 round 10 feet
Temporal Shunt 5e Transmutation DC V, S 1 Reaction 1 round 120 feet
Transmute Rock 5e Transmutation V, S, M 1 Action Instantaneous 120 feet
Wall of Force 5e Evocation V, S, M 1 Action Concentration, up to 10 minutes 120 feet
Wall Of Light 5e Evocation V, S, M 1 Action Concentration, up to 10 minutes 120 feet
Wall of Stone 5e Evocation V, S, M 1 Action Concentration, up to 10 minutes 120 feet

Wizard Spells List 5e : Level 6

Spell Name Edition School Components Casting Time Duration Range
Arcane Gate 5e Conjuration V, S 1 Action Concentration, up to 10 minutes 500 feet
Chain Lightning 5e Evocation V, S, M 1 Action Instantaneous 150 feet
Circle of Death 5e Necromancy V, S, M 1 Action Instantaneous 150 feet
Contingency 5e Evocation V, S, M 10 Minutes 10 days Self
Create Homunculus 5e Transmutation V, S, M 1 Hour Instantaneous 120 feet
Create Undead 5e Necromancy V, S, M 1 Minute Instantaneous 10 feet
Disintegrate 5e Transmutation V, S, M 1 Action Instantaneous 60 feet
Drawmij’s Instant Summons 5e Conjuration V, S, M 1 Minute R Until dispelled Touch
Eyebite 5e Necromancy V, S 1 Action Concentration, up to 1 minute Self
Flesh to Stone 5e Transmutation V, S, M 1 Action Concentration, up to 1 minute 60 feet
Globe of Invulnerability 5e Abjuration V, S, M 1 Action Concentration, up to 1 minute Self (10-foot radius)
Gravity Fissure 5e Evocation DG V, S, M 1 Action Instantaneous Self (100-foot line)
Guards and Wards 5e Abjuration V, S, M 10 Minutes 24 hours Touch
Investiture of Flame 5e Transmutation V, S 1 Action Concentration, up to 10 minutes Self
Investiture of Ice 5e Transmutation V, S 1 Action Concentration, up to 10 minutes Self
Investiture of Stone 5e Transmutation V, S 1 Action Concentration, up to 10 minutes Self
Investiture of Wind 5e Transmutation V, S 1 Action Concentration, up to 10 minutes Self
Magic Jar 5e Necromancy V, S, M 1 Minute Until dispelled Self
Mass Suggestion 5e Enchantment V, M 1 Action 24 hours 60 feet
Mental Prison 5e Illusion S 1 Action Concentration, up to 1 minute 60 feet
Move Earth 5e Transmutation V, S, M 1 Action Concentration, up to 2 hours 120 feet
Otherworldly Form (UA) 5e Transmutation V, S, M 1 Action Concentration, up to 1 minute Self
Otiluke’s Freezing Sphere 5e Evocation V, S, M 1 Action Instantaneous 300 feet
Otto’s Irresistible Dance 5e Enchantment V 1 Action Concentration, up to 1 minute 30 feet
Programmed Illusion 5e Illusion V, S, M 1 Action Until dispelled 120 feet
Psychic Crush (UA) 5e Enchantment V, S 1 Action 1 minute 60 feet
Scatter 5e Conjuration V 1 Action Instantaneous 30 feet
Soul Cage 5e Necromancy V, S, M Special 8 hours 60 feet
Summon Fiend 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 90 feet
Sunbeam 5e Evocation V, S, M 1 Action Concentration, up to 1 minute Self (60-foot line)
Tasha’s Otherworldly Guise 5e Transmutation V, S, M 1 Bonus Action Concentration, up to 1 minute Self
Tenser’s Transformation 5e Transmutation V, S, M Special Concentration, up to 10 minutes Self
True Seeing 5e Divination V, S, M 1 Action 1 hour Touch
Wall of Ice 5e Evocation V, S, M 1 Action Concentration, up to 10 minutes 120 feet
Widogast’s Transmogrification (HB) 5e Transmutation HB V, S, M 1 hour Instantaneous Touch

Wizard Spells List 5e : Level 7

Spell Name Edition School Components Casting Time Duration Range
Conjure Hezrou (UA) 5e Conjuration V, S, M 1 Action Concentration, up to 1 hour 60 feet
Crown Of Stars 5e Conjuration V, S 1 Action 1 hour Self
Delayed Blast Fireball 5e Evocation V, S, M 1 Action Concentration, up to 1 minute 150 feet
Dream of the Blue Veil 5e Conjuration V, S, M 10 minutes 6 hours 20 feet
Etherealness 5e Transmutation V, S 1 Action Up to 8 hours Self
Finger of Death 5e Necromancy V, S 1 Action Instantaneous 60 feet
Forcecage 5e Evocation V, S, M 1 Action 1 hour 100 feet
Mirage Arcane Illusion V, S 10 Minutes 10 days Sight
Mordenkainen’s Magnificent Mansion Conjuration V, S, M 1 Minute 24 hours 300 feet
Mordenkainen’s Sword Evocation V, S, M 1 Action Concentration, up to 1 minute 60 feet
Plane Shift Conjuration V, S, M 1 Action Instantaneous Touch
Power Word: Pain Enchantment V 1 Action Instantaneous 60 feet
Prismatic Spray Evocation V, S 1 Action Instantaneous Self (60-foot cone)
Project Image Illusion V, S, M 1 Action Concentration, up to 1 day 500 Miles
Reverse Gravity Transmutation V, S, M 1 Action Concentration, up to 1 minute 100 feet
Sequester Transmutation V, S, M 1 Action Until dispelled Touch
Simulacrum Illusion V, S, M 12 hours Until dispelled Touch
Symbol Abjuration V, S, M 1 Minute Until dispelled or triggered Touch
Teleport Conjuration V 1 Action Instantaneous 10 feet
Tether Essence Necromancy D V, S, M 1 Action Concentration, up to 1 hour 60 feet
Whirlwind Evocation V, M 1 Action Concentration, up to 1 minute 300 feet

Wizard Spells List 5e : Level 8

Spell Name Edition School Components Casting Time Duration Range
Abi-Dalzim’s Horrid Wilting 5e Necromancy V, S, M 1 Action Instantaneous 150 feet
Antimagic Field 5e Abjuration V, S, M 1 Action Concentration, up to 1 hour Self (10-foot radius sphere)
Antipathy/Sympathy 5e Enchantment V, S, M 1 Hour 10 Days 60 feet
Clone 5e Necromancy V, S, M 1 Hour Instantaneous Touch
Control Weather 5e Transmutation V, S, M 10 Minutes Up to 8 hours Self (5 mile radius)
Dark Star 5e Evocation DG V, S, M 1 Action Concentration, up to 1 minute 150 Feet
Demiplane 5e Conjuration S 1 Action 1 Hour 60 feet
Dominate Monster Enchantment V, S 1 Action Concentration, up to 1 hour 60 feet
Feeblemind Enchantment V, S, M 1 Action Instantaneous 150 feet
Illusory Dragon Illusion S 1 Action Concentration, up to 1 minute 120 feet
Incendiary Cloud Conjuration V, S 1 Action Concentration, up to 1 minute 150 feet
Maddening Darkness Evocation V, M 1 Action Concentration, up to 10 minutes 150 feet
Maze Conjuration V, S 1 Action Concentration, up to 10 minutes 60 feet
Mighty Fortress Conjuration V, S, M 1 Minute Instantaneous 1 mile
Mind Blank Abjuration V, S 1 Action 24 hours Touch
Power Word: Stun Enchantment V, S 1 Action Instantaneous 60 feet
Reality Break Conjuration DC V, S, M 1 Action Concentration, up to 1 minute 60 feet
Sunburst Evocation V, S, M 1 Action Instantaneous 150 feet
Telepathy Evocation V, S, M 1 Action 24 hours Unlimited

Wizard Spells List 5e : Level 9

Spell Name Edition School Components Casting Time Duration Range
Astral Projection 5e Evocation V, S, M 1 Hour Special 10 feet
Blade of Dispater 5e Conjuration V, S 1 Bonus Action Concentration up to 1 minute 60 feet
Foresight 5e Divination V, S, M 1 Minute 8 hours Touch
Gate 5e Conjuration V, S, M 1 Action Concentration up to 1 minute 60 feet
Imprisonment 5e Abjuration V, S, M 1 Minute Until dispelled 30 feet
Invulnerability 5e Abjuration V, S, M 1 Action Concentration up to 1 minute Self
Mass Polymorph 5e Transmutation V, S, M 1 Action Concentration up to 1 hour 120 feet
Meteor Swarm Evocation V, S 1 Action Instantaneous 1 mile
Power Word: Kill Enchantment V 1 Action Instantaneous 60 feet
Prismatic Wall Abjuration V, S 1 Action 10 minutes 60 feet
Psychic Scream Enchantment S 1 Action Instantaneous 90 feet
Ravenous Void Evocation DG V, S, M 1 Action Concentration, up to 1 minute 1,000 feet
Shapechange Transmutation V, S, M 1 Action Concentration up to 1 hour Self
Time Ravage Necromancy DC V, S, M 1 Action Instantaneous 90 feet
Time Stop Transmutation V 1 Action Instantaneous Self
True Polymorph Transmutation V, S, M 1 Action Concentration up to 1 hour 30 feet
Weird Illusion V, S 1 Action Concentration up to 1 minute 120 feet
Wish Conjuration V 1 Action Instantaneous Self

 

 

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