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Index of Spells by Class - Sor/Wiz

Index of Spells by Class - Sor/Wiz

Sorcerer/Wizard

Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
  • Dancing Lights: Creates torches or other lights.
  • Flare: Dazzles one creature (–1 penalty on attack rolls).
  • Light: Object shines like a torch.
  • Ray of Frost: Ray deals 1d3 cold damage.
Illu
Necr
Tran
  • Mage Hand: 5-pound telekinesis.
  • Mending: Makes minor repairs on an object.
  • Message: Whisper conversation at distance.
  • Open/Close: Opens or closes small or light things.
Univ

1st-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Charm Person: Makes one person your friend.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illu
Necr
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  • Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Tran

2nd-Level Sorcerer/Wizard Spells

Abjur
Conj
  • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
  • Fog Cloud: Fog obscures vision.
  • Glitterdust: Blinds creatures, outlines invisible creatures.
  • Summon Monster II: Summons extraplanar creature to fight for you.
  • Summon Swarm: Summons swarm of bats, rats, or spiders.
  • Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Div
Ench
Evoc
  • Continual FlameM: Makes a permanent, heatless light.
  • Darkness: 20-ft. radius of supernatural shadow.
  • Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
  • Shatter: Sonic vibration damages objects or crystalline creatures.
Illu
Necr
  • Blindness/Deafness: Makes subject blinded or deafened.
  • Command Undead: Undead creature obeys your commands.
  • False Life: Gain 1d10 temporary hp + 1/level (max +10).
  • Ghoul touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
  • Scare: Panics creatures of less than 6 HD.
  • Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Tran

3rd-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Heroism: Gives +2 on attack rolls, saves, skill checks.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
  • Suggestion: Compels subject to follow stated course of action.
Evoc
  • Daylight: 60-ft. radius of bright light.
  • Fireball: 1d6 damage per level, 20-ft. radius.
  • Lightning Bolt: Electricity deals 1d6/level damage.
  • Tiny Hut: Creates shelter for 10 creatures.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.
Illu
Necr
Tran
  • Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
  • Blink: You randomly vanish and reappear for 1 round/level.
  • Flame Arrow: Arrows deal +1d6 fire damage.
  • Fly: Subject flies at speed of 60 ft.
  • Gaseous Form: Subject becomes insubstantial and can fly slowly.
  • Greater Magic Weapon: Weapon gains +1 bonus/four levels (max +5).
  • Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
  • Keen Edge: Doubles normal weapon's threat range.
  • Secret Page: Changes one page to hide its real content.
  • Shrink Item: Object shrinks to one-sixteenth size.
  • Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
  • Water Breathing: Subjects can breathe underwater.

4th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
  • Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • Resilient Sphere: Force globe protects but traps one subject.
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
  • Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  • Wall of Ice: Ice plane creates wall or hemisphere creates dome.
Illu
Necr
  • Animate DeadM: Creates undead skeletons and zombies.
  • Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  • Contagion: Infects subject with chosen disease.
  • Enervation: Subject gains 1d4 negative levels.
  • Fear: Subjects within cone flee for 1 round/level.
Tran

5th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • Dream: Sends message to anyone sleeping.
  • False VisionM: Fools scrying with an illusion.
  • Mirage Arcana: As hallucinatory terrain, plus structures.
  • Nightmare: Sends vision dealing 1d10 damage, fatigue.
  • Persistent Image: As major image, but with no concentration required.
  • Seeming: Changes appearance of one person per two levels.
  • Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Necr
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Magic JarF: Enables possession of another creature.
  • Symbol of PainM: Triggered rune wracks nearby creatures with pain.
  • Waves of Fatigue: Several targets become fatigued.
Tran
Univ

6th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • Mislead: Turns you invisible and creates illusory double.
  • Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
  • Programmed ImageM: As major image, plus triggered by event.
  • Shadow Walk: Step into shadow to travel rapidly.
  • Veil: Changes appearance of group of creatures.
Necr
Tran

7th-Level Sorcerer/Wizard Spells

Abjur
  • Banishment: Banishes 2 HD/level of extraplanar creatures.
  • Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  • Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Div
Ench
Evoc
Illu
Necr
Tran
Univ

8th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
  • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  • Greater Shout: Devastating yell deals 10d6 sonic damage; stuns creatures.
  • Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
Illu
Necr
Tran

9th-Level Sorcerer/Wizard Spells

Abjur
Conj
  • Gate: Connects two planes for travel or summoning.
  • RefugeM: Alters item to transport its possessor to your abode.
  • Summon Monster IX: Summons extraplanar creature to fight for you.
  • Teleportation CircleM: Teleports creatures inside circle.
Div
  • Foresight: “Sixth sense” warns of impending danger.
Ench
Evoc
  • Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
  • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illu
  • Shades: As shadow conjuration, but up to 8th level and 80% real.
  • Weird: As phantasmal killer, but affects all within 30 ft.
Necr
Tran
  • Etherealness: Travel to Ethereal Plane with companions.
  • ShapechangeF: Transforms you into certain creatures, and you can change forms once per round.
  • Time Stop: You act freely for 1d4+1 rounds.
Univ
  • WishM: As limited wish, but with fewer limits.