Category:Sorcerer / Wizard spells

Warning: numerical effects may not coincide with DDO's exact implementation. See here for details.

Level 1
Original list provided by Nomicon

Abjuration

 * Protection from Evil (+2 AC, +2 all saves): Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 bonus to Armor Class and saves. [bonuses stack with Paladin Aura].
 * Shield (+4 AC): This spell grants a +4 bonus to Armor Class, and limited protection from Magic Missiles for 1 min/level.

Conjuration

 * Grease (AE slip): covers the ground with a 10-ft square layer of slippery grease, forcing targets to make a reflex save or fall (affects party members).
 * Mage Armor (+4 AC): Gives subject +4 Armor Class bonus for 5 min + 1 min/level; incorporeal creatures cannot bypass like normal armor.
 * Obscuring Mist (AE fog): creates a 20-ft radius fog at point of casting; obscures vision beyond 5-ft (affects party members).
 * Summon Monster I (celestial dog): summons a celestial dog to aid the caster in battle for a brief time.

Divination

 * Detect Secret Doors (AE detect): aids the caster by revealing secret and hidden doors within 60 ft. note: unlike in PnP it doesn't always work.

Enchantment

 * Charm Person (charm humanoid): charms an enemy humanoid which will fight as a trusted friend and ally.
 * Hypnotism (AE mes): The casters gestures and droning fascinates nearby enemies, causing them to stop and stare blankly.
 * Sleep (AE sleep): Induces a magical slumber upon enemies within a 10-ft radius until attacked. The spell is ineffective against oozes, undead, or constructs.

Evocation

 * Burning Hands (Cone 1d4/level +4 Fire): A 15-ft cone dealing an estimated 4 fire damage plus 1d4 per level to all targets (max: 5d4+4).
 * Magic Missile (Special): Creates a magical missle dealing 4-5 force damage; +1 missile per two levels above 1st (max: 5 missiles). Non-elemental damage, no saving throw, Spell Resistance applies.
 * Shocking Grasp ((1d3+3)/level Electrical): Touch attack; jolt delivers an estimated 1d3+3/level electrical damage (max: 5d3+15).

Illusion

 * None

Necromancy

 * Cause Fear (Fear): One creature flees for up to 30 seconds or becomes shaken.
 * Chill Touch((1d3+3)/level Negative Energy): Touch enemy for an estimated 1d3+3 negative energy damage per level (max: 5d3+15) to living creatures; chance to inflict 1 point of Strength damage. Constructs are immune, while undead are feared vice receiving damage.
 * Ray of Enfeeblement (−1d6+1/(level÷2) Str): Ray deals 1d6 + 1 per two levels (max: +5) Strength damage.

Transmutation

 * Expeditious Retreat (1.3 × Run Speed): Increases the casters base run speed by 30%.
 * Feather Fall (Ø Fall Damage): caster plus one ally per level to fall slowly, preventing damage normally caused by falling long distances.
 * Jump (+10 Jump): +10 enchantment bonus to jump checks.
 * Repair Light Damage (1d8 + 1/level Repair): Repairs 1d8 + 1 damage per level (max +5) to constructs (i.e., Warforged heal).
 * Tumble (+10 Tumble): +10 enchantment bonus to tumble checks.

Abjuration

 * Resist energy (Acid): Gives the target damage reduction against acid.
 * Resist energy (Cold): Gives the target damage reduction against cold.
 * Resist energy (Electricity): Gives the target damage reduction against electricity.
 * Resist energy (Fire): Gives the target damage reduction against fire.
 * Resist energy (Sonic):Gives the target damage reduction against sonic.

Conjuration

 * Fog Cloud: Functions as a targetable, ranged version of the spell Obscuring Mist. (Affects party members)
 * Glitterdust: A cloud of golden particles covers everything in the area causing targets to become blinded and outlining invisible creatures (-40 to hide checks).
 * Melf's Acid Arrow: Deals 2d4 unresistable acid damage and an additional 2d4 damage every 8-10 seconds per 3 levels.
 * Summon Monster II: Summons a fiendish scorpion to aid the caster in battle for one minute.
 * Web: Fills 20-ft.-radius spread with sticky spiderwebs. Reveals stealthing and invisilbe creatures inside. Also enemies within the web who fail a reflex save cannot act.

Divination

 * See Invisibility: Reveals invisible creatures or objects.

Enchantment

 * Daze Monster: Clouds the mind of an enemy of 6 HD or less so that it takes no action.
 * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Believed to be 1d6/level (max ??)
 * Otto's Resistible Dance: Forces enemies to dance, preventing them from doing anything else.

Evocation

 * Flaming Sphere: Creates a rolling ball of fire, dealing fire damage.
 * Scorching Ray: Blasts a target for fire damage, +1 ray/four levels beyond 3rd (max 3).

Illusion

 * Hypnotic Pattern: A twisting pattern of subtle shifting colors weaves through the air, fascinating 2d4+caster level (max 10) HD targets within it.
 * Invisibility:The recipient of the spell becomes invisible for 1 min./level, vanishing from sight including darkvision. Attacking a target removes this effect.

Necromancy

 * Blindness: Makes enemy blinded.
 * Command Undead: Undead creature is commanded to fight on behalf of the caster.
 * False Life: Gain temporary hit points.
 * Scare: Casts Cause fear on multiple targets of less than 6 HD.

Transmutation

 * Bear's Endurance: An ally gains to Con for 1 min./level.
 * Bull's Strength: Subject gains to Strength for 1 min./level.
 * Cat's Grace: An ally gains to Dex for 1 min./level.
 * Eagle's Splendor: An ally gains to Cha for 1 min./level.
 * Fox's Cunning: An ally gains to Int for 1 min./level.
 * Owl's Wisdom: An ally gains to Wis for 1 min./level.
 * Repair Moderate Damage: Repairs damage to constructs.

Abjuration

 * Dispel Magic: Removes ongoing spells that have been cast on a target.
 * Protection from Energy: Absorbs of damage from one kind of energy. Energy types available are: fire, sonic, electricity, cold and acid. In DDO it appears to grant pure immunity.

Conjuration

 * Sleet Storm: Hampers vision and movement. (Affect party members)
 * Stinking Cloud: 20-ft cloud of nauseating vapors for 1 round/level. Remains nauseated for additional 1d4+1 rounds after escaping cloud.
 * Summon Monster III: Summons a Hell Hound to aid the caster in battle for a brief time.

Divination

 * (none)

Enchantment

 * Deep Slumber: Induces a magical slumber to come upon 10 HD of targets, rendering them helpless until attacked. The spell is ineffective against undead and constructs.
 * Heroism: Heroism imbues a single ally with great bravery and morale in battle. The ally gains a +2 bonus on attacks, saves and skill checks.
 * Hold Person: The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for 1 round/level.
 * Rage: Subjects gains +2 bonus to Str and Con, +1 on Will saves, and a -2 penalty to AC.
 * Suggestion: Influences the actions of an enemy, allowing the caster to suggest it to fight on the casters behalf.

Evocation

 * Fireball: 1d6/level (max 10) fire damage, 20-ft radius.
 * Lightning Bolt: 1d6/level (max 10) electricity damage, 120-ft line.

Illusion

 * (none)

Necromancy

 * Halt Undead: Immobilizes up to three undead for 1 round/level.
 * Ray of Exhaustion: Causes a ray to shoot towards the target, that immediately becomes exhausted.

Transmutation

 * Flame Arrow: Creates flaming arrows within the caster's inventory, which deal 1d6 fire damage.
 * Haste: One target/level moves/attacks faster, +1 on attack rolls, AC, and reflex saves. Dispels/counters Slow.
 * Repair Serious Damage: Repairs 3d8 damage to constructs; +1 damage/level (max 15).
 * Slow: One target/level moves/attacks slower, -1 on attack rolls, AC, and reflex saves. Dispels/counters Haste.
 * Water Breathing: This spell grants the ability to breathe underwater to the caster and its allies for the duration of the spell.

Abjuration

 * Remove Curse: Removes all curses on an ally. The spell also counters and dispels Bestow Curse.
 * Stoneskin: Absorbs 150 points of damage. Discharges after it prevents 10/level (max 15) damage per attack. (Special material component)

Conjuration

 * Solid Fog: Obscures vision like Fog Cloud, but additional slows movement to 5-ft/round. -2 on melee attack/damage rolls within, prevents ranged missile attacks.
 * Summon Monster IV: Calls a fiendish large monstrous spider to fight for you.

Divination

 * (none)

Enchantment

 * Charm Monster: An enemy monster is charmed and will fight as a trusted friend and ally.
 * Crushing Despair: An invisible cone of despair gives the targets -2 penalties to attack, saving throws, ability checks, skill checks and weapon damage.

Evocation

 * Fire Shield (Cold): Creatures attacking you take 1d6 fire damage, +1 damage/level (max 15); You’re protected from cold damage.
 * Fire Shield (Fire): Creatures attacking you take 1d6 cold damage, +1 damage/level (max 15); You’re protected from fire damage.
 * Ice Storm: Hail deals 3d6 bludgeoning damage and 2d6 cold damage in cylinder 40 ft. across. Halves movement speed, -4 to listen checks.
 * Shout: Emits an ear-splitting yell that deafens targets and deals them 5d6 sonic damage.

Illusion

 * Phantasmal Killer: Fearsome illusion kills subject who fails a Fortitude saving throw, otherwise deals 3d6 damage.

Necromancy

 * Bestow Curse: Causes the enemy to become cursed, reducing their attack power. The enemy suffers –4 on attack rolls, saves, and checks.
 * Fear: Subjects within cone flee for 1 round/level, or becomes shaken for 1 round if they succeed their Will save.

Transmutation

 * Repair Critical Damage: Repairs 4d8 damage to constructs; +1 damage/level (max 20).

Abjuration

 * Break Enchantment: Allows 1 ally/level to be freed from enchantments, transmutations and curses. Enemies have beneficial effects removed. Also clears any cloud effect in the targeted area.
 * Dismissal: Instantly forces an extraplanar enemy back to its proper plane of existence.

Conjuration

 * Cloudkill: Slow moving poisonous cloud. Kills 3 HD or less; 4-6 HD save or die, 6+ HD take 1d4 Con damage.
 * Summon Monster V: Summons an earth elemental to aid the caster in battle for a short time.

Divination

 * (none)

Enchantment

 * Dominate Person: Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm Person but lasts longer with less chance to break due to taking damage.
 * Feeblemind: Subject’s Int and Cha drop to.
 * Hold Monster: As Hold Person, but for any creature.
 * Mind Fog: Subjects in fog get -10 to Wis and Will checks.

Evocation

 * Ball Lightning: Launch 3-ft spheres of lightning, 1/two levels (max 15) each dealing 2d6 electricity damage.
 * Cone of Cold: Creates an area of extreme cold originating at the casters hands and spreading outward in a cone. Deals /level (max ) cold damage, 60-ft.

Illusion

 * (none)

Necromancy

 * Waves of Fatigue: Waves of negative energy render living creatures fatigued; 30-ft cone.

Transmutation

 * (none)