Category:Sorcerer / Wizard spells

EXACT VALUES MAY NOT COINCIDE WITH DDO'S EXACT IMPLEMENTATION. Numbers in bold are official DDO numbers (otherwise they are taken from their PnP counterpart).

Abjuration

 * Protection from Evil: Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 bonus to AC and saves.
 * Shield: This spell grants a +4 bonus to Armor Class when blocking, and limited protection from Magic Missiles.

Conjuration

 * Grease: This spell covers the ground with a 10-ft. square layer of slippery grease, forcing targets to make a reflex save or fall.
 * Mage Armor: Gives subject +4 armor bonus for 1 min./level; Incorporeal creatures cannot bypass like normal armor.
 * Obscuring Mist: 20-ft radius fog surrounds you, obscuring vision beyond 5-ft. (Affects party members).
 * Summon Monster I: This spell summons a celestial dog to aid the caster in battle for a brief time.

Divination

 * Detect Secret Doors: Casting this spell will aid the caster in revealing secret and hidden doors within 60 ft.

Enchantment

 * Charm Person: This spell charms an enemy humanoid which will fight as a trusted friend and ally.
 * Hypnotism: The casters gestures and droning fascinates 2d4 HD nearby enemies, causing them to stop and stare blankly.
 * Sleep: Induces a magical slumber upon 4 HD of enemies until attacked. The spell is ineffective against undead or constructs.

Evocation

 * Burning Hands: A 15-ft cone dealing 1d4/level fire damage to all targets (max 5d4).
 * Magic Missile: 1d4+1 force damage; +1 missile per two levels above 1st (max 5).
 * Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Illusion

 * None

Necromancy

 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Chill Touch: Estimated at around 1d6+2d6/level negative energy damage to living creatures, and has a chance to inflict 1 point of Str damage. Constructs are immune, and undead are feared for a time instead of receiving damage.
 * Ray of Enfeeblement: Ray deals 1d6 Str damage; +1 per two levels (max 5).

Transmutation

 * Expeditious Retreat: Increases the casters base run speed by 30 ft.
 * Feather Fall: Causes an ally to fall slowly, preventing damage normally caused by falling long distances.
 * Jump: +10 enchantment bonus to jump checks, +20 at 5th caster level, +30 (max) at 9th.
 * Repair Light Damage: Repairs 1d8 damage to constucts; +1 damage/level (max 5).
 * Tumble: Subject gains bonus on tumble checks.

Abjuration

 * Resist energy: Gives an ally limited protection from the chosen energy type, reducing damage/attack by 10 (20 at caster level 7th, 30 at 9th). Energy types available are: fire, sonic, electricity, cold and acid.

Conjuration

 * Fog Cloud: 20-ft fog obscures vision beyond 5-ft. (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: Ranged touch attack; 2d4 acid damage for 1 round +1 round/three levels.
 * Summon Monster II: Summons a fiendish scorpion to aid the caster in battle for a brief time.
 * Web: Fills 20-ft.-radius spread with sticky spiderwebs.

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.
 * Otto’s Resistible Dance: Forces enemies to dance, preventing them from doing anything else.
 * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Evocation

 * Flaming Sphere: Creates a rolling ball of fire, 2d6 damage, lasts 1 round/level.
 * Scorching Ray: Blasts a target for 4d6 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 10 temporary hp +1/level (max 10).
 * Scare: Casts Cause fear on multiple targets of less than 6 HD.

Transmutation

 * Bear’s Endurance: An ally gains +4 to Con for 1 min./level.
 * Bull’s Strength: An ally gains +4 to Str for 1 min./level.
 * Cat’s Grace: An ally gains +4 to Dex for 1 min./level.
 * Eagle’s Splendor: An ally gains +4 to Cha for 1 min./level.
 * Fox’s Cunning: An ally gains +4 Int for 1 min./level.
 * Owl’s Wisdom: An ally gains +4 to Wis for 1 min./level.
 * Repair Moderate Damage: Repairs 2d8 damage to constructs; +1 damage/level (max 10).

Abjuration

 * Dispel Magic: Removes ongoing spells that have been cast on a target.
 * Protection from Energy: Absorbs 12 points/level (max 10) of damage from one kind of energy. Energy types available are: fire, sonic, electricity, cold and acid.

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 10 flaming arrows within the caster's inventory, which deal 1d6 fire damage.
 * Haste: One target/level moves 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 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 10 points of damage per attack. Discharges after it prevents 10/level (max 15) damage. (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 ennemy suffers –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
 * 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.
 * 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 1.
 * 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 1d6/level (max 15d6) cold damage, 60-ft.

Illusion

 * (none)

Necromancy

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

Transmutation

 * (none)