Category:Sorcerer / Wizard spells

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

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 11th). Energy types available are: fire, sonic, electricity, cold and acid.

Conjuration

 * Fog Cloud: A bank of fog billows out, obscuring the sight of all targets within its effect, similar to a targetable, ranged version of Obscuring mist. Affects party members.
 * Glitterdust: A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures (-40 to hide checks).
 * Melf's Acid Arrow: Deals 2d4 acid damage to a target with a magical arrow of acid. The arrow does an additional 2d4 damage every 2 seconds for every 3 caster levels.
 * Summon Monster II: Summons a fiendish scorpion to aid the caster in battle for 2 minutes. Casting this spell locks out casting any other Summon Monster spell for 2 minutes.
 * Web: Fills 20-ft.-radius spread with sticky spider webs. Reveals stealthing and invisible 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 so that it takes no actions for 6 seconds.
 * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Believed to be 1d6/level (max ??)
 * Otto's Resistible Dance: Forces one enemy to dance, preventing it from doing anything else.

Evocation

 * Gust of Wind: This spell creates a severe blast of air that originates from you and passes through all enemies in its path. Small or smaller enemies must make a Strength/Dexterity check or be knocked prone, Medium or smaller enemies are slowed by the winds, and Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.
 * Electric Loop: Zap one or more targets for electric damage per 2 levels (max 5d6), and possibly daze them.
 * Flaming Sphere: Creates a rolling ball of fire, dealing fire damage (reflex save negates).
 * Scorching Ray: Blasts a target for fire damage, +1 ray/four levels beyond 3rd (max 3)..
 * Snowball Swarm: Chunks of ice surround an enemy, doing cold damage per 2 levels (max 5d6) to nearby opponents (Reflex half).

Illusion

 * Blur: An ally's outline becomes slightly blurred, granted a 20% miss chance.
 * Hypnotic Pattern: A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it.
 * Invisibility: The recipient of the spell becomes invisible for 1 min./level, vanishing from sight including darkvision. Attacking a target or using an object (door, lever) removes this effect.

Necromancy

 * Blindness: Renders an enemy permanently blinded . A successful Fortitude save negates this effect.
 * Command Undead: Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 3d100 seconds, while other undead get an additional saving throw every 20 seconds.
 * False life: Gives to self 10 + 1 temporary hit points per caster level (max +10 for a total of 20 temporary hit points).
 * Ghoul Touch: This spell imbues your hand with negative energy, allowing you to paralyze any single living humanoid that you touch. A successful Fortitude save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more.
 * Lesser Death Aura: Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1 to 4 damage as long as they remain within it. Undead are instead healed by the aura.
 * Spawn Screen Prevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.
 * Scare: Casts Cause fear on multiple targets of less than 6 HD.

Transmutation

 * Bear's Endurance: An ally gains a +4 enhancement bonus to Constitution for 1 min./level.
 * Bull's Strength: An ally gains a +4 enhancement bonus to Strength for 1 min./level.
 * Cat's Grace: An ally gains a +4 enhancement bonus to Dexterity for 1 min./level.
 * Eagle's Splendor: An ally gains a +4 enhancement bonus to Charisma for 1 min./level.
 * Fox's Cunning: An ally gains a +4 enhancement bonus to Intelligence for 1 min./level.
 * Owl's Wisdom: An ally gains a +4 enhancement bonus to Wisdom for 1 min./level.
 * Knock: Unlocks locked doors and chests as if a rogue with a pick locks skill of caster level + casting ability modifier (Int for wizards and Cha for sorcerers) was attempting to pick the lock.
 * Ooze Puppet: Telekinetically controls the actions of an enemy ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the ooze cannot split.
 * Repair Moderate Damage: Repairs damage to constructs.

Abjuration

 * Globe of Invulnerability: As Lesser Globe of Invulnerability, but spells of level 4 and under are affected.
 * Greater Dispel Magic: As Dispel Magic (Sor/Wiz 3), except caster level check is 1d20 + your caster level (Maximum +20).

Conjuration

 * Acid Fog: A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2d6 acid damage per round to targets within the cloud.


 * Summon Monster VI: Summons a fiendish troll to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 6 minutes.

Divination

 * True Seeing: You confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.

Enchantment

 * Greater Heroism: Imbues a single ally with great bravery and morale in battle, gaining a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.


 * Mass Suggestion: Casts Suggestion on multiple enemies.


 * Symbol of Persuasion: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 1 round per caster level or until the Symbol expires. A successful Will save negates this effect.

Evocation

 * Chain Lightning: An electrical discharge strikes a primary target for 1d6 per caster level electrical damage then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.
 * Otiluke's Freezing Sphere:

Illusion

 * Shadow Walk: Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.

Necromancy

 * Circle of Death: Snuffs the life force out of living creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Fortitude save negates this effect.


 * Create Undead: This evil spell allows you to create several powerful sorts of undead: ghouls, ghasts, or mummies. Created undead are automatically under the control of their creator, but have a chance to resist every 3d12+12 seconds.


 * Necrotic Ray: Blasts a target with a negative energy ray that does 1 to 8 damage per caster level (max 80) to a living enemy. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it a negative level.


 * Symbol of Fear: You create a purple symbol of power in the air. When an enemy comes into range it activates, applying a Fear effect to all nearby opponents. Each enemy can make a Will save to negate the effect. The symbol dissolves 10 seconds after being triggered, or in 5 minutes otherwise.


 * Undeath to Death: Destroys undead creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Will save negates this effect.

Transmutation

 * Bear's Endurance, Mass: Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them.


 * Bull's Strength, Mass: Casts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each.


 * Cat's Grace, Mass: Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each.


 * Disintegrate: A sickly green ray emanates forth, doing 2d6 damage per caster level to the target. Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 5d6.


 * Eagle's Splendor, Mass: Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each.


 * Flesh to Stone: Turns a single fleshy target into a mindless, inert statue. In stone form, creatures are much more difficult to damage (DR 10), but are helpless and are automatically critically hit. Only creatures made of flesh are affected by this spell. This effect is permanent, but the target has a chance to remake its Fortitude saving throw every 2d6+6 seconds.


 * Fox's Cunning, Mass: Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each.


 * Owl's Wisdom, Mass: Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each.


 * Tenser's Transformation: Cannot cast but gain: +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level.


 * Reconstruct: Greatly repairs the ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.
 * Repair Moderate Damage, Mass: Repairs damage to constructs within a radius.
 * Stone to Flesh: Restores a petrified creature, such as one affected by the Flesh to Stone spell, to its normal state.