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.