Spells (Sorcerer, Wizard)

1st-Level Sorcerer/Wizard Spells

 * Abjuration
 * Protection from Evil: +2 to AC and saves, prevents mind control and contact from summons of evil origin.
 * Shield: Invisible disc gives +4 to AC, blocks 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. Also belongs to bard spells.
 * 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: Calls a celestial dog to fight for you.
 * Divination
 * Detect Secret Doors: Casting this spell will aid the caster in revealing secret and hidden doors within 60 ft. Also belongs to bard spells.
 * Enchantment
 * Charm Person: This spell charms an enemy humanoid which will fight as a trusted friend and ally. Also belongs to bard spells.
 * Hypnotism: The casters gestures and droning fascinates 2d4 HD nearby enemies, causing them to stop and stare blankly. Also belongs to bard spells.
 * Sleep: Induces a magical slumber upon 4 HD of enemies until attacked. The spell is ineffective against undead or constructs. Also belongs to bard spells.
 * 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: Most damaging 1st level spell. 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. Also belongs to bard spells.
 * Feather Fall: Objects or creatures fall slowly.
 * 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.

2nd-Level Sorcerer/Wizard Spells

 * Abjuration
 * Resist Energy (Acid): Absorbs first 10 points per damage/attack from acid energy. 20 points at caster level 7th, 30 at 9th.
 * Resist Energy (Cold): Absorbs first 10 points per damage/attack from cold energy. 20 points at caster level 7th, 30 at 9th.
 * Resist Energy (Electricity): Absorbs first 10 points per damage/attack from electricity energy. 20 points at caster level 7th, 30 at 9th.
 * Resist Energy (Fire): Absorbs first 10 points per damage/attack from fire energy. 20 points at caster level 7th, 30 at 9th.
 * Resist Energy (Sonic): Absorbs first 10 points per damage/attack from sonic energy. 20 points at caster level 7th, 30 at 9th.
 * Conjuration
 * Fog Cloud: 20-ft fog obscures vision beyond 5-ft. (Affects party members)
 * Glitterdust: Blinds creatures, outlines invisible creatures, -40 to hide checks. (Affects party members)
 * Melf's Acid Arrow: Ranged touch attack; 2d4 acid damage for 1 round +1 round/three levels.
 * Summon Monster II: Calls a fiendish giant scorpion to fight for you.
 * Web: Fills 20-ft.-radius spread with sticky spiderwebs.
 * Divination
 * See Invisibility: Reveals invisible creatures or objects.
 * Enchantment
 * Daze Monster: Living creature of 6 HD or less loses next action.
 * Otto’s Resistible Dance: Forces enemies to dance, preventing them from doing anything else. Also belongs to bard spells.
 * 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: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels beyond 3rd (max 3).
 * Illusion
 * Hypnotic Pattern: Fascinates 2d4+caster level (max 10) HD of creatures. (Affects party members)
 * Invisibility: Subject is invisible for 1 min./level or until it attacks.
 * Necromancy
 * Blindness: Makes subject blinded.
 * Command Undead: Undead creature obeys your commands.
 * False Life: Gain 10 temporary hp +1/level (max 10).
 * Scare: Panics creatures of less than 6 HD.
 * Transmutation
 * Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
 * Bull’s Strength: Subject gains +4 to Str for 1 min./level.
 * Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
 * Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
 * Fox’s Cunning: Subject gains +4 Int for 1 min./level.
 * Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
 * Repair Moderate Damage: Repairs 2d8 damage to constucts; +1 damage/level (max 10).

3rd-Level Sorcerer/Wizard Spells

 * Abjuration
 * Dispel Magic: Cancels magical spells and effects.
 * Protection from Energy (Acid): Absorb 12 points/level (max 10) of acid damage.
 * Protection from Energy (Cold): Absorb 12 points/level (max 10) of cold damage.
 * Protection from Energy (Electricity): Absorb 12 points/level (max 10) of electric damage.
 * Protection from Energy (Fire): Absorb 12 points/level (max 10) of fire damage.
 * Protection from Energy (Sonic): Absorb 12 points/level (max 10) of sonic damage.
 * 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: Calls a hell hound to fight for you.
 * Divination
 * (none)
 * Enchantment
 * Deep Slumber: Puts 10 HD of creatures to sleep.
 * Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
 * Hold Person: Paralyzes one humanoid for 1 round/level.
 * Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
 * Suggestion: Compels subject to follow stated course of action.
 * 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: Subject becomes exhausted, ranged touch attack.
 * Transmutation
 * Flame Arrow: Makes 50 arrows 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: Subjects can breathe underwater.

4th-Level Sorcerer/Wizard Spells

 * Abjuration
 * Remove Curse: Frees person from all curses. Counters/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.
 * Summon Monster IV: Calls a fiendish large monstrous spider to fight for you.
 * Divination
 * (none)
 * Enchantment
 * Charm Monster: Makes monster believe it is your ally.
 * Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
 * 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: Deafens all within cone and deals 5d6 sonic damage.
 * Illusion
 * Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
 * Necromancy
 * Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action. Counters Remove Curse.
 * 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).

5th-Level Sorcerer/Wizard Spells

 * Abjuration
 * Break Enchantment: Frees up to 1 person/level from enchantments, alterations, curses, and petrification.
 * Dismissal: Forces a creature to return to native plane.
 * 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: Calls a medium earth elemental to fight for you.
 * Divination
 * (none)
 * Enchantment
 * Dominate Person: Controls humanoid telepathically.
 * Feeblemind: Subject’s Int and Cha drop to 1.
 * Hold Monster: As hold person, but any creature.
 * Mind Fog: Subjects in fog get -10 to Wis and Will checks.
 * Evocation
 * Cone of Cold: 1d6/level (max 15) cold damage, 60-ft.
 * Illusion
 * (none)
 * Necromancy
 * Waves of Fatigue: Waves of negative energy render living creatures fatigued; 30-ft cone.
 * Transmutation
 * (none)