Category:Sorcerer / Wizard spells

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

Abjuration

 * Protection from evil: Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 deflection bonus to AC and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from evil magical controls and compulsions.
 * Shield: for 1 min/level.

Conjuration

 * Grease: 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: An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 min + 1 min/caster level . Because mage armor is made of force, incorporeal attackers cannot bypass it like normal armor.
 * Obscuring mist: creates a 20-ft radius fog at point of casting; obscures vision beyond 5-ft . Affects party members.
 * Summon monster I: Summons a celestial dog to fight for you for 1 min, during which no other summon monster spell can be cast.

Divination

 * Detect secret doors: Reveals secret and hidden doors within 60 ft . Unlike in PnP it does not always work.

Enchantment

 * Charm person: Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds.
 * Hypnotism: Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged.
 * Sleep: Induces a magical slumber to come upon enemies within a 10-ft radius, rendering them helpless until attacked. Ineffective on undead, constructs or oozes.

Evocation

 * Burning hands:.


 * Magic missile: A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 damage. For every 2 caster levels beyond first you gain an additional missile, up to a maximum of 5 missiles at 9-th level and higher . Some people have reported an actual damage per missile of 1d2 + 3.


 * Shocking grasp: Delivers a jolt of 1d6 per caster level (max 5d6) electricity damage. Some people have reported an actual estimated damage of 1d3+3/level (max: 5d3+15).

Illusion

 * None

Necromancy

 * Cause fear: Enemy becomes frightened. If the target fails a will save it flees for up to 30s, otherwise it becomes shaken for 5s.
 * Chill touch: Makes a touch echo with the chill of death causing 1d6 per caster level (max 5d6) of negative damage. Chill Touch causes fear in the undead instead of damage. . Some people have reported that the damage may actually be 1d3+3 negative energy damage per level (max: 5d3+15), and that Constructs are immune.
 * Ray of enfeeblement: A coruscating ray springs towards the target, inflicting a 1d6+1, +1 per 2 caster levels, penalty to strength.

Transmutation

 * Expeditious retreat: Increases base run speed by 25%.
 * Feather fall: Allows nearby allies to be able to fall slowly, without taking any falling damage . Contrary to the PnP version, the number of allies affected does not seem to depend on the caster level
 * Jump: Gives an ally a +10 enhancement bonus to Jump skill.
 * Repair light damage: Transmutes the structure of a living construct (i.e. Warforged) ally to repair 1d8 +1 per caster level damage.
 * Tumble: Gives an ally a +10 enhancement bonus to the Tumble skill.

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: 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, and visually affects party members).
 * 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 6 seconds for every 3 caster levels.
 * Summon monster II: Summons a fiendish scorpion to aid the caster in battle for 2 minutes.
 * 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 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

 * Flaming sphere: Creates a rolling ball of fire, dealing 1d10+10 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 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 blinded.
 * Command undead: Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled permanently, 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).
 * 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.
 * 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: ✅, . ✅
 * 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)