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: Makes a 10-ft. square slippery, requiring a DC 10 balance check. (Affects party members)
 * 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: Reveals hidden doors within 60 ft.
 * Enchantment
 * Charm Person: Makes one person your friend.
 * Hypnotism: Fascinates 2d4 HD of creatures.
 * Sleep: Puts 4 HD of creatures into magical slumber.
 * Evocation
 * Burning Hands: A 15-ft cone dealing 1d4/level fire damage (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). Specifics on damage are estimated, however this is generally accepted to be the second most damaging first level spell, notable in that it damages all manner of creatures.
 * Illusion
 * (none)
 * Necromancy
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Chill Touch: The most damaging spell to living creatures in the first level range. Estimates are that it does around 1d6+2d6 damage per caster level to living creatures, and has a chance to inflict 1 point of strength 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: Your speed increases by 30 ft.
 * 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.
 * Ench
 * Daze Monster: Living creature of 6 HD or less loses next action.
 * Otto's Resistible Dance: Forces subject to dance, making it impossible to do 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: 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)