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.
 * Niac's cold ray: Shoots a ray of ice at your foes; does 1d10 per caster level, max 5d10 (reflex save negates) cold damage to a single target ..
 * 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 hidden doors within 60 ft.

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 (1 per caster level) to be able to fall slowly, without taking any falling damage.
 * Jump: Gives an ally a +10 enhancement bonus to Jump skill. This bonus increases to +20 at 5th level and +30 at 9th level (however players will see no improvement after obtaining a jump skill of 40).
 * 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: 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 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 (reflex save negates).
 * Scorching Ray: Blasts a target for fire damage, +1 ray/four levels beyond 3rd (max 3)..

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 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.
 * 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.
 * 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 by make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect.
 * Protection from Energy: Grants immunity to damage from one kind of energy to one person. Energy types available: fire, sonic, electricity, cold, and acid.

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. Casting this spell locks out casting any other Summon Monster spell for 3 minutes.

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 you to suggest it to fight as your ally for 6 seconds per caster level.

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

 * Lesser Globe of Invulnerability: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
 * Remove curse: Removes all curses on an ally.
 * Stoneskin: Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level (maximum 150 points) it is discharged. Otherwise it lasts 1 minute/level. (Special material component)

Conjuration

 * Dimension Door: Creates a door of magical energy in a dungeon or adventure area. Any member of your party may use the door to return to the inside entrance of the area.
 * 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(not currently working correctly).
 * Summon Monster IV: Calls a fiendish large monstrous spider to fight for you. Casting this spell locks out casting any other Summon Monster spell for 4 minutes.

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: Wreaths the caster in hot or cold flames, deals a small amount of damage to melee attackers (damage type depends on flame type), and grants protection against Web.
 * 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.
 * Wall of fire: Creates a wall of flames, damaging enemies running into it: deals 2d4 fire damage to creatures within 10', 1d4 fire damage to creatures between 10' and 20', and 2d6 +1 point of fire damage per caster level (maximum +20) to any creature passing through it. Double damage is dealt to undead.
 * Force Missiles: A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d6+2 points of force damage. You gain one missile for every four caster levels..

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. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.


 * Teleport: Lets you pick from several destinations (in town only) useful to wizards and sorcerers (the marketplace, your class trainers, etc), with a 3% failure rate.

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)

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.

Illusion

 * (none)

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.

Transmutation

 * Bear 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.


 * 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. 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.