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Sorcerer / Wizard spells
Main Classes | ||||||||
---|---|---|---|---|---|---|---|---|
![]() Alchemist |
![]() Artificer |
![]() Bard |
Cleric / Favored Soul | ![]() Druid |
![]() Paladin |
![]() Ranger |
Sorcerer / Wizard | ![]() Warlock |
Archetypes | ||||||||
![]() Blightcaster |
![]() Dark Hunter |
![]() Dragon Disciple |
![]() Sacred Fist |
![]() Stormsinger |
![]() Wild Mage |
Warning: numerical effects may not coincide with DDO's exact implementation.
See here for details.
Sorcerer / Wizard Spells List[edit]
Sorcerers and Wizards cast arcane spells.
Consult the table below to know the number of Sorcerer / Wizard spells available per spell level, and per spell school.
(Note that the Wild Mage archetype has a modified spell list, as described on this page.)
Abjuration | Conjuration | Divination | Enchantment | Evocation | Illusion | Necromancy | Transmutation | Total | |
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Level 1 | 3 | 5 | 2 | 3 | 9 | 1 | 4 | 6 | 33 |
Level 2 | 1 | 5 | 1 | 3 | 6 | 3 | 7 | 9 | 35 |
Level 3 | 3 | 4 | 0 | 5 | 5 | 1 | 2 | 4 | 24 |
Level 4 | 4 | 4 | 0 | 2 | 6 | 1 | 7 | 1 | 25 |
Level 5 | 3 | 3 | 0 | 4 | 6 | 0 | 2 | 1 | 19 |
Level 6 | 2 | 2 | 1 | 3 | 2 | 1 | 5 | 12 | 28 |
Level 7 | 2 | 2 | 0 | 4 | 2 | 1 | 4 | 1 | 16 |
Level 8 | 0 | 4 | 0 | 3 | 4 | 0 | 2 | 1 | 14 |
Level 9 | 1 | 2 | 0 | 3 | 3 | 0 | 3 | 0 | 12 |
Total | 19 | 31 | 4 | 30 | 43 | 8 | 36 | 35 | 206 |
Check here if you're looking for a list of spells affected by the elemental savant prestige enhancements.
See also[edit]
Level 1[edit]
Sorcerer level 1 / Wizard level 1
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Acid Spray | Evocation | A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d6+1 acid damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half. | ![]() |
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Burning Hands | Evocation | A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d6+1 points of fire damage per caster level (maximum 5d6+5 at caster level 5). A successful Reflex save reduces the damage by half. Flammable materials burn if the flames touch them. | ![]() |
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Cause Fear | Necromancy | An enemy becomes frightened. Necrotic energy slows the target slightly (-35% run speed). A successful will save causes the target to become shaken instead and negates the slow effect. | ![]() |
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Caustic Bolt | Evocation | Fires a small orb of acid at a target, doing 1d6+2 acid damage per caster level (max 10d6+20 at caster level 10). | ![]() |
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Charm Person | Enchantment | Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. | ![]() |
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Chill Touch | Necromancy | Makes a touch echo with the chill of death causing 1d6+2 negative energy damage per caster level (Max 5d6+10 at caster level 5) and 1 point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect. Undead who fail their Will save will be feared as if panicked for 6d4 seconds. | ![]() |
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Color Spray | Illusion | Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. | ![]() |
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Detect Secret Doors | Divination | Allows you to find secret and hidden doors with a DC 5 or less. This increases by 3 for every two caster levels. | ![]() |
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Disrupt Undead | Necromancy | This ray deals 2d3+6 positive energy damage plus an additional 1d3+3 for every 2 caster levels to an enemy undead. A successful Will save reduces the damage by half. | ![]() |
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Expeditious Retreat | Transmutation | You gain +25% enhancement bonus to run speed for 1 minute per caster level. | ![]() |
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Feather Fall | Transmutation | Allows nearby allies (1 per caster level) to be able to fall slowly, without taking any falling damage. | ![]() |
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Flaming Bolt | Evocation | Fires a small orb of fire at a target, doing 1d6+2 fire damage per caster level (max 10d6+20 at caster level 10). | ![]() |
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Freezing Bolt | Evocation | Fires a small orb of frost at a target, doing 1d6+2 cold damage per caster level (max 10d6+20 at caster level 10). | ![]() |
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Grease | Conjuration | Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2d6 damage per two caster levels (no max caster level) fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful (DC 10+spell level+ability modifier+items+feats) Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away. | ![]() |
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Hypnotism | Enchantment | Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly for 6 seconds or until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentarily weakened (-3 to will) for 8 seconds (Applies Weakened - Will effect). | ![]() |
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Jump | Transmutation | Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level. This stacks with the typical competence bonus found on items. | ![]() |
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Mage Armor | Conjuration | An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 minutes plus 1 minute per caster level. | ![]() |
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Magic Missile | Evocation | A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. Unlike most spells, magic missile can pass through other monsters to reach your intended target. | ![]() |
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Master's Touch | Divination | Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons or shields, and lasts until the target rests. | ||||||||||||
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Merfolk's Blessing | Transmutation | Grants nearby allies +10 enhancement bonus in the Swim skill plus 1 for every 2 caster levels. This stacks with the typical competence bonus found on items. | ![]() |
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Niac's Cold Ray | Conjuration | A ray of freezing ice and air projects from your finger dealing 1d5+5 cold damage per caster level (Maximum damage 5d5+25 at caster level 5). This ray has double spell range. A successful Reflex save negates damage. | ![]() |
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Nightshield | Abjuration | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from Magic Missiles, Force Missiles and Chain Missiles. | ![]() |
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Obscuring Mist | Conjuration | Creates an obscuring, misty vapor around the caster, giving creatures inside the mist a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. | ![]() | |||||||||||
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Protection from Evil | Abjuration | Creates a magical barrier that wards a target from attacks by Evil creatures. It grants a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment). | ![]() |
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Ray of Enfeeblement | Necromancy | A coruscating ray springs towards the target, inflicting a 1d6 Strength penalty plus 1 additional per 2 caster levels. Maximum Strength penalty 1d6+5 at caster level 10. This spell has double range. | ![]() | |||||||||||
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Repair Light Damage | Transmutation | Transmutes the structure of a Construct ally to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 5.) | ![]() |
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Shield | Abjuration | Grants a +4 shield bonus to Armor Class, and protection from Magic Missiles, Chain Missiles and Force Missiles. | ![]() |
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Shocking Bolt | Evocation | Fires a small orb of electricity at a target, doing 1d6+2 electric damage per caster level (max 10d6+20 at caster level 10). | ![]() |
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Shocking Grasp | Evocation | Delivers a jolt of 1d6+2 electricity damage per caster level (Maximum damage 5d6+10.) to any enemy you touch. | ![]() |
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Sleep | Enchantment | Induces an area of effects magical slumber, sending creatures to sleep (which renders them helpless) until attacked. Ineffective on Elves, Undead, Constructs, Ooze or other creatures that do not sleep. A successful Will save negates this effect. Special spell DC = spell's save DC - creature's HD + your caster level. | ![]() |
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Sonic Blast | Evocation | Blasts an enemy with loud high-pitched sounds, dealing 1d6+1 sonic damage per caster level. (Maximum sonic damage 8d6+8.) The target must make a successful Will save to avoid being dazed for 2 seconds, or until they take damage. This spell has double range. | ![]() |
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Summon Monster | Conjuration | Summons 1 monster from 3 choices: Celestial Dog, Brown Rat, Small Brown Spider, to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() | |||||||||||
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Tumble | Transmutation | Grants an ally a +10 enhancement bonus to the Skill Tumble. Also Enables tumbling without skill points allocated to it. | ![]() |
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Level 2[edit]
Sorcerer level 4 / Wizard level 3
Name | School | Description | S.C. | Metamagics | |||||||||||
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Bear's Endurance | Transmutation | An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level. | ![]() |
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Blindness | Necromancy | The power of unlife renders an enemy blinded for 30 seconds per caster level. A successful Fortitude save negates this effect. | ![]() |
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Blur | Illusion | The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). | ![]() |
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Bull's Strength | Transmutation | An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level. | ![]() |
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Cat's Grace | Transmutation | An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level. | ![]() |
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Command Undead | Necromancy | Control is granted over the enemy Undead, forcing it to fight for you. Mindless Undead are controlled for 1 to 4 minutes. Other Undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds. | ![]() |
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Daze Monster | Enchantment | Dazes an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Targets of this spell have their will weakened against future mental attacks for 16 seconds even if they success against the Will save (applies Vulnerable - Will effect). | ![]() |
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Eagle's Splendor | Transmutation | An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level. | ![]() |
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Electric Loop | Evocation | An electrical discharge strikes a primary target for 1d3+3 electrical damage per two caster levels (max 5d3+15 at caster level 10). It then may leap erratically about to other nearby targets, hitting each of them with a similar shock. A successful Reflex save reduces the damage to 1d2+1 per 2 caster levels. On a failed Reflex save, the target must make a successful Will save to avoid being Dazed for 1d6+6 seconds or until they take damage. | ![]() |
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False Life | Necromancy | Harnesses the power of unlife granting to the caster 10 plus 1 per caster level temporary hit points. Maximum caster level 10, for a total of 20. | ![]() |
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Flaming Sphere | Evocation | Creates a rolling ball of fire, dealing 2d6 fire damage. A Reflex save negates the damage. | ![]() |
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Fog Cloud | Conjuration | A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance due to creatures enhancement bonus to concealment). | ![]() |
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Fox's Cunning | Transmutation | An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level. | ![]() |
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Ghoul Touch | Necromancy | 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 and targets get a new save to break free every 6 seconds. Humanoids include player Races except for Warforged, Kobolds, Goblinoids, Bugbears, Troglodytes, and more. See the Humanoid page for a full list. | ![]() |
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Glitterdust | Conjuration | A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible or stealthy creatures (-40 to Hide checks to any creature covered by the dust, and visually affects party members). A successful will save negates blinded. | ![]() |
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Gust of Wind | Evocation | This spell creates a severe blast of air that originates from you, and passes through all enemies in its path. Small or tiny enemies must make a STR or DEX check (whichever is higher) against a DC equal to 12 + your casting Ability's modifier or be knocked prone for 6 seconds. Medium enemies are slowed (-25% movement, -30% attack) by the winds for 10 seconds on a failed save. Large or larger enemies are unaffected. This spell clears away all lingering effects in its path (even friendly/useful ones), such as Cloudkill, Otto's Sphere of Dancing and Wall of Fire. | ![]() | |||||||||||
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Hypnotic Pattern | Illusion | A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful will save negates this effect. Creatures exposed to this effect will have their will save momentarily weakened by 3 for 8 seconds (applies Weakened - Will effect). | ![]() |
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Invisibility | Illusion | An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target or interacts with objects, the effect is removed. | ![]() |
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Knock | Transmutation | Unlocks locked doors and chests as if a Rogue with an Open Lock skill of caster level+casting ability modifier (Intelligence for Wizards, and Charisma for Sorcerers) was attempting to pick the lock. | ![]() | |||||||||||
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Lesser Death Aura | Necromancy | Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative damage every 3 seconds as long as they remain within it. | ![]() |
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Melf's Acid Arrow | Conjuration | Deals 1d6 acid damage per caster level (max 18d6 at caster level 18) to a target with a magical arrow of acid, and the damage ticks twice again over 6 seconds (3 times in total). The arrow has double spell range. | ![]() |
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Ooze Puppet | Transmutation | Telekinetically controls the actions of an enemy Ooze, forcing it to change sides for 1 minute plus 6 seconds per caster level (No maximum). The ooze tries Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split. This spell is incredibly useful in Enter the Kobold and other areas with abundant amounts of living spells, like The Subterrane - Central. (It is also useful as a situation Charm spell for casters that don't have very good Enchantment DCs, as Oozes typically have terrible saves.) | ![]() |
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Otto's Resistible Dance | Enchantment | At your touch, the enemy feels an undeniable urge to dance, that prevents it from doing anything else. A successful Will save negates this effect. | ![]() |
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Owl's Wisdom | Transmutation | An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level. | ![]() |
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Repair Moderate Damage | Transmutation | Transmutes the structure of a living Construct ally to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 10.) | ![]() |
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Resist Energy | Abjuration | Gives an ally an Enhancement bonus against an elemental damage type (acid, cold, electricity, fire, or sonic), reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11. | ![]() |
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Scare | Necromancy | This spell functions as Cause Fear on multiple targets. Affected enemies become frightened. A successful will save causes the target to become shaken instead. Targets subject to the full fear effect will be slowed slightly by necrotic energy. | ![]() |
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Scorch | Evocation | A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (maximum 10d6+20 at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. | ![]() |
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Scorching Ray | Evocation | Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. The number of rays increases to two at caster level 7, then to a maximum of three at caster level 11. | ![]() |
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See Invisibility | Divination | You can see any objects or creatures that are Invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, Invisible, and ethereal creatures. | ![]() |
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Snowball Swarm | Evocation | A flurry of magical snowballs erupt near your target, dealing 1d6+2 cold damage per caster level. Maximum damage 10d6+20 at caster level 10. A successful Reflex save reduces the damage by half. | ![]() |
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Spawn Screen | Necromancy | Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection. | ![]() |
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Summon Monster II | Conjuration | Summons 1 monster from 3 choices: a Black Widow, a Fiendish Bat, or a Fiendish Monstrous Scorpion to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() | |||||||||||
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Touch of Idiocy | Enchantment | Reduces an enemy's mental faculties, giving a 1d6 penalty to Intelligence, Wisdom and Charisma scores. Also briefly renders your target vulnerable to future mental attacks (Will -5) for 15 seconds. Target's Abilities scores may not be reduced to less than 1. | ![]() |
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Web | Conjuration | Creates a many-layered mass of strong, sticky strands that entangle targets within and those who enter them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. | ![]() |
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Level 3[edit]
Sorcerer level 6 / Wizard level 5
Name | School | Description | S.C. | Metamagics | |||||||||||
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Acid Blast | Conjuration | Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level. Maximum damage 10d6+30 at caster level 10. | ![]() |
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Chain Missiles | Evocation | A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles. After striking your target, the missiles explode outwards, striking other creatures near the primary target. | ![]() |
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Deep Slumber | Enchantment | This area of effect spell functions like Sleep (spell), inducing a magical slumber, sending a group of enemies to sleep (which renders them helpless) until damaged or for a duration of 20 seconds + 2 per caster level (no maximum). Ineffective on Undead, Constructs, Elves and other creatures immune to sleep. A successful will save negates this effect. Also allows a recurring will save to negate the effect every 12 seconds. | ![]() |
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Dispel Magic | Abjuration | Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. This check is made per spell, for every ongoing spell on a target. | ![]() |
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Displacement | Illusion | Your appearance becomes extremely blurred, giving enemies a 50% concealment miss chance when attacking. | ![]() |
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Fireball | Evocation | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+3 points of fire damage per caster level up to a maximum damage of 10d6+30 at caster level 10 to all targets around it. | ![]() |
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Flame Arrow | Evocation | Creates 500 flaming missiles within the caster's inventory, each one dealing an extra 1d6 fire damage on a successful hit. | ![]() |
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Frost Lance | Evocation | Blasts a target with a lance of freezing energy, dealing 4d5+20 cold damage on impact. The number of lances increases to two at caster level 7, then to to a maximum of three at caster level 11. A successful Fortitude save reduces the damage by half. Each lance requires it's own individual save. | ![]() |
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Halt Undead | Necromancy | This spell renders as many as three Undead creatures immobile. A non-intelligent Undead creature gets no saving throw, and an intelligent Undead creature can attempt a Will save to negate the effects. If the spell is successful, it renders the Undead creature immobile and helpless for the duration of the spell. Intelligent Undead also break free upon taking any damage, non-intelligent undead do not. | ![]() |
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Haste | Transmutation | Creatures in the area are quickened and gain a 32% enhancement bonus to run speed, and a 15% enhancement bonus to attack speed. In addition, the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to reflex saving throws, and +1% Dodge. Dispels and counters Slow. | ![]() |
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Heroism | Enchantment | This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saving throws, and skill checks. | ![]() |
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Hold Person | Enchantment | The enemy humanoid becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates this effect. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include Kobolds, Goblinoids, player races except for Warforged, and more creatures. Attacks against a held opponent no longer result in automatic critical hits but rather follow the rules of helpless opponents. | ![]() |
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Lightning Bolt | Evocation | You release a powerful bolt of electrical energy that deals 1d6+3 points of electricity damage per caster level (Maximum damage 10d6+30.) to each target in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can happen once or twice. This spell is a bolt and has double range. | ![]() |
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Magic Circle Against Evil | Abjuration | Casts Protection from Evil on multiple targets, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. The target is also warded from magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment). | ![]() |
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Protection from Energy | Abjuration | Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed. | ![]() |
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Rage | Enchantment | Each affected creature in the area of effect gains a +2 morale bonus to Strength and to Constitution, a +1 morale bonus on Will saves, and a -2 penalty to Armor Class. This is a standard aoe spell. | ![]() |
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Ray of Exhaustion | Necromancy | A black ray projects from your pointing finger. The target is immediately exhausted for the spell’s duration. Exhausted creatures take a -6 penalty on Strength and Dexterity, and suffer a -25% penalty to movement speed. A successful Fortitude save means the creature is only fatigued. Duration of the Ray is 60 seconds base+6 seconds per caster level. |
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Repair Serious Damage | Transmutation | Transmutes the structure of a living Construct ally to repair 3d6+6 Hit Points plus 1 per caster level. Maximum caster level 15. | ![]() |
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Sleet Storm | Conjuration | Driving sleet blocks all sight (attackers are blinded, even those with darkvision) within it and causes the ground in the area to be icy, slowing targets within it by 50%. Also creates a slippery icy surface, which creatures within (including allies) must succeed on a DC 10 Reflex check or be knocked prone for 6 seconds. It also prevents creatures from tumbling or jumping while within it. | ![]() |
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Slow | Transmutation | Creatures in the affected area of effect are slowed. Slowed creatures get 25% penalty to movement speed, a 30% penalty to attack speed, a -10 penalty to Jump skill, a -1 penalty to Attack rolls, Armor Class, and Reflex saves. A successful will save negates this effect. | ![]() |
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Stinking Cloud | Conjuration | Stinking Cloud creates a bank of fog like that created by Fog Cloud, except that the vapors are nauseating. Living creatures in the cloud become Nauseated. A successful Fortitude save negates the Nauseated condition. This condition lasts as long as the creature remain in the cloud, and offers a recurring save every 6 seconds to negate the effects. Nauseated creatures experience stomach distress. They are unable to attack, cast spells or do anything else requiring attention. The only thing a Nauseated creature may do is move about or block. The cloud also obscures sight, giving all creatures in the fog concealment. Attackers have 20% miss chance. This occurs regardless of if the creature makes it's fortitude saving throw. |
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Suggestion | Enchantment | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30+2 seconds per caster level. A successful will save negates this effect. | ![]() |
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Summon Monster III | Conjuration | Summons 1 Monster from 3 choices: Summoned Hellhound, Winter Wolf, Air Mephit to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() | |||||||||||
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Water Breathing | Transmutation | Grants the ability to breathe water to you and your allies. | ![]() |
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Level 4[edit]
Sorcerer level 8 / Wizard level 7
Name | School | Description | S.C. | Metamagics | |||||||||||
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Acid Rain | Conjuration | You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1d4 per caster level (max 15d4 at caster level 15) in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain they will take damage with no saving throw. | ![]() |
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Bestow Curse | Necromancy | The target is cursed, inflicting a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect. | ![]() |
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Burning Blood | Necromancy | You taint a living creature's blood with a hot, corrosive infusion, dealing both 2d4 points of acid damage + 1 per 2 caster levels and 2d4 points of fire damage + 1 per 2 caster levels every 2 seconds for a duration of 10 seconds. | ![]() |
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Charm Monster | Enchantment | This spell functions like Charm Person, except that the effect is not restricted by creature type. Monsters that fail its Will save are charmed and get additional saves every 3d6+12 seconds. A successful Will save negates this effect. | ![]() |
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Contagion | Necromancy | Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves. The choices are: Blinding Sickness![]() ![]() ![]() |
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Crushing Despair | Enchantment | An invisible sphere of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls. A successful Will save negates this effect. In addition all targets within the area of effect suffer a will save penalty for 16 seconds regardless of whether a target makes their saving throw (applies Vulnerable - Will effect). Crushing Despair counters and dispels Good Hope. | ![]() |
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Death Aura | Necromancy | Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2d4 damage plus 1 per 2 caster levels (to a maximum of +10 at level 20) every 3 seconds as long as they remain within it. Friendly Undead are instead healed by the aura, and don't trigger spell resistance. This aura can affect up to one creature per caster level. | ![]() |
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Dimension Door | Conjuration | Dimension door (also known as DDoor or simply DD) creates a white, translucent door in a dungeon or wilderness. Players can click it to return to the location where they actually entered the dungeon or wilderness. | ![]() | |||||||||||
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Enervation | Necromancy | You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. The subject hit suffers 1d4 negative levels. | ![]() |
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Fear | Necromancy | An area of effect of terror in the shape of a cone causes each living enemy in an area to become panicked. A successful will save causes enemies to become shaken. Creatures that fail their save are also slowed 35% by necrotic energy. | ![]() |
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Fire Shield | Evocation | Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you. | ![]() |
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Fire Trap | Abjuration | Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d6+4 fire damage per caster level (max 20d6+60 at caster level 20). A successful Reflex save reduces the damage by half. The trap lasts 60 seconds, or until triggered. | ![]() |
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Force Missiles | Evocation | A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d3+8 points of force damage. You fire one additional missile for every four caster levels, up to a maximum of four missiles at caster level 12. | ![]() |
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Ice Storm | Evocation | Great magical hailstones pound down creating a persistent area of effect, slowing enemies movement speed by -50% and deals 1d6 cold damage + 1 per level, (maximum 1d6+10 at caster level 10), with an additional 2d6 of bludgeoning damage. Deals damage every 2 seconds, for a total of 30 seconds. 15 total tics as there is no initial tic. | ![]() |
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Lesser Globe of Invulnerability | Abjuration | 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. | ![]() |
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Negative Energy Burst | Necromancy | Negative energy expands from the caster, doing 1d6+4 negative energy damage per caster level (Maximum damage 10d6+40 at CL:10) to all living enemies and friendly undead caught in the blast. A successful fortitude save reduces the damage by half. Undead are instead healed by the attack. Undead don't make the fortitude save for half healing. | ![]() |
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Phantasmal Killer | Illusion | You create a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies can make a Will save to disbelieve the spell and suffer no ill effects. If that save fails, they then must make a Fortitude save or die from fear. A successful Fortitude save still results in 1d3+1 points of bane damage per caster level. | ![]() |
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Remove Curse | Abjuration | Removes all curses on caster or on an ally. | ![]() |
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Repair Critical Damage | Transmutation | Transmutes the structure of a living Construct ally to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 20.) | ![]() |
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Shout | Evocation | Emits an ear-splitting yell that does 1d6+3 sonic damage per caster level to a max of 15d6+45 at level 15 to all targets in its path. A successful Fortitude save halves the damage. | ![]() |
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Solid Fog | Conjuration | A bank of fog slows movement by 40% and obscures sight (20% concealment miss chance to all creatures within it.), inflicting a -2 penalty on all attack and damage rolls. The spell also has a secondary effect called "Trapped in Fog" which causes enemies within the fog to suffer a -5 penalty to their reflex save. | ![]() |
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Stoneskin | Abjuration | The warded creature gains resistance to physical damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise it lasts 1 minute per caster level. | ![]() |
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Summon Monster IV | Conjuration | Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Ice Mephit, Lantern Archon, to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() | |||||||||||
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Symbol of Flame | Evocation | You scribe a potent rune of power in the air, and it's activated by an enemy who comes into range of it dealing 5d3+15 fire damage to that target. A successful Reflex save reduces damage by half. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | ![]() |
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Wall of Fire | Evocation | This wall deals 2d6 points of fire damage plus 1 point of fire damage per caster level (Maximum caster level 15.) to targets within the wall, and does 2d6 additional fire damage against Undead creatures. | ![]() |
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Level 5[edit]
Sorcerer level 10 / Wizard level 9
Name | School | Description | S.C. | Metamagics | |||||||||||
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Ball Lightning | Evocation | Fills an area with deadly energy that deals 1d6+5 electrical damage per caster level. (Maximum damage 15d6+75.) A successful Reflex save reduces the damage by half. | ![]() |
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Break Enchantment | Abjuration | This spell frees victims from harmful enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. | ![]() |
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Cloudkill | Conjuration | A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud while inflicting on stronger targets 1d4 Constitution damage and 2d6 acid damage plus an additional 1 acid damage for every caster level (no max caster level). Successful Fortitude save reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell. | ![]() |
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Cone of Cold | Evocation | Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a large cone. It drains heat, dealing 1d6+5 points of cold damage per caster level. Maximum damage 15d6+75 at caster level 15. A successful Reflex save reduces the damage by half. | ![]() |
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Cyclonic Blast | Evocation | You send a twisting torrent of wind toward your enemies that deals 1d3+3 bane damage per caster level (Max 20d3+60) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or Dexterity check to negate being knocked prone for 6 seconds. The spell also clears away all lingering effects in its path (including friendly effects), such as clouds, Wall of Fire, and Otto's Dancing Sphere. | ![]() |
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Dismissal | Abjuration | This spell forces an extraplanar creature back to its proper plane if it fails a special Will save. (DC = spell’s save DC - creature’s Hit Die + your caster level.) Even on a successful save, the target still suffers 1d6+10 untyped damage per caster level. | ![]() |
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Dominate Person | Enchantment | Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm Person, except the creature will have blue graphic above it's head, and will follow you throughout the dungeon. This spell allows a recurring Will saves every 15 to 30 seconds to break free. | ![]() |
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Eladar's Electric Surge | Evocation | The target's body is wracked with powerful electric shocks, dealing 1d6 electric damage + 1 per caster level every 2 seconds for a duration of 16 seconds. Up to a maximum of 1d6 + 20 at caster level 20. This spell can stack on the target up to 3 times, increasing the damage with each stack. | ![]() |
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Feeblemind | Enchantment | This spell sets the Intelligence and Charisma of the victim to 1. A successful Will save negates this effect. It is useful to disable a spell caster. The override defeats enhancement bonuses. (So Fox's Cunning cannot temporarily bring the victim up to 5.) | ![]() |
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Hold Monster | Enchantment | This spell functions like Hold Person affecting any living creature that fails its Will save. The enemy is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | ![]() |
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Mind Fog | Enchantment | Mind Fog produces a bank of mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Will saves. A successful Will save negates this effect. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog. | ![]() |
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Niac's Biting Cold | Evocation | A deep and chilling cold settles into the target's body, dealing 1d6 cold damage + 1 per caster level every 2 seconds for a duration of 16 seconds. Up to a maximum of 1d6 + 20 at caster level 20. This spell can stack on the target up to 3 times, increasing the damage with each stack. | ![]() |
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Prismatic Ray | Evocation | A shining ray of multicolored light blinds creatures with 6 Hit Die or less for 4 to 16 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. | ![]() |
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Protection from Elements | Abjuration | Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic. | ![]() |
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Repair Light Damage, Mass | Transmutation | Transmutes the structure of living Construct allies to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 25.) | ![]() |
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Summon Monster V | Conjuration | Summons 1 Monster from 3 choices: Bearded Devil, Medium Earth Elemental, Umbral Worg to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() | |||||||||||
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Symbol of Pain | Necromancy | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, ability checks, skill checks, and saving throws for a duration of 30 seconds plus 12 seconds per caster level (No maximum). Each enemy can make a Fortitude save to negate the effect each time they pass through the symbol. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. |
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Teleport | Conjuration | Lets you pick from several destinations (Most public areas in Stormreach, plus The Portable Hole, an area only accessible with Teleportation spells), and instantly transports you there with a 3% failure rate. | ![]() | |||||||||||
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Waves of Fatigue | Necromancy | Waves of negative energy render all living creatures in the spell’s area fatigued. A fatigued creature takes a -2 penalty to Strength and Dexterity, and suffers a -10% penalty to movement speed. | ![]() |
Level 6[edit]
Sorcerer level 12 / Wizard level 11
Name | School | Description | S.C. | Metamagics | |||||||||||
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Acid Fog | Conjuration | A billowing mass of misty vapors slows movement (-40%), obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2d6 acid damage every 2 seconds to targets within the cloud. Enemies within this cloud also suffer a -4 penalty to their armor class. | ![]() |
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Bear's Endurance, Mass | Transmutation | Casts Bear's Endurance on multiple targets, giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level. | ![]() |
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Bull's Strength, Mass | Transmutation | Casts Bull's Strength on multiple targets, giving a +4 enhancement bonus to Strength to each of them. | ![]() |
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Cat's Grace, Mass | Transmutation | Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each target for 1 minute per caster level. | ![]() |
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Chain Lightning | Evocation | An electrical discharge strikes a primary target for 1d6+6 electrical damage per caster level, up to a maximum of 20d6+120 at caster level 20. It then arcs to up to 5 other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half. | ![]() |
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Circle of Death | Necromancy | Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitude save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who succeed on the fortitude save still suffer 1d4 negative levels. | ![]() |
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Create Undead | Necromancy | This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator. They are subject to the same restrictions as summons conjured by summoning spells. | ![]() |
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Disintegrate | Transmutation | A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d3+6 points of untyped damage per caster level up to to a maximum of 40d3+120 at caster level 20. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A successful fortitude save reduces this damage to 5d3+15. | ![]() |
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Eagle's Splendor, Mass | Transmutation | Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each target for 1 minute per caster level. | ![]() |
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Flesh to Stone | Transmutation | Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine), but are Helpless and receive 50% more damage because of it. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds. | ![]() |
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Fox's Cunning, Mass | Transmutation | Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each target for 1 minute per caster level. | ![]() |
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Globe of Invulnerability | Abjuration | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 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. | ![]() |
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Greater Dispel Magic | Abjuration | Removes ongoing spell effects that are on a target. You must make a caster level check of 1d20 + your caster level (max caster level 20) versus 11 + spell's caster level to remove an effect. If cast on a spell ward trap, this spell will reduce the trap's level by 10d3 levels. If the level of the trap is reduced to 0, the trap is disabled. This spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | ![]() |
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Greater Heroism | Enchantment | This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear. | ![]() |
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Mass Suggestion | Enchantment | Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level (no maximum). A successful Will save negates this effect. | ![]() |
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Necrotic Ray | Necromancy | Blast a living enemy with 1d6+12 negative energy damage per caster level up to 25d6+300 at caster level 25. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it 1 negative level. | ![]() |
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Otiluke's Freezing Sphere | Evocation | A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d6+6 cold damage per caster level (max 20d6+120 at caster level 20) to targets in the area. A successful Reflex save reduces the damage by half. | ![]() |
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Owl's Wisdom, Mass | Transmutation | Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level. | ![]() |
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Reconstruct | Transmutation | Greatly repairs an ally Construct, restoring 10 Hit Points per caster level (max 15d10 at caster level 15), while simultaneously granting it a +15% Enhancement bonus to melee and ranged attack speed for a short time (30 seconds). | ![]() |
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Repair Moderate Damage, Mass | Transmutation | Transmutes the structure of living Construct allies to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 30.) | ![]() |
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Shadow Walk | Illusion | Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal (40% enhancement bonus to run speed), your outline appears faint, and you are harder to hit (50% Concealment). Attacking another creature, or otherwise interacting with objects, shunts you back to the Material Plane. | ![]() |
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Stone to Flesh | Transmutation | Restores a petrified creature, such as one affected by the Flesh to Stone spell to its normal state. | ![]() |
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Summon Monster VI | Conjuration | Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. | ![]() | |||||||||||
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Symbol of Fear | Necromancy | You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition panicked to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise. | ![]() |
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Symbol of Persuasion | Enchantment | You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise. | ![]() |
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Tenser's Transformation | Transmutation | Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells. | ![]() |
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True Seeing | Divination | You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a Search DC of 30 or less, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally. | ![]() |
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Undeath to Death | Necromancy | Destroys undead creatures in an area of effect. This spell affects 1 undead and an additional undead target for every 4 caster levels after the first (for a maximum of 4 undead at caster level 13). A successful Will save negates this effect. | ![]() |
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Level 7[edit]
Sorcerer level 14 / Wizard level 13
Name | School | Description | S.C. | Metamagics | |||||||||||
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Banishment | Abjuration | Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Die + caster level.) In addition banishment deals 1d3+3 untyped damage per caster level to all targets on a successful will save. | ![]() |
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Control Undead | Necromancy | Control is granted over the enemy undead, forcing it to fight for you. A successful will save negates this effect. Controlled undead get an additional will save every 2 minutes. | ![]() |
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Delayed Blast Fireball | Evocation | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+7 points of fire damage per caster level up to a maximum damage of 20d6+140 at caster level 20 to all targets around it. | ![]() |
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Finger of Death | Necromancy | You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 2d3+6 negative energy damage per caster level (max 50d3+150 at caster level 25). | ![]() |
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Greater Teleport | Conjuration | Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations. This spell has self and group option for each location. | ![]() | |||||||||||
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Hold Person, Mass | Enchantment | Casts Hold Person on multiple targets. Affected enemies that fail his will save become held and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new will save every 3 seconds. | ![]() |
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Invisibility, Mass | Illusion | Casts Invisibility on multiple allied creatures, rendering the creatures Invisible for 1 minute per caster level. This spell simply considers the creatures are hidden with a Hide score of 20, but it isn't a bonus to Hide. Attacking a target, or using an object (Door, lever, etc.) removes this condition. | ![]() |
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Otto's Sphere of Dancing | Enchantment | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. | ![]() |
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Power Word: Blind | Enchantment | A single word of power is uttered, causing your target to become Blinded. Creatures are Blinded for at least 6+6d4 seconds, and players are Blinded for at least 4+1d6 seconds. Creatures with more than 100,000 Hit Points are unaffected by Power Word: Blind. | ![]() |
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Prismatic Spray | Evocation | A shining blast of multicolored light blinds creatures with 6 Hit Die or less for 4 to 16 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7. | ![]() |
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Protection from Elements, Mass | Abjuration | Casts Protection from Elements on multiple targets, granting targets temporary immunity to all forms of energy for 1 minute per caster level, or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. | ![]() |
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Repair Serious Damage, Mass | Transmutation | Transmutes the structure of Construct allies to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 35.) | ![]() |
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Summon Monster VII | Conjuration | Summons 1 Monster from 3 choices: Djinn, Efreet, Huge Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() | |||||||||||
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Symbol of Stunning | Enchantment | You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Dazed (effect may be called stunned, but unlike a real stun this effect does not make the targets helpless) for 6d6 seconds. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | ![]() |
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Symbol of Weakness | Necromancy | You create a greenish symbol of power in the air, and it's activated by an enemy who comes into range of it, weakening all nearby enemies by inflicting a 3d6 penalty to Strength. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. | ![]() |
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Waves of Exhaustion | Necromancy | Waves of negative energy cause all living creatures to become Exhausted. Exhausted creatures take a -25% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble. | ![]() |
Level 8[edit]
Sorcerer level 16 / Wizard level 15
Name | School | Description | S.C. | Metamagics | |||||||||||
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Arcane Tempest | Evocation | You create a storm of arcane energy that rains shards of force energy upon your foes. Any creatures caught within the storm take 1d6+6 force damage per caster level (max 15d6+90) every 2 seconds for a duration of 8 seconds. Targets first entering the storm may take a reflex save for half, but remaining in the storm they take damage with no saving throw. | ![]() |
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Black Dragon Bolt | Conjuration | A powerful green bolt of corrosive acid springs from your hand. The bolt deals 1d10 acid damage per caster level, (Maximum 25d10 at caster level 25). Applies damage and ticks three times again over 8 seconds. | ![]() |
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Greater Shout | Evocation | Emits an ear-splitting yell that deafens and deals 1d6+3 sonic damage per caster level (max 20d6+60 at caster level 20) and stuns the targets in its path for 6 seconds. A successful Fortitude save halves the damage and negates the stun effect. | ![]() |
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Horrid Wilting | Necromancy | This spell evaporates moisture from the body of each subject living creature, dealing 1d3+3 points of damage per caster level. (Maximum damage 20d3+60.) This spell is especially devastating to water type outsiders like Water Elementals, and to Plants which instead take 1d4+4 points of damage per caster level. (Maximum damage 20d4+80.) | ![]() |
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Incendiary Cloud | Conjuration | Creates a cloud of roiling smoke shot through with white-hot embers, obscuring sight and dealing 2d4 fire damage + 1 per caster level every 2 seconds (no initial tick, max 2d4+25 at caster level 25). Creatures entering the cloud save vs reflex or become blind for 4d6 seconds. | ![]() |
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Mass Charm Monster | Enchantment | A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect. | ![]() |
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Otto's Irresistible Dance | Enchantment | The Foe feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the Foe to do anything other than caper and prance in place. It lasts for 5d3+12 seconds (17 to 27 seconds). | ![]() |
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Polar Ray | Evocation | A blue-white ray of freezing air and ice springs from your hand. The ray deals 1d6+8 points of cold damage per caster level (max 25d6+200 at caster level 25). | ![]() |
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Power Word: Stun | Enchantment | A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 12 to 24 seconds, creatures with 151 to 300 HP are stunned for 10 to 16 seconds, and creatures with 301 HP or more are stunned for 8 seconds. | ![]() |
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Repair Critical Damage, Mass | Transmutation | Transmutes the structure of living Construct allies to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 40.) | ![]() |
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Summon Monster VIII | Conjuration | Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() | |||||||||||
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Sunburst | Evocation | Sunburst causes a globe of searing radiance to explode silently from a point you select dealing to all creatures 1d6+4 points of light damage per caster level (Maximum caster level 25) in addition to blinding them. Oozes and Undead take double damage. A successful Reflex save reduces the damage by half and negates the condition Blinded. Light-fearing Undead![]() |
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Symbol of Death | Necromancy | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level. | ![]() |
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Trap the Soul | Conjuration | Forces a creature's life force and its material body into a gem on a failed Will save. | ![]() |
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Level 9[edit]
Sorcerer level 18 / Wizard level 17
Name | School | Description | S.C. | Metamagics | |||||||||||
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Acid Well | Conjuration | Acid bursts forth from the ground in an area of effect. This area Conjuration spell does 1d6+18 damage per Caster Level (max 20d6+360). A successful fortitude save reduces damage by half. | ![]() |
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Dominate Monster | Enchantment | Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon. | ![]() |
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Energy Drain | Necromancy | A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks. Also inflicts a -1 penalty to effective level (affects things like spells and abilities which rely on caster level or character level). Negative levels stack. | ![]() | |||||||||||
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Hold Monster, Mass | Enchantment | As Hold Monster, but for multiple targets. Enemies that fail its Will save become held in place and are thus considered helpless for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | ![]() |
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Iceberg | Evocation | Drops a gigantic shard of glacial ice on your target, which deals 1d6+28 Cold damage for every caster level (max 20d6+560 at caster level 20). A successful reflex save reduces damage by half. | ![]() |
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Meteor Swarm | Evocation | Causes four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 1d3+1 fire damage per caster level (a successful Reflex save reduces the fire damage by half) and 1d2+1 bludgeoning damage per caster level (no save) to targets in the area. This spell has double range. Max. caster level 20. | ![]() |
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Mordenkainen's Disjunction | Abjuration | A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled for 2 minutes. If cast on a Spell Ward trap, this spell will reduce the trap by 50 levels. If the level of the trap is reduced to 0, the trap is disabled. |
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Power Word: Kill | Enchantment | You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. | ![]() |
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Rend the Soul | Necromancy | Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 1d6+4 damage every 2 seconds for 10 seconds (max 20d6+80 at caster level 20). A successful fortitude save reduces damage by half. | ![]() |
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Summon Monster IX | Conjuration | Summons one Monster from three choices (Eladrin Ghaele, Elder Fire Elemental, or Hezrou) to fight for you for 10 minutes. You can only have one summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane. | ![]() | |||||||||||
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Thunderstroke | Evocation | Calls forth a tremendous bolt of lightning and thunder, which strikes your chosen target for 1d6+28 Electricity damage for every caster level (max 20d6+560 at caster level 20). A successful reflex save reduces damage by half. | ![]() |
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Wail of the Banshee | Necromancy | You emit a terrible scream, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active. | ![]() |
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