Wizard Spells

0-Level Wizard Spells (Cantrips)

Abjur

Conj

  • Acid Splash: Orb deals 1d3 acid damage.
  • Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

Div

Ench

  • Daze: Humanoid creature of 4 HD or less loses next action.

Evoc

  • Dancing Lights: Creates torches or other lights.
  • Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
  • Flare: Dazzles one creature (-1 on attack rolls).
  • Light: Object shines like a torch.
  • Ray of Frost: Ray deals 1d3 cold damage.
  • Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.

Illus

Necro

Trans

Univ

1st-Level Wizard Spells

Abjur

  • Alarm: Wards an area for 2 hours/level.
  • Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
  • Dispel Ward: As dispel magic, but affects only wards.
  • Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Hold Portal: Holds door shut.
  • Ironguts: Subject gains +5 bonus on saving throws against poison.
  • Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
  • Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
  • Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Conj

Div

Ench

  • Charm Person: Makes one person your friend.
  • Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
  • Distract Assailant: One creature is flat-footed for 1 round.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Incite: Subjects can’t ready actions or delay.
  • Inhibit: Subject delays until next round.
  • Rouse: Awakens creatures in area.
  • Shock and Awe: Flat-footed creatures get –10 on initiative.
  • Sleep: Puts 4 HD of creatures into magical slumber.
  • Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).

Evoc

Illus

Necro

  • Backbiter: Weapon strikes wielder.
  • Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
  • Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.

Trans

Univ

  • Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.

2nd-Level Wizard Spells

Abjur

Conj

  • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
  • Fog Cloud: Fog obscures vision.
  • Glitterdust: Blinds creatures, outlines invisible creatures.
  • Summon Monster II: Calls extraplanar creature to fight for you.
  • Summon Swarm: Summons swarm of bats, rats, or spiders.
  • Web: Fills 20-ft.-radius spread with sticky spiderwebs.

Div

Ench

Evoc

  • Continual Flame M: Makes a permanent, heatless torch.
  • Darkness: 20-ft. radius of supernatural shadow.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
  • Shatter: Sonic vibration damages objects or crystalline creatures.

Illus

  • Blur: Attacks miss subject 20% of the time.
  • Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
  • Magic Mouth M: Speaks once when triggered.
  • Minor Image: As silent image, plus some sound.
  • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
  • Misdirection: Misleads divinations for one creature or object.
  • Phantom Trap M: Makes item seem trapped.
  • Shadow Mask: Hides features and offers protection
  • Shadow Spray: targets suffer 2 Str dmg, dazed for 1 round, -2 against fear effects.

Necro

  • Blindness/Deafness: Makes subject blinded or deafened.
  • Command Undead: Undead creature obeys your commands.
  • False Life: Gain 1d10 temporary hp +1/level (max +10).
  • Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
  • Scare: Panics creatures of less than 6 HD.
  • Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Trans

3rd-Level Wizard Spells

Abjur

Conj

Div

Ench

  • 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.

Evoc

  • Daylight: 60-ft. radius of bright light.
  • Fireball: 1d6 damage per level, 20-ft. radius.
  • Lightning Bolt: Electricity deals 1d6/level damage.
  • Tiny Hut: Creates shelter for ten creatures.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.

Illus

Necro

Trans

  • Blink: You randomly vanish and reappear for 1 round/level.
  • Flame Arrow: Arrows deal +1d6 fire damage.
  • Fly: Subject flies at speed of 60 ft.
  • Gaseous Form: Subject becomes insubstantial and can fly slowly.
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Keen Edge: Doubles normal weapon’s threat range.
  • Magic Weapon, Greater: +1/four levels (max +5).
  • Repair Serious Damage: “Cures” 3d8+1/level damage (maximum +15) to a construct.
  • Secret Page: Changes one page to hide its real content.
  • Shrink Item: Object shrinks to one-sixteenth size.
  • Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
  • Water Breathing: Subjects can breathe underwater.

4th-Level Wizard Spells

Abjur

Conj

Div

Ench

Evoc

  • Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • Resilient Sphere: Force globe protects but traps one subject.
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
  • Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  • Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

Illus

Necro

  • Animate Dead M: Creates undead skeletons and zombies.
  • Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  • Contagion: Infects subject with chosen disease.
  • Enervation: Subject gains 1d4 negative levels.
  • Fear: Subjects within cone flee for 1 round/level.

Trans

5th-Level Wizard Spells

Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

Univ

6th-Level Wizard Spells

Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

7th-Level Wizard Spells

Abjur

  • Banishment: Banishes 2 HD/level of extraplanar creatures.
  • Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  • Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conj

Div

Ench

Evoc

Illus

Necro

Trans

Univ

8th-Level Wizard Spells

Abjur

Conj

Div

Ench

Evoc

  • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  • Polar Ray: Ranged touch attack deals 1d6/level cold damage.
  • Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

Illus

Necro

Trans

9th-Level Wizard Spells

Abjur

Conj

Div

  • Foresight: “Sixth sense” warns of impending danger.

Ench

Evoc

  • Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
  • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

Illus

  • Shades: As shadow conjuration, but up to 8th level and 80% real.
  • Weird: As phantasmal killer, but affects all within 30 ft.

Necro

Trans

  • Etherealness: Travel to Ethereal Plane with companions.
  • Shapechange F: Transforms you into any creature, and change forms once per round.
  • Time Stop: You act freely for 1d4+1 rounds.

Univ

  • Wish X: As limited wish, but with fewer limits.
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