Index of Spells by Class - Sor/Wiz

Sorcerer/Wizard

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells

Evoc

2nd-Level Sorcerer/Wizard Spells

Evoc
  • Tail Slap: Attack a foe for 1 round/level and knock him back on the first round.
  • Wings of Cover: Grant cover against a specific attack.
Tran

4th-Level Sorcerer/Wizard Spells

Conj
Evoc
  • Tail Sweep: Your tail of force can attack a group of foes within 10 ft.
  • Wings of Flurry: Your wings of force can attack all foes within 30 ft.

5th-Level Sorcerer/Wizard Spells

Conj

8th-Level Sorcerer/Wizard Spells

Conj

0-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Daze: Humanoid creature of 4 HD or less loses next action.
  • Vengeful Mount: Makes an animal more difficult to ride or handle.
Evoc
Illu
Necr
Tran
Univ

1st-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
  • Charm Person: Makes one person your friend.
  • Distract: Distracts targets with the zest for life.
  • Distract Assailant: Swift. One creature is flat-footed* for 1 round.
  • Drug Resistance: Subject is immune to addiction.
  • Guilt: A non-good creature is forced to think about some evil deed it performed, denying it any actions except to defend itself.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Incite: Subject can't ready actions or delay.
  • Inhibit: Subject delays until next round.
  • Power Word Fatigue: Makes one creature with 100 hp or less fatigued.
  • Power Word Pain: Deal 1d6 points of damage per round to one creature with 100 hp or less.
  • Rouse: Awakens creatures in area.
  • Sacrificial Skill: Caster gains +5 bonus on Knowledge (religion) checks made during sacrifice.
  • Shock and Awe: Reduces a surprised creature's initiative roll.
  • Sleep: Puts 4 HD of creatures into magical slumber.
  • Stupor: One helpless subject is put in a state that allows him to be moved but take no other actions.
  • Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).
Evoc
Illu
Necr
Tran
Univ
  • Familiar Pocket: Creates an extradimensional hiding place for your familiar.

2nd-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
  • Aganazzar's Scorcher: Deal 1d8/2 levels (max 5d8) fire damage to a line.
  • Battering Ram: Deals 1d6 damage plus bull rush.
  • Bigby's Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
  • Black Lightning: Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy.
  • Blast of Force: Ray deals 1d6 damage/2 caster levels (max 5d6).
  • Burning Sword: Weapon gains flaming burst special ability.
  • City Lights: Absorb nearby light to release as blinding flare.
  • Cloud of Bewilderment: Generates a nauseating 10-ft. cone.
  • Combust: Target takes 1d8/level (max 10d8) fire damage.
  • Continual FlameM: Makes a permanent, heatless torch.
  • Darkness: 20-ft. radius of supernatural shadow.
  • Electric Loop: Deals 1d6/two levels electricity damage plus stunning to a single creature.
  • Emerald Planes: Creates up to five 5-foot squares that hold 100 lb./level.
  • Ethereal Chamber: Crystalline force chamber is incapable of planar travel away from the Ethereal Plane and normal movement.
  • Fatal Flame: Target's body bursts into flame upon its death.
  • Fireburst: Adjacent subjects take 1d8/level fire damage.
  • Flame Dagger: As flame blade, but 1d4 +1/level.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Force Hammer: Ray of force deals 1d4/level points of nonlethal damage
  • Force LadderF: Creates a movable ladder of force.
  • Frost Breath: Icy breath deals 1d4 damage/2 levels.
  • Furnace Within: Flame bursts from your body, deals 1d8/2 level (max 5d8) fire damage in 10-ft. radius.
  • Geyser: Creates a line of water that deals 1d6 nonlethal damage +1d6/2 additional levels.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Icebolt: Ranged attack against a target with a piercing ice sicle for 2d6 piercing damage +1d6 + 1/level (max +10) cold damage. If a touch attack would hit, deal only the cold damage.
  • Leomund's Tiny Igloo: Creates igloo that lasts for 2 hours/level.
  • Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
  • Local Tremor: Light tremor shakes in a 30-ft. line.
  • Mark of Air: Subject gains +2 to Dex. The mark can be discharged to create sheild of air that provides +5 deflection bonus for 10 rounds.
  • Mark of Earth: Subject gains +2 to Str. They can perform a ranged touch attack that deals 5d6 damage that ends the spell.
  • Mark of Fire: Subject gains +2 to Dex. Can also use a Ray attack for 3d3 fire damage, dismissing the spell.
  • Mark of Frost: Subject gains +1 natural armor bonus to AC. Can also create a spear that deals 1d8 piercing + 2d6 cold damage, dismissing the spell.
  • Mark of Water: Subject gains +2 to Con. Can also create a stream of water that deals 5d6 damage to a target, dismissing the spell.
  • Molten Strike: 5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets.
  • Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
  • Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
  • Rainbow BeamM: Ray does a random type of damage.
  • Ray of Ice: Ray deals 1d6 points +1d6/two levels cold damage.
  • Ray of Resurgence: Yellow light restores 1 point/level (max 5 points) of Strength damage, negates penalties to Strength (up to 1d6+1/level, max +5) and either converts exhaustion to fatigue or removes fatigue.
  • Saltray: Ranged touch attack deals 1d6/2 levels (max 5d6) slashing damage. If cast near an ocean, a second ray is cast.
  • Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
  • Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
  • Scourge of Force: Tendrils of force lash foes for 1d8 + 1/2 levels damage each.
  • Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Shock Treatment: A jolt of electricity damages and potentially stuns an opponent.
  • Slapping Hand: Hand makes creature provoke attacks of opportunity.
  • Snowball Swarm: Deals 1d6 cold/2 levels to a 10-ft. radius.
  • Splinterbolt: Ranged Attack that deals 4d6 piercing damage per bolt (3-6:1, 7-10: 2, 11+: 3). Threatens 18-20, x3. +4 damage, cold iron in forest.
  • Sun Bolt: Ray deals 2d6 damage, more against undead, and might blind target.
  • Theskyn's Hearty Heave: Blast of force pushes away creatures surrounding you as though via a bull rush maneuver by a foe of Large size with a Strength score equal to 20 + your caster level (max 25).
  • Toothed Tentacle: Shadowy tentacle ending in three mouths (each AC 15, hp 10 + your caster level) projects from your hand. The mouths can strike foes within 10 feet of each other independently, dealing 2d6 points of damage each.
  • Veil of Shadow: Darkness grants you concealment.
  • Vile Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
Illu
Necr
Tran
Univ

3rd-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran
Univ
  • Enhance Familiar: Your familiar gains a +2 modifier on saves, combat rolls, and AC for 1 hour/level.
  • Fortify Familiar: Your familiar gains +2 natural armor and a 25% chance to avoid critical hits for 1 hour/level.

4th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran
Univ

5th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
  • Ball Lightning: Energy ball deals 1d6/level electricity damage.
  • Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
  • Cacophonic Burst: A burst of low noise which deals sonic damage.
  • Cacophonic Shield: Immobile shield blocks sound, deflects missiles, deals 1d6+1/level and deafens intruders.
  • Cone of Cold: 1d6/level cold damage.
  • Cross of Lightning: As lightning bolt, except four lightning bolts that lauch 90 degrees apart from each other.
  • Cyclonic Blast: Horizontal cyclone deals 1d6/level (max 15d6) damage and initiates a bull rush.
  • Dolor: Cause a creature trapped in a planar binding pain, compelling it to agree to some service.
  • Emerald BurstM: 20-ft.-radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.
  • FirebrandM: One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.
  • Flaywind Burst: Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.
  • Greater Fireburst: Subjects within 15 ft. take 1d10/level fire damage.
  • Interposing Hand: Hand provides cover against one opponent.
  • Mass Fire Shield: Creatures attacking allies take damage; allies are protected from fire or cold.
  • Moonbow: Creates 1d4 motes of light that attack enemies.
  • Prismatic Ray: Blind target with 6 HD or less and deal random effect.
  • Sending: Delivers short message anywhere, instantly.
  • Shard Storm: Creates a storm of shards.
  • Shrieking Blast: 40-ft.-radius burst deafens and deals 8d6 sonic damage.
  • Shroud of Flame: Target bursts into flames, taking 2d6 fire damage per round and shooting gouts of flame that deal 1d4 fire damage to creatures with 10 feet.
  • Sonic RumbleF: Cone of sound deals damage or moves objects.
  • Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
  • Stone Sphere: 5-ft.-diameter stone sphere rolls over your enemies.
  • Storm Touch: Touch deals 9d6 electricity damage and stuns victim for 1 round; usable a number of times equal to level.
  • Sword of Deception: A blade of pale green force to appear and strikes the opponent you designate.
  • Teleport Redirect: Any teleportation subtype spell with an origin within the area directs the subjects to a destination of your choice.
  • Wall of Force: Wall is immune to damage.
  • Wall Of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.
Illu
  • Dream: Sends message to anyone sleeping.
  • False VisionM: Fools scrying with an illusion.
  • Friend to Foe: Make subject creature believe its allies are its enemies.
  • Illusory Feast: Subjects become dazed by illusory food.
  • Mirage Arcana: As hallucinatory terrain, plus structures.
  • Nightmare: Sends vision dealing 1d10 damage, fatigue.
  • Persistent Image: As major image, but no concentration required.
  • Seeming: Changes appearance of one person per two levels.
  • Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
  • Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
  • Shadow Guardians: Create group of shadowy warriors.
  • Shadow Hand: Medium-sized hand attacks, blocks opponents, or carries items.
  • Shadowfade: Travel to the Plane of Shadow, must return using the portal generated or else find another way back.
Necr
  • Animate Dead FamiliarXP: Revives your dead familiar as an undead familiar.
  • Animate LegionM: Creates skeletons or zombies.
  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Choking Sands: Touched creature begins to suffocate on sand.
  • Death Throes: Your body explodes when you die.
  • Elemental Shroud: Grant undead creatures armor and turn bonuses and deal elemental damage upon being struck by a foe or striking a foe.
  • Gelid Blood: Subject takes –4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components.
  • Ghost Storm: Save and become Frightened or fail and gain a temporary negative level, per round. Levels return at the rate of 1 per minute. More nastiness.
  • Graymantle: Target is prevented from regaining hit points by any means.
  • Haunt Shift: Turn corporeal and incorporeal undead into haunting presences.
  • Leech Ghost SkillM: Another creature can use a ghost's skill ranks instead of their own and the ghost is supressed.
  • Magic JarF: Enables possession of another creature.
  • Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
  • Necrotic BurstF: Encysted subject killed, cyst begins to roam.
  • Necrotic Skull Bomb: Exploding skull releases negative energy; targets each gain 1d4 negative levels.
  • Night's Caress: Touched foe take 1d8 points of damage per level plus 1d8+2 Con damage.
  • Opalescent Glare: Kill evil creatures with a look, or make them very afraid.
  • Orb of Dancing Death: Orb you control bestows 1 negative level each round.
  • Ray of Entropy: Ray reduces Str, Dex, Con by -4.
  • Soul Shackles: Imprison soul of dead creature in talisman from which you can question it.
  • Spiritwall: Creates a wall of wailing spirits that inspires fear; 1d10 points of damage and energy drain on contact.
  • Stop Heart: Touched living humanoid drops to -8 hitpoints.
  • Symbol of PainM: Triggered rune wracks nearby creatures with pain.
  • Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
  • Transfusion: You damage one of a target's ability scores to increase your own.
  • Waves of Fatigue: Several targets become fatigued.
  • Wrack: Renders creature helpless with pain.
Tran
Univ

6th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
  • Analyze DweomerF: Reveals magical aspects of subject.
  • Eye of Stone: Invisible floating eye moves 30 ft./round, can pass through stone.
  • Glimpse Of The Prophecy: Gain +1 insight bonus to AC and on saves; gain insight bonus equal to 1/2 caster level on one save, or enter prophetic favor as immediate action.
  • Interplanar Telepathic Bond: Link lets allies communicate across planes.
  • Legend LoreMF: Lets you learn tales about a person, place, or thing.
  • Probe Thoughts: Read subject's memories, one question/round.
  • Scry Location: Spy on a distant location.
  • Teleport Coordinates Transfer: Teach somebody else a familiar location so the location is familiar to them, or improve the quaility of a location to familiar learned by a divination spell.
  • True SeeingM: Lets you see all things as they really are.
Ench
Evoc
Illu
Necr
Tran
Univ

7th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
Tran
Univ

8th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
Necr
  • Avascular Mass: Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.
  • Blackfire: Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round.
  • CloneMF: Duplicate awakens when original dies.
  • Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers.
  • Greater Bestow Curse: As bestow curse, but more severe penalties.
  • Gutwrench: Kills subject and gives you 4d6 temporary hit points and +4 Strength.
  • Heart of StoneFXP: You gain DR 5/- and resist energy 5 vs cold, fire, and electricity. Healing slows and requires caster level checks (DC 10 + your caster level)
  • Horrid Wilting: Deals 1d6/level damage within 30 ft.
  • Last Judgment: Evil creatures are struck dead and sent to Lower Planes.
  • Leech Undeath: Harm undead to gain temporary hit points.
  • Necrotic EmpowermentF: Draw personal vigor from mother cyst.
  • Skeletal GuardM: Creates one skeleton/level that is resistant to turning.
  • Steal Life: You drain 1 ability score point per round and becomes younger.
  • Symbol of DeathM: Triggered rune slays nearby creatures.
  • Veil of UndeathM: You gain undead traits.
Tran

9th-Level Sorcerer/Wizard Spells

Abjur
Conj
Div
Ench
Evoc
Illu
  • Ice AssassinMXP: Creates duplicate of creature with sole purpose to slay original.
  • Shades: As shadow conjuration, but up to 8th level and 80% real.
  • SkyriftMFXP: Make a 1 mile radius area appear to be in perpetual night or dusk.
  • Weird: As phantasmal killer, but affects all within 30 ft.
Necr
Tran
Univ
  • WishXP: As limited wish, but with fewer limits.

4th-Level Sorcerer/Wizard Spells

Tran

6th-Level Sorcerer/Wizard Spells

Tran