Mar 03, 2012 23:37
0-Level Sorcerer/Wizard Spells (Cantrips)
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Mage Armor: Gives subject +4 armor bonus.
Identify M: Determines properties of magic item.
Sleep: Puts 4 HD of creatures into magical slumber.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1 (max 5).
Feather Fall: Objects or creatures fall slowly.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2nd-Level Sorcerer/Wizard Spells
Protection from Arrows: Subject immune to most ranged attacks.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
3rd-Level Sorcerer/Wizard Spells
Hold Person: Paralyzes one humanoid for 1 round/level.
Suggestion: Compels subject to follow stated course of action.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
4th-Level Sorcerer/Wizard Spells
Stoneskin M: Ignore 10 points of damage per attack.
Charm Monster: Makes monster believe it is your ally.
Resilient Sphere: Force globe protects but traps one subject.
Fear: Subjects within cone flee for 1 round/level.
Polymorph: Gives one willing subject a new form.
5th-Level Sorcerer/Wizard Spells
Teleport: Instantly transports you as far as 100 miles/level.
Hold Monster: As hold person, but any creature.
Baleful Polymorph: Transforms subject into harmless animal.
Passwall: Creates passage through wood or stone wall.
6th-Level Sorcerer/Wizard Spells
Repulsion: Creatures can’t approach you.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.