| Wizard Spells |
|
|
| Level 1 |
Cost |
Cooldown |
Target |
Description |
 |
Burning Hands Evocation
|
10 |
2 |
Foe, Directional, Breakable |
A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d4 damage per caster level (max 5d4). |
 |
Cause Fear Necromancy
|
10 |
2 |
Foe |
Enemy becomes frightened. |
 |
Charm Person Enchantment
|
10 |
12 |
Foe |
Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. |
 |
Chill Touch Necromancy
|
10 |
2 |
Foe |
Makes a touch echo with the chill of death causing 1d6 per caster level (max 5d6) of negative damage. Chill Touch causes fear in the undead instead of damage. |
 |
Detect Secret Doors Divination
|
10 |
2 |
|
Reveals secret and hidden doors. |
 |
Expeditious Retreat Transmutaion
|
10 |
2 |
Self |
Increases base run speed by 25%. |
 |
Feather Fall Transmutaion
|
10 |
2 |
Self, Friend |
Causes an ally to fall slowly, although faster than feathers typically do. |
 |
Grease Conjuration
|
10 |
2 |
Foe, Positional, Breakable |
Covers the ground with a layer of slippery grease, forcing targets to make a reflex save or fall. |
 |
Hypnotism Enchantment
|
10 |
0 |
|
Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. |
 |
Jump Transmutaion
|
10 |
2 |
Friend, Self |
Gives an ally a +10 enhancement bonus on Jump checks. |
 |
Mage Armor Conjuration
|
10 |
2 |
Friend, Self |
An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC. Because mage armor is made of force, incorporeal attackers cannot bypass it like normal armor. |
 |
Magic Missile Evocation
|
10 |
2 |
Foe |
A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 damage. For every 2 caster levels beyond first you gain an additional missile. |
 |
Obscuring Mist Conjuration
|
10 |
2 |
Self |
A misty vapor arises around the caster, obscuring all sight. |
 |
Protection from Evil Abjuration
|
10 |
2 |
Friend, Self |
Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 deflection bonus to AC and a +2 resistamce bonus to saves versus attacks from evil creatures. The target is also warded from evil magical controls and compulsions. |
 |
Ray of Enfeeblement Necromancy
|
10 |
2 |
Foe, Directional |
A coruscating ray springs towards the target, inflicting a 1d6+1, +1 per 2 caster levels, penalty to strength. |
 |
Repair Light Damage
|
10 |
2 |
Self, Friend |
Transmutes the structure of a living construct ally to repair light damage. |
 |
Shield Abjuration
|
10 |
2 |
Self, Friend |
Grants a +4 shield bonus to Armor Class and protection from magic missles. |
 |
Shocking Grasp Evocation
|
10 |
2 |
Foe |
Delivers a jolt of 1d6 per caster level (max 5d6) electricity damage. |
 |
Sleep Enchantment
|
10 |
2 |
Foe, Positional |
Induces a magical slumber to come upon enemies, rendering them helpless until attacked. Ineffective on undead or constructs. |
 |
Soundburst Evocation
|
10 |
2 |
|
Blasts an area with a tremendous cacophony, doing 1d8 of sonic damage and stunning enemies for 6 seconds. |
 |
Tumble
|
10 |
2 |
Self, Friend |
Gives an ally a +10 enhancement bonus on Tumbling. |
| Level 2 |
Cost |
Cooldown |
Target |
Description |
 |
Bear's Endurance Transmutation
|
15 |
4 |
Self, Friend |
An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. |
 |
Blindness Transmutation
|
15 |
4 |
Foe |
The power of unlife renders an enemy blinded. |
 |
Bull's Strength Transmutation
|
15 |
4 |
Self, Friend |
The affected ally gains strength and power, giving a +4 enhancement bonus to Strength. |
 |
Cat's Grace Transmutation
|
15 |
4 |
Self, Friend |
An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity. |
 |
Command Undead Necromancy
|
15 |
4 |
Foe |
Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled permanently. Other undead get an additional saving throw every 20 seconds. |
 |
Daze Monster Enchantment
|
15 |
4 |
Foe |
Clouds the mind of an enemy so that it takes no actions for 6 seconds. |
 |
Deafness
|
15 |
4 |
Foe |
The powers of unlife renders an enemy deafened. |
 |
Eagle's Splendor Transmutation
|
15 |
4 |
Self, Friend |
An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. |
 |
False Life Necromancy
|
15 |
4 |
Self |
Harnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 +1 per caster level (up to a maximum of 20) temporary hit points. |
 |
Flaming Sphere Evocation
|
15 |
4 |
Foe, Directional, Breakable |
This spell creates a burning ball of flame that rolls slowly, burning anything it touches. |
 |
Fog Cloud Conjuration
|
15 |
4 |
Foe, Positional, Breakable |
A bank of fog billows out, obscuring the sight of all targets within its effect. |
 |
Fox's Cunning Transmutation
|
15 |
4 |
Self, Friend |
The ally gains wit, giving a +4 enhancement bonus to Intelligence. |
 |
Glitterdust Conjuration
|
15 |
4 |
Foe, Positional, Breakable |
A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. |
 |
Hypnotic Pattern Illusion
|
15 |
4 |
Positional |
A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. |
 |
Invisibility Illusion
|
15 |
4 |
Self, Friend |
Ally becomes invisible, vanishing from sight, even from darkvision. Attacking a target removes the effect. |
 |
Melf's Acid Arrow Conjuration
|
15 |
4 |
Foe, Directional, Breakable |
Deals 2d4 acid damage to a target with a magical arrow of acid. The arrow does an additional 2d4 damage every 6 seconds for every 3 caster levels. |
 |
Otto's Resistible Dance Enchantment
|
15 |
4 |
Foe |
Enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. |
 |
Owl's Wisdom Transmutation
|
15 |
4 |
Self, Friend |
Grants an ally a +4 enhancement bonus to wisdom. |
 |
Repair Moderate Damage Transmutation
|
15 |
4 |
Self, Friend |
Transmutes the structure of a living construct ally to repair 2d8 +1 per caster level damage. |
 |
Resist Energy: Acid
|
15 |
4 |
Self, Friend |
Gives an ally limited protection from acid damage, reducing acid damage taken by 10. The damage reduction increases to 20 at caster level 7. |
 |
Resist Energy: Cold
|
15 |
4 |
Self, Friend |
Gives an ally limited protection from cold damage, reducing cold damage taken by 10. The damage reduction increases to 20 at caster level 7. |
 |
Resist Energy: Electricity
|
15 |
4 |
Self, Friend |
Gives an ally limited protection from electricity damage, reducing electrical damage taken by 10. The damage reduction increases to 20 at caster level 7. |
 |
Resist Energy: Fire
|
15 |
4 |
Self, Friend |
Gives an ally limited protection from fire damage, reducing fire damage taken by 10. The damage reduction increases to 20 at caster level 7. |
 |
Resist Energy: Sonic
|
15 |
4 |
Self, Friend |
Gives an ally limited protection from sonic damage, reducing sonic damage taken by 10. The damage reduction increases to 20 at caster level 7 |
 |
Scare Necromancy
|
15 |
4 |
Foe, Positional |
Casts Cause Fear on multiple targets. |
 |
Scorching Ray Evocation
|
15 |
4 |
Foe, Directional, Breakable |
Blasts a target with fiery rays, doing 4d6 fire damage on impact. |
 |
See Invisibility Divination
|
15 |
4 |
Self |
You can see invisibile creatures and objects. |
 |
Summon Monster II Conjuration
|
15 |
160 |
Self, Positional |
Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes. |
 |
Touch of Idiocy Enchantment
|
15 |
2 |
Foe |
Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores. |
 |
Web Conjuration
|
15 |
4 |
Positional, Breakable |
Creates a many-layered mass of strong, sticky strands, trapping targets within them. |
| Level 3 |
Cost |
Cooldown |
Target |
Description |
 |
Deep Slumber Enchantment
|
20 |
6 |
Foe, Positional |
Induces a magical slumber to come upon targets, rendering them helpless until attacked, Ineffective on undead or constructs. |
 |
Dispell Magic Abjuration
|
20 |
6 |
Friend, Self, Foe |
Removes ongoing spells that have been cast on a target. |
 |
Fireball Evocation
|
20 |
6 |
Foe, Directional, Breakable |
Creates a ball of fire that detonates on impact, causing an explosion of flame that damages targets around it. |
 |
Flame Arrow Evocation
|
20 |
6 |
Self |
Creates ten flaming arrows within your inventory. |
 |
Halt Undead Necromancy
|
20 |
6 |
Foe, Positional |
Renders undead targets in range immobile. |
 |
Haste Transmutation
|
20 |
6 |
Friend, Self, Positional |
Quickens allies, causing them to move and attack faster than normal. |
 |
Heroism Enchantment
|
20 |
6 |
Friend, Self |
Imbues a single ally with great bravery and morale in battle, gaining a bonus on attacks, saves, and skill checks. |
 |
Hold Person Enchantment
|
0 |
0 |
Foe |
The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for maximum of 6 seconds per caster level. |
 |
Lightning Bolt Evocation
|
20 |
6 |
Foe, Directional, Breakable |
A powerful stroke of electrical energy damages targets in its path. |
 |
Protection from Energy: Acid Abjuration
|
20 |
6 |
Friend, Self |
Grants temporary immunity to acid until the spell is absorbed. |
 |
Protection from Energy: Cold Abjuration
|
20 |
6 |
Friend, Self |
Grants temporary immunity to acid until the spell is absorbed. |
 |
Protection from Energy: Electricity Abjuration
|
20 |
6 |
Friend, Self |
Grants temporary immunity to lightning until the spell is absorbed. |
 |
Protection from Energy: Fire Abjuration
|
20 |
6 |
Friend, Self |
Grants temporary immunity to Fire until the spell is absorbed. |
 |
Protection from Energy: Sonic Abjuration
|
20 |
6 |
Friend, Self |
Grants temporary immunity to sonic until the spell is absorbed. |
 |
Rage Enchantment
|
20 |
6 |
Friend, Self |
Causes the target to fly into a screaming blood frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a bonus to Strength, Constitution, Will Saves, but causes the target to take a penalty to armor. |
 |
Ray of Exhaustion Transmutation
|
20 |
6 |
Friend, Self |
A ray projects towards the target enemy, causing it to become immediately exhausted. |
 |
Repair Serious Damage Transmutation
|
20 |
6 |
Friend, Self |
Transmutes the structure of a living construct ally to repair 3d8 +1 per caster level damage. |
 |
Sleet Storm Conjuration
|
20 |
6 |
Foe, Positional, Breakable |
Driving sleet block all sight and causes the ground around the target to become icy, slowing targets within it. |
 |
Slow Transmutation
|
20 |
6 |
Foe, Positional |
Causes an enemy to move and attack at a drastically slowed rate. |
 |
Stinking Cloud Conjuration
|
20 |
6 |
Foe, Positional, Breakable |
Creates a bank of fog that nauseates the living targets. |
 |
Suggestion Enchantment
|
20 |
6 |
Foe |
Influences the action of an enemy, allowing you to suggest it to fight. |
 |
Summon Monster III Conjuration
|
20 |
180 |
Self, Positional |
Summons a hellhound to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 3 minutes. |
 |
Wall of Earth
|
0 |
0 |
|
Creates a wall of earth. |
 |
Water Breathing
|
0 |
0 |
|
Grants the ability to breathe water to you and your allies. |
| Level 4 |
Cost |
Cooldown |
Target |
Description |
 |
Bestow Curse Necromancy
|
25 |
6 |
Foe |
Enemy is cursed reducing attack power. |
 |
Charm Monster
|
0 |
0 |
|
A enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saving throws every 3d6+12 seconds. |
 |
Crushing Despair
|
25 |
8 |
Foe, Positional |
An Invisible cone of despair causes great sadness in its enemies, giving penalties to attack, saving throws, ability checks, skill checks, and weapon damage. |
 |
Fear
|
0 |
0 |
|
An invisible cone of terror causes each living enemy in an area to become panicked. Cornered enemies cower. |
 |
Fire Shield (cold version)
|
0 |
0 |
|
Wreaths the caster in flames, causing damage to each melee attacker. Flames also protect from fire based attacks. |
 |
Fire Shield (fire version)
|
0 |
0 |
|
Wreaths the caster in flames, causing damage to each melee attacker. Flames also protect from fire based attacks. |
 |
Ice Storm Evocation
|
25 |
8 |
Foe, Positional, Breakable |
Great magical hailstones pound down, dealing cold and bludgeoning damage to targets within the area. |
 |
Phantasmal Killer Illusion
|
25 |
8 |
Foe |
Creates 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. Touched enemies must make a Fortitude save of die from Fear. |
 |
Remove Curse
|
0 |
0 |
|
Removes all curses on an ally. Counters and dispels Bestow Curse. |
 |
Repair Critical Damage Transmutation
|
25 |
8 |
Friend, Self |
Transmutes the structure of a living construct ally to repair major damage. |
 |
Shout Evocation
|
25 |
8 |
Foe, Directional, Breakable |
Emits an ear-splitting yell that deafens and damages targets in its path. |
 |
Solid Fog
|
0 |
0 |
|
A bank of fog obscures sight, slows movement, and prevents ranged missile attacks. |
 |
Stoneskin Abjuration
|
25 |
8 |
Friend, Self |
Wards an Ally with resistance to blows, cuts, stabs and slashes until the spell is absorbed. |
| Level 5 |
Cost |
Cooldown |
Target |
Description |
 |
Ball Lightning
|
0 |
0 |
|
Fills an area with deadly electrical energy that does base damage of 1d6 per caster level up to 15d6. |
 |
Break Enchantment Abjuration
|
30 |
10 |
Friend, Self, Foe, Positional |
Affected allies and foes are freed from enchantments, transmutation, and curses, whether helpful or harmful. |
 |
Cloudkill Conjuration
|
30 |
10 |
Foe, Positional, Breakable |
A bank of heavy yellowish green and poisonous fog rises up, slaying weak targets within the cloud while inflicting Constitution damage on stronger. |
 |
Cone of Cold Evocation
|
30 |
10 |
Foe, Directional, Breakable |
Creates an area of extreme cold, originating from your hand and spreading outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level up to a max of 15d6. |
 |
Dismissal
|
0 |
0 |
|
Instantly Forces an extraplanar enemy back to its proper plane. |
 |
Dominate Person Enchantment
|
30 |
10 |
Foe |
Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, but lasts longer with less chance to reak. |
 |
Feeblemind
|
0 |
0 |
|
Causes the enemy's Intelligence and Charisma levels each to drop to 1, giving it roughly the intelligence of a lizard. |
 |
Hold Monster
|
0 |
0 |
|
An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. |
 |
Mind Fog
|
0 |
0 |
|
Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. |
|
Spell Resistance Abjuration
|
30 |
10 |
Friend, Self |
Wards an ally with resistance to spells.
|
 |
Summon Monster V
|
0 |
0 |
|
Summons an earth elemental to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes. |