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D20:Sorcerer/Wizard Spell List (Spells)

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D20

This article is a D20 reference page

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
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D20


Contents

0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)

Abjur

Conj

Div

Ench

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

Evoc

Illus

Necro

Trans

  • 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.

Univ

1ST-LEVEL SORCERER/WIZARD SPELLS

Abjur

  • Alarm: Wards an area for 2 hours/level.
  • Endure Elements: Exist comfortably in hot or cold environments.
  • Hold Portal: Holds door shut.
  • Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  • Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Conj

Div

Ench

  • Charm Person: Makes one person your friend.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Sleep: Puts 4 HD of creatures into magical slumber.

Evoc

  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Illus

Necro

  • 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.

Trans

2ND-LEVEL SORCERER/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 FlameM: 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 MouthM: 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 TrapM: Makes item seem trapped.

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 SORCERER/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

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).
  • 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 SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

  • Dweomer of Transference: Convert spellcasting into psionic power points.
  • 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 DeadM: 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 SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

Illus

  • Dream: Sends message to anyone sleeping.
  • False VisionM: Fools scrying with an illusion.
  • 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 below 5th level, but only 20% real.

Necro

  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Magic JarF: Enables possession of another creature.
  • Symbol of PainM: Triggered rune wracks nearby creatures with pain.
  • Waves of Fatigue: Several targets become fatigued.

Trans

Univ

6TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

Illus

  • Mislead: Turns you invisible and creates illusory double.
  • Permanent Image: Includes sight, sound, and smell.
  • Programmed ImageM: As major image, plus triggered by event.
  • Shadow Walk: Step into shadow to travel rapidly.
  • Veil: Changes appearance of group of creatures.

Necro

Trans

7TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

  • Banishment: Banishes 2 HD/level of extraplanar creatures.
  • Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hit points.
  • 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 SORCERER/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.

Illus

Necro

Trans

9TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

  • GateX: Connects two planes for travel or summoning.
  • RefugeM: Alters item to transport its possessor to you.
  • Summon Monster IX: Calls extraplanar creature to fight for you.
  • Teleportation CircleM: Circle teleports any creature inside to designated spot.

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.
  • ShapechangeF: Transforms you into any creature, and change forms once per round.
  • Time Stop: You act freely for 1d4+1 rounds.

Univ

  • WishX: As limited wish, but with fewer limits.Wall’s colors have array of effects.

Notes

An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An Xdenotes a spell with an XP component paid by the caster.

Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains.

When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.

Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.

Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.

Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.


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