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D20:Sorcerer/Wizard Spell List (Spells)
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 D20
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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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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
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
- Bear's Endurance, Mass: As bear’s endurance, affects one subject/level.
- Bull's Strength, Mass: As bull’s strength, affects one subject/ level.
- Cat's Grace, Mass: As cat’s grace, affects one subject/level.
- Control Water: Raises or lowers bodies of water.
- Disintegrate:Makes one creature or object vanish.
- Eagle's Splendor, Mass: As eagle’s splendor, affects one subject/level.
- Flesh to Stone: Turns subject creature into statue.
- Fox's Cunning, Mass: As fox’s cunning, affects one subject/level.
- Hardening: Increases hardness by one/two levels.
- Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower.
- Mental Pinnacle:M You gain the mental powers of a psion.
- Move Earth: Digs trenches and build hills.
- Owl's Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
- Stone to Flesh: Restores petrified creature.
- TransformationM: You gain combat bonuses.
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.
Back to System Reference Document → Spells.
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