Sorcerer/Wizard Spell List:


Level 0:
Detect Magic
Mending
Minor Blast
Mage Hand
Disguise Self (C)

Level 1:
Resist Energy
Distant Message (C)
Energy Beam (C)
Skycall (C)
False Image (C)

Level 2:
Sleep (C)
False Life (C)
Invisibility
Transform
Summon Monster

Level 3:
Dispel Magic
Energy Blast (C)
Charm Person
Black Grave (M)

Level 4:
Antimagic Field (M)
Seek Location
Minor Creation (C)
Scrying

Level 5:
Dominate Person
Teleport (M)(C)
Phantom Killer

Level 6:
Plane Shift
Arcane Power
Transwarp (M)

Level 7:
Mind Blank
Energy Storm

Level 8:
Wish (M)

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Detect Magic
Divination
Level: Clr/Fav 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You detect magical auras. Any magic item or spell effect you look at glows with magic. The color of the aura tells you the school of the spell or item.

A destroyed magic item or ended spell leaves a lingering aura for 2d6 minutes after ending. Creatures are not magical in themselves, but if they are summoned, the spell that summoned them registers.

Mending
Transmutation
Level: Clr/Fav 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Touch
Target:    Object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You repair any damage the target object has taken. The object must still be intact.

Minor Blast
Evocation [Fire OR Ice OR Electricity]
Level: Sor/Wiz 0
Area: 10-ft. line

This spell functions like energy beam, except that it deals only 1d3 points of damage and has a smaller area.

Mage Hand
Translocation
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Disguise Self
Illusion (Glamer)
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)

You make yourself look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter your perceived tactile (touch) or audible (sound) properties.

If you use this spell to create a disguise, you get a +5 bonus on the Deception check.

A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Chain: If cast as a first level spell or higher, Disguise Self can also change the appearance of your clothing, armor, weapons, and equipment. This increases the Deception bonus to +10.

Resist Energy
Abjuration
Level: Clr/Fav 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This abjuration grants a creature limited protection from damage of whichever one of three energy types you select: electricity, fire, or ice. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Distant Message
Divination
Level: Clr/Fav 1 (Chain), Sor/Wiz 1 (Chain)
Components: V
Casting Time: 1 minute
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None
Spell Resistance: No

You contact a particular creature with which you are familiar and send a message of four words to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately.

Chain: When cast from a higher level spell slot, this spell allows the sending of more words. The number of words that can be sent is the spell level plus one squared.

Energy Beam
Evocation [Fire OR Ice OR Electricity]
Level: Sor/Wiz 1 (Chain)
Components: V, S
Casting time: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release a powerful stroke of energy that deals 2d6 points of damage to each creature within its area; this damage is either fire, ice or electricity damage, your choice. The blast begins at your fingertips.

Chain: When cast from a higher level spell slot, this spell deals more damage. For each additional spell level, increase the damage by 2d6 points.

Skycall
Translocation [Air]
Level: Sor/Wiz 1 (Chain)
Components: S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Skycall allows the target to avoid falling by gliding. This negates damage from a fall of any height and allows 20 feet of forward travel for every 5 feet of descent.

Chain: When cast from a higher level spell slot, this spell allows the target to glide farther or even fly. By increasing Skycall to at least level 2, the target can travel 40 feet forward for every 5 feet you fall. By increasing Skycall to level 3, it gives the target a 30 foot per round fly speed. Every level increased after that increases the fly speed by 10 feet per round and increases the duration by 1 min./level.

False Image
Illusion
Level: Sor/Wiz 1 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 200 ft.
Effect: Visual figment that cannot extend beyond the spells area
Area: 30-ft.-radius spread
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Chain: If cast as a third level spell or higher, False Image can also create sound and speech.

Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr/Fav 2 (Chain), Sor/Wiz 2 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 50 ft.
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

A sleep spell causes a magical slumber to come upon creatures with a total CR of up to 4. Creatures with the lowest CR are affected first.

Among creatures with equal CR, those who are closest to the spell’s point of origin are affected first. Remaining CR that are not sufficient to affect a creature are wasted.

Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

Chain: When cast from a higher level spell slot, this spell effects more creatures. For each additional spell level, increase the total CR of creatures affected bonus by 2.

False Life
Necromancy
Level: Sor/Wiz 2 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Target: One living creature
Duration: 1 min./level
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

You imbue your target with a limited ability to avoid death. Your target gets 1d8 temporary hit points.

Chain: When cast from a higher level spell slot, this spell gives more temporary hit points. For each additional spell level, increase the temporary hit points by 1d8 points.

Invisibility
Illusion (Glamer)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)

The targeted creature becomes invisible, vanishing from sight, even from darkvision; this grants them a +10 bonus on all Stealth checks. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject. Being invisible grants the creature total concealment.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

Transform
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level (D)
Saving Throw: Fort negates
Spell Resistance: Yes

The targeted creature assume the form of a humanoid creature. Choose any race from the list in chapter 2. The targeted creature can be changed into a member of its own kind or even into itself. The targeted creature retains its own ability scores. Their class and level, hit points, alignment, base attack bonus, base save bonuses and prowess all remain the same. They lose all features and abilities of their normal race and gain those of the chosen race.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. The targeted creature is effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +5 bonus on your Deception check. When the change occurs, the target's equipment, if any, is unaffected.

Summon Monster
Translocation (Summoning)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons one monster of your choice from this list:
* Red Slime
* Dracoling (any color)
* Large Animal (without wings)

It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. Via mental commands, you can direct it not to attack, to attack particular enemies, or to perform other actions.

Dispel Magic
Abjuration
Level: Clr/Fav 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 100 ft.
Target or Area: One spellcaster, creature, or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You can use dispel magic to end one ongoing spell that has been cast on a creature or object or to temporarily suppress the magical abilities of a magic item. A dispelled spell ends as if its duration had expired. Dispel magic can dispel spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

You can also use dispel magic to specifically end one spell affecting the target or one spell affecting an area. You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a summoned monster), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item Craft DC (DC = the item Craft DC). If you succeed, all the item's magical properties are suppressed for 1d4 minutes, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a handy haversack) is temporarily closed. A magic item's physical properties are unchanged; a suppressed magic sword is still a sword. Artifacts are unaffected by mortal magic such as this.

You automatically succeed on dispel checks against any spell that you have cast.

Black Grave
Necromancy
Level: Clr/Fav 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You raise the target corpse from the dead as a zombie or skeleton (your choice).

The undead you create remains under your control indefinitely. No matter how many times you cast this spell, however, you can control undead with a total challenge rating equal to your character level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous uses become uncontrolled (you choose which creatures are released).

If you are an evil cleric with turn undead, any undead you might command by virtue of your power to command undead do not count toward this limit.

Material Component: Black onyx worth 25 gp times the CR of the created undead.

Energy Blast
Evocation [Fire OR Ice OR Electricity]
Level: Sor/Wiz 3 (Chain)
Components: V, S
Casting Time: 1 standard action
Range: 200 ft.
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

An energy blast spell is an explosion of energy that detonates with a low roar and deals 3d6 points of damage to every creature within the area; this damage is either fire, ice or electricity damage, your choice. Unattended objects also take this damage. The explosion creates almost no pressure.

Chain: When cast from a higher level spell slot, this spell deals more damage. For each additional spell level, increase the damage by 2d6 points.

Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: 30. ft.
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes

This charm makes a humanoid creature regard you as its trusted friend and ally. If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way (treat the target’s relationship as "Friend" [see Diplomacy]). Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Antimagic Field
Abjuration
Level: Clr/Fav 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 2 rounds/level
Saving Throw: None
Spell Resistance: No

You create a field of energy around you that stops all magic in the area. For the duration of the spell, no magic functions within 10 feet of you. This stops all of the following:

-Spells being cast from inside the area (including you).
-Spells targeting anything inside the area.
-Spell-like and supernatural abilities being used inside the area.
-Magic items functioning inside the area.
-Summoned creatures entering the area.

Two or more antimagic fields sharing any of the same space have no effect on each other.

Material Component: Sapphires worth a total of least 250 gp.

Seek Location
Divination
Level: Clr/Fav 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Duration: Instantaneous
Saving Throw: None or Will negates
Spell Resistance: No

This spell detects the location of a single object or creature. You must have seen the object or creature at least once before. You learn the exact location of the chosen object or creature.

Creatures can make a Will save to negate this spell; objects get no saving throw.

Minor Creation
Transmutation (Creation)
Level: Sor/Wiz 4 (Chain)
Components: V, S
Casting Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You create a nonmagical, unattended object of nonliving, plant matter (e.g. cotton, wood, wheat, etc.). The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft check to make a complex item.

As a spell with a Permanent duration, the created object is held together with magic. Its existence can be dispelled.

Chain: If cast as a sixth level spell or higher, Minor Creation can also create stone and metal. However, it can not create valuable metals such as gold or silver.

Scrying
Divination (Scrying)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 hour
Range: See text
Effect: Magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes

You can see and hear some creature, which may be at any distance. To cast this spell, you must possess some part of the creature to be targeted (e.g. hair or nail clippings). If the subject succeeds on a Will save, the scrying attempt simply fails. If the subject is on another plane, it gets a +5 bonus on its Will save.

If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet. The sensor does not grant you line of sight to your target.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5, Clr/Fav 5
Components: V, S
Casting Time: 1 minute
Range: 30 ft.
Target: One humanoid
Duration: One hour/level
Saving Throw: Will negates
Spell Resistance: Yes

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a DC 10 Perception will reveal that the victim is under magical control.

Changing your instructions or giving a dominated creature a new command is a move action.

Teleport
Translocation (Teleportation)
Level: Sor/Wiz 5 (Chain)
Components: V, S, M
Casting Time: 1 minute
Range: Personal and touch
Target: You and touched willing creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. You must have visited your destination before or have line of sight to the destination. Interplanar travel is not possible.

You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring up to additional willing creatures equal to your caster level minus 4 (carrying gear or objects up to its maximum load). All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you.

Material Component: Rubies worth a total of least 100 gp.

Chain: If cast as a seventh level spell or higher, Teleport instead allows you to teleport to any location within 200 miles per caster level or within line of sight. However, if cast as a seventh level spell or higher, the required rubies increases to 200 gp.

Phantom Killer
Illusion (Phantasm) [Mind-Affecting]
Level: Sor/Wiz 5
Components: S
Casting Time: 1 standard action
Range: 30 ft.
Target: One living creature
Duration: See text
Saving Throw: Will negates, then Will partial; see text
Spell Resistance: Yes

You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape.
The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm begins attacking the target. Every round, starting the round you cast the spell, the target must make a Will save; if they fail that save, they take 25 points of damage. If they pass this Will save, the spell ends; the spell also ends after the 10th failed save to avoid damage.

After the spell ends, if the target took any damage, they suffer 2 points of Mental Strain. Creatures that are immune to fear are immune to this spell.

Plane Shift
Translocation (Teleportation)
Level: Clr/Fav 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You and touched willing creatures
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You move yourself to another plane of existence or alternate dimension. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring up to additional willing creatures equal to your caster level minus 4 (carrying gear or objects up to its maximum load). All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you.

If cast on the Material Plane or the Astral Plane, Plane Shift moves the targets to the same point on the other plane.

If cast at a planar window on the Astral Plane, Plane Shift moves the targets to the other side of the window.

If cast on any other plane, Plane Shift moves the targets to that planes window on the Astral Plane.

Note: Plane Shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.

Arcane Power
Enchantment
Level: Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Touch
Target: You
Duration: 2 rounds/level
Saving Throw: No
Spell Resistance: No

Your arcane power swells to the peak. As a result, your spells become much harder to stop. This has four effects:

-The saving throw DC's for your spells increases by +2.
-You get a +3 bonus to resistance break checks.
-You get a +5 bonus on Fortitude saves to avoid losing spells due to distractions.
-You get a +2 bonus to your caster level when someone tries to dispel your spells.

Transwarp
Translocation (Teleportation)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Target: Creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

Your target is teleported from their current location to you. You must have seen the targeted creature in person before. The target must be somewhere on the same plane. The target is informed who is casting the spell and may choose not to teleport.

Material Component: Rubies worth a total of least 150 gp.

Mind Blank
Abjuration
Level: Clr/Fav 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: No
Spell Resistance: No

Your target is immune to all Divination spells. No Divination spell can give any information about them. Scrying spells can not see them. Furthermore, spells can not take control of the target's actions.

Energy Storm
Evocation [Fire OR Ice OR Electricity]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 200 ft.
Area: Four 20-ft.-radius spreads
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

An energy storm spell creates four blasts of energy; each blast deals 5d6 points of damage to every creature within it; this damage is either fire, ice or electricity damage, your choice (all four blasts deal the same type of damage). Unattended objects also take this damage. The blasts create almost no pressure.

Wish/Miracle
Evocation
Level: Clr/Fav 8, Sor/Wiz 8
Components: V, M
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes

Wish/Miracle lets you create nearly any type of effect. For example, it can do any of the following things.

-Duplicate any spell of 7th level or lower.
-Create any item of up to 2,000 gp in value.
-Add a +20 insight bonus to the next skill check you make.
-Make someone 10 years younger.
-Produce any other effect whose power level is in line with the above effects.

A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 8th-level spell). When wish/miracle duplicates a spell with a material component, you must provide that component.

Wish/Miracle is actually two spells with the same effect. Wish is an arcane spell cast by Sorcerers and Wizards; Miracle is a divine spell cast by Clerics and Favored.

Material Component: Emeralds worth a total of least 2,000 gp.

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