SRD:Sorcerer/Wizard Spell List

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0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)

Abjur

Conj

Div

Ench

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

Conj

Div

Ench

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

Trans

2ND-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

3RD-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

  • Daylight: 60-ft. radius of bright light.
  • Fireball: 1d6 damage per level, 20-ft. radius.
  • Lightning Bolt: Electricity deals 1d6/level damage.
  • Tiny Hut: Creates shelter for ten creatures.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.

Illus

Necro

Trans

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

Trans

5TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

Univ

6TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

7TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

Illus

Necro

Trans

Univ

8TH-LEVEL SORCERER/WIZARD SPELLS

Abjur

Conj

Div

Ench

Evoc

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

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

Univ

  • WishX: As limited wish, but with fewer limits.

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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