PFSRD:Sorcerer/Wizard Spell List
From D&D Wiki
|This material is published under the OGL|
- 1 Sorcerer/wizard Spells
- 1.1 0-Level Sorcerer/Wizard Spells (Cantrips)
- 1.2 1st-Level Sorcerer/Wizard Spells
- 1.3 2nd-Level Sorcerer/Wizard Spells
- 1.4 3rd-Level Sorcerer/Wizard Spells
- 1.5 4th-Level Sorcerer/Wizard Spells
- 1.6 5th-Level Sorcerer/Wizard Spells
- 1.7 6th-Level Sorcerer/Wizard Spells
- 1.8 7th-Level Sorcerer/Wizard Spells
- 1.9 8th-Level Sorcerer/Wizard Spells
- 1.10 9th-Level Sorcerer/Wizard Spells
0-Level Sorcerer/Wizard Spells (Cantrips)
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold regions.
Hold Portal: Holds door shut.
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Summons extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Gives +10 bonus to identify magic items.
True Strike: +20 on your next attack roll.
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./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).
Disguise Self: Changes your appearance.
Magic Aura: Alters object's magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your base speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Acrobatics checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.
2nd-Level Sorcerer/Wizard Spells
Arcane LockM: Magically locks a portal or chest.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Fog Cloud: Fog obscures vision.
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Detect Thoughts: Allows "listening" to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
Daze Monster: Living creature of 6 HD or less loses its next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Continual FlameM: Makes a permanent, heatless light.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
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 energy damages objects or crystalline creatures.
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Magic MouthM: Object speaks once when triggered.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for 1 creature or object.
Phantom TrapM: Makes item seem trapped.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Scare: Frightens creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Alter Self: Assume form of a Small or Medium humanoid.
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Make Whole: Repairs an object.
Pyrotechnics: Turns fire into blinding light or thick smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.
3rd-Level Sorcerer/Wizard Spells
Dispel Magic: Cancels one magical spell or effect.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Summons extraplanar creature to fight for you.
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak and understand any language.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Suggestion: Compels a subject to follow stated course of action.
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 10 creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Displacement: Attacks miss subject 50% of the time.
Illusory ScriptM: Only select creatures can read text.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Blink: You randomly vanish and reappear for 1 round per 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.
Keen Edge: Doubles normal weapon's threat range.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Water Breathing: Subjects can breathe underwater.
4th-Level Sorcerer/Wizard Spells
Dimensional Anchor: Bars extradimensional movement.
Fire TrapM: Opened object deals 1d4 damage + 1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Dimension Door: Teleports you a short distance.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Summons extraplanar creature to fight for you.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you to magical eavesdropping
Locate Creature: Indicates direction to familiar creature.
ScryingF: Spies on subject from a distance.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
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 or hemisphere creates dome.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Animate DeadM: Creates undead skeletons and zombies out of corpses.
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.
Fear: Subjects within cone flee for 1 round/level.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Elemental Body I: Turns you into a Small elemental.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Mnemonic EnhancerF: Wizard only. Prepare extra spells or retain one just cast.
Stone Shape: Sculpts stone into any shape.
5th-Level Sorcerer/Wizard Spells
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Dismissal: Forces a creature to return to its native plane.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Summons extraplanar creature to fight for you.
Teleport: Instantly transports you as far as 100 miles per level.
Wall of Stone: Creates a stone wall that can be shaped.
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Dominate Person: Controls humanoid telepathically.
Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber.
Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against 1 opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Dream: Sends message to anyone sleeping.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Seeming: Changes appearance of 1 person per 2 levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
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 creatures with pain.
Animal Growth: One animal doubles in size.
Baleful Polymorph: Turns subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Elemental Body II: Turns you into a Medium elemental.
FabricateM: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
PermanencyM: Makes certain spells permanent.
6th-Level Sorcerer/Wizard Spells
Antimagic Field: Negates magic within 10 ft.
Guards and Wards: Array of magic effects protect area.
RepulsionF: Creatures can't approach you.
Acid Fog: Fog deals acid damage.
Summon Monster VI: Summons extraplanar creature to fight for you.
Wall of IronM: 30 hp/four levels; can topple onto foes.
Analyze DweomerF: Reveals magical aspects of subject.
Legend LoreMF: Lets you learn tales about a person, place, or thing.
True SeeingM: Lets you see all things as they really are.
Geas/Quest: As lesser geas, but affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Symbol of PersuasionM: Triggered rune charms creatures.
Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
ContingencyF: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of a group of creatures.
Circle of DeathM: Kills 1d4/level HD of creatures.
Create UndeadM: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Symbol of FearM: Triggered rune panics nearby creatures.
Undeath to DeathM: Destroys 1d4/level HD of undead (max. 20d4).
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Control Water: Raises or lowers bodies of water.
Disintegrate: Reduces one creature or object to dust.
Elemental Body III: Turns you into a Large elemental.
Flesh to Stone: Turns subject creature into statue.
Form of the Dragon I: Turns you into a Medium dragon.
Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and builds hills.
Plant Shape II: Turns you into a Large plant creature.
TransformationM: You gain combat bonuses.
7th-Level Sorcerer/Wizard Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Spell TurningM: Reflect 1d4+6 spell levels back at caster.
Instant SummonsM: Prepared object appears in your hand.
Mage's Magnificent MansionF: Door leads to extradimensional mansion.
Plane ShiftF: As many as eight subjects travel to another plane.
Summon Monster VII: Summons extraplanar creature to fight for you.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of StunningM: Triggered rune stuns creatures.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
ForcecageM: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage's SwordF: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Project Image: Illusory double can talk and cast spells.
SimulacrumM: Creates partially real double of a creature.
Control Undead: Undead don't attack you while under your command.
Finger of Death: Deals 10 damage/level to one subject.
Symbol of WeaknessM: Triggered rune weakens creatures.
Control Weather: Changes weather in local area.
Elemental Body IV: Turns you into a Huge elemental.
Ethereal Jaunt: You become ethereal for 1 round/level.
Form of the Dragon II: Turns you into a Large dragon.
Giant Form I: Turns you into a Large giant.
Plant Shape III: Turns you into a Huge plant.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Limited WishM: Alters reality (within limits).
8th-Level Sorcerer/Wizard Spells
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Prismatic Wall: Wall's colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Summon Monster VIII: Summons extraplanar creature to fight for you.
Trap the SoulM: Imprisons subject within gem.
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Antipathy: Object or location affected by spell repels certain creatures.
BindingM: Utilizes an array of techniques to imprison a creature.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of InsanityM: Triggered rune renders nearby creatures insane.
SympathyM: Object or location attracts certain creatures.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
CloneMF: Duplicate awakens when original dies.
Create Greater UndeadM: Creates shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of DeathM: Triggered rune kills nearby creatures.
Form of the Dragon III: Turns you into a Huge dragon.
Giant Form II: Turns you into a Huge giant.
Iron Body: Your body becomes living iron.
Polymorph Any Object: Changes a subject into anything else.
Temporal StasisM: Puts subject into suspended animation.
9th-Level Sorcerer/Wizard Spells
Imprisonment: Entombs subject beneath the earth.
Mage's Disjunction: Dispels magic, disenchants magic items.
GateM: Connects two planes for travel or summoning.
RefugeM: Alters item to transport its possessor to your abode.
Summon Monster IX: Summons extraplanar creature to fight for you.
Teleportation CircleM: Teleports creatures inside circle.
Foresight: "Sixth sense" warns of impending danger.
Power Word Kill: Kills one creature with 100 hp or less.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Astral ProjectionM: Projects you and companions onto Astral Plane.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Etherealness: Travel to Ethereal Plane with companions.
ShapechangeF: Transforms you into certain creatures, and lets you change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.