1ST-LEVEL WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Dispel Ward: As dispel magic, but affects only wards.
Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out
-elementals and outsiders.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an
-aligned Outer Plane.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Div
Appraising Touch: Gain +10 bonus on Appraise checks.
Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks
-of opportunity.
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.
Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks
-for 1 round.
Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
Instant Search: Make Search check at +2 as free action.
Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
Spontaneous Search: Instantly Search area as if having taken 10.
Targeting Ray: You and allies are +1 to hit/3 levels against subject.
True Strike: +20 on your next attack roll.
Ench
Charm Person: Makes one person your friend.
Distract Assailant: One creature is flat-footed for 1 round.
Hypnotism: Fascinates 2d4 HD of creatures.
Incite: Subjects can’t ready actions or delay.
Inhibit: Subject delays until next round.
Shock and Awe: Flat-footed creatures get –10 on initiative.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Blood Wind: Subject uses natural weapons at range.
Burning Hands: 1d4/level fire damage (max 5d4).
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Luminous Gaze: Your eyes emit light, dazzle creatures.
Persistent Blade: Blade of force attacks subject, automatically flanks.
Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Thunderhead: Small lightning bolts deal 1 damage/round.
Illus
Disguise Self: Changes your appearance.
Net of Shadows: Ordinary shadows that provide concealment to all in the area.
Nystul’s Magic Aura: Alters object’s magic aura.
Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level
Trans
Animate Rope: Makes a rope move at your command.
Babau Slime: Secrete a body-covering acid that damages attacking foes.
Breath Flare: Your breath weapon dazzles subjects.
Cheat: Caster rerolls when determining the success of a game of chance.
Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Fist of Stone: Gain +6 Str and natural slam attack.
Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
Magic Weapon: Weapon gains +1 bonus.
Nerveskitter: Subject gains +5 bonus on initiative checks.
Portal Beacon: You grant others knowledge of a magic portal’s location.
Raging Flame: Fires burn twice as hot, half as long.
Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
Reduce Person: Humanoid creature halves in size.
Remove Scent: Hides touched creature’s scent.
Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct.
Scatterspray: Group of small objects flies apart in a burst.
Slide: Move subject 5 feet.
Slow Burn: Fires burn twice as long.
Spell Flower: Hold the charge on one touch spell per forelimb.
Weapon Shift: Touched weapon changes form.
Wings of the Sea: +30 ft. to subject’s swim speed.
2ND-LEVEL WIZARD SPELLS
Abjur
Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
Alarm, Greater F: As alarm, and it works on coexistent planes.
Arcane Lock M: Magically locks a portal or chest.
Dissonant Chant: Concentration checks more difficult within area of spell.
Distracting Ray: Ray forces spellcaster to make Concentration check.
Earth Lock M: Constricts tunnel, preventing access.
Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
Obscure Object: Masks object against scrying.
Portal Alarm: You are alerted when a creature passes through a warded portal.
Protection from Arrows: Subject immune to most ranged attacks.
Scintillating Scales: Your natural armor bonus turns into a deflection bonus.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
Marked Object: You gain bonus to track a specific being.
Locate Object: Senses direction toward object (specific or type).
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Entice Gift: Subject gives caster what it’s holding.
Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Mindless Rage: Subject compelled to attack you physically for 1 round/level.
Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
Rebuke: Subject is dazed 1 round, then shaken.
Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Fireburst: Creatures within 10 feet take 1d8/level fire damage.
Flame Dagger: Beam of fire deals 1d4 damage +1/level.
Force Ladder F: Creates an immobile ladder of force.
Frost Breath: Icy breath deals 1d4 damage/2 levels.
Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6
-damage, 2d6 against undead and evil outsiders.
Rainbow Beam F: Ray dazzles and deals 1d12 damage/3 levels of random type.
Ray of Ice: Ray deals 1d6 cold damage/2 levels.
Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
Slapping Hand: Hand makes creature provoke attacks of opportunity.
Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
Veil of Shadow: Darkness grants you concealment.
Continual Flame M: 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
Bladeweave: Your melee attack dazes your opponent.
Cloak Pool: Hide a color pool on the Astral Plane from view.
Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
Delusions of Grandeur: Subject thinks it is better than it is.
Discolor Pool: Change the color of a color pool on the Astral Plane.
Disguise Undead: Change appearance of one corporeal undead.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Leomund’s Trap M: Makes item seem trapped.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Misdirection: Misleads divinations for one creature or object.
Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
Phantom Foe M: Subject is always flanked by one creature.
Reflective Disguise: Viewers see you as their own species and gender.
Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
Shadow Radiance: Area filled with intense light that grows brighter.
Shadow Spray: Deals 4 points of Str damage and dazes.
Wall of Gloom: Shadow barrier obscures vision.
Trans
Augment Familiar: Your familiar becomes more powerful.
Balor Nimbus: Your flaming body damages foes in grapple.
Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
Bristle: Armor spikes attack with wearer.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Earthbind: Subject creature can’t fly.
Earthen Grasp: Arm made of earth and soil grapples foes.
Extend Tentacles: +5 ft. to reach of tentacle attack.
Fearsome Grapple: You grow tentacles that help you grapple.
Fins to Feet: Transforms tails and fins into legs and feet.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
Ghost Touch Armor: Armor works normally against incorporeal attacks.
Heroics: Fighter gains one fighter bonus feat.
Hurl: Thrown weapon returns to thrower.
Infernal Wound: Weapon deals persistent, bleeding wounds.
Ironthunder Horn: Intense vibrations trip those in area.
Lively Step: You and allies gain +10 increase to speed.
Mountain Stance: Subject becomes hard to move.
Quick Potion: Creates a potion that must be used within 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scale Weakening: Subject’s natural armor weakens.
Slide, Greater: Move subject 20 feet.
Snake’s Swiftness: Subject immediately makes one attack.
Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
Speak to Allies: Subjects can converse at distance without moving lips.
Spider Climb: Grants ability to walk on walls and ceilings.
Stone Bones: Corporeal undead gains +3 natural armor bonus.
Surefooted Stride: You can move over rubble as easily as you can over open ground.
Swim: Subject gains swim speed, +8 bonus on Swim checks.
Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
Whispering Wind: Sends a short message 1 mile/level.
Wings of Air: Subject’s flight maneuverability improves by one step.
3RD-LEVEL WIZARD SPELL
Abjur
Anticipate Teleportation F: Predict and delay the arrival of creatures teleporting into range by 1 round.
Antidragon Aura M: Allies gain bonus to AC and saves against dragons.
Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Earthen Grace: Subject takes only nonlethal damage from stone and earth.
Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
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.
Non-detection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
Sign of Sealing M: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
Div
Analyze Portal: Find a nearby portal and discover its properties.
Arcane Sight: Magical auras become visible to you.
Circle Dance: Indicates direction to known individual.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Mesmerizing Glare: Your gaze fascinates creatures.
Miser’s Envy: Subject jealously covets nearby object.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Ray of Dizziness: Subject can take only move or standard actions.
Suggestion: Compels subject to follow stated course of action.
Suppress Breath Weapon: Subject can’t use its breath weapon.
Evoc
Blacklight: Create an area of total darkness.
Blade of Pain and Fear: Creates blade of gnashing teeth.
Capricious Zephyr: Gale-force winds push creatures.
Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Flashburst: Flash of light dazzles and blinds creatures in area.
Glowing Orb F: Creates permanent magical light; you control brightness.
Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Lightning Bolt: Electricity deals 1d6/level damage.
Hailstones: Frigid globes deal 5d6 cold damage.
Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage,
4d6 against undead and evil outsiders.
Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
Rainbow Blast F: Line deals 1d6 damage of each energy type.
Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
Sonorous Hum: Removes need to concentrate to maintain next spell cast.
Sound Lance: Sonic energy deals 1d8/level damage.
Wall of Light: Creates wall of light, can dazzle creatures.
Illus
Claws of Darkness: Claws deal 1d8 cold damage and have reach.
Cone of Dimness: Subjects believe they are engulfed in magical darkness.
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Shadow Binding: Ribbon like shadows entangle creatures in 10-ft.-radius burst.
Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item
for later retrieval.
Spectral Weapon: Use quasi-real weapon to make touch attacks.
Suspended Silence M: Object becomes programmed to create an area of silence at your command.
Trans
Air Breathing: Subjects can breathe air freely.
Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
Blink: You randomly vanish and reappear for 1 round/level.
Deeper Darkvision: Subject can see 90 ft. in magical darkness.
Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
Diamondsteel M: Metal armor provides damage reduction.
Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
False Gravity: Travel on a solid surface as if that surface had its own gravity.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Giant’s Wrath: Pebbles you throw become boulders.
Girallon’s Blessing: Subject gains one additional pair of arms.
Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Primal Form: You change into elemental, gain some abilities.
Repair Serious Damage: Repairs 3d8 damage +1/ level (max +15) to any construct.
Rust Ray: Metal objects take 2d6 damage +1/2 levels.
Secret Page: Changes one page to hide its real content.
Shadow Phase: Subject becomes partially incorporeal.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Snake’s Swiftness, Mass: Allies each immediately make one attack.
Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
Steeldance: Blades hover around you and attack foes.
Stony Grasp: Arm made of soil and rock grapples foes.
Tremor-sense: Grants tremor-sense to a range of 30 feet.
Water Breathing: Subjects can breathe underwater.
Weapon of Energy: Weapon deals extra energy damage.
Weapon of Impact: As keen edge, but aids bludgeoning weapons.
4TH-LEVEL WIZARD SPELLS
Abjur
Dispelling Screen: Targeted dispel magic on any
creatures and unattended items, +10 max on
caster level check.
Forceward: Creates a sphere of force that protects
against force effects and keeps out incorporeal
creatures.
Portal Alarm, Improved: Warded portal alerts
you or a creature designated by you to creatures
passing through it.
Ray Deflection: Ray attacks are reflected away.
Ray of Deanimation: Ray deals 1d6 damage/level
to constructs.
Resistance, Greater: Subject gains +3 on saving
throws.
Resist Energy, Mass: Creatures ignore damage
from specified energy type.
Wall of Chaos/Evil/Good/LawM: Wall blocks
creatures of opposite alignment.
Div
Assay Spell Resistance: +10 bonus on caster level
checks to defeat one creature’s spell resistance.
Know Vulnerabilities: Determine subject’s
vulnerabilities and resistances.
Treasure Scent: You detect valuable metals and
gems.
Ench
Battle Hymn: Allies can reroll one Will save/
round.
Rebuke, Greater: Subject cowers for 1d4 rounds.
Evoc
Blistering Radiance: Light dazzles creatures,
deals 2d6 fire damage in 50-ft.-radius spread.
Defenestrating SphereF: Cloudy gray sphere
knocks enemies prone, hurls them upward for
subsequent falling damage.
Dragon Breath: You choose a dragon type and
mimic its breath weapon.
Energy Spheres: Five colored spheres attack with
or negate acid, cold, electricity, fire, and sonic
energy.
Explosive Cascade: Bouncing flame ball deals
1d6/level fire damage.
Floating Disk, Greater: As floating disk, but you
can ride it.
Force Chest: 2-ft-cube chest made of force.
Force Claw: Claw of force guards an area, making
opportunity attacks.
Force Missiles: Unerring missiles of force strike
for 2d6 damage and explode in a burst.
Forcewave: Bull rushes all creatures within 10 ft.
Stone Sphere: 3-ft.-diameter stone sphere rolls
over your enemies.
Sword of Deception: Blade of energy attacks
independently, deals 1d4 damage, penalizes
subsequent save.
Thunderlance: Lance of force deals 3d6 damage
and might dispel force effects.
Vortex of Teeth: 3d8 points of damage due to force
per round to all creatures in the area.
Wingbind: A net of force entangles the subject,
causing it to fall from the sky.
Illus
Sensory Deprivation: All of subject’s senses are
blocked.
Shadow Well: Subject enters gloomy pocket plane
and emerges frightened.
Trans
Attune Form: Grant creature temporary
protection against overtly damaging planar
traits.
Backlash: Subject takes damage if it uses spells
against another creature.
Bite of the Werewolf: You gain the Strength and
attacks of a werewolf.
Blinding Breath: Your breath weapon blinds
subjects.
Corporeal Instability: Transform a creature into
an amorphous mass.
Darkvision, Mass: As darkvision, but affects one/
level subjects.
Displacer Form: You change into displacer beast,
gain some abilities.
Entangling Staff: Quarterstaff can grapple and
constrict foes.
Fire Stride: Teleport from one fire to another.
Flame Whips: Your forelimbs deal 6d6 fire
damage.
Flight of the Dragon: You grow dragon wings.
Iron Bones: Corporeal undead gains +6 natural
armor bonus.
Metal Melt: Melts metal object without heat.
Perinarch: Gain greater control over Limbo’s
morphic essence.
Raise from the Deep: Creature or sunken ship
made buoyant.
Repair Critical Damage: Repairs 4d8 damage +1/
level (max +20) to any construct.
Ruin Delver’s Fortune: Cast on another creature’s
turn and choose one of several benefits.
Scramble Portal: You randomize the destination
of a magic portal.
Sharptooth: One of your natural weapons deals
damage as if you were one size larger.
Spell Enhancer: Lets you cast another spell in the
same round at +2 caster level.
Voice of the Dragon: +10 on Bluff, Diplomacy,
and Intimidate checks; can use one suggestion.
Wings of Air, Greater: Subject’s flight
maneuverability improves by two steps.