Wizard Spells

Acid Splash: You fire a small orb of acid at the target.
Arcane Mark: This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters.
Bleed: You force a stabilized creature to resume dying.
Dancing Lights: Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape.
Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
Detect Magic: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous.
Detect Secret Doors: You can detect secret doors, compartments, caches, and so forth.
Disrupt Undead: You direct a ray of positive energy.
Flare: This cantrip creates a burst of light.
Ghost Sound: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Haunted Fey Aspect: You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature.
Light: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).
Mage Hand: You point your finger at an object and can lift it and move it at will from a distance.
Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Message: You can whisper messages and receive whispered replies.
Open-Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Prestidigitation: Prestidigitations are minor tricks that novice spellcasters use for practice.
Ray of Frost: A ray of freezing air and ice projects from your pointing finger.
Read Magic: You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible.

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0-Level Wizard Spells (Cantrips)

Abjuration

Conjuration

  • Acid Splash: Orb deals 1d3 acid damage.
  • Drench: A sudden downpour soaks a target creature or object.

Divination

Enchantment

  • Daze: Humanoid creature of 4 HD or less loses next action.

Evocation

  • Breeze: Create a light wind that blows against target from direction of your choice.
  • Dancing Lights: Creates torches or other lights.
  • Flare: Dazzles one creature (-1 on attack rolls).
  • Light: Object shines like a torch.
  • Penumbra: Protects creature or object touched from bright light.
  • Ray of Frost: Ray deals 1d3 cold damage.
  • Scoop: Create a scoop of force to pick up or carry liquids.
  • Spark: Ignites flammable objects.

Illusion

Necromancy

Transmutation

  • Jolt: Deal 1d3 electrical damage with a ranged touch attack.
  • 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.
  • Root: Reinforces a subjects defense against being moved or tripped.

Universal

1st-Level Wizard Spells

Abjuration

  • Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
  • Alarm: Wards an area for 2 hours/level.
  • Endure Elements: Exist comfortably in hot or cold regions.
  • Hold Portal: Holds door shut.
  • Peacebond: Locks a weapon in place on the target’s body.
  • Protection from Chaos: +2 to AC and saves, plus additional protection against selected alignment.
  • Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
  • Protection from Good: +2 to AC and saves, plus additional protection against selected alignment.
  • Protection from Law: +2 to AC and saves, plus additional protection against selected alignment.
  • Shield: Invisible disc gives +4 to AC, blocks magic missiles.
  • Shield Speech: You can securely communicate with one creature within range.
  • Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.

Conjuration

Divination

  • Anticipate Peril: Target gains a bonus on one initiative check.
  • Comprehend Languages: You understand all spoken and written languages.
  • Detect Charm: As detect magic, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area.
  • Detect Secret Doors: Reveals hidden doors within 60 ft.
  • Detect Undead: Reveals undead within 60 ft.
  • Identify: Gives +10 bonus to identify magic items.
  • See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
  • True Strike: +20 on your next attack roll.

Enchantment

  • Bungle: Target takes a -20 penalty on its next attack roll or check.
  • Charm Person: Makes one person your friend.
  • Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Lock Gaze: You compel the target to only look at you for the duration of the spell.
  • Memory Lapse: Subject forgets events back to last turn.
  • Moment of Greatness: Doubles a morale bonus.
  • Sleep: Puts 4 HD of creatures into magical slumber.
  • Unprepared Combatant: Target takes -4 on initiative and Reflex saves.

Evocation

Illusion

Necromancy

Transmutation

2nd-Level Wizard Spells

Abjuration

  • Arcane Lock: Magically locks a portal or chest.
  • Book Ward: As protection from energy, except lasts much longer and only protects against acid and fire damage.
  • Bullet Shield: You gain a +4 def lection bonus to AC against firearm attacks.
  • Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.
  • Miserable Pity: Opponents cannot attack a pathetic creature.
  • Obscure Object: Masks object against scrying.
  • Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
  • Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
  • Suppress Charms and Compulsions: +4 morale bonus on saves against charm and compulsion effects.
  • Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.

Conjuration

  • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
  • Arrow Eruption: Creates duplicates of killing arrow.
  • Create Pit: Creates an extradimensional pit.
  • Cushioning Bands: Force bands protect against crushing.
  • Dust of Twilight: Black particles extinguish light sources within area.
  • Fiery Shuriken: Calls forth several fiery projectiles ready to be flung at opponents.
  • Fog Cloud: Fog obscures vision.
  • Glitterdust: Blinds creatures, outlines invisible creatures.
  • Mount, Communal: As mount, but you may divide the duration among creatures touched.
  • Protection from Chaos, Communal: As protection from chaos, but you may divide the duration among creatures touched.
  • Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
  • Protection from Good, Communal: As protection from good, but you may divide the duration among creatures touched.
  • Protection from Law, Communal: As protection from law, but you may divide the duration among creatures touched.
  • Reloading Hands: Loads a single shot into your weapon every round.
  • Retrieve Item: Call an item instantly to you hand from nearby by speaking a special word and snapping your fingers. The spell fails if the item is in the possession of another creature.
  • Returning Weapon: Grants a weapon the returning special weapon quality.
  • Slipstream: Wave boosts creature’s speed.
  • Stone Call: 2d6 damage to all creatures in area.
  • 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.
  • Web Shelter: Create a comfortable shelter made of webbing.

Divination

Enchantment

  • Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for short period of time.
  • Compassionate Ally: Target is compelled to help injured ally.
  • Daze Monster: Living creature of 6 HD or less loses its next action.
  • Delay Pain: Ignore pain for 1 hour/level.
  • Hideous Laughter: Subject loses actions for 1 round/level.
  • Oppressive Boredom: Target loses its next action.
  • Qualm: Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
  • Ricochet Shot: Imbues a projectile weapon to give its ammunition the ability to ricochet.
  • Seducer's Eyes: This spell increases your physical allure.
  • Tactical Acumen: You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
  • Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
  • Unnatural Lust: Target is compelled to kiss or caress another creature.

Evocation

  • Admonishing Ray: You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage.
  • Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.
  • Continual Flame: M Makes a permanent, heatless light.
  • Darkness: 20-ft. radius of supernatural shadow.
  • Defensive Shock: Electricity damages your attackers.
  • Elemental Touch: Gain energy damage touch attack.
  • Fire Breath: Exhale a cone of flame at will.
  • Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
  • Frigid Touch: Target takes cold damage and is staggered.
  • Frost Fall: The area is covered in a chilling frost.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Pilfering Hand: You may seize an object or manipulate it from afar.
  • Protective Penumbra: Shadow protects the target from light.
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
  • Shatter: Sonic energy damages objects or crystalline creatures.
  • Spontaneous Immolation: Target takes 3d6 points of fire damage and catches on fire.

Illusion

Necromancy

  • Blindness-Deafness: Makes subject blinded or deafened.
  • Brow Gasher: Slashing weapon deals bleed damage to an opponent’s head.
  • Command Undead: Undead creature obeys your commands.
  • Defending Bone: You animate a bone which gives you damage reduction 5/bludgeoning.
  • Defoliate: You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread.
  • False Life: Gain 1d10 temporary hp + 1/level (max +10).
  • Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
  • Pernicious Poison: Target takes a -4 penalty against poison.
  • Scare: Frightens creatures of less than 6 HD.
  • Skinsend: Animate and possess your own skin as if it were a separate creature.
  • Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
  • Steal Voice: Target gains the croaking spellblight.
  • Unshakable Chill: Target is afflicted with severe cold.

Transmutation

3rd-Level Wizard Spells

Abjuration

Conjuration

Divination

  • Arcane Sight: Magical auras become visible to you.
  • Blood Biography: Learn about a creature with its blood.
  • Clairaudience-Clairvoyance: Hear or see at a distance for 1 min./level.
  • Harrowing: You use a Harrow deck to tell a fortune for yourself or someone else.
  • Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.
  • Seek Thoughts: Detects thinking creatures’ thoughts.
  • Share Language, Communal: As share language, but you may divide the duration among creatures touched.
  • Spherescry: Remotely view through spheres that have consumed some portion of the caster's body. Spherescry cannot be discovered by normal methods of magical detection.
  • Tongues: Speak and understand any language.
  • Unravel Destiny: A target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them.

Enchantment

  • 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.
  • Lover's Vengeance: You inspire yourself or a lover to a vengeful rage against a chosen enemy.
  • Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
  • Reckless Infatuation: Target is compelled to stay near another.
  • Suggestion: Compels a subject to follow stated course of action.
  • Unadulterated Loathing: Target is compelled to avoid another creature.

Evocation

  • Battering Blast: You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object.
  • BlackLight: You create an area of darkness impenetrable even to darkvision, but you can see normally within it.
  • Campfire Wall: Creates a shelter around a campfire.
  • Chain of Perdition: Creates a floating chain of force.
  • Channel the Gift: Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell.
  • Daylight: 60-ft. radius of bright light.
  • Diamond Spray: A cone of tiny, sparkling slivers as hard and sharp as filed diamonds springs from your outstretched fingers at tremendous speed.
  • Distracting Cacophony: Noise makes it difficult to cast.
  • Draconic Reservoir: Subject can absorb energy damage and enhance melee attacks with it.
  • Elemental Aura: Creates an aura of energy around you.
  • Fireball: 1d6 damage per level, 20-ft. radius.
  • Force Punch: Target takes force damage and is pushed away.
  • Heatstroke: As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
  • Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path.
  • Lightning Bolt: Electricity deals 1d6/level damage.
  • Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
  • Sheet Lightning:
  • Silverlight: As daylight, except the object touched sheds bright silvery light in a 20-foot radius.
  • Tiny Hut: Creates shelter for 10 creatures.
  • Twilight Knife: Floating knife attacks with you.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.

Illusion

Necromancy

  • Animate Dead, Lesser: Create one skeleton or zombie.
  • Deathwine: Turn a healing potion into a pool of necromantic energy that does not heal but instead increases the caster level of the next necromancy spell you cast in the next minute.
  • Eldritch Fever: Target gains the eldritch ague spellblight.
  • Gentle Repose: Preserves one corpse.
  • Halt Undead: Immobilizes undead for 1 round/level.
  • Healing Thief: You siphon half of all magical healing that the targeted creature receives.
  • Howling Agony: Screaming pain limits the target's actions.
  • Ki Leech: Add to your ki pool when you critically hit.
  • Malediction: Touch to kill an unconscious creature and gain a number of temporary hero points depending on how powerful it was.
  • Marionette Possession: As magic jar, but limited to line of sight.
  • Ray of Exhaustion: Ray makes subject exhausted.
  • Sands of Time: Target temporarily ages.
  • Toxic Gift: Target suffers the effect of the poison in you.
  • Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

Transmutation

  • Anthropomorphic Animal: Animal becomes bipedal.
  • Ape Walk: Target gains climb 30 and +8 racial bonus on Climb skill checks.
  • 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.
  • Burrow: Target gains a burrow speed of 15.
  • Countless Eyes: Extra eyes give all-around vision.
  • Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.
  • Devolution: Target eidolon temporarily loses 1 evolution +1/five levels.
  • Enter Image: Transfers your consciousness to an object bearing your likeness.
  • Eruptive Pustules: Acid boils burst when you are attacked.
  • Excruciating Deformation: Target takes Dex and Con damage.
  • Flame Arrow: Arrows deal +1d6 fire damage.
  • Flash Fire: Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon’s bearer and those around him.
  • 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.
  • Hostile Levitation: Levitates the targeted creature up off the ground.
  • Keen Edge: Doubles normal weapon's threat range.
  • Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
  • Monstrous Physique I: Take the form and some of the powers of a Small or Medium monstrous humanoid.
  • Pup Shape: Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
  • Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.
  • Secret Page: Changes one page to hide its real content.
  • Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects.
  • 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.
  • Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.
  • Strangling Hair: Your hair animates and grapples.
  • Touch Injection: You can deliver an infusion, elixir, poison, or potion as a touch attack.
  • Undead Anatomy I: Take the form and some of the powers of a Small or Medium undead.
  • Versatile Weapon: Weapon bypasses some DR.
  • Water Breathing: Subjects can breathe underwater.

4th-Level Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

  • Agonize: Pain encourages an outsider to obey you.
  • Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.
  • Detonate: Inflicts 1d8/level energy damage to all creatures within 15 ft.
  • Dragon's Breath: Gives you a dragon's breath weapon.
  • Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
  • Hurricane Blast: Creates a severe blast of wind.
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • Resilient Sphere: Force globe protects but traps one subject.
  • River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures.
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
  • Telekinetic Charge: Launches an ally through the air.
  • Vitriolic Mist: As fire shield, except acid damage.
  • Volcanic Storm: Hot rocks deal 5d6 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.

Illusion

Necromancy

  • Animate Dead: 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.
  • Boneshatter: The target’s bones or exoskeleton shiver and splinter, dealing 1d6 points of damage per caster level (maximum 15d6), and is exhausted for 1 minute per caster level.
  • Contagion: Infects subject with chosen disease.
  • Enervation: Subject gains 1d4 negative levels.
  • False Life, Greater: Gain 2d10 temporary hp + 1/level.
  • Familiar Melding: Possess your familiar.
  • Fear: Subjects within cone flee for 1 round/level.
  • Shadow Projection: Temporarily become a shadow.

Transmutation

5th-Level Wizard Spells

Abjuration

  • Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
  • Covetous Aura: Anytime a harmless spell of 3rd level or lower is cast within the area of effect, you may choose to gain the benefit of that spell as if it had also targeted you.
  • Dismissal: Forces a creature to return to its native plane.
  • Life Bubble: Protects creature from sustained environmental effects.
  • Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
  • Soothe Construct: Reduce the berserk chance of a construct.
  • Stoneskin, Communal: As stoneskin, but you may divide the duration among creatures touched.
  • Unbreakable Construct: Increase construct hardness or DR.
  • Wreath of Blades: Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

6th-Level Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

  • Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
  • Cold Ice Strike: Cone of ice slivers deals 1d6 cold/level.
  • Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets.
  • Contingency: Sets trigger condition for another spell.
  • Forceful Hand: Hand pushes creatures away.
  • Freezing Sphere: Freezes water or deals cold damage.
  • Hellfire Ray: A blast of hellfire deals 1d6 damage per caster level (maximum 15d6) to the target (half fire damage half unholy damage.) If a creature is killed by this damage it must make a Will save or be damned to Hell.
  • Leashed Shackles: Target is restricted to a specific location.
  • Sign of Wrath: Deal 1d6 points of force damage per caster level (maximum 15d6).
  • Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.

Illusion

  • Mislead: Turns you invisible and creates illusory double.
  • Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
  • Programmed Image: As major image, but triggered by event.
  • Shadow Walk: Step into shadow to travel rapidly.
  • Unwilling Shield: Subject shares wounds you receive.
  • Veil: Changes appearance of a group of creatures.

Necromancy

Transmutation

7th-Level Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation

Universal

8th-Level Wizard Spells

Abjuration

Conjuration

Divination

Enchantment

Evocation

  • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  • Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
  • Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
  • Stormbolts: 1d8 damage/level (max 20d8) to targets.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.

Illusion

Necromancy

Transmutation

9th-Level Wizard Spells

Abjuration

Conjuration

Divination

  • Foresight: “Sixth sense” warns of impending danger.

Enchantment

Evocation

Illusion

  • Shades: As shadow conjuration, but up to 8th level and 80% real.
  • Weird: As phantasmal killer, but affects all within 30 ft.

Necromancy

  • Astral Projection: Projects you and companions onto Astral Plane.
  • Canopic Conversion: Eviscerates target, inflicting 1d6 dmg/caster level (maximum 20d6). If kills target, spell seals his organs in jars; creating an Osirion mummy 1d4 rounds later.
  • Cursed Earth: Plants die, living creatures catch diseases, or dead creatures rise as zombies.
  • Energy Drain: Subject gains 2d4 negative levels.
  • Soul Bind: Traps newly dead soul to prevent resurrection.
  • Suffocation, Mass: One creature/level suffocates to death.
  • Wail of the Banshee: Deals 10 damage/level to 1 creature/level.

Transmutation

  • Etherealness: Travel to Ethereal Plane with companions.
  • Fiery Body: You gain various fire-related powers.
  • Shapechange: Transforms you into certain creatures, and lets you change forms once per round.
  • Time Stop: You act freely for 1d4+1 rounds.
  • Transmute Blood to Acid: Target takes acid damage each round, and its attackers take acid damage.
  • World Wave: Earth moves you across distances.

Universal

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