Class:Wizard
From DDO Compendium
Wizards can learn a huge variety of spells and can fine tune their spell list to the task. They can assist the party, summon allies, or destroy opponents with the power of the elements.
Solo Ability: Challenging.
Important stats:Intelligence is the most important stat for wizards. High intelligence makes a wizard's spells more difficult for enemies to resist and gives him or her more spell points.
Constitution is important for wizards who want to increase their hit points, and dexterity is important for increasing defense.
Notable abilities: Inscribe Spell.
Wizards are the only class that can learn all of the arcane spells. This eventually gives them many spell options when preparing to go on a quest.Unlike the other classes, wizards get bonus metamagic feats. These feats give them more ways to manipulate the power and duration of their spells.
At taverns and rest shrines, wizards can switch to different spells. This allows them to choose the right spell for the situation. Sorcerers and favored souls cannot do this.

| Hit Die: | D4 |
| Base Skill Points Each Level: | 2 |
| Caster Type: | Arcane |
| Spell Casting: | Intelligence determines how powerful a spell a Wizard can cast, how many spells they can cast, and how hard those spells are to resist. |
| Path(s): | Necromancer, The Ingenious Sage, Elementalist, The Ingenious Sage, Necromancer, Elementalist, The Ingenious Sage, Necromancer, Elementalist |
| True Reincarnation Feat(s): | Past Life: Wizard |

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| 1 | +0 | 0 | 0 | 2 |
| 2 | +1 | 0 | 0 | 3 |
| 3 | +1 | 1 | 1 | 3 |
| 4 | +2 | 1 | 1 | 4 |
| 5 | +2 | 1 | 1 | 4 |
| 6 | +3 | 2 | 2 | 5 |
| 7 | +3 | 2 | 2 | 5 |
| 8 | +4 | 2 | 2 | 6 |
| 9 | +4 | 3 | 3 | 6 |
| 10 | +5 | 3 | 3 | 7 |
| 11 | +5 | 3 | 3 | 7 |
| 12 | +6 / +1 | 4 | 4 | 8 |
| 13 | +6 / +1 | 4 | 4 | 8 |
| 14 | +7 / +2 | 4 | 4 | 9 |
| 15 | +7 / +2 | 5 | 5 | 9 |
| 16 | +8 / +3 | 5 | 5 | 10 |
| 17 | +8 / +3 | 5 | 5 | 10 |
| 18 | +9 / +4 | 6 | 6 | 11 |
| 19 | +9 / +4 | 6 | 6 | 11 |
| 20 | +10 / +5 | 6 | 6 | 12 |

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| Concentration | Allows you a chance to continue casting a spell when you would normally be interrupted by taking damage. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.\n\nDetails: To maintain concentration when you take damage, you roll 1d20 and add your concentration skill. The result must equal or exceed 10 + the level of spell you are trying to cast + the incoming damage amount. | |
| Repair | Allows you to use a repair kit to restore disabled warforged characters to 1 hit point. Also grants additional hit points while resting in a dungeon for warforged characters. Only affects warforged.\n\nDetails: To boost allied warforged healing from resting, the character with the repair skill must be close to the resting characters (within a few meters). The amount of extra healing granted after a rest is equal to your repair skill + 10. |

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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| 50 | 75 | 100 | 125 | 150 | 180 | 215 | 255 | 300 | 350 | |
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11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 405 | 465 | 530 | 600 | 675 | 755 | 840 | 930 | 1025 | 1125 |
You receive an additional 80 spell points for having the Magical Training feat

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| 1 | Acid Spray | A cone of burning acid shoots forth, damaging targets in the area of the spray for 3 to 4 acid damage per caster level (up to a max of 15 to 20 damage at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 acid damage per caster level (max 5d2+10). | |
| 1 | Burning Hands | A cone of searing flame shoots forth, damaging targets in the area of the flames for 3 to 4 fire damage per caster level (up to a max of 15 to 20 at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 fire damage per caster level (max 5d2+10). | |
| 1 | Cause Fear | An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Necrotic energy slows the target slightly. | |
| 1 | Charm Person | Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. | |
| 1 | Chill Touch | Makes a touch echo with the chill of death causing 4 to 6 negative energy damage per caster level (up to a max of 20 to 30 damage at caster level 5) and 1 point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect.\n\nD&D Dice: Deals 1d3+3 negative energy damage per caster level (max 5d3+15) plus 1 point of Str damage. | |
| 1 | Detect Secret Doors | Reveals secret and hidden doors. | |
| 1 | Disrupt Undead | This ray deals 8 to 12 positive energy damage plus an additional 4 to 6 positive energy damage for every two caster levels to an enemy undead. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 2d3+6 plus an additional 1d3+3 damage per two caster levels to an enemy undead. | |
| 1 | Expeditious Retreat | Increases base run speed by 25%. | |
| 1 | Feather Fall | Causes an ally to fall slowly, although faster than feathers typically do. | |
| 1 | Grease | Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2 to 12 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away. | |
| 1 | Hypnotism | Dazes nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentually weakened (-3 to will) | |
| 1 | Jump | Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level. | |
| 1 | Mage Armor | An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC. | |
| 1 | Magic Missile | A missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles). | |
| 1 | Master's Touch | Enchants the items currently equipped in the target's left and right hands to grant their wielder proficiency if the items are simple or martial weapons or shields. This enchantment lasts until the target rests. | |
| 1 | Merfolk's Blessing | Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels. | |
| 1 | Niac's Cold Ray | A ray of freezing ice and air projects from your finger dealing 6 to 10 cold damage per caster level (to a max of 30 to 50 damage at caster level 5) This ray as double spell range. A successful Reflex save negates this effect.\n\nD&D Dice: Deals 1d5+5 cold damage per caster level (max 5d5+25). | |
| 1 | Nightshield | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles. | |
| 1 | Obscuring Mist | A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist. | |
| 1 | Protection from Evil | At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. | |
| 1 | Ray of Enfeeblement | A coruscating ray springs towards the target, inflicting a 1 to 6 point penalty to strength plus an additional 1 for every two caster levels up to caster level 8.\n\nD&D Dice: Inflicts a 1d6 Strength penalty plus 1 additional per 2 caster levels (max 1d6+5). This spell has double range. | |
| 1 | Repair Light Damage | Transmutes the structure of a living construct ally to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 5.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 5). | |
| 1 | Shield | Grants a +4 shield bonus to Armor Class and protection from magic missiles. | |
| 1 | Shocking Grasp | Delivers a jolt of 4 to 6 electricity damage per caster level (up to a max of 20 to 30 damage at caster level 5) to any enemy you touch.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 5d3+15). | |
| 1 | Sleep | Induces a magical slumber, rendering them helpless until attacked. Ineffective on undead or constructs. Lasts 20 seconds plus 2 per level of caster. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level) | |
| 1 | Sonic Blast | Blasts an enemy with loud, high-pitched sounds, doing 3 to 4 sonic damage plus 3 to 4 additional sonic damage for every two caster levels (up to a max of 15 to 20 damage at caster level 8). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range. \n\nD&D Dice: Deals 1d2+2 sonic damage plus 1d2+2 sonic damage per two caster levels (max 5d2+10) and dazes. | |
| 1 | Summon Monster I | This spell allows you to summon one of three different creatures: a celestial dog, a giant rat, or a brown spider. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 1 | Tumble | Gives an ally a +10 enhancement bonus on Tumbling. |
| 2 | Bear's Endurance | An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. | |
| 2 | Blindness | The power of unlife renders an enemy blinded. A successful Fortitude save negates this effect. | |
| 2 | Blur | An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking. | |
| 2 | Bull's Strength | The affected ally gains strength and power, giving a +4 enhancement bonus to Strength. | |
| 2 | Cat's Grace | An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity. | |
| 2 | Command Undead | Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 1 to 4 minutes. Other undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds. | |
| 2 | Daze Monster | Clouds the mind of an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Targets of this spell have their will weakend against future mental attacks for a brief period of time even they success against the Will save. | |
| 2 | Eagle's Splendor | An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. | |
| 2 | Electric Loop | An electrical discharge strikes a primary target for 4 to 6 per two caster levels electrical damage (max 20 to 30) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.\n\nD&D Dice: Deals 1d3+3 electric damage per two caster levels (max 5d3+15). | |
| 2 | False Life | Harnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10. | |
| 2 | Flaming Sphere | Creates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2 to 12 points of fire damage. A successful Reflex save negates this effect.\n\nD&D Dice: Deals 2d6 fire damage. | |
| 2 | Fog Cloud | A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance). | |
| 2 | Fox's Cunning | An ally gains wit, giving a +4 enhancement bonus to Intelligence. | |
| 2 | Ghoul Touch | This spell imbues your hand with negative energy, allowing you to paralyze any single living humanoid that you touch. A successful Fortitude save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. | |
| 2 | Glitterdust | A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell. | |
| 2 | Gust of Wind | This spell creates a severe blast of air that originates from you and passes through all creatures in its path. Small or smaller enemies are knocked prone, and Medium or smaller enemies are slowed by the winds unless they make a reflex save equal to 12 + your casting stat's modifier. Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire. | |
| 2 | Hypnotic Pattern | A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentually weakened (-3 to will) | |
| 2 | Invisibility | An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed. | |
| 2 | Knock | Unlocks any lock which could be picked by a sufficiently skilled rogue. | |
| 2 | Lesser Death Aura | Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1 to 4 negative energy damage every two seconds as long as they remain within it. Undead are instead healed by the aura. This aura can affect up to one target per caster level.\n\nD&D Dice: Deals 1d4 negative energy damage every two seconds. | |
| 2 | Melf's Acid Arrow | Deals 2 to 8 acid damage +1 per 2 caster levels to a target with a magical arrow of acid for a duration of 12 seconds. The arrow has double spell range. \n\nD&D Dice: Deals 2d4+1 acid damage per 2 caster levels (max 2d4+10). | |
| 2 | Ooze Puppet | Telekinetically controls the actions of an enemy ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the ooze cannot split. | |
| 2 | Otto's Resistible Dance | At your touch, enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect. | |
| 2 | Owl's Wisdom | Grants an ally a +4 enhancement bonus to wisdom. | |
| 2 | Repair Moderate Damage | Transmutes the structure of a living construct ally to repair 6 to 16 damage plus an additional 1 for every caster level up to caster level 10.\n\nD&D Dice: Repairs constructs for 2d6+4 hp plus 1 additional per caster level (max 10). | |
| 2 | Resist Energy | Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11. | |
| 2 | Scare | Casts Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become shaken instead. Targets subject to the fear effect will be slowed slightly by necrotic energy. | |
| 2 | Scorch | A jet of roaring flame bursts from your outstretched hand, dealing 5 to 8 fire damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d4+4 fire damage per two caster levels (max 5d4+20). | |
| 2 | Scorching Ray | Blasts a target with fiery rays, each doing 16 to 24 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. Ray spells have double range.\n\nD&D Dice: Each ray deals 4d3+12 fire damage (1 ray at caster level 3, 2 at level 7, 3 at level 11.) | |
| 2 | See Invisibility | You can see invisible creatures and objects. | |
| 2 | Snowball Swarm | A flurry of magical snowballs erupt near your target, dealing 4 to 6 cold damage per two caster levels (max 20 to 30). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 cold damage per two caster levels (max 5d3+15). | |
| 2 | Spawn Screen | Prevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection. | |
| 2 | Summon Monster II | This spell allows you to summon one of three different creatures: a fiendish monstrous scorpion, a fiendish bat, or a black widow. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 2 | Touch of Idiocy | Reduces an enemies mental faculties, giving a 1 to 6 penalty to Intelligence, Wisdom, and Charisma scores.\n\nD&D Dice: Deals 1d6 ability damage to Int, Wis, and Cha. Briefly makes the target vulnerable to future mental attacks (will -5) | |
| 2 | Web | Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. |
| 3 | Acid Blast | Creates a gout of acid that explodes on impact, dealing 4 to 6 acid damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 acid damage per caster level (max 10d3+30). | |
| 3 | Chain Missiles | A missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first you gain an additional missile (up to 10 missiles) that, after striking your target, explode outwards, striking other creatures near the primary target.\n\nD&D Dice: Each missile deals 1d2+3 force damage. | |
| 3 | Deep Slumber | Induces a magical slumber to a group of enemies, rendering them helpless until attacked or for a duration of 20 seconds plus 1 per caster level. Ineffective on undead or constructs. A successful Will save negates this effect. | |
| 3 | Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | |
| 3 | Displacement | An ally's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking. | |
| 3 | Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 6 fire damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 10d3+30). | |
| 3 | Flame Arrow | Creates 50 flaming ammo of any type within your inventory. This spell requires and consumes 1 normal or masterwork ammo of that type. Flaming ammo does an extra 1 to 6 points of fire damage on a successful hit. | |
| 3 | Frost Lance | Shoots a target with a freezing energy spear, dealing 24 to 40 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.\n\nD&D Dice: Deals 4d5+20 cold damage per lance. | |
| 3 | Halt Undead | Renders undead targets in range immobile for 6 seconds per caster level. A successful Will save negates this effect. Non-intelligent undead do not get a Will save. | |
| 3 | Haste | Quickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. | |
| 3 | Heroism | Imbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks. | |
| 3 | Hold Person | The target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids. | |
| 3 | Lightning Bolt | A powerful stroke of electrical energy deals 4 to 6 electricity damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 10d3+30). | |
| 3 | Magic Circle Against Evil | Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions. | |
| 3 | Protection from Energy | Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed. | |
| 3 | Rage | Causes the target to fly into a screaming blood frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a +1 morale bonus to Will saves, but causes the target to take a -2 penalty to armor. | |
| 3 | Ray of Exhaustion | A ray projects towards the target enemy, causing it to become immediately exhausted. Exhausted characters take a -6 penalty on Strength and Dexterity. A successful Fortitude save means the creature is only Fatigued. This spell has double range. | |
| 3 | Repair Serious Damage | Transmutes the structure of a living construct ally to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 15.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 15). | |
| 3 | Sleet Storm | Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%. | |
| 3 | Slow | Causes an enemy to move at 50% speed, attack at a 30% slowed rate, and have a -1 penalty on attack rolls, AC, and Reflex saves. A successful Will save negates this effect. | |
| 3 | Stinking Cloud | Creates a bank of fog that nauseates living targets and obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). A successful Fortitude save negates the nausea. | |
| 3 | Suggestion | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect. | |
| 3 | Summon Monster III | This spell allows you to summon one of three different creatures: a hellhound, a winter wolf, or an air mephit. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 3 | Water Breathing | Grants the ability to breathe water to you and your allies. |
| 4 | Acid Rain | You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1 to 4 per caster level in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain take damage with no saving throw. Damage progression caps at level 15 for 15 to 60 acid damage.\n\nD&D Dice: Deals 1d4 per caster level acid damage every 2 seconds, for 8 seconds. | |
| 4 | Bestow Curse | The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect. | |
| 4 | Burning Blood | You taint a living creature's blood with a hot, corrosive infusion, dealing acid damage for 2 to 8 + 1 every 2 levels and fire damage for 2 to 8 +1 per 2 caster levels every 2 seconds for a duration of 10 seconds. | |
| 4 | Charm Monster | An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect. | |
| 4 | Contagion | Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves. | |
| 4 | Crushing Despair | Causes great sadness in enemies, giving -2 penalties to attack, saves, skill checks, and weapon damage. A successful Will save negates this effect but regardless of the saves result the targets are left in vulnerable state to future mental attack. Applies weaken will effect. | |
| 4 | Death Aura | Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2 to 8 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it. Undead are instead healed by the aura. This aura can affect up to one target per caster level.\n\nD&D Dice: Deals 2d4 negative energy damage plus 1 per caster level every two seconds. | |
| 4 | Dimension Door | Creates a magical portal that can transport you and your companions back to the entrance of your dungeon. | |
| 4 | Enervation | A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 1 to 4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.\n\nD&D Dice: Gives enemies 1d4 negative levels. | |
| 4 | Fear | An cone of terror causes each living enemy in an area to become panicked. A successful Will save causes enemies to become shaken. Creatures that fail their save are also slowed by necrotic energy. | |
| 4 | Fire Shield | Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 4 to 6 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you.\n\nD&D Dice: Deals 1d3+3 damage plus 1 additional per caster level (max 15). | |
| 4 | Fire Trap | Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 4 to 6 fire damage for every caster level up to caster level 20. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level. | |
| 4 | Force Missiles | A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 10 to 14 points of force damage. You gain one missile for every four caster levels.\n\nD&D Dice: Each missile deals 2d3+8 force damage. | |
| 4 | Ice Storm | Great magical hailstones pound down, dealing 1 to 6 cold + 1 per caster level (max 1d6+10) and 2 to 12 bludgeoning damage and slowing the movement speed of targets within the area.\n\nD&D Dice: Deals 1d6 + 1 per caster level cold damage and 2d6 bludgeoning damage. Max 1d6+10 cold, 2d6 bludgeoning. | |
| 4 | Lesser Globe of Invulnerability | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe. | |
| 4 | Negative Energy Burst | A blast of negative energy expands from the caster, doing 5 to 8 damage per two caster levels (max 25 to 40) to all living enemies caught within it. Undead are instead healed by the attack. A successful Fortitude save reduces the damage by half.\n\nD&D Dice: Deals 1d4+4 negative energy damage per two caster levels (max 5d4+20). | |
| 4 | Phantasmal Killer | Creates a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies can make a Will save to disbelieve the spell and suffer no ill effects. If they fail the Will save, they then must make a Fortitude save or die from fear. A successful Fortitude save still results in 2 to 4 damage per caster level.\n\nD&D Dice: Kills one creature on a failed Will and Fort save or deals 1d3+1 damage per caster level on a successful Fort save. | |
| 4 | Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. | |
| 4 | Repair Critical Damage | Transmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20). | |
| 4 | Shout | Emits an ear-splitting yell that does 20 to 30 sonic damage to all targets in its path. A successful Fortitude save halves the damage.\n\nD&D Dice: Deals 5d3+15 sonic damage. | |
| 4 | Solid Fog | A bank of fog slows movement and obscures sight, giving a -2 penalty to melee attack and damage rolls and a 20% concealment miss chance to all those inside. Enemies within this cloud suffer a -5 penalty to their reflex save. | |
| 4 | Stoneskin | Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level it is discharged. Otherwise it lasts 1 minute per caster level. | |
| 4 | Summon Monster IV | This spell allows you to summon one of three different creatures: a fiendish monstrous spider, a greater ice mephit, or a lantern archon. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 4 | Symbol of Flame | You scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 20 to 30 fire damage to that target. A successful Reflex save reduces damage by half. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together.\n\nD&D Dice: Deals 5d3+15 fire damage to any that come in range. | |
| 4 | Wall of Fire | Creates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save for half.\n\nD&D Dice: Deals 2d6 fire damage plus 1 additional per caster level (max 15) to targets within the wall. Does an additional 2d6 damage vs undead. |
| 5 | Ball Lightning | Fills an area with deadly energy that does 4 to 6 electrical damage per caster level (up to a max of 60 to 90 damage at caster level 15). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 15d3+45). | |
| 5 | Break Enchantment | Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect. | |
| 5 | Cloudkill | A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud while inflicting on stronger targets 1 to 4 Constitution damage and 2 to 12 acid damage plus an additional 1 acid damage for every caster level up to caster level 20. Successful Fortitude saves reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell.\n\nD&D Dice: Deals 1d4 Con damage and 2d6 acid damage plus 1 damage per caster level (max 20). | |
| 5 | Cone of Cold | Creates an area of extreme cold, originating at your hand and spreading outward in a cone. It drains heat, dealing 4 to 6 points of cold damage per caster level (up to a maximum of 60 to 90 damage at caster level 15). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 15d3+45). | |
| 5 | Cyclonic Blast | You send a twisting torrent of wind toward your enemies that deals 4 to 6 damage per caster level (up to a max of 80 to 120 damage at caster level 20) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or be knocked down. As a bolt this spell has double range. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.\n\nD&D Dice: Deals 1d3+3 damage per caster level (max 20d3+45). | |
| 5 | Dismissal | Instantly forces an extraplanar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level). Even on a successful save the target still suffers 4 to 6 damage per caster level in damage. \n\nD&D Dice: Deals 1d3+3 per caster level on successful save. | |
| 5 | Dominate Person | Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon. | |
| 5 | Eladar's Electric Surge | The target's body is wracked with powerful electric shocks, dealing 1 to 6 +1 electrical damage per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack. | |
| 5 | Feeblemind | Causes the enemy's Intelligence and Charisma levels each to drop to 1, giving it roughly the intelligence of a lizard. A successful Will save negates this effect. | |
| 5 | Hold Monster | An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | |
| 5 | Mind Fog | Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect. | |
| 5 | Niac's Biting Cold | A deep and chilling cold settles into the target's body, dealing 1 to 6 cold damage +1 per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack. | |
| 5 | Prismatic Ray | A brilliant ray of multicolored light projects from your finger, blinding weak targets and producing one or more random effects. This spell has double range. | |
| 5 | Protection from Elements | Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. | |
| 5 | Repair Light Damage, Mass | Transmutes the structure of living construct allies to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 25.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 25). | |
| 5 | Summon Monster V | This spell allows you to summon one of three different creatures: a medium earth elemental, a bearded devil, or an umbral worg. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 5 | Symbol of Pain | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks for a duration of 30 seconds plus 12 seconds per caster level. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together. | |
| 5 | Teleport | Teleports you to one of a variety of locations. | |
| 5 | Waves of Fatigue | Waves of negative energy cause all living creatures to become fatigued. Fatigued creatures take a -2 penalty to strength and dexterity. |
| 6 | Acid Fog | A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2 to 12 acid damage every 2 seconds to targets within the cloud. Enemies within this cloud also suffer a -4 penalty to their armor class.\n\nD&D Dice: Deals 2d6 acid damage every 2 seconds. | |
| 6 | Bear's Endurance, Mass | Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them. | |
| 6 | Bull's Strength, Mass | Casts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each. | |
| 6 | Cat's Grace, Mass | Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each. | |
| 6 | Chain Lightning | A powerful electrical discharge strikes a primary target for 4 to 6 electrical damage per caster level and then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level. | |
| 6 | Circle of Death | Rains dark energy into an area. Living creatures are subject to a death effect, getting a Reflex save and then a Fortitute save to avoid death. Targets who succeed against the Reflex save suffer no ill effect, but creatures who succeed against the Fortitude save will still get level drained for 1 to 4 levels. | |
| 6 | Create Undead | This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator. | |
| 6 | Disintegrate | A sickly green ray emanates forth, doing 8 to 12 damage per caster level to the target (up to a max of 160 to 240 damage at caster level 20). Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 18 to 30. As a ray this spell has double normal range.\n\nD&D Dice: Deals 2d3+6 damage per caster level (max 40d3+120). | |
| 6 | Eagle's Splendor, Mass | Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each. | |
| 6 | Flesh to Stone | Turns a single fleshy target into a mindless, inert statue. If the statue resulting from the spell is broken or damaged, the subject has similar damage or deformities. In stone form, creatures are much more difficult to damage. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds + 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds. | |
| 6 | Fox's Cunning, Mass | Casts Fox's Cunning on multiple targets, giving each of them a +4 enhancement bonus to Intelligence. | |
| 6 | Globe of Invulnerability | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe. | |
| 6 | Greater Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +20)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner. | |
| 6 | Greater Heroism | Imbues a single ally with great bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear. | |
| 6 | Mass Suggestion | Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level. A successful Will save negates this effect. | |
| 6 | Necrotic Ray | Blasts a target with a negative energy ray that does 5 to 8 negative energy damage per caster level to a living enemy. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it a negative level.\n\nD&D Dice: Deals 1d4+4 negative energy damage per caster level and bestows one negative level. | |
| 6 | Otiluke's Freezing Sphere | A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 4 to 6 cold damage per caster level (up to a max of 90 to 120 damage at caster level 20) to targets in the area. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 20d6). | |
| 6 | Owl's Wisdom, Mass | Casts Owl's Wisdom on multiple targets, giving each of them a +4 enhancement bonus to Wisdom. | |
| 6 | Reconstruct | Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150). | |
| 6 | Repair Moderate Damage, Mass | Transmutes the structure of living construct allies to repair 6 to 16 damage plus an additional 1 for every caster level up to caster level 30.\n\nD&D Dice: Repairs constructs for 2d6+4 hp plus 1 additional per caster level (max 30). | |
| 6 | Shadow Walk | Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane. | |
| 6 | Stone to Flesh | Restores a petrified creature, such as one affected by the Flesh to Stone spell, to its normal state. | |
| 6 | Summon Monster VI | This spell allows you to summon one of three different creatures: a fiendish troll, a large water elemental, or an eladrin bralani. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 6 | Symbol of Fear | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 6 seconds per caster level or until the symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together. | |
| 6 | Symbol of Persuasion | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together. | |
| 6 | Tenser's Transformation | Causes the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). | |
| 6 | True Seeing | You confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally. | |
| 6 | Undeath to Death | Destroys undead creatures in the area. A successful Will save negates this effect. |
| 7 | Banishment | A more powerful version of the dismissal spell. It enables you to force several extraplanar creatures out of your home plane. A successful Will save negates this effect but cause the targets take 4 to 6 points of damage per caster level. (DC = spell's save DC - creature's Hit Dice or Level + your caster level).\n\nD&D Dice: Successful save still causes 1d3+3 bane damage per caster level. | |
| 7 | Control Undead | Control is granted over the enemy undead, forcing it to fight for you. Controlled undead get an additional save every 2 minutes. A successful Will save negates this effect. | |
| 7 | Delayed Blast Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that does 4 to 6 fire damage per caster level (up to a max of 80 to 120 damage at caster level 20) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 20d3+60). | |
| 7 | Finger of Death | Attempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.\n\nD&D Dice: Slays one living enemy or deals 2d3+6 damage per caster level (max 50d3+150) if the target saves. | |
| 7 | Greater Teleport | Teleports you and all nearby allies to one of a variety of locations. | |
| 7 | Hold Person, Mass | Casts Hold Person on multiple targets. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | |
| 7 | Invisibility, Mass | Casts Invisibility on mulitple targets, causing them to vanish from sight, even from darkvision. Attacking a target will remove the effect. | |
| 7 | Otto's Sphere of Dancing | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. | |
| 7 | Power Word: Blind | A single word of power is uttered, causing your target to become blinded. Creatures with 150 or fewer current HP are permanently blinded, creatures with 151 to 300 HP are blinded for 1 to 5 minutes, and creatures above 301 hp are blinded for 10 to 30 seconds. | |
| 7 | Prismatic Spray | A brilliant cone of multicolored light projects from your finger, blinding weak targets and producing one or more random effects. | |
| 7 | Protection from Elements, Mass | Grants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. | |
| 7 | Repair Serious Damage, Mass | Transmutes the structure of living construct allies to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 35.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 35). | |
| 7 | Summon Monster VII | This spell allows you to summon one of three different creatures: an efreeti, a djinni, or a huge earth elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 7 | Symbol of Stunning | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6 to 36 seconds or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together. | |
| 7 | Symbol of Weakness | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets take 3 to 18 points of Strength damage. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together. | |
| 7 | Waves of Exhaustion | Waves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity. |
| 8 | Black Dragon Bolt | Deals 1 to 3 acid damage per caster level (up to a max of 25 to 75 at caster level 25) every 2 seconds for 6 seconds to an enemy with a powerful bolt of corrosive acid. This spell has double range. \n\nD&D Dice: Deals 1d3 acid damage per caster level (max 3d25). | |
| 8 | Greater Shout | Emits an ear-splitting yell that deals 35 to 60 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.\n\nD&D Dice: Deals 5d6+30 sonic damage and stuns. | |
| 8 | Horrid Wilting | Deals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to living targets by evaporating moisture from their bodies. Deals 5 to 8 damage per caster level (max 100 to 160) to water type outsiders and plants.\n\nD&D Dice: Deals 1d3+3 damage per caster level (max 20d3+60). Deals 1d4+4 damage per caster level against water type outsiders and plants (max 20d4+80). | |
| 8 | Incendiary Cloud | Creates a cloud of roiling smoke shot through with white-hot embers, obscuring sight and dealing 2 to 8 + 1 per caster level in fire damage every two seconds. Creatures entering the cloud save vs reflex or become blind until they leave the cloud. Cloud lasts 30 seconds.\n\nD&D Dice: Deals 2d4 + 1 per level fire damage every 2 seconds. | |
| 8 | Mass Charm Monster | A group of enemy monsters are charmed and will fight as trusted friends and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect. | |
| 8 | Otto's Irresistible Dance | At your touch, enemies feel an irresistible urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. | |
| 8 | Polar Ray | Deals 4 to 6 cold damage per caster level (up to a max of 100 to 150 at caster level 25) to an enemy with a powerful ray of freezing ice and air. Rays have double range.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 25d3+75). | |
| 8 | Power Word: Stun | A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 4 to 32 seconds, creatures with 151 to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 hps or more are stunned for 8 seconds. | |
| 8 | Repair Critical Damage, Mass | Transmutes the structure of living construct allies to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 40.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 40). | |
| 8 | Summon Monster VIII | This spell allows you to summon one of three different creatures: a bezekira, a greater air elemental, or an orthon. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 8 | Sunburst | A globe of searing radiance explodes to blast targets for 6 to 36 of light damage in addition to blinding them. Oozes and Undead take 4 to 6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.\n\nD&D Dice: Deals 6d6 light damage and blinds or deals 1d3+3 light damage per caster level to undead and oozes. | |
| 8 | Symbol of Death | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, one or more nearby targets are subject to having a level drained. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. Symbols are volatile when placed together. | |
| 8 | Trap the Soul | Forces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a khyber dragonshard as a special material component. |
| 9 | Dominate Monster | Telepathically controls the actions of an enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon. | |
| 9 | Energy Drain | A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2 to 8 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.\n\nD&D Dice: Gives enemies 2d4 negative levels. | |
| 9 | Hold Monster, Mass | Casts Hold Monster on multiple targets. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. | |
| 9 | Meteor Swarm | Causes four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 24 to 36 fire damage (a successful Reflex save reduces the fire damage by half) and 8 to 12 bludgeoning damage (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. This spell has double range.\n\nD&D Dice: Each of four meteors deals 6d3+18 fire damage and 2d3+6 bludgeoning damage. | |
| 9 | Mordenkainen's Disjunction | A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1 to 20 + your caster level (no maximum) versus 11 + the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled. | |
| 9 | Power Word: Kill | A single word of power is uttered, instantly killing a target creature. | |
| 9 | Summon Monster IX | This spell allows you to summon one of three different creatures: a hezrou, an elder fire elemental, or an eladrin ghaele. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane. | |
| 9 | Wail of the Banshee | Emits a terrible scream that kills living creatures who hear it. Even those who survive suffer horribly, taking 7 to 12 negative energy damage per caster level.\n\nD&D Dice: Slays multiple living enemies or deals 2d3+6 damage per caster level if they save. |

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| 1 | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. | |
| 1 | Dismiss Charm | Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect. | |
| 1 | Heroic Durability | Increases your maximum hit points by 20. | |
| 1 | Inscribe Wizard Scroll | You are able to inscribe wizard spells from scrolls into your spellbook. This action will destroy the scroll. | |
| 1 | Magical Training | Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts. | |
| 1 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. Type(s): Proficiency: Unarmed, Proficiency: Club, Proficiency: Dagger, Proficiency: Quarterstaff, Proficiency: Light Crossbow, Proficiency: Throwing Dagger, Proficiency: Heavy Crossbow |
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| 1 | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. |
| 2 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. | |
| 2 | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) | |
| 2 | Trip | Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod) |

| Wizards may select one additional feat at levels 1, 5, 10, 15, and 20 from the list below. | ||
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| Augment Summoning | Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification. | |
| Empower Spell | While this metamagic feat is active, spells do 50% more damage, but they consume 15 additional spell points. | |
| Enlarge Spell | While this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points. | |
| Eschew Materials | While this metamagic feat is active, normal material components are not required, but spells consume 2 additional spell points. | |
| Extend Spell | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. | |
| Heighten Spell | Requires: Ability to cast 2nd level spells\nWhile this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost. | |
| Improved Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. (You must be able to cast 3rd-level spells to take this feat) | |
| Maximize Spell | While this metamagic feat is active, damage spells deal double damage, but they consume 25 additional spell points. | |
| Mental Toughness | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. | |
| Quicken Spell | While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points. | |
| Spell Focus | Your spells of one school of magic are harder to resist, receiving a +1 bonus on save DCs. | |

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| 1 | Wizard Energy of the Scholar I |
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| 2 | Wizard Improved Empowering I |
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| 2 | Wizard Improved Enlarge I |
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| 2 | Wizard Improved Maximizing I |
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| 2 | Wizard Improved Quickening I |
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| 2 | Wizard Intelligence I |
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| 2 | Wizard Wand and Scroll Mastery I |
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| 3 | Wizard Wand Heightening I |
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| 4 | Wizard Subtle Spellcasting I |
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| 5 | Wizard Energy of the Scholar II |
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| 5 | Wizard Improved Spell Penetration I |
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| 5 | Wizard Wand and Scroll Mastery II |
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| 6 | Abjuration I - Shield |
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| 6 | Archmage Spell Mastery I: Abjuration |
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| 6 | Archmage Spell Mastery I: Conjuration |
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| 6 | Archmage Spell Mastery I: Enchantment |
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| 6 | Archmage Spell Mastery I: Evocation |
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| 6 | Archmage Spell Mastery I: Illusion |
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| 6 | Archmage Spell Mastery I: Necromancy |
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| 6 | Archmage Spell Mastery I: Transmutation |
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| 6 | Conjuration I - Grease |
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| 6 | Enchantment I - Hypnotism |
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| 6 | Evocation I - Magic Missile |
|
||||
| 6 | Illusion I - Invisibility |
|
||||
| 6 | Necromancy I - Chill Touch |
|
||||
| 6 | Shroud of the Zombie |
|
||||
| 6 | Summon Skeletal Knight |
|
||||
| 6 | Summon Skeleton Archer |
|
||||
| 6 | Summon Skeleton Mage |
|
||||
| 6 | Transmutation I - Jump |
|
||||
| 6 | Wizard Archmage I |
|
||||
| 6 | Wizard Improved Empowering II |
|
||||
| 6 | Wizard Improved Enlarge II |
|
||||
| 6 | Wizard Improved Heightening I |
|
||||
| 6 | Wizard Improved Maximizing II |
|
||||
| 6 | Wizard Improved Quickening II |
|
||||
| 6 | Wizard Intelligence II |
|
||||
| 6 | Wizard Pale Master I |
|
| 7 | Wizard Subtle Spellcasting II |
|
||||
| 7 | Wizard Wand Heightening II |
|
| 8 | Wizard Wand and Scroll Mastery III |
|
| 9 | Abjuration II - Resist Energy |
|
||||
| 9 | Arcane Bolt |
|
||||
| 9 | Conjuration II - Web |
|
||||
| 9 | Enchantment II - Otto's Resistible Dance |
|
||||
| 9 | Evocation II - Gust of Wind |
|
||||
| 9 | Illusion II - Blur |
|
||||
| 9 | Necromancy II - Command Undead |
|
||||
| 9 | Transmutation II - Knock |
|
||||
| 9 | Wizard Archmage II |
|
||||
| 9 | Wizard Energy of the Scholar III |
|
||||
| 9 | Wizard Improved Spell Penetration II |
|
| 10 | Wizard Improved Empowering III |
|
||||
| 10 | Wizard Improved Enlarge III |
|
||||
| 10 | Wizard Improved Heightening II |
|
||||
| 10 | Wizard Improved Maximizing III |
|
||||
| 10 | Wizard Improved Quickening III |
|
||||
| 10 | Wizard Intelligence III |
|
||||
| 10 | Wizard Subtle Spellcasting III |
|
| 11 | Wizard Wand and Scroll Mastery IV |
|
||||
| 11 | Wizard Wand Heightening III |
|
| 12 | Abjuration III - Protection from Energy |
|
||||
| 12 | Archmage Secondary Spell Mastery I: Abjuration |
|
||||
| 12 | Archmage Secondary Spell Mastery I: Conjuration |
|
||||
| 12 | Archmage Secondary Spell Mastery I: Enchantment |
|
||||
| 12 | Archmage Secondary Spell Mastery I: Evocation |
|
||||
| 12 | Archmage Secondary Spell Mastery I: Illusion |
|
||||
| 12 | Archmage Secondary Spell Mastery I: Necromancy |
|
||||
| 12 | Archmage Secondary Spell Mastery I: Transmutation |
|
||||
| 12 | Conjuration III - Stinking Cloud |
|
||||
| 12 | Enchantment III - Hold Person |
|
||||
| 12 | Evocation III - Chain Missiles |
|
||||
| 12 | Illusion III - Displacement |
|
||||
| 12 | Necromancy III - Halt Undead |
|
||||
| 12 | Shroud of the Vampire |
|
||||
| 12 | Shroud of the Wraith |
|
||||
| 12 | Summon Blackbone Archer |
|
||||
| 12 | Summon Blackbone Knight |
|
||||
| 12 | Summon Blackbone Mage |
|
||||
| 12 | Transmutation III - Haste |
|
||||
| 12 | Wizard Archmage III |
|
||||
| 12 | Wizard Pale Master II |
|
| 13 | Wizard Energy of the Scholar IV |
|
||||
| 13 | Wizard Improved Spell Penetration III |
|
||||
| 13 | Wizard Subtle Spellcasting IV |
|
| 15 | Abjuration IV - Stoneskin |
|
||||
| 15 | Arcane Blast |
|
||||
| 15 | Archmage Spell Mastery II: Abjuration |
|
||||
| 15 | Archmage Spell Mastery II: Conjuration |
|
||||
| 15 | Archmage Spell Mastery II: Enchantment |
|
||||
| 15 | Archmage Spell Mastery II: Evocation |
|
||||
| 15 | Archmage Spell Mastery II: Illusion |
|
||||
| 15 | Archmage Spell Mastery II: Necromancy |
|
||||
| 15 | Archmage Spell Mastery II: Transmutation |
|
||||
| 15 | Conjuration IV - Dimension Door |
|
||||
| 15 | Enchantment IV - Charm Monster |
|
||||
| 15 | Evocation IV - Fire Shield |
|
||||
| 15 | Illusion IV - Phantasmal Killer |
|
||||
| 15 | Necromancy IV - Enervation |
|
||||
| 15 | Transmutation IV - Stone to Flesh |
|
||||
| 15 | Wizard Archmage IV |
|
| 18 | Abjuration V - Dismissal |
|
||||
| 18 | Conjuration V - Cloudkill |
|
||||
| 18 | Enchantment V - Hold Monster |
|
||||
| 18 | Evocation V - Cyclonic Blast |
|
||||
| 18 | Illusion V - Shadow Walk |
|
||||
| 18 | Necromancy V - Waves of Fatigue |
|
||||
| 18 | Shroud of the Lich |
|
||||
| 18 | Summon Frostmarrow Archer |
|
||||
| 18 | Summon Frostmarrow Knight |
|
||||
| 18 | Summon Frostmarrow Mage |
|
||||
| 18 | Transmutation V - Flesh to Stone |
|
||||
| 18 | Wizard Archmage V |
|
||||
| 18 | Wizard Pale Master III |
|
| 20 | Wizard Master of Magic |
|
Number of spell slots of each spell level (per levels)
| Wizard | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
| Level 1 | 3 | ||||||||
| Level 2 | 4 | ||||||||
| Level 3 | 4 | 2 | |||||||
| Level 4 | 4 | 3 | |||||||
| Level 5 | 4 | 3 | 2 | ||||||
| Level 6 | 4 | 4 | 3 | ||||||
| Level 7 | 5 | 4 | 3 | 2 | |||||
| Level 8 | 5 | 4 | 4 | 3 | |||||
| Level 9 | 5 | 5 | 4 | 3 | 2 | ||||
| Level 10 | 5 | 5 | 4 | 4 | 3 | ||||
| Level 11 | 5 | 5 | 5 | 4 | 3 | 2 | |||
| Level 12 | 5 | 5 | 5 | 4 | 4 | 3 | |||
| Level 13 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | ||
| Level 14 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | ||
| Level 15 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 | |
| Level 16 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | |
| Level 17 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 2 |
| Level 18 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 |
| Level 19 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 |
| Level 20 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |













