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Wizard Spells


CANTRIPS (0-LEVEL WIZARD SPELLS)

 

DETECT MAGIC (Cantrip)


RANGE: 60 feet  DURATION: 1 minute/wizard level
EFFECT
You detect magic items and spells, or identify a magic item. , On the round you cast it, you sense if any are in range. On round 2, you know how many there are. On round 3, you know exactly which things are magic. If cast on a magic item, you learn its powers.


 

MAGE HAND (Cantrip)


RANGE: 30 feet  DURATION: concentration
EFFECT
You can lift and move an object from a distance by pointing you, finger. You can move the object 15 feet as a move action. If you, move it out of range, the spell ends. You cannot use this to move, an item held or worn by another creature.


 

RAY OF FROST (Cantrip)


RANGE: 30 feet  DURATION: instantaneous
EFFECT
You fire a ray of freezing ice from your finger. Make a ranged touch attack. If you hit, the creature takes 1d3 , cold damage (roll 1d6; 1–2 means you do 1 damage, 3–4 is 2 , damage, 5–6 is 3 damage).       

 

READ MAGIC (Cantrip)


RANGE: personal  DURATION: 10 minutes/wizard level
EFFECT
You can read magic scrolls and other magic writing. If you use this , on a magic scroll, and the scroll has a wizard spell on it, you can , cast the spell from the scroll just like it was one of your prepared , spells. The Game Master has more information on magic scrolls.

1ST LEVEL WIZARD SPELLS

 

ALARM (1st Level)


RANGE: 30 feet  DURATION: 2 hours/wizard level
EFFECT
Pick a 20-foot-radius area, like a campsite. If any creature other than you or your allies enters that area, a loud ringing noise starts, which wakes up everyone. Invisible or sneaking creatures can set off the alarm.


 

BURNING HANDS (1st Level)


RANGE: 15 feet  DURATION: instantaneous  SPELL ON: Enemies 
EFFECT
You create a 15-foot-long cone of fire from your hands.  Creatures in the cone take 1d4 fire damage per wizard level. , Each creature can make a Reflex saving throw to take only half damage (DC 11 + your INT Mod).


 

CAUSE FEAR (1st Level)


RANGE: 30 feet  DURATION: 1d4 rounds  SPELL ON: Enemies 
EFFECT
You cast this on an enemy, who gets to make a Will save to resist the spell (DC 11 + your INT Mod). If it doesn’t resist, it runs away from you for the duration of the spell. You can’t cast this on mindless creatures, or creatures with 6 or more class levels or Hit Dice.


 

CHARM PERSON (1st Level)


RANGE: 30 feet  DURATION: 1 hour/wizard level  SPELL ON: Enemies 
EFFECT
You make a humanoid enemy think you are its friend (though this doesn’t mean you can give it orders). It can make a Will save to resist (DC 11 + your INT Mod). If you or your allies are attacking it, it gets a +5 on this save. You can’t cast this on mindless creatures.


 

DETECT SECRET DOORS (1st Level)


RANGE: 60 feet  DURATION: 10 minutes/wizard level
EFFECT
You can sense secret doors and hidden passages. On the round you cast it, you sense if there are any in range. On the second round, you know how many there are. On the third round, you know exactly where they are and how to open them.


 

DISGUISE SELF (1st Level)


RANGE: personal  DURATION: 10 minutes/wizard level
EFFECT
You use illusion to disguise your appearance (including clothing, armor, weapons, and equipment). You can seem 1 foot shorter or taller, and anywhere from slim to bulky. You can look like a different race (dwarf, elf, goblin, human, orc, and so on) but not something really different (like a giant spider or dragon).


 

FEATHER FALL (1st Level)


RANGE: 30 feet  DURATION: until targets land  SPELL ON:  Friends 
EFFECT
You choose a number of allies equal to your wizard level, who fall slowly (60 feet per round) and don’t take damage from falling, though they can still be hurt if they land on something dangerous, like spikes or lava. You can cast this spell as a free action.


 

GREASE (1st Level)


RANGE: 30 feet  DURATION: 1 minute/wizard level
EFFECT
You make a 10-foot square slippery with nonflammable grease. Creatures in the area must make a Reflex save (DC 11 + your INT Mod) or fall prone. A creature in the area can move at half speed with a DC 10 Acrobatics check. Failing the check means the creature can’t move and must make a Reflex save or fall prone.


 

MAGE ARMOR (1st Level)


RANGE: touch  DURATION: 1 hour/wizard level  SPELL ON:  Friends
EFFECT
Your touched ally gains a +4 bonus to its Armor Class. If the ally is wearing armor, use this bonus or the bonus from the armor, whichever is higher.


 

MAGIC MISSILE (1st Level)


RANGE: 100 feet  DURATION: instantaneous  SPELL ON: Enemies 
EFFECT
You fire a blast of magical force that automatically hits an enemy and deals 1d4+1 points of damage. At 3rd level, you fire two missiles with each casting. At 5th level, you fire three missiles. You can fire the missiles at different targets.


 

MOUNT (1st Level)


RANGE:30  feet  DURATION: 2 hours/wizard level
EFFECT
You summon a trained riding horse (including a bridle and riding saddle) to serve as your mount. It serves you willingly and well. It (including its gear) vanishes if killed or when the spell duration ends.


 

SLEEP (1st Level)


RANGE: 100 feet  DURATION: 1 minute/wizard level  SPELL ON: Enemies 
EFFECT
Living creatures in a 10-foot radius fall asleep. The spell can affect up to 4 character levels or CR 3, starting with the lowest Hit Dice and ignoring unconscious, mindless, or construct creatures. Creatures can make a Will save (DC 11 + your INT Mod) to resist. Waking a sleeping creature is a standard action. Noise isn’t enough to wake them.

2ND LEVEL WIZARD SPELLS

 

ACID ARROW (2nd Level)


RANGE: 400 feet  DURATION: instantaneous  SPELL ON: Enemies 
EFFECT
You create an arrow of acid that shoots toward an enemy. Make a ranged touch attack. If you hit, the acid arrow deals 2d4 points of acid damage. The acid burns the enemy on your next turn, dealing another 2d4 acid damage.


 

  CAT'S GRACE (2nd Level)


RANGE:30 feet   DURATION: 1 minute/wizard level  SPELL ON:  Friends
EFFECT
Your touched ally gets more agile. The ally gets a +2 bonus on ranged attack rolls, melee attack rolls using Weapon Finesse, initiative checks, Reflex saving throws, Acrobatics checks, Disable Device checks, Ride checks, Stealth checks, and to Armor Class.


 

FALSE LIFE (2nd Level)


RANGE: personal  DURATION: 1 hour/level
EFFECT
You use the power of undeath to give yourself 1d10 temporary hit points plus 1 hit point per wizard level. If you take damage, you lose these temporary hit points first. If any of these temporary hit points are left when the spell runs out, they go away.


 

HIDEOUS LAUGHTER (2nd Level)


RANGE: 30 feet  DURATION: 1 round/wizard level  SPELL ON: Enemies 
EFFECT
You make an enemy start laughing uncontrollably. It must make a Will save (DC 12 + your INT) or it falls prone, taking no actions., , On the second round of the spell, it can save again to end the laughing. You can’t cast this on mindless creatures.


 

INVISIBILITY (2nd Level)


RANGE: touch  DURATION: 1 minute/wizard level  SPELL ON:  Friends
EFFECT
You touch an ally and make it (and its gear) turn invisible. Objects it picks up disappear; objects it drops become visible. Attack rolls against the ally have a 50% miss chance. If the ally attacks or casts a spell that harms someone, invisibility ends.


 

KNOCK (2nd Level)


RANGE: 100 feet  DURATION: instantaneous
EFFECT
You choose one lock within range and the spell tries to unlock, it. Roll 1d20 + your wizard level + 10. If the roll matches or beats the DC of the lock, it opens and remains open. If it doesn’t,nothing happens.


 

LEVITATE (2nd Level)


RANGE: 30 feet  DURATION: 1 minute/wizard level  SPELL ON:  Friends
EFFECT
You make an object or an ally float upward or downward. , You can move the target up to 20 feet each round as a move action. The spell cannot move the target sideways. You can lift up to 100 pounds times your wizard level with this spell.


 

PROTECTION FROM ARROWS (2nd Level)


RANGE: touch  DURATION: 1 hour/wizard level SPELL ON:  Friends
EFFECT
Your touched ally becomes resistant to nonmagical arrows, bolts, sling bullets, and thrown weapons. Each time the ally is hit by a ranged weapon, subtract 10 from the damage rolled. Once the
spell has prevented 10 points of damage per wizard level, it ends.


 

RESIST ENERGY (2nd Level)


RANGE: touch  DURATION: 10 minutes/wizard level SPELL ON:  Friends
EFFECT
You protect an ally from acid, cold, electricity, or fire (pick one when you cast the spell). Any time the target takes damage from that kind of energy, subtract 10 from the damage. (If the attack had a saving throw for half damage, subtract 10 points after the damage is halved).


 

SCORCHING RAY (2nd Level)


RANGE: 30 feet  DURATION: instantaneous  SPELL ON: Enemies 
EFFECT
You blast an enemy with a searing beam of fire. Make a ranged touch attack. If you hit, the enemy takes 4d6 points of fire damage.


 

SEE INVISIBILITY (2nd Level)


RANGE: personal  DURATION: 10 minutes/wizard level
EFFECT
Invisible creatures and objects become visible to you as transparent shapes. The spell doesn’t help you see creatures that are just hiding, concealed, or hard to see—it only reveals magical invisibility.


 

WEB (2nd Level)


RANGE: 100 feet  DURATION: 10 minutes/wizard level  SPELL ON: Enemies 
EFFECT
You create a 20-foot burst of sticky webs. Creatures must make a Reflex save or be unable to move or take actions (DC = 12 + your INT). A stuck creature can spend a standard action to make another save. Moving through webs costs 2 squares of movement per square.

3RD LEVEL WIZARD SPELLS

 

CLAIRVOYANCE (3rd Level)


RANGE: 400 feet  DURATION: 1 minute/wizard level
EFFECT
You create an invisible floating eye at a location of your choice within range of the spell. You can see through this eye as if you were there. The eye sees in all directions but cannot move.


 

DEEP SLUMBER (3rd Level)


RANGE: 30 feet  DURATION: 1 minute/wizard level SPELL ON: Enemies 
EFFECT
Living creatures in a 10-foot radius fall asleep. The spell can affect any number of creatures whose total CR is equal to 10 or less, starting with the lowest CR creatures and ignoring unconscious, mindless, or construct creatures. Creatures can make a Will save (DC 13 + your INT Mod) to resist. Waking a sleeping creature is a standard action.


 

DISPEL MAGIC (3rd Level)


RANGE: 100 feet  DURATION: instantaneous
EFFECT
You can cancel a spell on a creature or object. Roll 1d20 + your wizard level against a DC of 11 + the cleric level, wizard level, or other caster level of the creature who cast the spell. , If you succeed, that spell ends. You can’t use this spell on a spell with an “instantaneous” duration.


 

DISPLACEMENT (3rd Level)


RANGE: touch  DURATION: 1 round/level SPELL ON:  Friends
EFFECT
Your touched ally becomes hard to target, as if his location is rapidly shifting around. Attack rolls against the ally have a 50% miss chance. The spell does not interfere with the ally’s attacks or other actions.


 

FIREBALL (3rd Level)


RANGE: 400 feet  DURATION: instantaneous  SPELL ON: Enemies 
EFFECT
You create a 20-foot-radius burst of fire. Creatures in the area take 1d6 points of fire damage per wizard level. Each creature can make a Reflex saving throw to take only half damage (DC 13 + your INT).


 

FLY (3rd Level)


RANGE: touch  DURATION: 1 minute/wizard level
EFFECT
You touch an ally and give it the power to fly. The creature flies at a speed of 60 feet (or 40 feet if it is wearing medium or heavy armor). When the spell ends, the ally floats to the ground safely.


 

HALT UNDEAD (3rd Level)


RANGE:100 feet   DURATION: 1 round/wizard level SPELL ON: Enemies 
EFFECT
You make up to three undead creatures unable to move. Mindless undead get no saving throw to resist the spell. Other undead get a Will save (DC 13 + your INT Mod) to resist. If the creature gets no save or fails its save, it is paralyzed. The spell is broken if the creature is attacked or takes damage.


 

HASTE (3rd Level)


RANGE: 30 feet  DURATION: 1 round/wizard level SPELL ON:  Friends
EFFECT
You make one ally per wizard level move and act more quickly. They can spend a move action to make one extra attack per round using their normal attack bonus. Their speed increases by 30 feet.


 

LIGHTNING BOLT (3rd Level)


RANGE: 120 feet  DURATION: instantaneous  SPELL ON: Enemies 
EFFECT
You create a bolt of electricity from you to an enemy within range. Every creature (except you) in a straight line from you to that enemy (including that enemy) takes 1d6 points of electricity damage per wizard level. Each creature can make a Reflex saving throw to take only half damage (DC 13 + your INT).


 

STINKING CLOUD (3rd Level)


RANGE: 100 feet  DURATION: 1 round/wizard level  SPELL ON: Enemies 
EFFECT
You create a 20-foot-radius cloud of poisonous stinking vapor. Living creatures in the cloud must make a Fort save (DC 13 + your INT) or spend 1d4+1 rounds retching and taking no actions. Creatures must make this save every time they enter or end a turn in the cloud.


 

SUGGESTION (3rd Level)


RANGE: 30 feet  DURATION: 1 hour/wizard level SPELL ON: Enemies 
EFFECT
You give an enemy one reasonable order or task that it must obey. It can resist with a Will save (DC 13 + your INT). The order cannot be dangerous or deadly. The enemy follows the order as best it can. If it completes the order or task, the spell ends.


 

VAMPIRIC TOUCH (3rd Level)


RANGE: touch  DURATION: instantaneous SPELL ON: Enemies 
EFFECT
You touch an enemy and steal some of its life energy. Make a melee touch attack. If you hit, the enemy takes 2d6 damage. , You gain temporary hit points equal to this damage. If any of these temporary hit points are left after an hour, they go away.