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Sorcerer/Wizard Spells

From DDO Compendium


Class Sorcerer Icon.png Class Wizard Icon.png
Sorcerer and Wizard both share the same spell list, therefore they are combined. Their spells are by far the most versatile, ranging from damage to buffing spells.

Level 1 Spells[edit]

Name Effect Levels
Spell Expeditious Retreat Icon.pngExpeditious Retreat
Transmutation
Spell Points: 10

Metamagics: Extend, Quicken
Target: Self
Increases your Base Run Speed by 25%

Brd 1, Sor/Wiz 1, Wlk 1
Spell Jump Icon.pngJump
Transmutation
Spell Points: 10

Metamagics: Enlarge, Eschew, Extend, Quicken
Target: Friend, Self
Grants the target a +10 enhancement bonus to their Jump Skill. This bonus increases by an additional +10 at caster levels 5 and 9 (To a maximum of +30)

Drd 1, Rng 1, Sor/Wiz 1, Wlk 1
Spell Magic Missile Icon.pngMagic Missile
Evocation
Spell Points: 4

Metamagics: Empower, Maximize, Enlarge, Quicken
Target: Single Foe
A missile of magical energy darts forth and unerringly strikes the target inflicting 1d2+3 Force Damage. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd, three at 5th, four at 7th, up to a maximum of 5 9th. Magic Missiles will deal damage to the selected target if they hit anything, such as the wall or a monster.

Sor/Wiz 1
Spell Nightshield Icon.pngNightshield
Abjuration
Spell Points: 10

Metamagics: Extend, Quicken
Target: Self
Grants a +1 resistance bonus to saves 2 at 6th level, +3 at 9th) and protection from magic missiles.

Clr/Fvs 1, Sor/Wiz 1, Wlk 1
Spell Shield Icon.pngShield
Abjuration
Spell Points: 10

Metamagics: Extend, Quicken
Target: Self
You gain a protective shield that grants you the following

  • +4 Shield Bonus to Armor Class
  • Protection from Magic Missiles
Sor/Wiz 1, Wlk 1
Spell Shocking Grasp Icon.pngShocking Grasp
Evocation
Spell Points: 4

Metamagics: Empower, Enlarge, Maximize, Quicken
Target: Foe
Delivers an electric jolt that deals 1d3+3 Electric Damage per Caster Level (Up to a maximum of 5d3+15 at caster level 5) to targeted enemy.

Sor/Wiz 1

Level 2 Spells[edit]

Name Effect Levels
Spell Resist Energy- Fire Icon.pngResist Energy: Fire
Abjuration (Fire)
Spell Points: 15

Metamagics: Enlarge, Extend, Quicken
Target: Friend, Self
Grants a creature limited resistance from an elemental damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The creature gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (Whether from a natural or magical source.), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level, and to a maximum of 30 points at 11th level.

Art 1, Clr 2, FvS 2, Pal 2, Rng 1, Sor/Wiz 2, Wlk 1
Spell Blindness Icon.pngBlindness
Necromancy
Spell Points: 10

Metamagics: Enlarge, Heighten, Quicken
Target: Foe
Causes the target to be blinded for the selected duration if they fail a Fortitude saving throw

Brd 3, Clr 3, Fvs 3, Sor/Wiz 2
Spell Blur Icon.pngBlur
Illusion
Spell Points: 15

Metamagics: Enlarge, Extend, Quicken
Target: Friend, Self
You are concealed with a magical aura that blurs your outline, making it harder for opponents to hit you.

Brd 2, Sor/Wiz 2, Wlk 2
Spell Scorching Ray Icon.pngScorching Ray
Evocation
Spell Points: 8

Metamagics: Empower, Maximize, Quicken
Target: Foe, Directional, Breakable
Shoot a fiery ray at the target, dealing 4d3+12 Fire Damage on impact. This spell shoots 2 rays at caster level 7, and three at caster level 11.

Wiz/Sor 2

Level 3 Spells[edit]

Name Effect Levels
Spell Haste Icon.pngHaste
Transmutation
Spell Points: 20

Metamagics: Enlarge, Eschew, Extend, Quicken
Target: Friend, Self
Yourself and Allies around you are hasted for a duration equal to 6 times your caster level. This spell dispels Slow when cast and grants the following effects:

  • 32% Enhancement Bonus to Run Speed
  • 15% enhancement bonus to Attack Speed
  • +1 untyped bonus to attack rolls
  • +1% Dodge
  • +1 Reflex Saves.
Brd 3, Sor/Wiz 3, Wlk 3
Spell Hold Person Icon.pngHold Person
Enchantment (Mind-Affecting)
Spell Points: 15 (20 for Wiz and Sor)

Metamagics: Quicken, Heighten, Enlarge, Embolden
Target: Foe (Humanoid)
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 a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but does not include Monstrous Humanoids

Brd 2, Clr/Fvs 2, Sor/Wiz 3
Spell Lightning Bolt Icon.pngLightning Bolt
Evocation
Spell Points: 12

Metamagics: Embolden, Empower, Eschew, Heighten, Maximize, Quicken
Target: Foe, Directional, Breakable
You release a bolt of lightning that springs forth from your hands towards your target, dealing 1d3+3 Points of Electric Damage per caster level to it (Maximum 10d3+30 Electric Damage at Caster Level 10), unless they succeed on a Reflex save for half damage. There is a chance that this spell will split, as if you cast the spell twice, with a new damage roll and reflex save. This can only happen once.

Art 3, Sor/Wiz 3
Spell Rage Icon.pngRage
Enchantment
Spell Points: 20 (15 Bard)

Metamagics: Enlarge, Extend, Quicken
Target: Friend, Self
Creatures within the AOE Radius are now raged, gaining the following effects:

Brd 2, Sor/Wiz 3
Spell Remove Curse Icon.pngRemove Curse
Abjuration
Spell Points: 20

Metamagics: Quicken, Enlarge
Target: Friend, Self
Removes all curses on an ally. Counters and dispels Bestow Curse.

Brd 3, Clr/Fvs 3, Pal 3, Sor/Wiz 3

Level 4 Spells[edit]

Name Effect Levels
Spell Phantasmal Killer Icon.pngPhantasmal Killer
Illusion
Spell Points: 25

Metamagics: Enlarge, Heighten, Quicken
Target: Foe
You create a phantasmal image of the most horrific monster of the target's fears. The target first makes a Will Save to recognize the illusion, dispelling the spell completely. On a failed Will Save, the target must make a Fortitude Save or die from fear. If they succeed, they take 1d3+1 points of bane damage per caster level.

Sor/Wiz 4

Level 5 Spells[edit]

None

Level 6 Spells[edit]

Name Effect Levels
Spell Disintegrate Icon.pngDisintegrate
Transmutation
Spell Points: 25

Metamagics: , Empower, Heighten, Quicken
Target: Foe, Directional, Breakable
A thin, green ray springs out from your pointed finger. Any creature struck by the ray takes 2d3+6 points of damage per caster level up to a maximum of 40d3+120 at caster level 20. Any creature reduced to 0 hit points by this spell is entirely disintegrated, leaving behind only a trace of dust. A successful Fortitude Save reduces this damage to 6d3+12

Sor/Wiz 6
Spell Reconstruct Icon.pngReconstruct
Transmutation
Spell Points: 35

Metamagics: Enlarge, Quicken
Target: (Construct) Friend, Self
Repairs target Construct for 10 hit points per caster level (Up to 150 HP at Caster Level 15), and grants the following buff:

  • +15% Enhancement Bonus to Melee Attack Speed
  • +22% Enhancement Bonus to Ranged Attack Speed
Art 6, Sor/Wiz 6
Spell Stone to Flesh Icon.pngStone to Flesh
Transmutation (Earth)
Spell Points: 35

Metamagics: Eschew, Quicken
Target: Friend
Restores a petrified creature, such as one affected by the Flesh to Stone spell to its normal state.

Sor/Wiz 6
Spell Tenser's Transformation Icon.pngTenser's Transformation
Transmutation
Spell Points: 35

Metamagics: Eschew, Extend, Heighten, Quicken
Target: Self
You gain:

  • +4 Alchemical bonus to Strength, Dexterity, and Constitution.
  • Proficiency with all simple and martial weapons.
  • Your Base Attack Bonus equals your character level.
  • -2 Penalty to Spell DCs
  • -2 Rolls to Bypass Spell Resistance
  • Your spells have double their cooldowns
Art 5, Sor/Wiz 6, Wlk 5
Spell True Seeing Icon.pngTrue Seeing
Divination
Spell Points: 30

Metamagics: Enlarge, Eschew, Extend, Quicken
Target: Friend, Self
You are able to see things the way things actually are, and gain the following:

  • You automatically find hidden doors that have a DC of 30 or less
  • You bypass the Blur and Displacement spell
  • You see invisible creatures and objects normally
Clr/Fvs 5, Sor/Wiz 6, Drd 7, Wlk 4

Level 7 Spells[edit]

Name Effect Levels
Spell Finger of Death Icon.pngFinger of Death
Necromancy
Spell Points: 40

Metamagics: Enlarge, Heighten, Quicken, Embolden
Target: Foe
You attempt to slay one living creature within range. The creature must succeed a Fortitude Save or be instantly slain. If they succeed on the saving throw, they take 4d2+4 untyped damage per caster level (Up to a maximum of 100d2+100 at caster level 25).

Drd 8, Sor/Wiz 7, Wlk 5

Level 8 Spells[edit]

None

Level 9 Spells[edit]

None