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Sorcerer Spells

From DDO Compendium


Class Sorcerer Icon.png
This is a list of the Sorcerer spells. These spells are by far the most versatile, ranging from damage to buffing spells.

Level 1 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Pinch of Fine Sand Icon.pngPinch of Fine Sand

Name Effect Metamagics Cost Components
Spell Summon Monster I - Celestial Dog Icon.pngSummon Monster I
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon 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.

Quicken Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Acid Spray Icon.pngAcid Spray
Enchantment (Acid)
Target: Foe, Directional, Breakable

A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d6+1 acid damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half.

Embolden
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Spell Points:
4
Spell Burning Hands Icon.pngBurning Hands
Enchantment (Fire)
Target: Foe, Directional, Breakable

A cone of searing flame shoots forth, damaging targets in the area of the spray for 1d6+1 fire damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half.

Embolden
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Spell Points:
4
Spell Cause Fear Icon.pngCause Fear
Necromancy (Fear)(Mind-affecting)
Target: Foe

An enemy becomes frightened. A successful will save causes the target to become shaken instead. Necrotic energy slows the target slightly.

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Spell Points:
6
Spell Caustic Bolt Icon.pngCaustic Bolt
Evocation (Acid)
Target: Foe, Directional, Breakable

Fires a small orb of acid at a target, doing 1d6+2 acid damage per caster level (max 10d6+20) at caster level 10). This spell shares a cooldown with Freezing Bolt, Shocking Bolt, and Flaming Bolt.

Empower
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Spell Points:
2
Spell Charm Person Icon.pngCharm Person
Enchantment (Charm)(Mind-affecting)
Target: Foe

Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more, but do not include Monstrous Humanoids.

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Spell Points:
10
Spell Chill Touch Icon.pngChill Touch
Necromancy (Negative Energy)
Target: Foe

Makes a touch echo with the chill of death causing 1d3+3 negative energy damage per caster level (up to a max of 5d3+15 damage at caster level 5) and 1 point of Strength damage. A successful Fortifude 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.

Embolden
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Spell Points:
4
Spell Detect Secret Doors Icon.pngDetect Secret Doors
Divination
Target: Self

Allows you to find secret doors with a DC 5 or less. This increases by 3 for every two caster levels.

Extend
Quicken
Spell Points:
10
Spell Disrupt Undead Icon.pngDisrupt Undead
Necromancy
Target: Foe, Directional

This ray deals 2d3+6 positive energy damage plus an additional 1d3+3 positive energy damage for every two caster levels to an enemy undead. A successful Will save reduces the damage by half.

Empower
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Spell Points:
5
Spell Expeditious Retreat Icon.pngExpeditious Retreat
Transmutation
Target: Self

Increases base run speed by 25%.

Extend
Quicken
Spell Points:
10
Spell Feather Fall Icon.pngFeather Fall
Transmutation
Target: Friend, Self

Causes an ally to fall slowly, although faster than feathers typically do.

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Spell Points:
10
Spell Flaming Bolt Icon.pngFlaming Bolt
Evocation (Fire)
Target: Foe, Directional, Breakable

Fires a small orb of fire at a target, doing 1d6+2 fire damage for every caster level (up to a max of 10d6+20 at caster level 10) . This spell shares a cooldown with Freezing Bolt, Shocking Bolt, and Caustic Bolt.

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Spell Points:
2
Spell Freezing Bolt Icon.pngFreezing Bolt
Evocation (Cold)
Target: Foe, Directional, Breakable

Fires a small orb of frost at a target, doing 1d6+2 cold damage for every caster level (up to a max of 10d6+20 at caster level 10). This spell shares a cooldown with Caustic Bolt, Shocking Bolt, and Flaming Bolt.

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Spell Points:
2
Spell Grease Icon.pngGrease
Conjuration (Creation)
Target: Foe, Positional, Breakable

Covers the ground with a layer of slipper grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by are of effect fire effects, dealing 2d6 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.

Enlarge
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Quicken
Spell Points:
6
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Hypnotism Icon.pngHypnotism
Enchantment (Mind-affecting)
Target: Foe

Dazes nearby enemies, causing them to stop and stare blankly for 6 seconds or until damaged. A successful WIll save negates this effect. Creatures targeted by this effect also have a -3 to Will saves for the next 8 seconds.

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Spell Points:
10
Spell Jump Icon.pngJump
Transmutation
Target: Friend, Self

Grants an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.

Enlarge
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Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Mage Armor Icon.pngMage Armor
Conjuration (Force)
Target: Friend, Self

An invisible, but tangible field of force surrounds an ally, providing +4 armor bonus to AC.

Extend
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Spell Points:
10
Spell Magic Missile Icon.pngMagic Missile
Evocation (Force)
Target: Foe

A missile of magical energy darts forth and unerringly strikes the target inflicting 1d2+3 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.

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Spell Points:
4
Spell Master's Touch Icon.pngMaster's Touch
Divination
Target: Friend, Self

Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons or shields, and lasts until the target rests.

Spell Points:
10
Spell Merfolk's Blessing Icon.pngMerfolk's Blessing
Transmutation (Water)
Target: Friend, Self

Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.

Enlarge
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Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Niac's Cold Ray Icon.pngNiac's Cold Ray
Conjuration (Cold)
Target: Foe, Directional, Breakable

A ray of freezing ice and air projects from your finger dealing 1d5+5 cold damage per caster level (to a max of 5d5+25 at caster level 5) This ray has double spell range. A successful Reflex save negates damage.

Embolden
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Spell Points:
4
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Nightshield Icon.pngNightshield
Abjuration (Force)
Target: Self

Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.

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Spell Points:
10
Spell Obscuring Mist Icon.pngObscuring Mist
Conjuration
Target: Self

A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have a 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist.

Quicken Spell Points:
10
Spell Protection from Evil Icon.pngProtection from Evil
Abjuration (Good)
Target: Friend, Self

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.

Enlarge
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Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Ray of Enfeeblement Icon.pngRay of Enfeeblement
Necromancy
Target: Foe, Directional

A coruscating ray springs towards the target, inflicting a 1d6 point penalty to strength plus an additional 1 for every two caster levels up to a caster level 8.

Quicken Spell Points:
4
Spell Repair Light Damage Icon.pngRepair Light Damage
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of a living construct ally to repair 1d6+2 damage plus an additional 1 for every caster level up to caster level 5.

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Spell Points:
6
Spell Shield Icon.pngShield
Abjuration
Target: Self

Grants a +4 shield bonus to Armor Class and protection from magic missiles.

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Spell Points:
10
Spell Shocking Bolt Icon.pngShocking Bolt
Evocation (Electricity)
Target: Foe, Directional, Breakable

Fires a small orb of electricity at a target, doing 1d6+2 electric damage for every caster level (up to a max of 10d6+20 at caster level 10). This spell shares a cooldown with Freezing Bolt, Caustic Bolt, and Flaming Bolt.

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Spell Points:
2
Spell Shocking Grasp Icon.pngShocking Grasp
Evocation (Electricity)
Target: Foe

Delivers a jolt of 1d6+2 electricity damage per caster level (up to a max of 5d6+10) to any enemy you touch.

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Spell Points:
4
Spell Sleep Icon.pngSleep
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

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)

Embolden
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Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand
Spell Sonic Blast Icon.pngSonic Blast
Evocation (Sonic)
Target: Foe, Directional, Breakable

Blasts an enemy with loud high-pitched sounds, doing 1d2+2 sonic damage plus 1d2+2 additional sonic damage for every two caster levels. (up to a max of 5d2+10 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.

Embolden
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Spell Points:
4
Spell Tumble Icon.pngTumble
Transmutation
Target: Friend, Self

Grants an ally a +10 enhancement bonus on Tumbling.

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Spell Points:
10
Pinch of Fine Sand Icon.png
Pinch of Fine Sand

Level 2 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Eyelash in Gum Arabic Icon.pngEyelash in Gum Arabic

Name Effect Metamagics Cost Components
Spell Summon Monster II - Fiendish Scorpion Icon.pngSummon Monster II
Conjuration (Summoning)
Target: Self, Positional

This spell allows you to summon 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.

Quicken Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Bear's Endurance Icon.pngBear's Endurance
Transmutation
Target: Friend, Self

An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.

Enlarge
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Spell Points:
15
Spell Blindness Icon.pngBlindness
Necromancy
Target: Foe

The power of unlife renders an enemy blinded. A successful Fortitude save negates this effect.

Enlarge
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Spell Points:
10
Spell Blur Icon.pngBlur
Illusion
Target: Friend, Self

An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking.

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Spell Points:
15
Spell Bull's Strength Icon.pngBull's Strength
Transmutation
Target: Friend, Self

The affected ally gains strength and power, giving a +4 enhancement bonus to Strength.

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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Cat's Grace Icon.pngCat's Grace
Transmutation
Target: Friend, Self

An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.

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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Command Undead Icon.pngCommand Undead
Necromancy
Target: Undead Foe

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.

Embolden
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Daze Monster Icon.pngDaze Monster
Enchantment (Mind-affecting)
Target: Foe

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.

Embolden
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Spell Points:
5
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Eagle's Splendor Icon.pngEagle's Splendor
Transmutation
Target: Friend, Self

An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.

Enlarge
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Electric Loop Icon.pngElectric Loop
Evocation
Target: Foe, Directional, Breakable

An electrical discharge strikes a primary target for 1d3+3 per two caster levels electrical damage (max 5d3+15) 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 daze for a short period of time or until they take damage.

Embolden
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Spell Points:
10
Spell False Life Icon.pngFalse Life
Necromancy
Target: Self

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.

Eschew Materials
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Flaming Sphere Icon.pngFlaming Sphere
Evocation (Fire)
Target: Self, Positional

Creates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2d6 points of fire damage. A successful Reflex save negates this effect.

Eschew Materials
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Fog Cloud Icon.pngFog Cloud
Conjuration (Creation)
Target: Foe, Positional

A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance).

Enlarge
Eschew Materials
Quicken
Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
File:Spell Fox's Cunning Icon.pngFox's Cunning
Transmutation
Target: Friend, Self

An ally gains wit, giving a +4 enhancement bonus to Intelligence.

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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Ghoul Touch Icon.pngGhoul Touch
Necromancy
Target: Foe

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 warforged, troglodytes, and more.

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Spell Points:
8
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Glitterdust Icon.pngGlitterdust
Conjuration (Creation)
Target: Foe, Positional

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.

Enlarge
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Gust of Wind Icon.pngGust of Wind
Evocation (Air)
Target: Foe, Directional, Breakable

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, while Medium or smaller enemies are slowed by the winds. A Reflex save equal to 12 + your casting stat's modifier negates these effects. Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.

Quicken Spell Points:
5
Spell Hypnotic Pattern Icon.pngHypnotic Pattern
Illusion (Mind-affecting)
Target: Foe, Positional

A twisting patter of subtle, shifting color weaves through the air, fascinating targets within it. A successful Will save negates this effect. Creatures exposed to this effect have their will save momentarily weakened by three.

Enlarge
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Invisibility Icon.pngInvisibility
Illusion
Target: Friend, Self

An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed.

Enlarge
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Knock Icon.pngKnock
Transmutation
Target: Usable

Unlocks any lock which could be picked by a sufficiently skilled rogue.

Quicken Spell Points:
15
Spell Lesser Death Aura Icon.pngLesser Death Aura
Necromancy (Negative Energy)
Target: Self

Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative energy damage every two seconds as long as they remain with it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can effect up to one target per caster level.

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Spell Points:
15
Spell Melf's Acid Arrow Icon.pngMelf's Acid Arrow
Conjuration (Acid)
Target: Foe, Directional, Breakable

Deals 1d4 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.

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Spell Points:
6
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Ooze Puppet Icon.pngOoze Puppet
Transmutation (Charm)
Target: Foe

Telekinetically controls the actions on 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.

Enlarge
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Spell Otto's Resistible Dance Icon.pngOtto's Resistible Dance
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

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.

Embolden
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Spell Points:
10
Spell Owls' Wisdom Icon.pngOwls' Wisdom
Transmutation
Target: Friend, Self

Grants an ally a +4 enhancement bonus to wisdom.

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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Repair Moderate Damage Icon.pngRepair Moderate Damage
Transmutation
Target: Friend, Self

Transmutes the structure of a living construct ally to repair 2d6+4 damage plus an additional 1 for every caster level up to caster level 10.

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Spell Points:
8
Spell Resist Energy Icon.pngResist Energy
Abjuration
Target: Friend, Self

Gives an ally an Enhancement bonus against an elemental damage type, reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11.

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Spell Points:
15 (Artificer)
15 (Cleric)
15 (Favored Soul)
15 (Paladin)
15 (Sorcerer)
15 (Wizard)
15 (Warlock)
10 (Ranger)
Spell Scare Icon.pngScare
Necromancy (Fear)(Mind-affecting)
Target: Foe, Positional

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.

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Spell Points:
10
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Scorch Icon.pngScorch
Evocation (Fire)
Target: Foe, Directional, Breakable

A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (up to a max of 10d6+20 at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.

Embolden
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Spell Points:
8
Spell Scorching Ray Icon.pngScorching Ray
Evocation (Fire)
Target: Foe, Directional, Breakable

Blasts a target with fiery rays, each doing 4d3+12 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.

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Spell Points:
8
Spell See Invisible Icon.pngSee Invisible
Divination
Target: Self

You can see invisible creatures and objects.

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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Snowball Swarm Icon.pngSnowball Swarm
Evocation (Cold)
Target: Foe, Positional

A flurry of magical snowballs erupt near your target, dealing 1d6+2 cold damage per caster level (max 10d6+20. A successful Reflex save reduces the damage by half.

Embolden
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Spell Points:
8
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic
Spell Spawn Screen Icon.pngSpawn Screen
Necromancy
Target: Friend, Self

Applies a ward to nearby allies, preventing them from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.

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Spell Points:
15
Spell Web Icon.pngWeb
Conjuration (Creation)
Target: Foe, Positional, Breakable

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.

Embolden
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Spell Points:
15
Eyelash in Gum Arabic Icon.png
Eyelash in Gum Arabic

Level 3 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Ball of Bat Guano and Sulfur Icon.pngBall of Bat Guano and Sulfur

Name Effect Metamagics Cost Components
Spell Flame Arrow (Arrows) Icon.pngFlame Arrow
Evocation (Fire)
Target: Self

Creates 500 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 1d6 points of fire damage on a successful hit. Conjured ammunition vanishes if you log out.

Quicken Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
File:Ammunition Icon.png
Ammunition
Spell Summon Monster III - Hellhound Icon.pngSummon Monster III
Conjuration (Summoning)
Target: Self, Positional

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.

Quicken Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Acid Blast Icon.pngAcid Blast
Conjuration (Acid)
Target: Foe, Directional, Breakable

Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.

Embolden
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Spell Points:
15
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Chain Missiles Icon.pngChain Missiles
Evocation (Force)
Target: Foe

A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 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 target.

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Spell Points:
15
Spell Deep Slumber Icon.pngDeep Slumber
Enchantment (Compulsion)(Mind-affecting)
Target: Foe, Positional

Induces a magical slumber to a group of enemies, rendering them helpless until attacked or for a duration of 20 seconds plus 2 per caster level. Ineffective on undead or constructs. A successful Will save negates this effect.

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Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Dispel Magic Icon.pngDispel Magic
Abjuration
Target: Friend, Self, Foe, Undead Foe

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.

If cast on a Spell Ward trap, this spell will reduce the level of the trap by 1. If the level of the trap is reduced to 0, the trap is disabled.

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Spell Points:
15
Spell Displacement Icon.pngDisplacement
Illusion
Target: Self

Your appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.

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Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Fireball Icon.pngFireball
Evocation (Fire)
Target: Directional, Foe, Breakable

Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+3 fire damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.

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Spell Points:
15
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Frost Lance Icon.pngFrost Lance
Evocation (Cold)
Target: Foe, Directional, Breakable

Shoots a target with a freezing energy spear, dealing 4d5+20 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.

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Spell Points:
10
Spell Halt Undead Icon.pngHalt Undead
Necromancy
Target: Foe, Positional

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.

Embolden
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Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Haste Icon.pngHaste
Transmutation
Target: Friend, Self

Quickens allies, causing them to attack 15% faster than normal. In addition, the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and +1% Dodge.

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Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Heroism Icon.pngHeroism
Enchantment (Compulsion)(Mind-affecting)
Target: Friend, Self

Imbues a single ally with great bravery and morale in battle, gainint a +2 morale bonus on attacks, saves, and skill checks.

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Spell Points:
20 (Sorcerer)
20 (Wizard)
15 (Bard)
Spell Hold Person Icon.pngHold Person
Enchantment (Compulsion)(Mind-affecting)
Target: Foe

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.

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Spell Points:
15
Spell Lightning Bolt Icon.pngLightning Bolt
Evocation (Electricity)
Target: Foe, Directional, Breakable

A powerful stroke of electrical energy deals 1d3+3 electricity damage per caster level (up to a max of 10d3+30 damage at caster level 10) to targets in its path. A successful Reflex Save 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.

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Spell Points:
12
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Magic Circle Against Evil Icon.pngMagic Circle Against Evil
Abjuration (Good)
Target: Friend, Self

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 magicalmental control and compulsions.

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Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Protection from Energy Icon.pngProtection from Energy
Abjuration (Acid)(Cold)(Electricity)(Fire)(Sonic)
Target: Friend, Self

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.

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Spell Points:
20 (Artificer)
20 (Cleric)
20 (Druid)
20 (Favored Soul)
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Ranger)
Spell Rage Icon.pngRage
Enchantment
Target: Friend, Self

Causes the target and all nearby allies to fly into a screming bloody 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 also causes a -2 penalty to armor.

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Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Spell Ray of Exhaustion Icon.pngRay of Exhaustion
Necromancy
Target: Foe, Directional

A ray projects towards the target enemy, causing it to become immediately exhaused. 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.

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Spell Points:
8
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Remove Curse Icon.pngRemove Curse
Abjuration
Target: Friend, Self

Removes all curses on an ally. Counters and dispels Bestow Curse.

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Spell Points:
20
Spell Repair Serious Damage Icon.pngRepair Serious Damage
Transmutation (Repair)
Target: Friend, Self

Transmutes the structure of a living construct ally to repair 3d6+6 damage plus an additional 1 for every caster level up to caster level 15.

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Spell Points:
12
Spell Sleet Storm Icon.pngSleet Storm
Conjuration (Creation)(Cold)
Target: Foe, Positional, Breakable

Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%.

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Spell Points:
10
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Slow Icon.pngSlow
Transmutation
Target: Foe, Positional

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.

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Spell Points:
10
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Stinking Cloud Icon.pngStinking Cloud
Conjuration (Creation)
Target: Foe, Positional, Breakable

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.

Embolden
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Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Suggestion Icon.pngSuggestion
Enchantment (Compulsion)(Language-Dependent)(Mind-affecting)(Charm)
Target: Foe

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.

Embolden
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Spell Points:
20 (Sorcerer)
20 (Warlock)
20 (Wizard)
15 (Bard)
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur
Spell Water Breathing Icon.pngWater Breathing
Transmutation (Water)
Target: Friend, Self

Grants the ability to breathe underwater to you and your allies.

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Spell Points:
20
Ball of Bat Guano and Sulfur Icon.png
Ball of Bat Guano and Sulfur

Level 4 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Heart of a Hen Icon.pngHeart of a Hen

Name Effect Metamagics Cost Components
Spell Acid Rain Icon.pngAcid Rain
Conjuration (Creation)(Acid)
Target: Foe, Positional, Breakable

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 my 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.

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Spell Points:
15
Heart of a Hen Icon.png
Heart of a Hen
Spell Bestow Curse Icon.pngBestow Curse
Necromancy
Target: Foe

The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.

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Spell Points:
10
Spell Burning Blood Icon.pngBurning Blood
Necromancy (Acid)(Fire)
Target: Foe

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.

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Spell Points:
10
Heart of a Hen Icon.png
Heart of a Hen
Spell Charm Monster Icon.pngCharm Monster
Enchantment (Charm)(Mind-affecting)
Target: Foe

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.

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Spell Points:
25
Spell Contagion Icon.pngContagion
Necromancy (Evil)
Target: Foe

Infects a living enemy with the chosen disease, which strikes immediatly 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.

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Spell Points:
8
Spell Death Aura Icon.pngDeath Aura
Necromancy (Negative Energy)
Target: Self

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. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can effect up to one target per caster level.

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Spell Points:
25
Spell Phantasmal Killer Icon.pngPhantasmal Killer
Illusion
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.

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Spell Points:
25

Level 5 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Crystal Cone Icon.pngCrystal Cone  

Level 6 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Crushed Black Pearl Icon.pngCrushed Black Pearl

Name Effect Metamagics Cost Components
Spell Chain Lightning Icon.pngChain Lightning
Evocation (Electricity)
Target: Foe, Directional, Breakable

An electrical discharge strikes a primary target for 1d6+6 electrical damage per caster level, up to a maximum of 20d6+120 at caster level 20. It then arcs to up to 5 other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.

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Spell Points:
25
Crushed Black Pearl Icon.png
Crushed Black Pearl
Spell Disintegrate Icon.pngDisintegrate
Transmutation
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


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Spell Points:
25
Crushed Black Pearl Icon.png
Crushed Black Pearl
Spell Reconstruct Icon.pngReconstruct
Transmutation
Target: Friend (Construct), 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
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Spell Points:
35
Spell Shadow Walk Icon.pngShadow Walk
Illusion
Target: Self

You are transported to the border between the Martial Plane and the Plane of Shadow. While this spell is active, you have an increased run speed, and you appear faint and harder to hit. Attacking another creature or interacting with an object ends this spell.

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Spell Points:
30
Spell Stone to Flesh Icon.pngStone to Flesh
Transmutation (Earth)
Target: Friend

Restores a petrified creature, such as one affected by the Flesh to Stone spell to its normal state.

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Spell Points:
35
Crushed Black Pearl Icon.png
Crushed Black Pearl
Spell Tenser's Transformation Icon.pngTenser's Transformation
Transmutation
Target: Self

Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells.

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Spell Points:
35
Crushed Black Pearl Icon.png
Crushed Black Pearl
File:Potion of Bull's Strength Icon.png
Potion of Bull's Strength
Spell True Seeing Icon.pngTrue Seeing
Divination
Target: Friend, Self

You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a DC of 30 or less, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.

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Spell Points:
30
Crushed Black Pearl Icon.png
Crushed Black Pearl

Level 7 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Powdered Ruby Icon.pngPowdered Ruby

Name Effect Metamagics Cost Components
Spell Finger of Death Icon.pngFinger of Death
Necromancy
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).

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Spell Points:
40

Level 8 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Bit of Sunstone Icon.pngBit of Sunstone  

Level 9 Spells[edit]

Most spells at this level that have a material component require either Omnispell Dust or Snakeskin Glove Icon.pngSnakeskin Glove

Name Effect Metamagics Cost Components
Spell Summon Monster IX Icon.pngSummon Monster IX
Conjuration
Target: Positional

Summons one Monster from three choices: Eladrin Ghaele, Elder Fire Elemental, Hezrou to fight for you for 10 minutes. You can only have one summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.

Quicken Spell Points:
20