Wizard/sorcerer spell list

This spell list is used by both sorcerers and wizards.

All spell levels have been synced with online version of the English manual. Some differences to in-game listings may still need correction.

0-level(cantrips)
Abjuration Conjuration Enchantment Evocation
 * Resistance: Subject gains +1 on saving throws.
 * Acid splash: Orb deals 1d3 acid damage.
 * Ray of frost: Ray deals 1d4 cold damage.
 * Daze: Enemy of 4 HD or less is dazed.
 * Flare: Dazzles one creature (–1 on attack rolls).
 * Light: Object shines like a torch.

1st-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Endure elements: Grants 10/- resistance against elements.
 * Protection from alignment: +2 to AC and saves versus creatures of specified alignment.
 * Shield: Invisible disc gives +4 to AC, blocks magic missiles.
 * Grease: Makes 10-ft. square or one object slippery, slowing or knocking down enemies.
 * Mage armor: Gives subject +4 armor bonus.
 * Summon creature I: Calls an appropriate creature to fight for you.
 * Detect undead: Reveals undead on your minimap.
 * Identify: Improves lore checks.
 * True strike: +20 on your next attack roll.
 * Charm person: Makes one person your friend.
 * Sleep: Puts 4 HD of creatures into magical slumber.
 * Burning hands: 1d4/level fire damage (max 5d4).
 * Magic missile: 1d4+1 damage/arrow; +1 missile per two levels above 1st (max 5).
 * Shocking grasp: Touch delivers 1d6/level electricity damage (max 5d6).
 * Color spray: Knocks unconscious, blinds, and/or stuns weak creatures.
 * Cause fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Ray of enfeeblement: Ray deals 1d6 Str damage.
 * Enlarge person: Humanoid creature doubles in size (+2STR, -2DEX, -1 attack, -1 AC, +3 melee damage).
 * Expeditious retreat: Your speed increases to 150%.
 * Low-light vision: The party is granted the ability to see in the dark.
 * Magic weapon: Weapon temporarily gains +1 enhancement bonus.

2nd-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Dispel magic, lesser: Dispels a limited amount of magic effects.
 * Protection from arrows: Subject is granted damage resistance 10/magic to ranged attacks.
 * Resist energy: Grants 20/- against all elemental damage.
 * Melf's acid arrow: Bolt of acid does 3d6 damage on hit plus 1d6/round until spell expiry.
 * Summon creature II: Calls and appropriate creature to fight for you.
 * Web: Fills 20-ft.-radius spread with sticky spiderwebs that slows or entangles enemies.
 * See invisibility: Reveals invisible creatures or objects.
 * Tasha's hideous laughter: Subject loses actions for 1 round/level.
 * Cloud of bewilderment: Stuns and blinds enemies for 1d6 rounds.
 * Combust: A single target takes 2d6+1/level fire damage and has a chance of catching fire.
 * Darkness: 20-ft. radius of supernatural shadow.
 * Fireburst: An small fiery explosion deals 1d8 damage to nearby creatures.
 * Gedlee's electric loop: 1d6 electricity damage/2 levels to a chain of creatures with a chance of stunning them.
 * Gust of wind: Knocks down some creatures and clears gaseous effects in an area.
 * Blindness/deafness: Makes subject blinded and deafened.
 * Ghostly visage: Grants 5/magic damage reduction and immunity to all 0- and 1st-level spells.
 * Invisibility: Subject is invisible until it attacks or casts spells.
 * Mirror image: Creates decoy duplicates of the caster (1d4 +1 per level).
 * Death armor: a magical barrier damages creatures that attack the caster.
 * False life: Gain 1d10 temporary hp +1/level (max +10).
 * Ghoul touch: Paralysing touch attack.
 * Scare: Panics creatures of less than 6 HD.
 * Balagarn's iron horn: A burst of sound knocks creatures to the ground.
 * Bear's endurance: Subject gains +4 to Con for 1 min./level.
 * Blind sight: Target can see invisible and in darkness.
 * Bull's strength: Subject gains +4 to Str for 1 min./level.
 * Cat's grace: Subject gains +4 to Dex for 1 min./level.
 * Eagle's splendor: Subject gains +4 to Cha for 1 min./level.
 * Fox's cunning: Subject gains +4 Int for 1 min./level.
 * Knock: Opens locked or magically sealed door.
 * Owl's wisdom: Subject gains +4 to Wis for 1 min./level.

3rd-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Dispel magic: Cancels magical spells and effects.
 * Magic circle against alignment: As per protection from alignment spell, but affecting nearby allies as well.
 * Protection from energy: Grants 30/- damage resistance versus elemental energy.
 * Flame arrow: Caster can fire 1 arrow/4 levels; each arrow inflicts 4d6 fire damage.
 * Improved mage armor: Grants +6 AC.
 * Stinking cloud: Nauseating vapors that dazes creatres, 1 round/level.
 * Summon creature III: Calls an appropriate creature to fight for you.
 * Clairaudience/clairvoyance: +10 to spot and listen checks temporarily.
 * Deep slumber: Puts 10 HD of creatures to sleep.
 * Heroism: Gives +2 bonus on attack rolls, saves, skill checks to target creataure.
 * Hold person: Paralyzes one humanoid for 1 round/level.
 * Rage: Party goes into the equivalent of a barbarian's rage.
 * Fireball: 1d6 fire damage per level, 20-ft. radius.
 * Lightning bolt: Electricity deals 1d6/level damage in a direct line from caster.
 * Mestil's acid breath: A cone of acid deals 1d6 damage per level.
 * Scintillating sphere: 1d6 electricity damage per level, 20-ft radius.
 * Displacement: Target gains 50% concealment.
 * Invisibility sphere: Makes everyone within 10 ft. invisible.
 * Vampiric touch: Touch deals 1d8/two levels damage; caster gains damage as hp.
 * Haste: +50% to movement speed, +1 on attack rolls and reflex saves, +1 AC, and an extra attack per round.
 * Keen edge: Doubles slashing or piercing weapon’s critical threat range.
 * Magic weapon, greater: +1/four levels (max +5).
 * Slow: -50% to movement speed, –1 to AC, reflex saves, and attack rolls.
 * Spiderskin: +1, +1/three levels to AC, poison saves and Hide skill checks.
 * Weapon of impact: Similar to the keen edge spell, but affecting blunt weapons.

4th-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Globe of invulnerability, lesser: Makes caster immune to 3rd-level and lower spell effects.
 * Remove curse: Frees object or person from curse.
 * Spell breach, lesser: Removes up to three magical defences from an opponent.
 * Spell mantle, least: Absorbs the equivalent of up to 1d4 + 4 spell levels.
 * Stoneskin: Grants 10/adamantine damage reduction.
 * Evard's black tentacles: Tentacles grapple all within 20 ft. spread.
 * Summon creature IV: Calls an appropriate creature to fight for you.
 * Assay resistance: Reduces target's spell resistance.
 * Charm monster: Makes monster believe it is your ally.
 * Confusion: Target behaves unpredictably, wandering, stopping or attacking others randomly.
 * Crushing despair: Subjects take –2 on attack rolls, damage rolls, saves, and ability/skill checks.
 * Elemental shield: Creatures attacking caster take fire damage; while the caster has 50% resistance from fire and cold.
 * Ice storm: Hail deals 3d6 bludgeoning damage and 2d6 cold damage in cylinder 40 ft. across.
 * Isaac's missile storm, lesser: Grants one missile/level, each inflicting 1d6 damage.
 * Wall of fire: Deals 2d6+level fire damage to those who pass through it. Undead take double damage.
 * Greater invisibility: As invisibility, but subject can attack and stay invisible.
 * Phantasmal killer: Fearsome illusion kills subject.
 * Shadow conjuration: Mimics conjuration spells below 4th level, but only 20% real.
 * Animate dead: Creates undead skeletons and zombies.
 * Contagion: Infects subject with a random disease.
 * Enervation: Target is drained of 1d4 levels.
 * Fear: Subjects within cone flee for 1 round/level.
 * Bestow curse: –2 to all the targets ability scores.
 * Polymorph self: Caster has the ability to shapechange to a chosen creature.

5th-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Dismissal: Forces summoned creatures to return to their native plane.
 * Mind blank, lesser: Protects recipient from mind-affecting spells and removes those already in effect.
 * Spell Mantle, Lesser: Absorbs the equivalent of 1d6+6 spell levels.
 * Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
 * Summon creature V: Calls an appropriate creature to fight for you.
 * Vitriolic Sphere: Huge acid explosion that does damage for several rounds.
 * Feeblemind: Target suffers 1d4 damage/four caster levels to INT and CHA.
 * Dominate person: Controls humanoid telepathically.
 * Hold monster: As hold person, but any creature.
 * Bigby's Interposing Hand: Hand provides cover against one opponent, forcing a -10 attack penalty.
 * Cone of cold: 1d6/level cold damage.
 * Firebrand: Balls of flame (1/level) do 1d6 damage/level each.
 * Fireburst, Greater: A large explosion of flame centred on the caster does 1d8 damage per caster level.
 * Mind fog: Creatures exposed to the fog receive -10 to will saves.
 * Cloudkill: Poisonous gas that instantly kills weaker creatures.
 * Shroud of Flame: Target is encased in flame causing it to burn and singeing those near it.

6th-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Dispel magic, greater: As dispel magic, but +20 on check.
 * Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
 * Spell Breach, Greater: Strips up to six magical defences from an opponent.
 * Acid fog: Fog deals acid damage.
 * Planar Binding: As lesser planar binding, but up to 12 HD.
 * Summon creature VI: Calls an appropriate creature to fight for you.
 * Legend lore: Grants a large boost to Lore skill checks for a sustained length of time.
 * True seeing: Pierces ethereal effects and invisibility.
 * Heroism, greater: Gives +4 bonus on attack rolls, saves, skill checks; +1/level temporary hp.
 * Bigby's Forceful Hand: Hand pushes creatures away.
 * Chain lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
 * Isaac's Greater Missile Storm One 2d6 damage missile/level hits enemies.
 * Ethereal Visage: 20/adamantine damage reduction, protection from spells of level 2 and lower.
 * Circle of Death: Kills 1d4/level HD of creatures.
 * Create undead: Creates ghouls, ghasts, mummies, or mohrgs.
 * Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).
 * Disintegrate:Ray does 2d6 damage/level to target.
 * Flesh to stone: Turns subject creature into statue.
 * Stone Body: Transforms the caster's flesh into movable stone (+4STR, -4DEX, DR 10/adamantine, -50% movement, immunity to most negative effects, 50% immunity to acid/fire).
 * Stone to flesh: Restores petrified creature.
 * Stoneskin, greater: 20/adamantine damage reduction.
 * Tenser's transformation: You gain physical strength and many melee combat bonuses.

7th-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Energy immunity: Grants immunity to one type of energy.
 * Spell mantle: Absorbs the equivalent of 1d8 + 8 spell levels.
 * Summon creature VII: Calls an appropriate creature to fight for you.
 * Banishment: Banishes 2 HD/level of summoned creatures. Listed in the manual as Divination, but is listed as Abjuration in the in-game description.
 * Hold person, mass: As hold person, but all within 30 ft.
 * Bigby's Grasping Hand: Hand provides cover, pushes, or grapples.
 * Delayed Blast Fireball: A fireball spell that is used as a trap.
 * Prismatic Spray: Rays hit subjects with variety of effects.
 * Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
 * Shadow Shield: Caster receives +5 AC, 10/adamantine DR, and immunity to death and negative energy magic.
 * Control undead: Dominates an undead creature.
 * Finger of death: Kills one subject.
 * Ethereal jaunt: Caster is undetectable until performing a hostile action.
 * Mordenkainen's sword: Floating magic blade strikes opponents.

8th-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Mind Blank: Grants immunity to mind-affecting spells and effects to caster and allies.
 * Protection from Spells: Confers +8 to saves versus spells.
 * Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
 * Summon creature VIII: Calls an appropriate creature to fight for you.
 * Power Word, Stun: Instantly stuns target.
 * Premonition: Damage reduction 30/adamantine.
 * Blackstaff: +4 enhanced quarterstaff with the ability to dispel magic on strike.
 * Charm monster, mass: As charm monster, but all within 30 ft.
 * Incendiary Cloud: Cloud deals 4d6 fire damage/round.
 * Bigby's Clenched Fist: Large hand deals 1d8+11 damage and stuns the target.
 * Polar Ray: Ranged touch attack deals 1d6/level cold damage.
 * Sunburst: Blinds all within 10 ft., deals 1d6 damage/level to undead.
 * Blindness/Deafness, Mass: All nearby enemies are struck blind and deaf.
 * Create greater undead: Create shadows, wraiths, spectres, or devourers.
 * Horrid wilting: Deals 1d6/level negative energy damage within 30 ft.
 * Iron Body: Your body becomes living iron (+6STR, -6DEX, DR 15/adamantine, -50% movement, immunity to negative effects, 50% immunity to acid and fire).

9th-level
Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation
 * Mordenkainen's Disjunction: Very powerful form of dispel magic.
 * Spell Mantle, Greater: Absorbs the equivalent of up to 1d12+10 spell levels.
 * Gate: Opens an inter-planar gate to summon a devil.
 * Summon creature IX: Calls an appropriate creature to fight for you.
 * Power Word, Kill: Kills a creature with 100 hit points or less.
 * Dominate monster: As dominate person, but any creature.
 * Hold Monster, Mass: As hold monster, but all within 30 ft.
 * Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
 * Meteor swarm: A meteor storm crashes destruction down dealing 20d6 damage to all in affected area.
 * Shades: As shadow conjuration, but up to 8th level and 80% real.
 * Weird: As phantasmal killer, but affects all within 30 ft.
 * Energy drain: Drains 2d4 levels from the target.
 * Wail of the Banshee: Terrifying shriek that kills nearby enemies.
 * Etherealness: Caster and companions travel to Ethereal Plane until any of them make a hostile action.
 * Shapechange: Transforms caster into a powerful creature.

External resources

 * NWNWiki:Category:Sorcerer/Wizard_Spells
 * Hypertext d20SRD:Sorcerer and Wizard Spells