Wizard Spell List
An original Wizard catalog of familiar d20 spell concepts across all eight schools. Each spell links to its rules. Wizards may learn from any school; level access, spellbook, and preparation are described on the Wizard class page .
Level 1
Spell
School
Description
Mage Armor
Abjuration
You or one willing creature touched gains a +4 Armor bonus to Armor AC for 1 hour/CL; it does not stack with worn armor’s Armor bonus.
Shield
Abjuration
As a Reaction when an attack is declared, gain a +4 Shield bonus to Shield AC until your next turn; it does not stack with a wielded shield.
Grease
Conjuration
Slick a 10-foot square for 1 minute/CL.
Unseen Servant
Conjuration
Create an invisible helper for 1 hour/CL.
Detect Magic
Divination
For 10 minutes/CL, sense active spells within 60 feet.
Identify
Divination
Touch one magic item for 1 minute to learn its properties, activation, and remaining charges.
Charm Person
Enchantment
One humanoid makes a Will save or regards you as a trusted acquaintance for 1 hour/CL.
Sleep
Enchantment
One creature makes a Will save or falls Unconscious for 1 minute.
Magic Missile
Evocation
Fire three force darts, plus one additional dart for every 2 caster levels after 1st, at visible creatures within range. Each automatically hits and deals 1d4 + 1 magic damage; divide the darts among targets as you choose.
Burning Hands
Evocation
Creatures in a 15-foot cone take 1d4 fire damage per caster level, Reflex half. Unattended paper and tinder in the cone ignite.
Silent Image
Illusion
Create a stationary visual image no larger than a 15-foot cube for 1 minute/CL.
Disguise Self
Illusion
For 1 hour/CL, alter your apparent clothing and features without changing your size.
Cause Fear
Necromancy
One creature makes a Will save or becomes Shaken for 1 minute.
Chill Touch
Necromancy
A ranged spell attack hit deals 1d6 cold damage, plus 1d6 at caster level 5 and every 5 caster levels thereafter, and prevents the target from regaining HP until the start of your next turn.
Expeditious Retreat
Transmutation
Your movement speed increases by 10 feet for 10 minutes/CL.
Feather Fall
Transmutation
When you or up to five creatures within range begin falling, cast as a Reaction to slow the fall to 60 feet per…
Enlarge Person
Transmutation
One willing humanoid gains a +1 Enhancement bonus to Size; apply all adjustments from the new Size in Combat Scaling.
Reduce Person
Transmutation
One willing humanoid decreases one Size category; apply all adjustments from its new Size in Combat Scaling.
Level 2
Spell
School
Description
Arcane Lock
Abjuration
Seal one nonmagical door or lid you touch for 1 day/CL.
Protection from Arrows
Abjuration
One creature touched ignores the first 20 damage from nonmagical ranged weapon attacks each round for 10 minutes per…
Web
Conjuration
Fill a 20-foot cube with strands for 10 minutes/CL.
Misty Step
Conjuration
Teleport yourself to a visible, unoccupied space within 30 feet.
See Invisibility
Divination
For 10 minutes/CL, see invisible creatures and objects within 60 feet as faint outlines; solid…
Locate Object
Divination
Name or picture a nonliving object you have seen.
Hold Person
Enchantment
One humanoid makes a Will save or becomes Paralyzed for 1 round/CL.
Hideous Laughter
Enchantment
One creature makes a Will save or falls Prone and cannot take Standard Actions for 1 round.
Scorching Ray
Evocation
Make three ranged spell attacks, plus one additional ray for every 4 caster levels after 3rd; each deals 2d6 fire damage on a hit. Rays may target the same creature or different creatures.
Shatter
Evocation
Brittle nonmagical objects in a 10-foot burst break. Creatures there take 1d6 sonic damage per caster level, Fortitude half.
Invisibility
Illusion
You or one willing creature touched becomes visually undetectable for 1 minute/CL.
Mirror Image
Illusion
Three duplicates mimic your movements for 1 minute/CL.
Blindness/Deafness
Necromancy
One creature makes a Fortitude save or becomes Blinded or Deafened (your choice) until cured by magic.
Ray of Enfeeblement
Necromancy
A ranged spell attack hit gives one creature -4 Strength for 1 minute/CL.
Levitate
Transmutation
One creature or object weighing up to 500 pounds rises or descends vertically 20 feet per round for 10 minutes per…
Knock
Transmutation
Touch one nonmagical lock, barred door, or stuck lid and open it.
Level 3
Spell
School
Description
Dispel Magic
Abjuration
Choose one spell effect on a creature or object.
Protection from Energy
Abjuration
Choose acid, cold, electric, fire, or force.
Stinking Cloud
Conjuration
Create a 20-foot-radius cloud for 1 round/CL.
Phantom Steed
Conjuration
Conjure a horse-sized mount for yourself for 1 hour/CL.
Summon Monster
Conjuration
Summon a Medium monster (AC 15, 40 hit points) for 1 minute; it makes one melee attack each round.
Clairaudience
Divination
Hear sounds at a familiar location within 1 mile for 10 minutes/CL.
Tongues
Divination
For 1 hour/CL, understand spoken languages and be understood when speaking.
Suggestion
Enchantment
A creature that understands you makes a Will save or follows your brief, non-self-destructive course of action for…
Heroism
Enchantment
One willing creature gains +2 morale bonus on attack rolls, saves, and skill checks for 10 minutes/CL.
Fireball
Evocation
A bead erupts at a point within range.
Lightning Bolt
Evocation
A 100-foot-long, 5-foot-wide line of lightning deals 1d6 electric damage per caster level to each creature in its…
Blur
Illusion
Your outline shifts for 1 minute/CL, granting Total Concealment against attacks.
Major Image
Illusion
Create a moving visual and audible scene in a 20-foot cube for 10 minutes/CL.
Vampiric Touch
Necromancy
A melee spell attack hit deals 1d6 corrupt damage per caster level; regain HP equal to half the damage dealt…
Speak with Dead
Necromancy
Touch a corpse that died within 7 days and ask three questions.
Haste
Transmutation
Up to three willing creatures gain +10 feet to all movement speeds for 1 minute/CL and one additional…
Fly
Transmutation
One willing creature touched gains a 60-foot flying speed for 10 minutes/CL.
Level 4
Spell
School
Description
Dimensional Anchor
Abjuration
A ranged spell attack hit prevents one creature from teleporting, changing planes, or becoming incorporeal for 1…
Banishment
Abjuration
One extraplanar creature makes a Will save or returns to its home plane, appearing in a safe unoccupied space there.
Dimension Door
Conjuration
Teleport yourself and up to three willing creatures within 5 feet to a location you name within 500 feet.
Secure Shelter
Conjuration
Conjure a locked cottage for up to eight creatures on a level, unoccupied surface.
Arcane Eye
Divination
Steer an invisible sensor up to 500 feet away for 10 minutes/CL and see through it.
Locate Creature
Divination
Name a creature you know or describe it.
Confusion
Enchantment
Creatures in a 20-foot-radius burst make Will saves or become Confused for 1 round/CL.
Charm Monster
Enchantment
One creature makes a Will save or regards you as a trusted friend for 1 day/CL.
Ice Storm
Evocation
Hail fills a 20-foot-radius, 40-foot-high cylinder for 1 round.
Wall of Fire
Evocation
Raise a 20-foot-long, 10-foot-high wall of flame for 1 minute/CL. Passing through deals 2d6 fire damage plus 1d6 per 3 caster levels; creatures adjacent when formed take 1d6 plus 1d6 per 4 caster levels (Reflex half).
Phantasmal Killer
Illusion
One creature makes a Will save or sees a private nightmare, takes 1d6 psychic damage per caster level, and becomes Stunned for 1 round. Success halves damage and prevents Stun.
Hallucinatory Terrain
Illusion
Alter the apparent look, sound, and smell of natural terrain in a 100-foot-radius area for 1 day.
Blight
Necromancy
One living creature makes a Fortitude save or takes 1d6 corrupt damage per caster level and becomes Sickened for 1…
Enervation
Necromancy
A ranged spell attack hit deals 1d6 corrupt damage per caster level and imposes -2 on the target’s attack rolls for 1 minute.
Stoneskin
Transmutation
One willing creature touched reduces physical damage from each weapon hit by 5.
Stone Shape
Transmutation
Reshape a nonmagical stone object or section up to a 5-foot cube into a solid design.
Level 5
Spell
School
Description
Wall of Force
Abjuration
Create a transparent 20-foot-long, 10-foot-high barrier with 100 HP for 1 minute/CL.
Spell Resistance
Abjuration
One willing creature touched gains spell resistance 12 + your caster level for 10 minutes/CL…
Teleport
Conjuration
Transport yourself and up to six willing creatures touching you to a visited place on the same plane, arriving in a…
Major Creation
Conjuration
Create one nonmagical, nonprecious object no larger than a 5-foot cube.
Scrying
Divination
One creature you know makes a Will save.
True Seeing
Divination
For 10 minutes/CL, see invisible creatures, visual illusions, and true forms through magical disguises…
Dominate Person
Enchantment
One humanoid makes a Will save or follows your spoken commands for 1 minute/CL.
Feeblemind
Enchantment
One creature makes a Will save or cannot cast spells, use magic items, or communicate complex ideas for 1 day; it…
Cone of Cold
Evocation
Creatures in a 60-foot cone take 1d6 cold damage per caster level, Reflex half.
Flame Strike
Evocation
A 10-foot-wide, 40-foot-high column deals 1d6 damage per caster level, half fire and half force.
Persistent Image
Illusion
Create a moving visual and audible scene in a 30-foot cube that follows a simple sequence you set.
Shadow Evocation
Illusion
Reproduce one Evocation spell of 4th level or lower that you know, using its range and save.
Waves of Fatigue
Necromancy
Creatures in a 30-foot cone become Fatigued for 10 minutes; Fortitude saves negate.
Contagion
Necromancy
One creature makes a Fortitude save or becomes Sickened for 1 hour/CL and cannot regain HP during that…
Telekinesis
Transmutation
Move one unattended object weighing up to 1,000 pounds up to 30 feet each round for 1 minute/CL.
Passwall
Transmutation
Open a 5-foot-wide, 8-foot-high passage through up to 10 feet of nonmagical wood, plaster, or stone.
Level 6
Spell
School
Description
Globe of Invulnerability
Abjuration
A 10-foot-radius sphere around you blocks spells of 3rd level or lower from crossing its boundary for 1 minute per…
Break Enchantment
Abjuration
Touch one creature to end one spell imposing a condition on it.
Wall of Stone
Conjuration
Raise a 20-foot-long, 10-foot-high stone wall, 1 foot thick, on solid ground.
Instant Summons
Conjuration
Mark a book-sized object you own by touch.
Summon Greater Monster
Conjuration
Summon a Large monster (AC 17, 85 hit points) for 1 minute; it makes one melee attack each round.
Analyze Dweomer
Divination
Study one creature or object within 30 feet for 1 minute.
Find the Path
Divination
Name a destination you have visited on this plane.
Mass Suggestion
Enchantment
Up to six creatures that hear and understand you make Will saves or follow the same brief, non-self-destructive…
Geas
Enchantment
Give one creature a task that takes at most 1 day.
Chain Lightning
Evocation
A ranged spell attack deals 1d6 electric damage per caster level to one target, then jumps to four creatures within 30 feet of the last target for half damage (Reflex half).
Freezing Sphere
Evocation
A globe bursts at a point within range, dealing 1d6 cold damage per caster level in a 20-foot radius, Reflex half.
Mislead
Illusion
Become Invisible and leave a visible double at a point within 30 feet.
Veil
Illusion
Up to six willing creatures appear to be members of another humanoid group for 1 hour/CL.
Eyebite
Necromancy
For 1 minute, once on each of your turns choose one creature within 60 feet.
Circle of Death
Necromancy
Creatures in a 20-foot-radius burst make Fortitude saves or take 1d6 corrupt damage per caster level. A creature reduced to 0 HP by this spell dies; success halves damage.
Disintegrate
Transmutation
A ranged spell attack hit deals 2d6 magic damage per caster level to one creature or object. An object reduced to 0 HP crumbles into dust.
Move Earth
Transmutation
Shift a 40-foot-square area of loose earth up to 10 feet to form a trench, berm, or level surface.
Level 7
Spell
School
Description
Forcecage
Abjuration
Enclose one Large or smaller creature in a 10-foot force cube; it may make a Reflex save to escape before closure.
Greater Dispel
Abjuration
Choose any number of creatures and objects in a 20-foot-radius burst.
Plane Shift
Conjuration
You and up to six willing creatures touching you travel to a plane you name, arriving at a safe location there.
Greater Teleport
Conjuration
Teleport yourself and up to six willing creatures to any location on the same plane you can identify.
Legend Lore
Divination
Name a historically important person, place, or object.
Greater Scrying
Divination
Scry on a creature you know on any plane.
Power Word Blind
Enchantment
One creature with 100 HP or fewer becomes Blinded for 1 hour.
Insanity
Enchantment
One creature makes a Will save or becomes Confused for 1 minute/CL.
Delayed Blast Fireball
Evocation
Set a glowing bead at a point within range.
Sunbeam
Evocation
For 1 round/CL, project a 60-foot line once each turn. Creatures take 4d6 damage, Reflex half, and on a failed Fortitude save become Blinded for 1 round.
Project Image
Illusion
Place a visual and audible double of yourself within 500 feet for 1 minute/CL.
Mass Invisibility
Illusion
Up to eight willing creatures become Invisible for 1 minute/CL.
Finger of Death
Necromancy
One living creature makes a Fortitude save or takes 1d6 corrupt damage per caster level; success halves damage. If this damage reduces it to 0 HP, it dies.
Control Undead
Necromancy
One undead creature makes a Will save or follows your spoken commands for 1 hour.
Reverse Gravity
Transmutation
Gravity reverses in a 30-foot-radius, 100-foot-high cylinder for 1 round/CL.
Ethereal Jaunt
Transmutation
You become intangible and pass through creatures and objects for 1 round/CL.
Legendary Proportions
Transmutation
One willing creature gains a +1 Enhancement bonus to Size and Damage Reduction 10 against nonmagical physical damage.
Level 8
Spell
School
Description
Mind Blank
Abjuration
One creature touched cannot be detected or targeted by Divination spells and gains +4 on saves against Enchantment…
Dimensional Lock
Abjuration
Fix a 30-foot-radius area for 1 day/CL.
Maze
Conjuration
One creature vanishes into an extradimensional maze for up to 1 minute.
Demiplane
Conjuration
Create a 30-foot-cube room with air, floor, walls, and one doorway.
Discern Location
Divination
Name or describe a creature or object you have seen.
Moment of Prescience
Divination
For 1 hour, add +20 to one attack roll, save, ability check, or skill check after seeing your d20 result.
Irresistible Dance
Enchantment
One creature makes a Will save or dances for 1 round: it cannot move, attack, or cast spells, and attacks against it…
Antipathy
Enchantment
Choose a point you touch and a creature or creature type.
Incendiary Cloud
Evocation
A 20-foot-radius spark cloud lasts 1 round/CL. Creatures that start their turn inside take 4d6 fire damage, Reflex half; strong wind disperses it.
Polar Ray
Evocation
A ranged spell attack hit deals 1d6 cold damage per caster level and halves the target’s movement speeds for 1 round.
Screen
Illusion
Hide a 30-foot-radius area from Divination for 24 hours and choose what creatures outside see and hear.
Scintillating Pattern
Illusion
A 20-foot-radius color pattern lasts 1 round.
Horrid Wilting
Necromancy
Up to six creatures make Fortitude saves or take 1d6 corrupt damage per caster level; success halves damage.
Clone
Necromancy
Grow a dormant duplicate from a living creature’s tissue.
Iron Body
Transmutation
Your skin becomes iron for 10 minutes/CL: gain a +6 Enhancement bonus to Natural Armor AC and immunity to poison and critical hits.
Flesh to Stone
Transmutation
One creature makes a Fortitude save or becomes Paralyzed and gains a +8 Natural Armor bonus to Natural Armor AC for 1 minute/CL.
Level 9
Spell
School
Description
Prismatic Wall
Abjuration
Create a 30-foot-long, 20-foot-high wall of layered light for 10 minutes/CL. Crossing creatures take 10d6 magic damage and make a Fortitude save or become Blinded for 1 round.
Spell Turning
Abjuration
For 1 minute/CL, the first single-target spell of 8th level or lower that affects you instead targets…
Gate
Conjuration
Open a two-way, 10-foot-wide portal to a place on another plane you name.
Refuge
Conjuration
Touch a willing creature and create a token linked to a safe room you designate on this plane.
Summon Mythic Monster
Conjuration
Summon a Huge monster (AC 19, 150 hit points) for 1 minute; it makes two melee attacks each round.
Foresight
Divination
You or one willing creature touched cannot be Surprised for 8 hours and receives a one-round warning before an…
Vision
Divination
Ask one question about a creature, place, or event you encountered.
Dominate Monster
Enchantment
One creature makes a Will save or obeys your spoken commands for 1 hour/CL.
Power Word Stun
Enchantment
One creature with 150 HP or fewer becomes Stunned for 1d4 rounds; creatures above that limit are unaffected.
Meteor Swarm
Evocation
Choose four points within range; each bursts in a 20-foot radius for 6d6 fire plus 6d6 blunt damage, Reflex half.
Storm of Vengeance
Evocation
A 60-foot-radius storm lasts 1 minute. Creatures inside take 1d6 electric damage per 6 caster levels (round up) each round, Reflex half; the area is heavily obscured and ordinary flames go out.
Weird
Illusion
Up to six creatures make Will saves.
Programmed Image
Illusion
Set a 30-foot-cube visual and audible scene to play when a precise observable trigger occurs.
Soul Bind
Necromancy
When a creature you see dies, trap its soul in a gem worth at least 1,000 gp.
Wail of the Banshee
Necromancy
Up to six creatures make Fortitude saves or take 1d6 corrupt damage per caster level; success halves damage. A target reduced to 0 HP by this spell dies.
Time Stop
Transmutation
Immediately after this turn, you take two extra turns.
Shapechange
Transmutation
For 1 hour/CL, assume the appearance and movement modes of a beast you have seen, retaining your HP…
Related:
Game Reference
Wizard
Mage Armor
Shield
Grease
Unseen Servant
Detect Magic