Newb20

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…