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Sorcerer/Wizard Spells - Level One
Burning Hands

Level: Sorcerer 1, Wizard 1
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Fire
Range: Close (25')
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Reflex Save

A cone of fire shoots forth from the caster's hands, burning the target for 1d4 fire damage per caster level, up to a maximum of 5d4.


Cause Fear

Level: Bard 1, Cleric 1, Sorcerer 1, Wizard 1
School: Necromancy
Casting Time: 1 Standard Action
Descriptor: Fear, Mind-Affecting
Range: Close (25')
Duration: 2 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

A target creature with 5 Hit Dice or less is afflicted with fear and suffers a -2 penalty to attack, damage, and saving throws.


Charm Person

Level: Bard 1, Sorcerer 1, Wizard 1
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Close (25')
Duration: Level x 1 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

The target humanoid becomes allied to the caster. This effect is negated by aggressive acts against or by the subject.


Chill Touch

Level: Sorcerer 1, Wizard 1
School: Necromancy
Casting Time: 1 Standard Action
Range: Touch
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Fortitude Save

Negative energy deals 1d6 damage to the target. The touched creature takes 1 Strength damage unless it makes a Fortitude saving throw. Undead must make a Will saving throw or be panicked.


Detect Undead

Level: Cleric 1, Paladin 1, Sorcerer 1, Wizard 1
School: Divination
Casting Time: 1 Standard Action
Range: Long (400')
Duration: 100 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

Detect the presence of undead.


Expeditious Retreat

Level: Bard 1, Sorcerer 1, Wizard 1
School: Transmutation
Casting Time: 1 Standard Action
Range: Personal
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

This spell increases your base land speed by 30' (6 squares).


Hypnotism

Level: Bard 1, Sorcerer 1, Wizard 1
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Close (25')
Duration: 5 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

You cause up to 4 Hit Dice worth of creatures to become fascinated.


Mage Armor

Level: Sorcerer 1, Wizard 1
School: Conjuration
Casting Time: 1 Standard Action
Descriptor: Force
Range: Touch
Duration: Level x 600 Rounds
Components: Vocal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

An invisible but tangible field of force surrounds the target, providing a +4 armor bonus to AC.


Magic Missile

Level: Sorcerer 1, Wizard 1
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Force
Range: Medium (100')
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: None

You create a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile for every two caster levels, to a maximum of 5 missiles at level 9. Magic missiles do 1d4+1 points of magic damage each.



Magic Weapon

Level: Cleric 1, Paladin 1, Sorcerer 1, Wizard 1
School: Transmutation
Casting Time: 1 Standard Action
Descriptor: Weapon Enchantment
Range: Touch
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

You empower the touched weapon with a +1 enhancement bonus.


Ray of Enfeeblement

Level: Sorcerer 1, Wizard 1
School: Necromancy
Casting Time: 1 Standard Action
Descriptor: Death
Range: Close (25')
Duration: 10 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: None

The target creature takes 1d6+1 Strength damage per 2 caster levels.


Shield

Level: Sorcerer 1, Wizard 1
School: Abjuration
Casting Time: 1 Standard Action
Range: Personal
Duration: Level x 10 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

You gain a +4 armor bonus to AC. You also gain immunity to the spell magic missile for the duration of the shield.


Shocking Grasp

Level: Sorcerer 1, Wizard 1
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Electricity
Range: Touch
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: None

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). You get a +3 attack bonus if the target is wearing metal armor.


Sleep

Level: Bard 1, Sorcerer 1, Wizard 1
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Level x 10 Rounds
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Will Save

Causes a magical sleep to overcome 4 Hit Dice of creatures within 10' (2 squares) of the target location.


Summon Monster I

Level: Bard 1, Cleric 1, Sorcerer 1, Wizard 1
School: Conjuration
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

You summon a celestial dog to be a faithful and loyal servant.


True Strike

Level: Sorcerer 1, Wizard 1
School: Divination
Casting Time: 1 Standard Action
Range: Personal
Duration: 2 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

Through magical intuition you gain a +20 bonus to attack rolls.