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Sorcerer/Wizard Spells - Level 3
Blink: (Transmutation) You randomly vanish and reappear for 1 round/level.

Clairaudience/Clairvoyance: (Divination (Scrying)) Creates an invisible magical sensor at a specific location that enables you to hear or as if you were there.

Deep Slumber: (Enchantment (Compulsion)) [Mind-Affecting] Puts 10 HD of creatures to sleep. Deep Slumber does not affect unconscious creatures, constructs, or undead creatures.

Dispel Magic: (Abjuration) Cancels spells and magical effects.

Displacement: (Illusion (Glamer)) Attacks will have a 50% miss chance on a subject.

Fireball: (Evocation) [Fire] Deals 1d6 damage per level, 20-ft. radius.

Gaseous Form: (Transmutation) Subject becomes translucent and insubstantial and gains damage reduction, unless it's magic.

Halt Undead: (Necromancy) Immobilizes undead for 1 round/level.

Haste: (Transmutation) One creature/level moves faster, +1 on attack rolls and a +1 dodge bonus to AC and Reflex saves.

Heroism: (Enchantment (Compulsion)) [Mind-Affecting] The target gains a +2 morale bonus on attack rolls, saves and skill checks.

Hold Person: (Enchantment (Compulsion)) [Mind-Affecting] The humanoid subject becomes paralyzed and freezes in place for 1 round/level.

Invisibility Sphere: (Illusion (Glamer)) Confers invisibility upon all creatures within 10 feet of the recipient.

Keen Edge: (Transmutation) Doubles a normal weapon's threat range.

Lightning Bolt: (Evocation) [Electricity] Deals 1d6/level of electricity damage.

Magic Circle Against Chaos: (Abjuration) [Lawful] Acts like a Protection spell against Chaos, can be cast on friendly creatures (outward circle) or a hostile creature (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Evil: (Abjuration) [Good] Acts like a Protection spell against Evil, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Good: (Abjuration) [Evil] Acts like a Protection spell against Good, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Law: (Abjuration) [Chaotic] Acts like a Protection spell against Law, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Weapon, Greater: (Transmutation) Weapon gains +1 every four levels (max +2).

Protection from Energy: (Abjuration) Absorb 12 points/level damage from one kind of energy.

Rage: (Enchantment (Compulsion)) [Mind-Affecting] Subject gains +2 to Strength and Constitution, +1 on Will saves and 2 to AC.

Sleet Storm: (Conjuration (Creation)) [Cold] Hamper vision and movement, causing creatures to move at half speed.

Slow: (Transmutation) One subject/level takes only one action/round; 1 penalty to AC, attack rolls and reflex saves. Slow counters and dispels Haste.

Stinking Cloud: (Conjuration (Creation)) Nauseating vapors, lasts for 1 round/level.

Suggestion: (Enchantment (Compulsion)) [Mind-Affecting, Language-Dependent] Compels subject to follow course of action; subject is added as a controllable NPC.

Summon Monster III: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.

Vampiric Touch: (Necromancy) Touch deals 1d6/two levels damage; caster gains damage as temporary hit points.

Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).

Spells

Bard Spells

 

Cleric Spells

 

Druid Spells

 

Paladin Spells

 

Ranger Spells

 

Sor/Wiz Spells