Wizard spells

The arcane spells can be used by generalist and specialist mages, by sorcerers and bards.

Bards have a limited selection of spells available, specialists can't use spells from the school opposed to their kit, and wild mages have several spells that are only available to them.

Legend

 * The spells are ordered primarily by their level, and then alphabetically. They can be sorted in a different way, though.
 * The table has a column "Game", that indicates in which game or version of it the spell was added. HAVE TO SEE FOR HOW MANY SPELLS IT IS THE CASE THAT THEY HAVE BEEN REMOVED AGAIN LATER TO FIND THE APPROPRIATE WORDING FOR THIS NOTE.
 * The column "Level" is named "Lvl". It lists the spell level, not the character or class level.
 * The "School" column only gives the main school name and omits a possible second one, such as Conjuration / Summoning will be listed as Conjuration only.
 * The "Code" column lists the name of the *.spl file.

Mage Book
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 * 1
 * Agannazar’s Scorcher
 * 20–60 ft jet of flames causing 3d6 points of fire damage. There is no saving throw, but fire resistance will reduce/eliminate damage.
 * Evocation
 * 2
 * 2
 * Animate Dead
 * Summons the lowest undead minions which can be commanded by the priest. For every level of the caster, one more undead can be commanded. This will last until the undead are destroyed or when they are turned.
 * Conjuration
 * 5
 * 4
 * Blindness
 * Blinds target. If not a save roll, target receives -4 penalty to Armor Class and attack rolls
 * Illusion
 * 1
 * 5
 * Blur
 * Blurs the image of the caster. +1 bonus to all saving throws, -3 hit penalty of melee and ranged attacks to the caster.
 * Illusion
 * 2
 * 6
 * Burning Hands
 * Jet of searing flames is cast from wizard hands causes fire damage in an arc of 120'.
 * Alteration
 * 1
 * 7
 * Chaos
 * Alteration
 * 1
 * 7
 * Chaos
 * Chaos


 * Identical in effect like confusion, but lvl 4 enemies are always effected by it and lvl 5+ enemies receive saving throws at -4.
 * Enchantment
 * 5
 * 8
 * Charm Person
 * The target regards the caster as a friendly if successfully cast. The cast may obey orders.
 * Enchantment
 * 1
 * 9
 * Chill Touch
 * Caster can make touch attack dealing damage and THAC0 penalty.
 * Necromancy
 * 1
 * 10
 * Chromatic Orb
 * Cause and damage and varied effects depending on the level of the caster.
 * Evocation
 * 1
 * 11
 * Clairvoyance
 * Allows caster to see geographical buildings&features in the area he is exploring. Works only outside
 * Divination
 * 3
 * 12
 * Cloudkill
 * Creates deadly yellowish green in a large area. Able to kill weak creatures. Similar to Stinking Gas.
 * Evocation
 * 5
 * 13
 * Color Spray
 * From the hand of the caster a spray of clashing colours spring forth. If successful, the target will lose conscious.
 * Alteration
 * 1
 * 14
 * Cone of Cold
 * Color Spray
 * From the hand of the caster a spray of clashing colours spring forth. If successful, the target will lose conscious.
 * Alteration
 * 1
 * 14
 * Cone of Cold
 * Cone of Cold


 * Creates a cone shaped area from the wizard's hand which is extremely cold does 1d4+1 for every level of the caster.
 * Evocation
 * 5
 * 15
 * Confusion
 * Causes the affected by the spell to go berserk, wander around and if they are attacked, they will defend themselves.
 * Enchantment
 * 4
 * 16
 * Detect Invisibility
 * Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase.
 * Divination
 * 2
 * 17
 * Dimension Door
 * The caster can step in a dimension which transports the caster to any place in visual range.
 * Alteration
 * 4
 * 18
 * Dire Charm
 * Similar to charm person, but this will put the target into a berserker state, even fighting 'former' allies.
 * Enchantment
 * 3
 * 19
 * Dispel Magic
 * Removes all magical stats gained from potions, spells and magical item from anybody within the AoE. Does not effect magical items themselves
 * Abjuration
 * 3
 * 20
 * Domination
 * Removes all magical stats gained from potions, spells and magical item from anybody within the AoE. Does not effect magical items themselves
 * Abjuration
 * 3
 * 20
 * Domination
 * Domination


 * Enables the caster of this spell to control the actions of the victim. Target receives a saving throw at -4 to avoid it.
 * Enchantment
 * 5
 * 21
 * Emotion: Hopelessness
 * Emotion: Hopelessness


 * The character gives over all will to higher power and will lie down if they fail to make a save roll. Raises morale of the caster if successfully cast.
 * Enchantment
 * 4
 * 22
 * Feeblemind
 * Feeblemind


 * Lowers the intelligence of the target to the level of a moron. Victim can make save roll at -2 to avoid the effect.
 * Enchantment
 * 5
 * 23
 * Fireball
 * The caster sends a fireball which detonates at the determined point and sends out a wave of flames from the center with a 20 ft radius.
 * Evocation
 * 3
 * 24
 * Flame Arrow
 * The caster conjures a flame which inflicts both fire and physical damage to the target. Casters gains an extra arrow for every five levels.
 * Conjuration
 * 3
 * 25
 * Friends
 * The spell increase the Charisma of the caster by 2d4, changing the behavior of all creatures who encounter the caster while under influence of the spell, making them more friendly.
 * Enchantment
 * 1
 * 26
 * Ghost Armor
 * Creates magical armor with an Armor Class of plate armor (2), which is cumulative with dexterity and shield bonuses. Has no restrictions
 * Conjuration
 * 3
 * 27
 * Ghoul Touch
 * If the spell is cast and the mages makes a successful melee attack, the target is paralyzed for five rounds. Uses blunt weapon proficiency to calculate attack rate &chance.
 * Necromancy
 * 2
 * 28
 * Grease
 * Creates a slippery&fatty surface. Anyone within the area must make a save roll or will not be able to move normally.
 * Conjuration
 * 1
 * 29
 * Greater Malison
 * Grease
 * Creates a slippery&fatty surface. Anyone within the area must make a save roll or will not be able to move normally.
 * Conjuration
 * 1
 * 29
 * Greater Malison
 * Greater Malison


 * This spell affects all saving throws of the characters affected by the spell. All saving throws are done at -2.
 * Enchantment
 * 4
 * 30
 * Haste
 * When the spell is cast, all affected creatures move and attack at double rates. Spells not included. Negates slow and is not Cumulative
 * Alteration
 * 3
 * 31
 * Hold Monster
 * 31
 * Hold Monster


 * Spell hold any 1d4 creature into immobile state, like hold person, but for monsters. Undead are immune to it. saving throw made at -2.
 * Enchantment
 * 5
 * 32
 * Hold Person
 * The spell will prevent movement from 1-4 humanoid creatures of human size or smaller for five or more rounds. If a successful save roll is made, the creature is unaffected. Does not prevent worsening of effects.
 * Enchantment
 * 3
 * 33
 * Horror
 * If successful, all affected creature will run in terror when this spell is cast. Undead and certain creatures are immune to the effect.
 * Necromancy
 * 2
 * 34
 * Identify
 * This spell will identify the names, the effects and curses bestowed on magical items and this is always successful.
 * Divination
 * 1
 * 35
 * Improved Invisibility
 * The recipient of the spell is be able to attack in melee combat, shooting projectiles and casting spells while remaining invisible. Observant enemies may find traces to attack the invisible creature.
 * Illusion
 * 4
 * 36
 * Infravision
 * The recipient gains the ability to see with infravision, just like elves and dwarves for the during of the spell.
 * Divination
 * 1
 * 37
 * Invisibility
 * Makes the recipient and armor undetectable by the eye, but are still detectable by other features. The affected can talk, eat, pick&drop items, climb stairs. Effect is dispelled when attacking, dispelled by magic or runs out of duration.
 * Illusion
 * 2
 * 38
 * Knock
 * Open locked, held, magical locked doors, secret doors, boxes and containers. Does not raise barred gates or anything like that.
 * Alteration
 * 2
 * 39
 * Know Alignment
 * Identifies the alignment of creature, is the target successfully makes a save roll, the caster will learn nothing. Evil creatures will glow, neutral blue and good ones green.
 * Divination
 * 2
 * 40
 * Larloch's Minor Drain
 * This spell drains 1-4 life points of the target which are added to the max.+current hit points of the caster. The max hit points will return to normal after 10 rounds.
 * Necromancy
 * 1
 * 41
 * Lightning Bolt
 * This spell releases a powerful bolt of electrical energy which will rebound when intersecting a wall. Inflicts 1-6 point of damage for each level of the caster and harms anybody if possible multiple times and could even kill the caster of the spell.
 * Evocation
 * 3
 * 42
 * Luck
 * Recipient receives +1 to any of his actions. Includes, but is not limited to thieving skills, saving throws, hit chances.
 * Enchantment
 * 2
 * 43
 * Magic Missile
 * The Caster may send up to five missiles at once to the target that inflicts 1d4+1 points of damage. Number of missiles depends on the level of the magician.
 * Evocation
 * 1
 * 44
 * Melf's Acid Arrow
 * The caster conjures an acid arrows which does 2d4 damage. For every three levels of the sorcerer it will last another round.
 * Conjuration
 * 2
 * 45
 * Minor Globe of Invulnerability
 * Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. It can be dispelled with a successful Dispel Magic.
 * Abjuration
 * 4
 * 46
 * Mirror Image
 * This magic creates 2-8 duplicates which do exactly the same as the wizard does. Opponents must destroy the illusions first before they can harm the caster.
 * Illusion
 * 2
 * 47
 * Monster Summoning I
 * The caster summons 8 Hit Dice of monsters, which appear in the caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 3
 * 48
 * Monster Summoning II
 * The caster summons 12 Hit Dice of monsters, which appear in the caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 4
 * 49
 * Monster Summoning III
 * The caster summons 16 Hit Dice of monsters, which appear in the caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 5
 * 50
 * Non-Detection
 * It renders target immune to multiple spells aimed at locating invisible beings
 * Abjuration
 * 3
 * 51
 * Otiluke's Resilient Sphere
 * 48
 * Monster Summoning II
 * The caster summons 12 Hit Dice of monsters, which appear in the caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 4
 * 49
 * Monster Summoning III
 * The caster summons 16 Hit Dice of monsters, which appear in the caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 5
 * 50
 * Non-Detection
 * It renders target immune to multiple spells aimed at locating invisible beings
 * Abjuration
 * 3
 * 51
 * Otiluke's Resilient Sphere
 * 51
 * Otiluke's Resilient Sphere
 * Otiluke's Resilient Sphere


 * The recipient of this spell will be contained in a crystal sphere which grants immunity to all damage, but the subject can do nothing during it.
 * Alteration
 * 4
 * 52
 * Polymorph Other
 * Polymorph Other


 * It transform the target of the spell into a squirrel unless the target can make a save roll vs. petrification, polymorph.
 * Alteration
 * 4
 * 53
 * Polymorph Self
 * Polymorph Self


 * This spell transforms the caster into another creature. The wizards gains the physical mode, attributes, natural resistance, breathing of the creature.
 * Alteration
 * 4
 * 54
 * Protection From Evil
 * It creates a magical barrier around the recipient. This barrier gives -2 penalty to attack rolls of evil creatures and gives a +2 bonus to all saving throws made by the protected creatures.
 * Abjuration
 * 1
 * 55
 * Protection from Normal Missiles
 * The caster bestows upon him-/herself total immunity to normal missile, like axes, arrows and bolts. Does not bestow immunity to projectiles conjured by magic or enchanted projectiles.
 * Abjuration
 * 3
 * 56
 * Protection from Petrification
 * Grants absolute immunity from petrification attacks from cursed scrolls, creatures and magic
 * Abjuration
 * 2
 * 57
 * Remove Curse
 * 2
 * 57
 * Remove Curse
 * Remove Curse


 * It removes the curse from the subject which is affected by a curse. It does not remove the curse from the object which caused it.
 * Abjuration
 * 4
 * 58
 * Shadow Door
 * Like Dimension Door, this grants the wizard to move to anywhere within range and be invisible as well. It can be dispelled with any means that dispel magics or invisibility magics.
 * Illusion
 * 5
 * 59
 * Shield
 * When the spell is cast, a barriers comes into being in front of the caster that sets Armor Class to 4 and protection from missiles to 2.
 * Evocation
 * 1
 * 60
 * Shocking Grasp
 * Deals 1-10 electrical damage on the target touched by the caster. It always hits unless the mage is disrupted.
 * Alteration
 * 1
 * 61
 * Skull Trap
 * The caster throws a skull at the target area. The skull will explode in a 30 ft radius when a creature comes closer than 20' to the floating skull.
 * Necromancy
 * 3
 * 62
 * Sleep
 * When this spell is cast, one or more creatures could be affected by it unless they make a saving throw. If not, they fall asleep and can be attacked with great bonuses.
 * Enchantment
 * 1
 * 63
 * Slow
 * This spell causes creatures to move and attack half their movement and attack rates. Negates the effect of haste.
 * Alteration
 * 3
 * 64
 * Spirit Armor
 * Slow
 * This spell causes creatures to move and attack half their movement and attack rates. Negates the effect of haste.
 * Alteration
 * 3
 * 64
 * Spirit Armor
 * Spirit Armor


 * Similar to Ghost Armor, but is fueled by the life force of the mage. It offers a +3 bonus vs. magical attacks in addition.
 * Necromancy
 * 4
 * 65
 * Stinking Cloud
 * This spell creates a mass of vapours, like cloudkill, but creatures must make a save roll or fall unconscious.
 * Evocation
 * 2
 * 66
 * Strength
 * Set the strength of the recipient to 18/50, whether it was higher or lower before the spell, does not matter.
 * Alteration
 * 2
 * 67
 * Vampiric Touch
 * If this spell is cast and the caster hits an target successfully in melee combat, it will transfer 1-6 hitpoints from the target to the mage. Raises max hit points and if there is more life gained to restore health.
 * Necromancy
 * 3
 * 68
 * Vocalize
 * Allows to the cast to cast spell without needing sound to do so. Silenced characters affected by this spell can still cast spells.
 * Alteration
 * 2
 * 69
 * Web
 * This spell creates a web in a large area. Creatures caught within the web are unable to move. Creatures making a successful roll, may move slowly or at normal speed out of the web.
 * Evocation
 * 2
 * }
 * Web
 * This spell creates a web in a large area. Creatures caught within the web are unable to move. Creatures making a successful roll, may move slowly or at normal speed out of the web.
 * Evocation
 * 2
 * }

Easter Egg Spells
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 * 1
 * Abi-Dalzim's Horrid Wilting
 * This spell lets moisture evaporate from the creature, dealing 1d8 points of magical damage for every level of the caster, creatures can make a Save vs. Spell for half damage. Creatures with high amounts of moisture receive -2 penalty to Saving Throws as well.
 * Necromancy
 * 8
 * 2
 * Absolute Immunity
 * It will confer complete immunity to all weapons, except those of +5 or better enchantment. It will last 4 rounds or until dispelled.
 * Abjuration
 * 9
 * 3
 * Agannazar’s Scorcher
 * 2 ft. by 15 ft. jet of flame causing 3d6 points of fire damage. There is no Saving Throw, but Fire Resistance will reduce/eliminate damage.
 * Evocation
 * 2
 * 4
 * Animate Dead
 * Summons a skeleton warrior who follows the wizard's every command.
 * Conjuration
 * 5
 * 6
 * Bigby's Clenched Fist
 * 5
 * 6
 * Bigby's Clenched Fist
 * Bigby's Clenched Fist


 * A disembodied hand constricts the target doing 3d6 damage. Second round, target can Save vs. Paralyzation at -2 to escape or suffer 4d6 damage. Third round they can escape again with no penalty, or suffer 6d6 points of damage.
 * Evocation
 * 8
 * 7
 * Bigby's Crushing Hand
 * Bigby's Crushing Hand


 * A disembodied hand crushes and pins the target doing 2d10 damage. Second round, target can Save vs. Paralyzation at -4 to escape or suffer 3d10 damage. Third round they can escape again with no penalty, or suffer 4d10 points of damage.
 * Evocation
 * 9
 * 8
 * Black Blade of Disaster
 * Summons a black bladed planar rift, acting as a +5 sword. While the mages uses this weapon, it has the THAC0 of a warrior half his level and the every time the target is hit, it must make a Save vs. Death at +4 or be disintegrated.
 * Evocation
 * 9
 * 9
 * Blindness
 * Blinds target. If no successful save roll, target receives -4 penalty to Armor Class and hit attack rolls.
 * Illusion
 * 1
 * 10
 * Blur
 * Blurs the image of the caster. +1 bonus to all Saving Throws, -3 hit penalty of melee and ranged attacks to the caster.
 * Illusion
 * 2
 * 11
 * Breach
 * When this spell is cast upon a creature, it breaches and dispels all of the specific and combat protections affecting the creature. This does not affect Magic Resistance.
 * Abjuration
 * 5
 * 12
 * Burning Hands
 * 5-ft. jets of searing flames are cast from the wizard's fingertips causing fire damage in an arc of 120 degrees in front of the wizard.
 * Alteration
 * 1
 * 13
 * Cacofiend
 * This spell summons a rampaging demon that attacks everyone in sight, unless they are under a Protected From Evil spell. Lasts 15 rounds.
 * Conjuration
 * 7
 * 14
 * Carrion Summons
 * This spell will summon one or two (35% chance) in an designed area. Then these carrion eaters are made more powerful and the effect lasts until they are slain or the spell runs out.
 * Conjuration
 * 6
 * 15
 * Chain Contingency
 * The mage chooses three spells which will be simultaneously released when certain conditions are met. The chosen spells can be of levels 1-8.
 * Conjuration
 * 9
 * 16
 * Chain Lightning
 * Arcs of electrical energy burst from the fingertips of the caster, leaping to enemies near the caster. For every two levels 1d6 damage is done, unless a save is made for half damage.
 * Evocation
 * 6
 * 17
 * Chaos
 * Identical in effect like Confusion, but level 4 enemies are always affected by it and level 5+ enemies receive saving throws at -4.
 * Enchantment
 * 5
 * 18
 * Chaos Shield
 * Evocation
 * 6
 * 17
 * Chaos
 * Identical in effect like Confusion, but level 4 enemies are always affected by it and level 5+ enemies receive saving throws at -4.
 * Enchantment
 * 5
 * 18
 * Chaos Shield
 * 18
 * Chaos Shield


 * Adds +15 on caster wild surge rolls.
 * Abjuration
 * 2
 * 19
 * Charm Person
 * The target regards the caster as friendly if successfully cast. The victim must obey orders.
 * Enchantment
 * 1
 * 20
 * Chill Touch
 * Caster can make touch attack dealing damage and THAC0 penalty.
 * Necromancy
 * 1
 * 21
 * Chromatic Orb
 * Cause and damage and varied effects depending on the level of the caster.
 * Evocation
 * 1
 * 22
 * Clairvoyance
 * Allows caster to see geographical buildings and features in the area he is exploring. Works only outside.
 * Divination
 * 3
 * 23
 * Cloudkill
 * Creates deadly yellowish green cloud of vapor in a large area. Able to kill weak creatures. Similar to Stinking Cloud.
 * Evocation
 * 5
 * 24
 * Color Spray
 * From the hand of the caster a spray of clashing colors spring forth. From 1 to 6 creatures in the area of 4th or less level must make a Saving Throw or be rendered unconscious.
 * Alteration
 * 1
 * 25
 * Comet
 * Color Spray
 * From the hand of the caster a spray of clashing colors spring forth. From 1 to 6 creatures in the area of 4th or less level must make a Saving Throw or be rendered unconscious.
 * Alteration
 * 1
 * 25
 * Comet
 * Comet


 * A huge meteor strikes the earth, doing damage to all in its path and sends a 30-ft. radius shockwave on impact doing 10d10 points of damage. Knocked down enemies must make a Save vs. Death or be stunned. Does not harm party members.
 * Any School
 * 10
 * 26
 * Cone of Cold
 * Creates a cone shaped area from the wizard's hand which is extremely cold. It does 1d4+1 cold damage for every level of the caster.
 * Evocation
 * 5
 * 27
 * Confusion
 * Causes the creatures affected by the spell to go berserk, wander around and, if they are attacked, they will defend themselves. 30-ft. area of effect. All Saving Throws vs. Spell are made at -2. Those successful are unaffected by the spell. Spell lasts 5 rounds + 1 for every 6 levels of the caster.
 * Enchantment
 * 4
 * 28
 * Conjure Air Elemental
 * This spell summons an air elemental which serves the wizard. It has 12 Hit Dice (60%), 16 HD (35%) or 24 HD (5%). The wizard must concentrate for 3 rounds to gain control of the creature.
 * Conjuration
 * 6
 * 29
 * Conjure Earth Elemental
 * See the spell above. This has the same effect and hazards, but it summons an earth elemental.
 * Conjuration
 * 6
 * 30
 * Conjure Fire Elemental
 * See the spell above. This has the same effect and hazards, but it summons an fire elemental.
 * Conjuration
 * 6
 * 31
 * Conjure Lesser Air Elemental
 * This spell summons an air elemental which serves the wizard. It has 8 Hit Dice and there is 15% it will break free from the control of the wizard and go berserk.
 * Conjuration
 * 5
 * 32
 * Conjure Lesser Earth Elemental
 * See the spell above. This has the same effect and hazards, but it summons an earth elemental.
 * Conjuration
 * 5
 * 33
 * Conjure Lesser Fire Elemental
 * See the spell above. This has the same effect and hazards, but it summons an fire elemental.
 * Conjuration
 * 5
 * 34
 * Contagion
 * The spell inflicts weaknesses and diseases upon the creature, Strength, Dexterity and Charisma are lowered by 2 points and the target is slowed. Cure Disease cures the creature completely.
 * Necromancy
 * 4
 * 35
 * Contingency
 * The mage chooses three spells which will be simultaneously released when certain conditions are met. The selectable spell levels increase for every three levels of the caster, with 6th level spells being the highest possible.
 * Evocation
 * 6
 * 36
 * Control Undead
 * Allows the caster to take control of 1-4 undead within the area of effect. Undead with a Hit Dice of 3 can't make Saving Throws to negate the effect. This effect can be dispelled.
 * Necromancy
 * 7
 * 37
 * Deafness
 * This spell causes the victim to become completely deaf if a Saving Throw isn't successful. Victim has a 50% chance of spell failure while this spell is active. Can be dispelled by Dispel Magic and Cure Disease. Vocalize negates this spell.
 * Illusion
 * 2
 * 38
 * Death Fog
 * Creates a toxic fog within a 30-ft. radius which deals 8 points of damage to creatures and kills all summoned creatures instantly.
 * Evocation
 * 6
 * 39
 * Death Spell
 * This spells snuffs out all life forces of the creatures in the area instantly. All creatures with a Hit Dice of 8 are immune to the effect, but summoned creatures are not.
 * Necromancy
 * 6
 * 40
 * Delayed Blast Fireball
 * Very much like Fireball, but this creates a fireball which hovers around the determined area a while before exploding and dealing 15d6 points of damage, with a Save vs. Spells for half damage.
 * Evocation
 * 7
 * 41
 * Detect Evil
 * This spell makes any evil creatures in range glow red briefly.
 * Divination
 * 2
 * 42
 * Detect Illusion
 * Cancels all illusions up to 3rd level.
 * Divination
 * 3
 * 43
 * Detect Invisibility
 * Allows the caster to see objects and beings which are invisible, astral, ethereal or out of phase.
 * Divination
 * 2
 * 44
 * Dimension Door
 * The caster can step in a dimension which transports the caster to any place in visual range.
 * Alteration
 * 4
 * 45
 * Dire Charm
 * Similar to charm person, but this will put the target into berserker state, even fighting 'former' allies. There is no Saving Throw bonus.
 * Enchantment
 * 3
 * 46
 * Disintegrate
 * A grey thin ray is shot at the target. The creature must make a save roll or be turned into dust, as well as some if not all items the creature carries.
 * Alteration
 * 6
 * 47
 * Dispel Magic
 * Removes all magical stats gained from potions, spells and magical items from anybody within AoE. Does not effect magical items themselves.
 * Abjuration
 * 3
 * 48
 * Domination
 * Enables the caster of this spell to control the actions of the victim. Target receives a Saving Throw at -4 to avoid it.
 * Enchantment
 * 5
 * 49
 * Dragon's Breath
 * Similar to charm person, but this will put the target into berserker state, even fighting 'former' allies. There is no Saving Throw bonus.
 * Enchantment
 * 3
 * 46
 * Disintegrate
 * A grey thin ray is shot at the target. The creature must make a save roll or be turned into dust, as well as some if not all items the creature carries.
 * Alteration
 * 6
 * 47
 * Dispel Magic
 * Removes all magical stats gained from potions, spells and magical items from anybody within AoE. Does not effect magical items themselves.
 * Abjuration
 * 3
 * 48
 * Domination
 * Enables the caster of this spell to control the actions of the victim. Target receives a Saving Throw at -4 to avoid it.
 * Enchantment
 * 5
 * 49
 * Dragon's Breath
 * 5
 * 49
 * Dragon's Breath
 * Dragon's Breath


 * Disembodied Dragon head appears and deals 20d10 fire damage to all enemies within the spell's area of effect as well as knock them down and blow them away from explosion.
 * Any school
 * 10
 * 50
 * Emotion: Hopelessness
 * The character gives over all will to higher power and will lie down if they fail to make a save roll. Raises morale of the caster if successfully cast.
 * Enchantment
 * 4
 * 51
 * Enchanted Weapon
 * Enchants any weapons that the caster currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what enemies they can hit. The spell lasts for 5 rounds per level of the caster.
 * Enchantment
 * 4
 * 52
 * Energy Blades
 * 52
 * Energy Blades
 * Energy Blades


 * Creates energy blades dealing 1d4+5 missile damage and 1d10 electrical damage. The caster's attacks are set to 10 per round for the duration of the spell.
 * Any School
 * 10
 * 53
 * Energy Drain
 * This spell opens a channel between the caster's plane and the negative energy plane, draining two experience levels of the victim, which can only be restored by the priest spell Restoration.
 * Necromancy
 * 9
 * 54
 * Farsight
 * Allows the caster to view an area of the unexplored map. After casting, click on the area you want to view.
 * Divination
 * 4
 * 55
 * Feeblemind
 * Lowers the intelligence of the target to the level of a moron. Victim can make save roll at -2 to avoid the effect.
 * Enchantment
 * 5
 * 56
 * Find Familiar
 * Summons a random small animal which acts as a companion/aide of the wizard. Gives bonuses to the wizard. Letting familiars die will cost the wizard one Constitution point permanently.
 * Conjuration
 * 1
 * 57
 * Finger of Death
 * The caster points at the target and after incantation is complete, life will be removed from the target, unless it can make Save vs. Spell at -2. If so, the target will suffer 2d8 +1 damage instead.
 * Necromancy
 * 7
 * 58
 * Fireball
 * The caster sends a fireball which detonates at the determined point and sends out a wave of flames from the center with a 30-ft. radius.
 * Evocation
 * 3
 * 59
 * Fireshield (Blue)
 * Surrounds the caster with a shield of ice flame. Grants 50% cold resistance and protects caster from melee attacks. Those hitting the caster suffer cold damage.
 * Evocation, Alteration
 * 4
 * 60
 * Fireshield (Red)
 * Surrounds the caster with a shield of flame. Grants 50% fire resistance and protects caster from melee attacks. Those hitting the caster suffer fire damage.
 * Evocation, Alteration
 * 4
 * 61
 * Flame Arrow
 * The caster conjures a flame arrow which inflicts both fire and physical damage to the target. Caster gains an extra arrow for every five levels.
 * Conjuration
 * 3
 * 62
 * Flesh to Stone
 * If the target can't make a Saving Throw against this spell, it will turn into stone, as will his possessions. Statues can be shattered in order to make it impossible to resurrect the creature.
 * Alteration
 * 6
 * 63
 * Freedom
 * The reverse spell of Imprisonment. When cast at the area where the creature became imprisoned, it will be released instantly. Also cancels the effects of Maze.
 * Abjuration
 * 9
 * 64
 * Friends
 * The spell increase the Charisma of the caster by 6 points, changing the behavior of all creatures who encounter the caster while under influence of the spell, making them more friendly.
 * Enchantment
 * 1
 * 65
 * Gate
 * The caster summons an outer plane creature to attack his enemies or even the caster. It will attack anyone not protected by a Protection From Evil spell.
 * Conjuration
 * 9
 * 66
 * Ghost Armor
 * Creates magical armor with an Armor Class of plate armor, which is cumulative with dexterity and shield bonuses. Does not restrict movement, but it can be dispelled.
 * Conjuration
 * 3
 * 67
 * Ghoul Touch
 * If the spell is cast and the mages makes a successful melee attack, the target is paralyzed for five rounds. Uses blunt weapon proficiency to calculate attack rate and chance of success.
 * Necromancy
 * 2
 * 68
 * Glitterdust
 * Creates a cloud of glittering dust which may blind those in the area of effect. Makes invisible creatures visible. Recipients will receive a penalty of +4 Armor Class and -4 to attack rolls.
 * Conjuration
 * 2
 * 69
 * Globe of Invulnerability
 * Creates an immobile sphere around the caster that protects him from 4th level spells and lower. The caster can still cast spells while the globe is active. Can be dispelled.
 * Abjuration
 * 6
 * 70
 * Grease
 * Creates a slippery and fatty surface. Anyone within the area must make a save roll or will not be able to move normally.
 * Conjuration
 * 1
 * 71
 * Greater Malison
 * This spell affects all Saving Throws of the characters affected by the spell. All Saving Throws are done at -4.
 * Enchantment
 * 4
 * 72
 * Haste
 * When the spell is cast, all affected creatures move and attack at double rates. Spells not included. Negates slow and is not cumulative.
 * Alteration
 * 3
 * 73
 * Hold Monster
 * Spell holds any 1d4 creature in an immobile state, like hold person, but for monsters. Undead are immune to it. Saving Throw made at -2.
 * Enchantment
 * 5
 * 74
 * Hold Person
 * The spell will prevent movement from 1-4 humanoid creatures at mansize or smaller for five or more rounds. If a successful save roll is made, the creature is unaffected. Does not prevent worsening of effects.
 * Enchantment
 * 3
 * 75
 * Hold Undead
 * Holds 1d4 undead creatures immobile for 2 rounds per caster level. Effects target creature and up to three undead within 10 ft. of the target. Those who succeed on their Saving Throw are totally unaffected.
 * Necromancy
 * 3
 * 76
 * Horror
 * If successful, all affected creature will run in terror when this spell is cast. Undead and certain creatures are immune to the effect.
 * Necromancy
 * 2
 * 77
 * Ice Storm
 * Great hail stones in a diameter of 60 ft. inflict 2d8 damage upon any creature in the area of effect. This will last 4 rounds.
 * Evocation
 * 4
 * 78
 * Identify
 * This spell will identify the names, the effects and curses bestowed on magical items and this is always successful.
 * Divination
 * 1
 * 79
 * Imprisonment
 * This spell will imprison the target in a small sphere beneath the earth. It can only be dispelled by Freedom, or the character will stay there for eternity. There is no Saving Throw.
 * Abjuration
 * 9
 * 80
 * Improved Alacrity
 * 3
 * 76
 * Horror
 * If successful, all affected creature will run in terror when this spell is cast. Undead and certain creatures are immune to the effect.
 * Necromancy
 * 2
 * 77
 * Ice Storm
 * Great hail stones in a diameter of 60 ft. inflict 2d8 damage upon any creature in the area of effect. This will last 4 rounds.
 * Evocation
 * 4
 * 78
 * Identify
 * This spell will identify the names, the effects and curses bestowed on magical items and this is always successful.
 * Divination
 * 1
 * 79
 * Imprisonment
 * This spell will imprison the target in a small sphere beneath the earth. It can only be dispelled by Freedom, or the character will stay there for eternity. There is no Saving Throw.
 * Abjuration
 * 9
 * 80
 * Improved Alacrity
 * Abjuration
 * 9
 * 80
 * Improved Alacrity
 * Improved Alacrity


 * This spell erases pause between casting spells for 2 rounds.
 * Any school
 * 10
 * 81
 * Improved Chaos Shield
 * Improved Chaos Shield


 * Adds +25 on caster wild surge rolls.
 * Abjuration
 * 7
 * 82
 * Improved Haste
 * Like the spell Haste, this doubles attack and movement rate and negates slow, but the recipient is not fatigued by the spell.
 * Alteration
 * 6
 * 83
 * Improved Invisibility
 * The recipient of the spell is be able to attack in melee combat, shooting projectiles and casting spells while remaining invisible. Observant enemies may find traces to attack the invisible creature.
 * Illusion
 * 4
 * 84
 * Improved Mantle
 * Like Mantle, this gives immunity to all weapons, expect for weapons of +5 or better. This will last 4 rounds or until dispelled.
 * Abjuration
 * 8
 * 85
 * Incendiary Cloud
 * This spell creates a cloud of roaring flame, doing 1-4 damage for every level of the caster each round while in the area of effect, which is a 30-ft radius cloud.
 * Evocation
 * 8
 * 86
 * Infravision
 * The recipient gains the ability to see with infravision, just like elves and dwarves, for the duration of the spell.
 * Divination
 * 1
 * 87
 * Invisibility
 * Makes the recipient and armor undetectable by the eye, but are still detectable by other features. The affected can talk, eat, pickup and drop items, and climb stairs. Effect is dispelled when attacking, dispelled by magic or runs out of duration.
 * Illusion
 * 2
 * 88
 * Invisibility 10' Radius
 * Renders all friendly creatures and their armor undetectable by the eye, but are still detectable by other features. The affected can talk, eat, pickup and drop items, and climb stairs. Effect is dispelled when attacking, dispelled by magic or runs out of duration.
 * Illusion
 * 3
 * 89
 * Invisible Stalker
 * Summons a 8 Hit Dice invisible stalker from the Elemental Plane of Air which remains under the control of the caster for 9 hours or until slain.
 * Conjuration
 * 6
 * 90
 * Khelben's Warding Whip
 * This spell will remove one spell protection of up to 8th level. The round thereafter it will dispel one more, until the spell expires after three rounds.
 * Abjuration
 * 7
 * 91
 * Knock
 * Open locked, held, magically locked, and secret doors, boxes and containers. Does not raise barred gates or similar impediments.
 * Alteration
 * 2
 * 92
 * Know Alignment
 * Identifies the alignment of a creature. If the target successfully makes a save roll, the caster will learn nothing. Evil creatures will glow red, neutral white, and good ones green.
 * Divination
 * 2
 * 93
 * Larloch's Minor Drain
 * This spell drains 1-4 Hit Points from the target which are added to the current Hit Points of the caster. The Mage is able to exceed his maximum Hit Point total with this spell, but he loses any extra Hit Points above the maximum after 1 turn.
 * Necromancy
 * 1
 * 94
 * Lightning Bolt
 * This spell releases a powerful bolt of electrical energy which will rebound when intersecting a wall. Inflicts 1-6 point of damage for each level of the caster and harms anybody if possible multiple times and could even kill the caster of the spell.
 * Evocation
 * 3
 * 95
 * Limited Wish
 * This spell will fulfill one wish of the caster which may alter past, present or future, but this will not change major realities. Depending on the wisdom of the mage, it can end in disaster or benefit him.
 * Conjuration
 * 7
 * 96
 * Lower Resistance
 * This spell lowers Magic Resistance by 10% +1% for each level of the wizard. It's cumulative and can't be dispelled by Dispel Magic. There is no Saving Throw against it.
 * Abjuration/Alteration
 * 5
 * 97
 * Luck
 * Recipient receives +1 to any of his actions. Includes, but is not limited to, thieving skills, Saving Throws, hit chances.
 * Enchantment
 * 2
 * 98
 * Magic Missile
 * The caster may send up to five missiles at once to the target that inflicts 1d4+1 points of damage. Number of missiles depends on the level of the magician.
 * Evocation
 * 1
 * 99
 * Mantle
 * Gives the recipient of this spell complete immunity to all weapons, expect for +3 or better. Will not work conjunction with other likewise spells and lasts only 4 rounds.
 * Abjuration
 * 7
 * 100
 * Mass Invisibilty
 * This spell makes all friendly creatures invisible in a 30-ft. radius. The invisible creatures are able to attack, cast spells while remaining unseen. However, some traces may been seen which allows enemies to attack.
 * Illusion
 * 7
 * 101
 * Maze
 * The target of the spell is transported to a shifting maze for a period of time that is totally dependent upon its Intelligence.
 * Conjuration
 * 8
 * 102
 * Melf's Acid Arrow
 * The caster conjures an acid arrow which does 2d4 damage. For every three levels of the sorcerer it will last another round.
 * Conjuration
 * 2
 * 103
 * Melf's Minute Meteors
 * Summons one small globe of fire for each level of the caster. Does 1d4+3 missile and +3 fire damage to the creature struck. Wizard may discharge up to 5 meteors/round.
 * Evocation
 * 3
 * 104
 * Meteor Swarm
 * This spells pulls down meteors from above in a random area of effect. Those in the AoE will suffer 4-40 points of damage per round. There is no Saving Throw.
 * Evocation
 * 9
 * 105
 * Minor Globe of Invulnerability
 * Creates an immobile sphere around the caster that grants immunity to level 1, 2 and 3 spells. It can be dispelled with a successful Dispel Magic.
 * Abjuration
 * 4
 * 106
 * Minor Sequencer
 * Allows the wizard to store two 2nd level or lower spells and access them simultaneously from the special abilities. A mage can have only one at a time.
 * Evocation
 * 4
 * 107
 * Minor Spell Deflection
 * Similar to Spell Deflection, this spell absorbs spells directly cast at the wizards, it will absorb 4 spell levels. If a level 2 spell is cast and the mage has 1 spell level left, it will be absorbed and the spell deflection is dispelled.
 * Abjuration
 * 3
 * 108
 * Minor Spell Turning
 * This spells reflects spells that directly target the wizard, sending them directly back to their original source, for a total of 4 spell levels. This includes scrolls and innate abilities. This spell will not protect the caster from Dispel Magic, however it will not be affected by Dispel Magic either.
 * Abjuration
 * 5
 * 109
 * Mirror Image
 * This magic creates 2-8 duplicates which do exactly the same as the wizard does. This will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.
 * Illusion
 * 2
 * 110
 * Mislead
 * This spell creates an image of the mage, where the wizard stands and makes the wizard teleport and invisible. Image will remain until dispelled or reaching zero hit points.
 * Illusion
 * 6
 * 111
 * Mordenkainen's Sword
 * This summons a shimmering sword-like weapon which acts as a +4 weapon along with the THAC0 of a fighter half the level of the mage. Mage can still perform other actions.
 * Evocation
 * 7
 * 112
 * Monster Summoning I
 * The caster summons magically 8 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 3
 * 113
 * Monster Summoning II
 * The caster summons magically 12 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 4
 * 114
 * Monster Summoning III
 * The caster summons magically 16 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 5
 * 115
 * Nahal's Reckless Dweomer
 * 2
 * 110
 * Mislead
 * This spell creates an image of the mage, where the wizard stands and makes the wizard teleport and invisible. Image will remain until dispelled or reaching zero hit points.
 * Illusion
 * 6
 * 111
 * Mordenkainen's Sword
 * This summons a shimmering sword-like weapon which acts as a +4 weapon along with the THAC0 of a fighter half the level of the mage. Mage can still perform other actions.
 * Evocation
 * 7
 * 112
 * Monster Summoning I
 * The caster summons magically 8 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 3
 * 113
 * Monster Summoning II
 * The caster summons magically 12 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 4
 * 114
 * Monster Summoning III
 * The caster summons magically 16 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 5
 * 115
 * Nahal's Reckless Dweomer
 * The caster summons magically 16 Hit Dice of monsters, which appear in caster's range and will attack enemies. They can perform other services if there are no enemies to fight.
 * Conjuration
 * 5
 * 115
 * Nahal's Reckless Dweomer
 * Nahal's Reckless Dweomer


 * This spell creates wild surge.
 * Evocation
 * 1
 * 116
 * Non-Detection
 * It renders target immune to multiple spells aimed at locating invisible beings.
 * Abjuration
 * 3
 * 117
 * Oracle
 * It will dispel all Illusion spells of level 5 and lower in a 60-ft. radius around the target. This is done indiscriminately and Magic Resistance is ignored.
 * Divination
 * 5
 * 118
 * Otiluke's Resilient Sphere
 * This spell causes victim to Save vs. Spell if unsuccessful target creature is imprisoned in a sphere immune to all damage incapable of affecting outside world as much as outside world is incapable of affecting trapped being. Sphere can be destroyed with Dispel Magic.
 * Alteration
 * 4
 * 119
 * Phantom Blade
 * Summons a magical blade acting as +3 weapon in terms of bonuses and causes an extra +10 damage against undead creatures. It can be dispelled.
 * Evocation
 * 5
 * 120
 * Pierce Magic
 * Lowers Magic Resistance by 1% for every level of the caster and dispels one spell of protection of 6th level or lower.
 * Abjuration
 * 6
 * 121
 * Pierce Shield
 * This spell lowers Magic Resistance with 10% +1% for every level of the caster. Next it will dispel one protection spell of any level. This spell is not affected by Magic Resistance and the effect can't be dispelled.
 * Abjuration
 * 8
 * 122
 * Polymorph Other
 * It transform the target of the spell into a squirrel unless the target can make a Save vs. Petrification/Polymorph.
 * Alteration
 * 4
 * 123
 * Polymorph Self
 * This spell transforms the caster into another creature. The wizards gains the physical mode, attributes, natural resistance, breathing of the creature.
 * Alteration
 * 4
 * 124
 * Power Word, Blind
 * Every creature in a 10-ft. radius from the target creature will be blinded for 1 turn or until dispelled. Gives victims all related bonuses of blindness.
 * Conjuration
 * 8
 * 125
 * Power Word, Kill
 * This spell will kill any creature instantly with 60 or less Hit Points left at the moment of casting. There is no Saving Throw.
 * Conjuration
 * 9
 * 126
 * Power Word, Silence
 * This spell will silence the target for 7 rounds foiling any spellcasting requiring verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.
 * Conjuration
 * 6
 * 127
 * Power Word, Sleep
 * Like Command, this spell will cause the target, other than undead and certain other creatures specifically excluded from the spell's effects, to sleep. Only affects creatures with less than 20 Hit dice and there is no Saving Throw. Sleeping creatures can be attacked with bonuses.
 * Conjuration
 * 2
 * 128
 * Power Word, Stun
 * Any creature which is targeted by this spell will be paralyzed, depending on current Hit Points. 1-29 HP: 4d4 turns, 30-59 HP: 2d4 turns, 60-89 HP: 1d4 turns. Enemies with more than 90 Hit Points are not affected by this spell.
 * Conjuration
 * 7
 * 129
 * Prismatic Spray
 * Multi-colored rays of the light flash from the hands. Creatures with 8 HD or less are blinded 5 turns. All creatures caught within the area of effect will be touched by 1 or 2 of the rays, each of which has a different power and purpose.
 * Conjuration
 * 7
 * 130
 * Project Image
 * An illusionary copy from the caster steps outside his body. The illusion can move around and cast spells only. If the wizards takes any damage or the image is destroyed, then the wizard can move again. Can be dispelled.
 * Illusion
 * 7
 * 131
 * Protection from Acid
 * Confers complete resistance to all acid based attacks for the duration of the spell which is 1 round / caster level or until dispelled.
 * Abjuration
 * 5
 * 132
 * Protection from Cold
 * Confers complete resistance to all non magical cold attacks and absorb 50% of magical cold damage.
 * Abjuration
 * 3
 * 133
 * Protection from Electricity
 * Confers complete resistance to all electrical attacks both magical and non-magical.
 * Abjuration
 * 5
 * 134
 * Protection from Energy
 * This spell confers a 75% resistance to energy attacks such as fire, cold, electricity, magic and acid from magical and non magical sources. Does not protect against physical hits as Enchanted Weapon and Spiritual Hammer. Last for 1 turn per level or until dispelled.
 * Abjuration
 * 8
 * 135
 * Protection From Evil
 * It creates a magical barrier around the recipient. This barrier gives -2 penalty to attack rolls of evil creatures and gives a +2 bonus to all Saving Throws made by the protected creature.
 * Abjuration
 * 1
 * 136
 * Protection From Fire
 * This spell gives target creature complete immunity to non-magical fire and 50% resistance to magical fire.
 * Abjuration
 * 3
 * 137
 * Protection from Magic Energy
 * This spells gives the caster 100% Magic Resistance to all magic based attacks. It last 1 round for every level of the caster or until dispelled.
 * Abjuration
 * 6
 * 138
 * Protection from Magical Weapons
 * The spell will give complete immunity against enchanted and blessed weapons. It lasts 4 rounds or until dispelled.
 * Abjuration
 * 6
 * 139
 * Protection from Normal Missiles
 * The caster bestows upon himself total immunity to normal missile, like throwing-axes, arrows and bolts. Does not bestow immunity to projectiles conjured by magic or enchanted projectiles.
 * Abjuration
 * 3
 * 140
 * Protection from Normal Weapons
 * This protects the target of the spell completely from damage caused by normal weapons. It can't be cast on anyone under the effects of Protection From Magical Weapons.
 * Abjuration
 * 5
 * 141
 * Protection from Petrification
 * Grants absolute immunity from petrification attacks from cursed scrolls, creatures and magic.
 * Abjuration
 * 1
 * 142
 * Protection from the Elements
 * Gives the caster a 75% resistance against all elemental attacks such as fire. Whether magical or not, the damage is reduced. Lasts 1 round for each level of the caster or until dispelled.
 * Abjuration
 * 7
 * 143
 * Ray of Enfeeblement
 * Lowers the Strength of the target to 5 with all related penalties. Strength boosting items are not affected. A Save vs. Spell can be made by the victim.
 * Enchantment
 * 2
 * 144
 * Reflected Image
 * Similar to the spell Mirror Image, this creates only 1 image of the wizard which disappears if it's dispelled, hit, or when spell runs out.
 * Illusion
 * 1
 * 145
 * Remove Curse
 * It dispels a curse from a creature or object. It does not remove the curse from the object which caused it, although the spell typically enables the person afflicted with any such cursed item to get rid of it.
 * Abjuration
 * 4
 * 146
 * Remove Magic
 * Removes all magical stats gained from potions, spells and magical items from any caster enemy within AoE. Does not effect magical items themselves.
 * Abjuration
 * 3
 * 147
 * Ruby Ray of Reversal
 * This spell dispels one spell protection of the highest level. If there are two of the same level, the choice is made randomly. Magic Resistance is ignored.
 * Alteration
 * 7
 * 148
 * Secret Word
 * This spell will dispel one spell of protection of 8th level or lower. This does not affect Magic Resistance.
 * Abjuration
 * 4
 * 149
 * Shadow Door
 * Like Dimension Door, this grants the wizard the ability to move to anywhere within range and be invisible as well. It can be dispelled with any means that dispel magic's or invisibility magic's.
 * Illusion
 * 5
 * 150
 * Shapechange
 * The caster is allowed to assume the form of 1 of 6 powerful creatures and will have almost all of its abilities. He can then change into another creature, but the current Hit Points of the mage are the same as the creatures he changes into.
 * Alteration
 * 9
 * 151
 * Shield
 * When the spell is cast, a barrier comes into being in front of the caster that sets Armor Class to 4 for all weapons and to 2 from missile weapons. The wizard is also immune to Magic Missile spells.
 * Evocation
 * 1
 * 152
 * Shocking Grasp
 * Deals 1d8 points of damage plus 1 per level of the caster on the target touched. It always hits unless the mage is disrupted.
 * Alteration
 * 1
 * 153
 * Simulacrum
 * Creates a duplicate of the caster at 60% of the current level and with 60% of the Hit Points of the caster. It has all abilities and is under full control of the mage.
 * Illusion
 * 8
 * 154
 * Skull Trap
 * The caster throws a skull at the target area. The skull will explode, affecting those in a 30-ft. radius when a creature comes closer than 20 ft. to the floating skull.
 * Necromancy
 * 3
 * 155
 * Sleep
 * When this spell is cast, one or more creatures could be affected by it unless they make a Saving Throw vs. Death with a -3 penalty. If not, they fall asleep and can be attacked with great bonuses. Monsters with 4 Hit Dice or more are unaffected.
 * Enchantment
 * 1
 * 156
 * Slow
 * This spell causes creatures to move and attack at half their movement and attack rates. Negates the effect of Haste.
 * Enchantment
 * 3
 * 157
 * Spell Deflection
 * This absorbs up to total of 10 spell levels of spells, as long as these spells are directly cast at the caster, this may be from scrolls as innate abilities.
 * Abjuration
 * 6
 * 158
 * Spell Immunity
 * Grants the wizard protection from one spell school of his choice. All spells of this school will not be able to harm or aid the caster for the duration of this spell.
 * Abjuration
 * 5
 * 159
 * Spell Sequencer
 * This spell allows the mages to store three 4th or lower spells as a special ability. Then all three spells can be cast simultaneously. After that, the special ability icon disappears.
 * Evocation
 * 7
 * 160
 * Spell Shield
 * The caster of the spell will be protected from the next spell cast at him, this includes spells dispelling protection spells.
 * Abjuration
 * 5
 * 161
 * Spell Thrust
 * It will dispel all spells of protection of 5th level and lower from the affected creature. This does not include Magic Resistance.
 * Abjuration
 * 3
 * 162
 * Spell Trigger
 * This spell allows the mage to store three 6th or lower level spells as a special ability. Then all three spells can be cast simultaneously. After that, the special ability icon disappears.
 * Evocation
 * 8
 * 163
 * Spell Turning
 * This spells reflects spells that directly target the wizard, sending them directly back to their original source, for a total of 12 spell levels. This includes scrolls and innate abilities. This spell will not protect the caster from Dispel Magic, however it will not be affected by Dispel Magic either.
 * Abjuration
 * 7
 * 164
 * Spell Trap
 * Creates a barrier around the caster which absorbs spells. If the caster has previously cast the spell which absorbed by the barrier, it will be memorized again. Absorbs all level spells up to total of 30 spell levels.
 * Abjuration
 * 9
 * 165
 * Spellstrike
 * This spell dispels all spell protections and Magic Resistance does not affect this spell.
 * Abjuration, Alteration
 * 9
 * 166
 * Sphere of Chaos
 * Every creature in the area of effect makes a Save vs. Wands. If failing to do so, random effects occur, such as polymorph squirrel, confused, burst into flames, disintegrate, healed 20 points and many more.
 * Alteration
 * 7
 * 167
 * Spider Spawn
 * This spell is used to conjure several spider eggs into existence, which the wizard then throws into the air. The eggs morph into a fully grown spider that remains under the wizard's telepathic control. At class level 7, a giant spider is summoned, at 9 a phase spider, and at 12+ a sword spider. There is a 20% chance that two spiders of the proper type will appear instead of just one.
 * Conjuration
 * 4
 * 168
 * Spirit Armor
 * Similar to Ghost Armor, but is fueled by the life force of the mage. While in effect, the base Armor Class of the recipient will be set to 1, as if he were wearing full plate armour. It offers a +3 bonus on Saving Throws vs. magical attacks.
 * Conjuration
 * 4
 * 169
 * Spook
 * Allows wizards to be seen as a creature which is feared by the targets. If the creatures does not make a save, it will run as far as possible from the wizard.
 * Illusion
 * 1
 * 170
 * Stinking Cloud
 * This spell creates a mass of vapours, like Cloudkill, but creatures must make a Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. The cloud itself will last 1 round. Can be removed by Zone of Sweet Air.
 * Evocation
 * 2
 * 171
 * Stone To Flesh
 * This is the reverse spell of Flesh to Stone, It requires no Saving Throw and is instantly cast. Also turns possessions back to normal.
 * Alteration
 * 6
 * 172
 * Stoneskin
 * Creates a skin of stone around the wizard which does not affect the wizard. For every 2 levels of the caster, an additional skin is gained upon casting. Every skin protects the wizard from physical damage once or until dispelled.
 * Alteration
 * 4
 * 173
 * Strength
 * Set the strength of the recipient to 18/50, whether it was higher or lower before the spell, does not matter.
 * Alteration
 * 2
 * 174
 * Summon Dark Planetar
 * Abjuration
 * 9
 * 165
 * Spellstrike
 * This spell dispels all spell protections and Magic Resistance does not affect this spell.
 * Abjuration, Alteration
 * 9
 * 166
 * Sphere of Chaos
 * Every creature in the area of effect makes a Save vs. Wands. If failing to do so, random effects occur, such as polymorph squirrel, confused, burst into flames, disintegrate, healed 20 points and many more.
 * Alteration
 * 7
 * 167
 * Spider Spawn
 * This spell is used to conjure several spider eggs into existence, which the wizard then throws into the air. The eggs morph into a fully grown spider that remains under the wizard's telepathic control. At class level 7, a giant spider is summoned, at 9 a phase spider, and at 12+ a sword spider. There is a 20% chance that two spiders of the proper type will appear instead of just one.
 * Conjuration
 * 4
 * 168
 * Spirit Armor
 * Similar to Ghost Armor, but is fueled by the life force of the mage. While in effect, the base Armor Class of the recipient will be set to 1, as if he were wearing full plate armour. It offers a +3 bonus on Saving Throws vs. magical attacks.
 * Conjuration
 * 4
 * 169
 * Spook
 * Allows wizards to be seen as a creature which is feared by the targets. If the creatures does not make a save, it will run as far as possible from the wizard.
 * Illusion
 * 1
 * 170
 * Stinking Cloud
 * This spell creates a mass of vapours, like Cloudkill, but creatures must make a Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. The cloud itself will last 1 round. Can be removed by Zone of Sweet Air.
 * Evocation
 * 2
 * 171
 * Stone To Flesh
 * This is the reverse spell of Flesh to Stone, It requires no Saving Throw and is instantly cast. Also turns possessions back to normal.
 * Alteration
 * 6
 * 172
 * Stoneskin
 * Creates a skin of stone around the wizard which does not affect the wizard. For every 2 levels of the caster, an additional skin is gained upon casting. Every skin protects the wizard from physical damage once or until dispelled.
 * Alteration
 * 4
 * 173
 * Strength
 * Set the strength of the recipient to 18/50, whether it was higher or lower before the spell, does not matter.
 * Alteration
 * 2
 * 174
 * Summon Dark Planetar
 * 4
 * 173
 * Strength
 * Set the strength of the recipient to 18/50, whether it was higher or lower before the spell, does not matter.
 * Alteration
 * 2
 * 174
 * Summon Dark Planetar
 * 174
 * Summon Dark Planetar


 * This spell summons fallen Planetar to aid caster.
 * Any School
 * 10
 * 175
 * Summon Djinni
 * This spell summons a djinni from the Elemental Planes of Air. It will serve the wizard, but when mistreated, it will betray the caster.
 * Conjuration
 * 7
 * 176
 * Summon Efreeti
 * This spells summon an efreeti from the Elemental Planes of Fire. It will serve the wizard, but it will betray its master when abused.
 * Conjuration
 * 7
 * 177
 * Summon Fiend
 * More powerful than Cacofiend, this summons a frenzied fiend. It will attack everyone not protected by the spell Protection From Evil. Only for the most desperate situations.
 * Conjuration
 * 8
 * 178
 * Summon Hakeashar
 * Like Summon Nishruu, but more powerful. This creature has more Hit Points and is immune to normal weapons. Like Nishruu, will also absorb spells to heal itself.
 * Conjuration
 * 7
 * 179
 * Summon Nishruu
 * It summons a nishruu to serve the wizard. It will attack those using magic. It drains charges from magical items and drains memorization of the highest level spell from the target. It will serve until slain or when duration runs out.
 * Conjuration
 * 6
 * 180
 * Summon Planetar
 * It summons a nishruu to serve the wizard. It will attack those using magic. It drains charges from magical items and drains memorization of the highest level spell from the target. It will serve until slain or when duration runs out.
 * Conjuration
 * 6
 * 180
 * Summon Planetar
 * Summon Planetar


 * This spell summons planetar to fight for caster.
 * Any School
 * 10
 * 181
 * Sunfire
 * Similar to the spell Fireball, this creates an explosive burst of flame around the wizard, doing 1d6 for every level of the caster (up to a maximum of 15d6). Those who make a save roll, receive half damage.
 * Evocation
 * 5
 * 182
 * Symbol, Death
 * Allows the wizard to inscribe a magic symbol on any surface. When a creature comes too close to it, it will exploded and the creature must make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to the spell.
 * Conjuration
 * 8
 * 183
 * Symbol, Fear
 * Allows the wizard to inscribe a magic symbol on any surface. When a creature comes too close to it, it will be activated and the creature must make a Save vs. Spells at -4 or be affected by fear for 1 round for every level of the caster.
 * Conjuration
 * 8
 * 184
 * Symbol, Stun
 * Allows the wizard to inscribe a magic symbol on any surface. When a creature comes too close to it, it will be activated and the creature must make a Save vs. Spells at -4 or be stunned for 1 round for every level of the caster.
 * Conjuration
 * 8
 * 185
 * Teleport Field
 * All creatures in a 30 ft. area are teleported at random places as far as the wizard may see. Can buy the mage some time.
 * Alteration
 * 4
 * 186
 * Tenser's Transformation
 * Transform the caster into an berserker, doubling the Hit Points and giving a +4 bonus to Armor Class. All attacks are as a fighter of the same level. Last until dispelled or 1 round per caster level.
 * Alteration
 * 6
 * 187
 * Time Stop
 * Stops the time in the area of effect. The caster is free to act for 3 rounds of apparent time, while all other creatures are frozen in time. Nothing can enter the area without being stopped.
 * Alteration
 * 9
 * 188
 * True Sight
 * This will dispel all hostile illusion spells in roughly a 70-ft. radius around the caster. Magic Resistances is ignored and this will not dispel Illusion spells from party members.
 * Divination
 * 6
 * 189
 * Vampiric Touch
 * Drains 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster from the target and temporarily adds them to the caster. Any Hit Points over the caster's normal maximum are treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour.
 * Necromancy
 * 3
 * 190
 * Vocalize
 * Allows the caster to cast spells without needing sound to do so. Silenced characters affected by this spell can still cast spells.
 * Alteration
 * 2
 * 191
 * Wail of the Banshee
 * The wizard will shout like a banshee and anyone who fails a Saving Throw vs. Death will die instantly.
 * Necromancy
 * 9
 * 192
 * Web
 * This spell creates a web in a large area. Creatures caught within the web are unable to move. Creatures making a successful roll, may move slowly or at normal speed out of the web.
 * Evocation
 * 2
 * 193
 * Wish
 * Wail of the Banshee
 * The wizard will shout like a banshee and anyone who fails a Saving Throw vs. Death will die instantly.
 * Necromancy
 * 9
 * 192
 * Web
 * This spell creates a web in a large area. Creatures caught within the web are unable to move. Creatures making a successful roll, may move slowly or at normal speed out of the web.
 * Evocation
 * 2
 * 193
 * Wish
 * 193
 * Wish

-->
 * Creates various effects. Wisdom dependent.
 * Conjuration/Summoning, Evocation/Invocation
 * 9
 * 194
 * Wizard Eye
 * Creates an invisible eye which can see 60 ft. in brightly lit areas and is mobile. It can be detected and the wizard is submitted to gaze attacks met by the eye.
 * Alteration
 * 4
 * 195
 * Wyvern Call
 * This spell summons a wyvern, which is under the mental command of the wizard, except if the beast charmed against the wizard. It will serve until slain or the spell runs out.
 * Conjuration
 * 6
 * }
 * 6
 * }