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SYSTEM REFERENCE DOCUMENT 3.5 |
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Evocation Sorcerer/Wizard Spells by Level
Description of Evocation School
An M or Fappearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a
spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell
chains. When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name
instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only
from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no
classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.
Sorcerer/Wizard Level 0:
Sorcerer/Wizard Level 1:
- Burning Hands 1d4/level fire damage (max 5d4).
- Floating Disk Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
Sorcerer/Wizard Level 2:
- Continual FlameM Makes a permanent, heatless torch.
- Darkness 20-ft. radius of supernatural shadow.
- Flaming Sphere Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Gust Of Wind Blows away or knocks down smaller creatures.
- Scorching Ray Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- Shatter Sonic vibration damages objects or crystalline creatures.
Sorcerer/Wizard Level 3:
- Blacklight 20-ft. radius of supernatural darkness you can see through.
- Daylight 60-ft. radius of bright light.
- Fireball 1d6 damage per level, 20-ft. radius.
- Lightning Bolt Electricity deals 1d6/level damage.
- Tiny Hut Creates shelter for ten creatures.
- Wind Wall Deflects arrows, smaller creatures, and gases.
Sorcerer/Wizard Level 4:
- Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
- Resilient Sphere Force globe protects but traps one subject.
- Shout Deafens all within cone and deals 5d6 sonic damage.
- Wall Of Fire Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
- Wall Of Ice Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Sorcerer/Wizard Level 5:
Sorcerer/Wizard Level 6:
Wizard Level 7:
Sorcerer/Wizard Level 8:
Sorcerer/Wizard Level 9:
- Crushing Hand Large hand provides cover, pushes, or crushes your foes.
- Meteor Swarm Four exploding spheres each deal 6d6 fire damage.