Magic-User Spell List

Magic-User Spell List

1st Level

  1. Charm Person
  2. Detect Magic
  3. Enlarge
  4. Feather Fall
  5. Floating Disc
  6. Find Familiar
  7. Hold Portal
  8. Identify
  9. Light (Darkness)
  10. Magical Aura
  11. Magic Leap
  12. Magic Missile
  13. Mend
  14. Protection from Evil
  15. Read Languages
  16. Read Magic
  17. Shield
  18. Sleep
  19. Spider Climb
  20. Ventriloquism

2nd Level

  1. Acid Arrow
  2. Burning Hands
  3. Continual Light (Continual Darkness)
  4. Detect Evil
  5. Detect Invisibility
  6. ESP
  7. Forget
  8. Invisibility
  9. Knock
  10. Levitate
  11. Locate Object
  12. Magic Mouth
  13. Magical Strength
  14. Mirror Image
  15. Phantasmal Force
  16. Ray of Enfeeblement
  17. Shocking Grasp
  18. Stinking Cloud
  19. Web
  20. Wizard Lock

3rd Level

  1. Blink
  2. Dispel Magic
  3. Explosive Runes
  4. Fire Ball
  5. Flame Arrow
  6. Fly
  7. Gale
  8. Haste
  9. Hold Person
  10. Infravision
  11. Invisibility 10’ Radius
  12. Lightning Bolt
  13. Magical Miniature Mansion
  14. Monster Summoning I
  15. Phantom Steed
  16. Protection from Evil 10’ Radius
  17. Protection from Normal Missiles
  18. Scrying
  19. Slow
  20. Water Breathing

4th Level

  1. Charm Monster
  2. Confusion
  3. Detect Scrying
  4. Dimension Door
  5. Fear
  6. Growth of Plants
  7. Hallucinatory Terrain
  8. Ice Storm
  9. Magic Mirror
  10. Massmorph
  11. Monster Summoning II
  12. Polymorph
  13. Resilient Sphere
  14. Remove Curse (Curse)
  15. Spectral Force
  16. Stoneskin
  17. Vampiric Touch
  18. Wall of Fire
  19. Wall of Ice
  20. Wizard Eye

5th Level

  1. Airy Water
  2. Animate Dead
  3. Cloudkill
  4. Conjure Elemental
  5. Cone of Cold
  6. Contact Higher Plane
  7. Feeblemind
  8. Globe of Invincibility
  9. Growth of Animals
  10. Hold Monster
  11. Magic Jar
  12. Magical Watchdog
  13. Monster Summoning III
  14. Passwall
  15. Stone Shape
  16. Telekinesis
  17. Transmute Rock to Mud (Mud to Rock)
  18. Wall of Force
  19. Wall of Iron
  20. Wall of Stone

6th Level

  1. Anti-Magic Shell
  2. Control Weather
  3. Chain Lightning
  4. Death Spell
  5. Disintegrate
  6. Enchant
  7. Forceful Hand
  8. Freezing Sphere
  9. Geas (Remove Geas)
  10. Globe of Invulnerability
  11. Invisible Stalker
  12. Lower Water
  13. Monster Summoning IV
  14. Move Earth
  15. Part Water
  16. Project Image
  17. Reincarnation
  18. Stone to Flesh (Flesh to Stone)
  19. Teleport
  20. Transformation

7th Level

  1. Charm Plants
  2. Demon Summoning
  3. Grasping Hand
  4. Mass Invisibility
  5. Monster Summoning V
  6. Mystical Sword
  7. Phase Door
  8. Power Word, Stun
  9. Reverse Gravity
  10. Simulcrum

8th Level

  1. Clone
  2. Mass Charm
  3. Monster Summoning VI
  4. Power Word, Blind
  5. Smashing Fist
  6. Soul Trap

9th Level

  1. Astral Projection
  2. Crushing Hand
  3. Meteor Swarm
  4. Monster Summoning VII
  5. Power Word, Kill
  6. Soul Prison

Magic-User Spells (1st Level)

At 1st level, Magic-Users begin to tap into the fundamental forces of magic. Their spells, while basic, provide crucial utility for exploration, minor offense, and subtle deception, laying the groundwork for greater power to come.

  • Charm Person
    • Range: 120 ft.
    • Duration: 1d4 turns + caster level
    • Description: Charms one humanoid creature, making them friendly and well-disposed towards the caster, treating them as a trusted friend. They won’t fight the caster or their allies directly, but won’t perform clearly suicidal acts.
  • Detect Magic
    • Range: 60 ft.
    • Duration: 2 turns
    • Description: The caster’s senses become attuned to magical auras. They perceive if magic is present on items, creatures, or areas within range, though it doesn’t reveal the type of magic or its purpose.
  • Floating Disc
    • Range: 6 ft.
    • Duration: 6 turns
    • Description: Creates an invisible, horizontal disc of force that floats about 3 feet off the ground and follows the caster. It can carry up to 5,000 coins (500 lbs) of weight.
  • Hold Portal
    • Range: 10 ft.
    • Duration: 2d6 turns
    • Description: Magically holds a door, gate, window, or similar portal shut, making it very difficult to open by mundane force (requiring a successful Strength check or a powerful monster).
  • Light (Darkness)
    • Range: 120 ft.
    • Duration: 12 turns
    • Description: Creates a bright light in a 30-foot radius, centered on an object or area. Alternatively, it can be cast to darken an area, creating magical darkness.
  • Magic Missile
    • Range: 150 ft.
    • Duration: Instantaneous
    • Description: Launches a dart of magical energy that unerringly strikes a single target for 1d6+1 points of damage.
  • Protection from Evil
    • Range: Caster
    • Duration: 6 turns
    • Description: Creates a magical barrier around the caster (and a single ally if within 10 ft), granting +1 AC against attacks from evil or enchanted creatures. Evil creatures also suffer disadvantage on attack rolls against the protected target.
  • Read Languages
    • Range: Caster
    • Duration: 2 turns
    • Description: Allows the caster to understand and read any written language, including codes, ciphers, and ancient scripts, for the duration of the spell.
  • Read Magic
    • Range: Caster
    • Duration: 2 turns
    • Description: Enables the caster to decipher magical writings, such as those found on scrolls, in spellbooks, or on enchanted objects, allowing them to understand the magic.
  • Shield
    • Range: Caster
    • Duration: 2 turns
    • Description: Creates an invisible, magical barrier that provides +2 AC to the caster against all attacks, and an additional +2 AC against missile attacks (total +4 vs. missiles).
  • Sleep
    • Range: 240 ft.
    • Duration: 4d4 turns
    • Description: Puts 2d8 Hit Dice of creatures into a magical slumber. The spell affects creatures who fail a Save vs Spell, starting with the lowest HD of the group first. Creatures with 4+1 HD or more are unaffected. Sleeping creatures can be awakened by damage or vigorous shaking.
  • Ventriloquism
    • Range: 60 ft.
    • Duration: 2 turns
    • Description: Allows the caster to make their voice, or any sound they produce, seem to originate from a different location or creature within range, making it a useful tool for distraction or trickery.

Magic-User Spells (2nd Level)

Magic-Users at 2nd level unlock more versatile and powerful arcane energies, allowing for advanced utility, detection, defense, and illusion.

  • Continual Light (Continual Darkness)
    • Range: 120 ft.
    • Duration: Permanent
    • Description: Creates a permanent light equivalent to a torch (30-foot radius) on an object. This light can be covered to block it.
    • Reversed: Continual Darkness creates a permanent area of magical darkness that dispels all light within a 30-foot radius, including magical light up to the same spell level.
  • Detect Evil
    • Range: 60 ft.
    • Duration: 6 turns
    • Description: The caster senses the presence of evil intentions or creatures within range. This doesn’t reveal the exact nature of the evil, only its presence.
  • Detect Invisible
    • Range: 60 ft.
    • Duration: 6 turns
    • Description: Allows the caster to see invisible creatures or objects within range, including those hidden by magic.
  • ESP (Extra Sensory Perception)
    • Range: 60 ft.
    • Duration: 12 turns
    • Description: The caster can perceive the thoughts of intelligent creatures within range. They can typically read surface thoughts, but deeper probing might require concentration or a saving throw from the target.
  • Invisibility
    • Range: 120 ft.
    • Duration: Permanent (until broken)
    • Description: Renders one creature or object invisible. The invisibility lasts until the target performs a hostile action (like attacking or casting a spell) or the spell is dispelled.
  • Knock
    • Range: 60 ft.
    • Duration: Instantaneous
    • Description: Magically opens any non-magical lock, bolt, bar, or mundane seal. It can also bypass Hold Portal and Wizard Lock spells, but the sound of the spell is quite loud.
  • Levitate
    • Range: Caster or 20 ft.
    • Duration: 6 turns + caster level
    • Description: The caster or a single touched object/creature rises or lowers vertically at will, up to 20 feet per round, staying within the spell’s maximum range. It can support light to medium weight.
  • Locate Object
    • Range: 120 ft.
    • Duration: 6 turns
    • Description: The caster senses the direction of a specific object that they are familiar with or that is clearly described, as long as it is within range. The spell cannot locate unique or legendary items.
  • Mirror Image
    • Range: Caster
    • Duration: 6 turns
    • Description: Creates 1d4 illusory duplicates of the caster. These duplicates move and act in sync with the caster, confusing attackers. Each time an attack hits the caster, one duplicate is dispelled instead.
  • Phantasmal Force
    • Range: 240 ft.
    • Duration: Concentration (up to 6 turns)
    • Description: Creates a convincing visual illusion of an object, creature, or other phenomenon. If interacted with, a creature might get a saving throw to disbelieve it, but otherwise, it appears real.
  • Web
    • Range: 10 ft.
    • Duration: 8 turns
    • Description: Creates a thick, tangled mass of sticky, non-flammable webs up to a 20-foot cube. Creatures moving through or caught in the webs become entrapped or significantly slowed, requiring Strength checks to break free.
  • Wizard Lock
    • Range: 10 ft.
    • Duration: Permanent
    • Description: Magically seals a door, chest, or other portal. It cannot be opened by mundane force, nor by the Knock spell unless the caster is of a significantly higher level than the Wizard Lock caster.

Magic-User Spells (3rd Level)

Magic-Users at 3rd level gain access to an array of powerful and versatile spells, from devastating offensive capabilities to enhanced utility and group protections.

  • Clairvoyance
    • Range: 240 ft.
    • Duration: 12 turns
    • Description: The caster can project their senses to see and hear a distant location as if they were present. The location must be known to the caster.
  • Dispel Magic
    • Range: 120 ft.
    • Duration: Instantaneous
    • Description: Attempts to negate or cancel out ongoing magical effects or spells. The caster rolls against the level of the spell or the power of the magic item being dispelled to see if it succeeds.
  • Fire Ball
    • Range: 240 ft.
    • Duration: Instantaneous
    • Description: A magical flame ignites at a chosen point, exploding into a 20-foot radius sphere of fire. All creatures in the area take 1d6 damage per caster level (up to 10d6), with a saving throw for half damage.
  • Fly
    • Range: Touch
    • Duration: 1d6 turns + caster level
    • Description: Grants the touched creature the ability to fly at a high movement rate, allowing them to soar through the air and bypass ground-based obstacles.
  • Haste
    • Range: 240 ft.
    • Duration: 3 turns
    • Description: Doubles the movement rate and attack rate of all creatures within a 20-foot radius. Affected creatures also gain a bonus to their Armor Class.
  • Hold Person
    • Range: 180 ft.
    • Duration: 2d4 rounds
    • Description: Paralyzes one or more humanoid creatures (e.g., humans, elves, dwarves, goblins). Affects 1d4 humanoids, chosen by the caster, each of whom gets a saving throw to resist.
  • Infravision
    • Range: Touch
    • Duration: 10 turns + caster level
    • Description: Grants the touched creature the ability to see in the dark by perceiving heat (infravision). Living things glow brightly, cold objects are dark. It’s disrupted by visible light.
  • Invisibility 10’ Radius
    • Range: 120 ft.
    • Duration: Permanent (until broken)
    • Description: Renders all creatures and objects within a 10-foot radius sphere invisible. The invisibility lasts until anyone within the area performs a hostile action (like attacking or casting a spell) or the spell is dispelled.
  • Lightning Bolt
    • Range: 180 ft.
    • Duration: Instantaneous
    • Description: A bolt of pure lightning streaks from the caster’s hand, dealing 1d6 damage per caster level (up to 10d6) to all creatures in a straight line (5 ft. wide, 60 ft. long). A saving throw reduces damage by half.
  • Protection from Evil 10’ Radius
    • Range: Caster (10-foot radius)
    • Duration: 12 turns
    • Description: Creates a magical barrier protecting all allies within a 10-foot radius of the caster. Affected allies gain +1 AC against attacks from evil or enchanted creatures, and evil creatures suffer disadvantage on attack rolls against anyone inside the protected area.
  • Protection from Normal Missiles
    • Range: Touch
    • Duration: 12 turns
    • Description: Renders the touched creature immune to damage from non-magical missile attacks (arrows, sling stones, thrown spears, etc.).
  • Water Breathing
    • Range: Touch
    • Duration: 6 turns + caster level
    • Description: Grants the touched creature the ability to breathe water as easily as air, allowing them to remain underwater indefinitely without drowning.

Magic-User Spells (4th Level)

Magic-Users at 4th level command potent arcane forces, gaining access to spells that manipulate minds, dimensions, the natural world, and conjure powerful elemental barriers.

  • Charm Monster
    • Range: 120 ft.
    • Duration: 1d4 turns + caster level
    • Description: Charms one non-humanoid monster, making it friendly and non-hostile towards the caster, treating them as a trusted ally. The monster will not attack the caster or their party directly, but will resist suicidal commands.
  • Confusion
    • Range: 120 ft.
    • Duration: 2d4 rounds
    • Description: Causes creatures within a 20-foot radius to become disoriented and unpredictable. Affected creatures might wander aimlessly, attack allies, or stand still, each making a saving throw to resist.
  • Dimension Door
    • Range: 10 ft.
    • Duration: Instantaneous
    • Description: Teleports the caster and up to 5,000 coins (500 lbs) of gear to any spot within 360 feet that they can visualize or describe. It cannot pass through solid objects, but can bypass locks or walls.
  • Growth of Plants
    • Range: 120 ft.
    • Duration: Permanent
    • Description: Causes normal vegetation within a 100-foot radius to grow thick and tangled, slowing movement through the area to 1/4 normal speed. It can also cause large plants to become aggressive towards intruders.
  • Hallucinatory Terrain
    • Range: 240 ft.
    • Duration: Permanent (until dispelled)
    • Description: Creates a convincing illusion of terrain (e.g., a forest over a swamp, a hill over a chasm). The illusion is purely visual and auditory; physical interaction will reveal its true nature.
  • Massmorph
    • Range: 240 ft.
    • Duration: Permanent (until dispelled)
    • Description: Transforms up to 20 humanoid creatures (e.g., a marching party, a unit of soldiers) to appear as a dense mass of trees. This spell is effective for ambushes or concealing troop movements.
  • Polymorph Others
    • Range: 60 ft.
    • Duration: Permanent (until dispelled)
    • Description: Transforms one creature into another type of creature, as chosen by the caster. The target gains the physical statistics (HD, AC, attacks, movement) of the new form, but retains its own mind and intelligence.
  • Polymorph Self
    • Range: Caster
    • Duration: 6 turns + caster level
    • Description: Transforms the caster into another type of creature. The caster gains the physical statistics (HD, AC, attacks, movement) of the new form, but retains their own mind and ability to cast spells (though sometimes with limitations).
  • Remove Curse (Curse)
    • Range: Touch
    • Duration: Instantaneous
    • Description: Breaks one curse affecting a creature or object by touch.
    • Reversed: Curse places a detrimental curse upon a creature or object by touch, causing various negative effects as determined by the Referee (e.g., penalties to rolls, unfortunate incidents).
  • Wall of Fire
    • Range: 120 ft.
    • Duration: 12 turns
    • Description: Creates a solid, opaque curtain of magical flames up to 60 feet long and 20 feet high. Creatures passing through or standing too close to the wall take fire damage.
  • Wall of Ice
    • Range: 120 ft.
    • Duration: 12 turns
    • Description: Creates a solid, non-transparent wall of magical ice up to 60 feet long and 20 feet high. It is very durable and provides excellent cover, but it can be melted by significant heat.
  • Wizard Eye
    • Range: 240 ft.
    • Duration: 6 turns
    • Description: Creates an invisible, floating magical eye that the caster can move and perceive through. The eye can travel through small openings and provides visual information back to the caster.

Magic-User Spells (5th Level)

Magic-Users at 5th level are masters of powerful arcana, capable of raising the dead, summoning elemental forces, bending minds, and fundamentally altering the very environment.

  • Animate Dead
    • Range: 10 ft.
    • Duration: Permanent (until destroyed or dispelled)
    • Description: Raises one or more skeletons or zombies from corpses. The animated undead follow the caster’s commands until destroyed. The total Hit Dice of undead animated depends on the caster’s level.
  • Cloudkill
    • Range: 60 ft.
    • Duration: 6 turns
    • Description: Creates a thick, green, poisonous cloud that fills a 20-foot cube and drifts slowly. Creatures caught in the cloud suffer lethal damage each round and must save vs. poison or die.
  • Conjure Elemental
    • Range: 60 ft.
    • Duration: Concentration (until dispelled or banished)
    • Description: Summons a powerful elemental (earth, air, fire, or water) from its native plane to serve the caster. The elemental follows commands but may become hostile if the caster loses concentration or gives suicidal orders.
  • Contact Higher Plane
    • Range: Caster
    • Duration: Instantaneous
    • Description: The caster attempts to contact an extra-dimensional entity or higher plane of existence to gain information. The more questions asked, or the higher the plane contacted, the greater the risk of insanity or physical damage to the caster.
  • Feeblemind
    • Range: 180 ft.
    • Duration: Permanent (until dispelled)
    • Description: Targets one intelligent creature, reducing its intelligence and wisdom to that of an animal, rendering it incapable of spellcasting, complex thought, or coherent speech. A saving throw is allowed to resist.
  • Hold Monster
    • Range: 180 ft.
    • Duration: 2d4 rounds
    • Description: Paralyzes one or more non-humanoid monsters. Affects 1d4 monsters, chosen by the caster, each of whom gets a saving throw to resist.
  • Magic Jar
    • Range: 30 ft.
    • Duration: Special
    • Description: The caster’s spirit transfers into a specially prepared container (the magic jar). From the jar, the spirit can then attempt to possess the bodies of other creatures. If the possessed body is killed, the spirit returns to the jar.
  • Pass-Wall
    • Range: 30 ft.
    • Duration: 3 turns
    • Description: Creates a temporary, invisible passage through a wall or similar solid surface. The passage is typically 5 feet wide, 8 feet high, and up to 10 feet deep, lasting for the duration or until passed through.
  • Telekinesis
    • Range: 120 ft.
    • Duration: 12 turns
    • Description: The caster can mentally move objects or creatures within range. The spell can manipulate up to 200 pounds of weight per caster level, allowing for actions like lifting, pushing, pulling, or even attacking with objects.
  • Teleport
    • Range: Caster
    • Duration: Instantaneous
    • Description: The caster (and up to 5,000 coins / 500 lbs of gear) instantly travels to any location on the same plane of existence, provided the caster knows the destination. There is a risk of error, resulting in a misaligned or dangerous arrival.
  • Transmute Rock to Mud (Mud to Rock)
    • Range: 120 ft.
    • Duration: Permanent
    • Description: Transforms an area of solid rock (up to a 20-foot cube) into thick, heavy mud, slowing movement and potentially trapping creatures.
    • Reversed: Transmute Mud to Rock solidifies an area of mud back into solid rock, potentially entombing creatures within.
  • Wall of Stone
    • Range: 60 ft.
    • Duration: Permanent
    • Description: Conjures a solid, non-magical wall of stone up to 60 feet long and 20 feet high. The wall is durable and provides excellent cover, but it is not magical and can be chipped or broken like normal stone.

Magic-User Spells (6th Level)

Magic-Users at 6th level command the pinnacle of arcane power, capable of altering fundamental forces, commanding deadly energies, and even manipulating life and death itself.

  • Anti-Magic Shell
    • Range: Caster
    • Duration: 12 turns
    • Description: Creates an invisible, spherical barrier 10 feet in radius around the caster that prevents all spells and magical effects (both beneficial and harmful) from entering or leaving its area. The caster can move slowly while maintaining the shell.
  • Control Weather
    • Range: 240 yards
    • Duration: 1d4 hours
    • Description: The caster can influence and change local weather patterns within a two-mile radius, potentially bringing forth fog, rain, snow, windstorms, or clearing existing conditions.
  • Death Spell
    • Range: 120 ft.
    • Duration: Instantaneous
    • Description: Instantly slays 2d6 Hit Dice of living creatures within a 20-foot cube. The spell affects creatures with the lowest HD first, and creatures with 4+1 HD or more are unaffected. No saving throw is allowed.
  • Disintegrate
    • Range: 60 ft.
    • Duration: Instantaneous
    • Description: A green ray of energy fires from the caster, disintegrating a single non-magical object or creature. If cast on a creature, it must make a saving throw or be reduced to dust and ash.
  • Geas (Remove Geas)
    • Range: 10 ft.
    • Duration: Permanent (until completed or removed)
    • Description: Imposes a powerful magical command or compulsion on a creature. The subject must fulfill the specified task or suffer severe penalties, potentially even death. The task must be achievable, though often arduous.
    • Reversed: Remove Geas lifts a previously placed Geas spell from a creature, freeing them from its magical compulsion.
  • Invisible Stalker
    • Range: 10 ft.
    • Duration: Permanent (until dispatched)
    • Description: Summons an invisible, intelligent elemental being from the Elemental Plane of Air. The stalker will obey the caster’s commands until its task is completed, at which point it returns to its own plane.
  • Lower Water
    • Range: 180 ft.
    • Duration: 6 turns
    • Description: Lowers the water level in a targeted area (up to a 100-foot square) by up to 20 feet, revealing submerged terrain, objects, or creatures. The water returns to its normal level after the spell’s duration.
  • Move Earth
    • Range: 240 ft.
    • Duration: 12 turns
    • Description: The caster can magically sculpt and move earth, creating trenches, mounds, or changing the contours of the land. This cannot create chasms or fill them, but can reshape existing terrain.
  • Part Water
    • Range: 120 ft.
    • Duration: 6 turns
    • Description: Divides a body of water (up to 20 feet wide and 20 feet deep) into two separate walls of water, creating a dry path or trench at its bottom. The water reforms after the spell’s duration.
  • Projected Image
    • Range: 240 ft.
    • Duration: 6 turns
    • Description: Creates a perfect, silent, illusory duplicate of the caster anywhere within range. The caster can see and hear through the image and cast spells as if they were present, though their actual body remains elsewhere.
  • Reincarnation
    • Range: Touch
    • Duration: Instantaneous
    • Description: Returns a deceased creature to life by placing its soul into a new, randomly determined body. The new body is often of a different race or type, and the creature retains its memories but adapts to its new form.
  • Stone to Flesh (Flesh to Stone)
    • Range: 60 ft.
    • Duration: Instantaneous
    • Description: Transforms a single stony substance (like a statue or a petrified creature) into living flesh.
    • Reversed: Flesh to Stone transforms a living creature into an immobile, lifeless statue of stone. A saving throw is allowed to resist.