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 Spell List

Wizard/Sorcerer Spell List

Level 0

Level 1

Level 2

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Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Summon Creature I
Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 24 Hours
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster summons a dire badger to be a faithful and loyal servant.

Grease
Caster Level(s): Bard 1, Druid 1, Ranger 1, Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: 2 Rounds + 1 / 3 Levels
Additional Counter Spells: Freedom of Movement
Save: Reflex
Spell Resistance: Yes

A churning field of oil and grease fills the target area, causing all within to either fall down or move at a reduced speed.

Sleep
Caster Level(s): Bard 1, Druid 1, Ranger 2, Wizard / Sorcerer 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 Rounds + 1 / Caster Level
Additional Counter Spells: Clarity
Save: Will Negates
Spell Resistance: Yes

Causes 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 5 or more HD are unaffected.

Endure Elements
Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 Hours
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.

PROTECTION FROM ALIGNMENT

Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

When this spell is cast, the caster chooses a target to be protected from either good or evil. The target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.

Scare
Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1d4 Rounds
Additional Counter Spells: Remove Fear
Save: Will Negates
Spell Resistance: Yes

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

Negative Energy Ray
Caster Level(s): Cleric 2, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will 1/2
Spell Resistance: Yes

A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. Negative energy spells have a reverse effect on undead, healing instead of harming them.

Charm Person
Caster Level(s): Bard 1, Wizard / Sorcerer 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 2 Rounds + 1 / 3 Levels
Additional Counter Spells: Clarity
Save: Will Negates
Spell Resistance: Yes

In the eyes of the target humanoid, the personal reputation of the caster is improved by 50%.

Identify
Caster Level(s): Bard 1, Wizard / Sorcerer 1
Innate Level: 1
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Personal
Duration: 2 Rounds
Additional Counter Spells:
Save: Harmless
Spell Resistance:

Over the next two rounds, the caster gains a bonus of 10 +1 per caster level to their Lore skill.

Mage Armor
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

The selected target gains the following bonuses to his AC: +1 natural armor, +1 dodge, +1 deflection, and +1 enhancement. The dodge bonus stacks with other dodge bonuses to AC, but the other bonuses do not stack with bonuses of the same type.

Burning Hands
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes

A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 damage per caster level, up to a maximum of 5d4.

Color Spray
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells:
Save: Will Negates
Spell Resistance: Yes

Color Spray sends forth a dazzling array of lights to confound all creatures within the area of effect. Its effects vary according to the Hit Dice of the affected creatures:
1-2 HD: Sleep for 3 + 1d4 rounds
3-4 HD: Blinded for 2 + 1d4 rounds
Over 4 HD: Stunned for 1 + 1d4 round

Magic Missile
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The caster creates a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile every two caster levels, to a maximum of 5 missiles at level 9. Magic missiles do 1D4+1 points of damage each.

Ray of Enfeeblement
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Death
Component(s): Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Round / Level
Additional Counter Spells: Bull's Strength
Save: Fortitude Negates
Spell Resistance: Yes

The target creature takes 1d6 Strength damage, plus 1 per 2 caster levels, to a maximum of 11 damage.