Arcane Spells

0-Level Mage Spells
Daze: Subject takes no actions for 1 round.
Detect Magical Aura: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Perform minor tricks.
Read Magic: Read scrolls, spellbooks, and magical writing.
Resistance: Subject gains +1 on saving throws.
1st-level Mage Spells
Burning Hands: 1d4 fire damage/level (max 5d4).
Cause Fear: One creature flees for 1d4 rounds.
Change Self: Changes your appearance.
Comprehend Languages: Understands all spoken and written languages.
Feather Fall: Objects or creatures fall slowly.
Hold Portal: Holds door shut.
Jump: Subject gets bonus on Jump checks.
Mage Armor: Gives subject +4 Defense bonus.
Magic Missile: 1d4+1 damage; +1 missile/two levels above 1st (max 5).
Magic Weapon: Weapon gains +1 bonus.
Power Device: Powers one inoperative electrical or mechanical device.
Ray of Fatigue: Ray fatigues target.
Shield: Invisible disc gives cover, blocks magic missiles.
Sleep: Put 2d4 HD of creatures into comatose slumber.
True Strike: Adds +20 bonus to your next attack roll.
2nd-Level Mage Spells
Arcane Lock: Magically locks a portal or chest.
Blur: Attacks miss subject 20% of the time.
Darkvision: See 60 ft: in total darkness.
Enhance Ability: Subject gains +5 bonus to one ability score for 1 min./Level:
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility: Subject is invisible for 10 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Magic Mouth: Speaks once when triggered.
Protection from Arrows/Bullets: Subject immune to most ranged attacks.
Resist Energy: Ignores 10 points of damage/round from one energy type.
See Invisibility: Reveals invisible creatures or objects.
Spider Climb: Grants ability to travel on walls and ceilings.
Web: Fills 20-ft.-radius spread with sticky spider webs.
3rd-level Mage Spells
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50% of the time.
Fireball: 1d6 damage per level, 20-ft: radius.
Flaming Projectiles: Projectiles deal +1d6 fire damage.
Greater Magic Weapon: +1/three levels (max +5).
Halt Undead: Immobilizes undead for 1 round/level.
Haste: Extra attack action, additional move, and +2 Defense.
Hold Person: Holds one person helpless; 1 round/level.
Invisibility Sphere: Makes everyone within 10 ft: invisible.
Keen Edge: Doubles normal weapon's threat range.
Lightning Bolt: Electricity deals 1d6 damage/level.
Slow: One subject/level may only move or attack; -2 to Defense, -2 on melee attack and damage rolls, -2 on Reflex saves.
Tongues: Speak any language.
Water Breathing: Subjects can breathe underwater.
4th-level Mage Spells
Animate Dead: Creates undead skeletons and zombies.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Bestow Curse: -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of taking no action.
Confusion: Makes subject behave oddly for 1 round/Level:
Dimension Door: Teleports you and up to 50 lb./level.
Energy Trap: Opened object deals 1d4 +1/level damage of given energy type.
Fear: Subjects within cone flee for 1 round/level.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft: across:
Minor Globe of Invulnerability: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Shout: Deafens all within cone and deals 2d6 damage.
Stoneskin: Stops blows, cuts, stabs, and slashes.
Wall of Fire: Deals 2d4 fire damage out to 10 ft: and 1d4 out to 20 ft: Passing through wall deals 2d6 +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
5th-level Mage Spells
Cloudkill: Kills 3 HD or less; 4-6 HD save or die.
Cone of Cold: 1d6 cold damage/level.
Hold Monster: As hold person, but any creature.
Passwall: Breaches walls 1 ft: thick/level.
Phantom Watchdog: Spectral dog can guard or attack.
Telekinesis: Lifts or moves 25 lb./level at long range.
Wall of Force: Wall is immune to damage.
Wall of Iron: 30 hp/four levels; can topple onto foes.
Wall of Stone: Creates a stone wall that can be shaped.