Sorry most peeps do not read the pages before 😬 so i have to re-post this 😖
I've played a lot of games in my day and the spells we develope can com from an already established..... very long list 😄 The HP spells are good but they are limited somwhat in number because Rowling never really goes into depth in all the posssibilities. This is a list of very simple ones and you guys tell me what you think 😄 There are nine levels in this list and some are a little deadly rather 😱
SORCERER/WIZARD SPELLS
0-Level Sorcerer/Wizard Spells
Daze (Enchantment): target is dazed.
Light (Evocation): Create small light source.
Ray of Frost (Conjuration):cold damage.
1st-Level Sorcerer/Wizard Spells
Burning Hands (Transmutation): fire damage from
cone of fire.
Charm Person (Enchantment)
Color Spray (Illusion): Knocks unconscious, blinds, or stuns
creatures.
Endure Elements(Abjuration)
Grease (Conjuration): Slows or knocks down opponents.
Mage Armor (Conjuration)
Magic Missile (Evocation)
Negative Energy Ray (Necromancy)
Protection from Alignment (Abjuration)
Ray of Enfeeblement (Necromancy)
Scare (Necromancy) Causes fear
Sleep (Enchantment) creatures to fall asleep.
Summon Creature I (Conjuration)
1st-Level
Entangle: Trap enemies with clinging vegetation.
Grease: Slows or knocks down opponents.
Summon Creature I: Summons a dire badger.
Ultravision: Darkvision and low-light vision.
2nd-Level
Hold Animal: Target animal is paralyzed.
Protection from Elements
Sleep: creatures to fall asleep.
Summon Creature II
3rd-Level
Invisibility Purge: Removes all invisibility from nearby creatures.
Neutralize Poison
Remove Disease
Summon Creature III
4th-Level
Freedom of Movement: Target becomes immune to paralysis.
Polymorph Self
Summon Creature IV
If you guys like these i will post the rest 😄 ..... i have tailored some out that have little to do with our possible duels.
I will 😄
2nd-Level Sorcerer/Wizard Spells
Blindness/Deafness (Enchantment): The target creature is
struck blind and deaf.
Bull’s Strength (Transmutation): Target creature’s Strength is
increased
Cat’s Grace (Transmutation): The target creature’s Dexterity is
increased
Darkness (Evocation): Cover creatures in a shroud of darkness.
Eagle’s Splendor (Transmutation): Target’s Charisma increases
Endurance (Transmutation): Target’s Constitution increases
Fox’s Cunning (Transmutation): Target’s Intelligence increases
Ghostly Visage (Illusion): immune to 0- and 1st-level spells.
Ghoul Touch (Necromancy): Paralyze target with touch
Invisibility (Illusion): Target invisible until attacks or casts a
spell.
Knock (Transmutation): Able to unlock doors and containers.
Lesser Dispel (Abjuration): Weak version of Dispel Magic
Melf’s Acid Arrow (Conjuration): Acid bolt
Owl’s Wisdom (Transmutation): Target’s Wisdom increases
Resist Elements (Abjuration): resistance against all
elemental forms of damage.
See Invisibility (Divination): Target creature is able to see all
invisible creatures.
Summon Creature II (Conjuration)
Web (Conjuration): Trap enemies in a web.
3rd-Level Sorcerer/Wizard Spells
Clairaudience/Clairvoyance (Divination)
Clarity (Necromancy): Removes sleep, confusion, stun, and
charm effects and protects against same.
Dispel Magic (Abjuration): Remove magical effects from
creatures.
Find Traps (Divination)
Fireball (Evocation)
Flame Arrow (Conjuration)
Haste (Transmutation): One extra attack action per round and
movement is increased by 50%.
Hold Person (Enchantment): Target humanoid is paralyzed.
Invisibility Sphere (Illusion): Self and allies hidden in a sphere
of invisibility.
Lightning Bolt (Evocation)
Magic Circle Against Alignment (Abjuration)
Negative Energy Burst (Necromancy)
Protection from Elements (Abjuration)
Slow (Transmutation): Target movement rate lowered by 50%.
Stinking Cloud (Conjuration): Creatures are dazed and
nauseated.
Summon Creature III (Conjuration)
Vampiric Touch (Necromancy)
4th-Level Sorcerer/Wizard Spells
Bestow Curse (Transmutation)
Charm Monster (Enchantment)
Confusion (Enchantment): Target behaves erratically.
Contagion (Necromancy): Random disease inflicts target.
Elemental Shield (Evocation): A ring of fire damages attackers
and grants 50% cold/fire resistance to caster.
Enervation (Necromancy)
Evard’s Black Tentacles (Conjuration): Trap and attack enemies
with tentacles.
Fear (Necromancy): Make enemies run away.
Ice Storm (Evocation)
Improved Invisibility (Illusion): Attack and cast spells while
remaining concealed.
Lesser Spell Breach (Abjuration): Strips an enemy mage of up
to three defenses.
Minor Globe of Invulnerability (Abjuration): Prevents all
3rd-level and lower spells from affecting caster.
Phantasmal Killer (Illusion): Kills the target.
Polymorph Self (Transmutation)
Remove Blindness/Deafness (Divination): All nearby allies
cured of blindness and deafness.
Remove Curse (Abjuration): All curses removed from target.
Shadow Conjuration (Illusion): Able to conjure one of Darkness,
Invisibility, Mage Armor, Magic Missile, or Summon Shadow.
Stoneskin (Abjuration)
Summon Creature IV (Conjuration)
Wall of Fire (Evocation)
5th-Level Sorcerer/Wizard Spells
Animate Dead (Necromancy): Summons forth an undead
minion.
Cloudkill (Conjuration)
Cone of Cold (Evocation)
Dismissal (Abjuration): All associates of target are unsummoned.
Dominate Person (Enchantment): Target temporarily becomes
under the caster’s control.
Energy Buffer (Abjuration)
Feeblemind (Divination) Intelligence damage
to target.
Greater Shadow Conjuration (Illusion): Conjure a shadow
variant of a variety of spells.
Hold Monster (Enchantment): Target monster is paralyzed.
Lesser Mind Blank (Abjuration): Renders target immune to
mind-affecting spells; removes any current mind-affecting
spells.
Lesser Planar Binding (Conjuration): Control or summon an
outsider.
Lesser Spell Mantle (Abjuration): Absorb magical energy
Mind Fog (Enchantment)
Summon Creature V (Conjuration)