ok RG ๐ you get to go first ๐
Just so you don't need to go back this is a revised list ๐
SORCERER/WIZARD SPELLS
0-Level Sorcerer/Wizard Spells
Acid Splash: Caster throws a small orb of acid 3 ponits of damage
Electric Jolt: caster shots a small jolt of electricity 3 points of damage
Flare: burst of hot light 2 damage to all enemies
Daze (Enchantment): target is dazed. Losses an attack or defense during a turn
Light (Evocation): Create small light source.
Ray of Frost (Conjuration): 3 cold damage.
Resistance (Abjuration): -2 element fdamage
1st-Level Sorcerer/Wizard Spells
Horizikaul's Boom: 4 points of sonic (sound) damage to all enemies per level of the caster
Ice Dagger: Caster creates a dagger shaped ice shard that flys at target and does 3 damage.
Shield: caster is immune to magic missle for two rounds
Burning Hands (Transmutation): 5 fire damage from
cone of fire.
Color Spray (Illusion): Knocks unconscious, blinds, or stuns
creatures.
Endure Elements(Abjuration): forms a shield that absorbs 5 damage against all elemental forms of damage.
Grease (Conjuration): Slows or knocks down opponents.
Mage Armor (Conjuration): -4 to all damage for 2 turns
Magic Missile (Evocation): 1 missile every 2 levels and each
missile does 4 + 1/level damage.
Negative Energy Ray (Necromancy): 6 points of damage from
negative energy
Protection from Alignment (Abjuration): blocks 4 negative energy based attacks
Ray of Enfeeblement (Necromancy): causes enemies spells to do 2 points less damage for 2 rounds
Scare (Necromancy): Causes fear in weak creatures.
Sleep (Enchantment): Causes 2d4 HD of creatures to fall asleep.
Summon Creature I (Conjuration): Summons a dire badger. Which does 2 damage per round and has 10 Health points and stays for 3 rounds.