Wizard spells

The wizard spells can be used by generalist and specialist mages, by sorcerers and bards.
Bards have a limited selection of spells available, specialists can't use spells from the school opposed to their kit, and wild mages have several spells that are only available to them.
===Legend===
* The spells are ordered primarily by their level, then alphabetically. They can be sorted in a different way, though.
* The table has a column "Game", that indicates in which game or version of it the spell was added. HAVE TO SEE FOR HOW MANY SPELLS IT IS THE CASE THAT THEY HAVE BEEN REMOVED AGAIN LATER TO FIND THE APPROPRIATE WORDING FOR THIS NOTE.
* The column "Level" is named "Lvl". It lists the spell level, not the character or class level.
* The "School" column only gives the school name that's related to the according kit name, and omits a possible second one. This deviates from the manuals especially for Invocation / Evocation spells, which in them are listed as "Evocation", in this table, however, as "Invocation".
* The "Code" column lists the name of the *.spl file.
===Mage Book===
Spell 	Game	Lvl	School 	Not usable by	Notes 	Code 	
Armor 	 	1 	Conjuration	Diviner 	Creates magical armor for the spellcaster with an Armor Class of 6. Cumulative with bonuses from items and stats. Will last until dispelled or for 12 h / 10 h / 9 h.See also Shield.	SPWI102 	
Blindness 	 	1 	Illusion 	Necromancer 	Blinds target. Without ST, the target receives a penalty of 4 to AC and THAC0. 	SPWI106 	
Burning Hands 	 	1 	Alteration 	Abjurer 	The wizard creates a 5 ft and 120° cone of fire dmg from their hands. 	SPWI103 	
Charm Person 	 	1 	Enchantment	Invoker 	Without ST, the target regards the caster as an ally and obeys orders. 	SPWI104 	
Chill Touch 	 	1 	Necromancy 	Illusionist 	The caster can deal a touch attack with dmg and a THAC0 penalty. 	SPWI117 	
Chromatic Orb 	 	1 	Invocation 	Enchanter 	Causes dmg and Status Effects, depending on the caster's lvl. 	SPWI118 	
Color Spray 	 	1 	Alteration 	Abjurer 	Without ST, one to six creatures of 4th lvl or lower in a cone before the caster might become unconscious. 	SPWI105 	
Friends 	 	1 	Enchantment	Invoker 	/ 2d4,| affecting Reaction and trade. 	SPWI107 	
Grease 	 	1 	Conjuration	Diviner 	Creates a slippery and fatty surface. Without ST, anyone within the area will not be able to move normally. 	SPWI101 	
Identify 	 	1 	Divination 	Conjurer 	Always successfully identifies magical and cursed items and their properties. 	SPWI110 	
Infravision 	 	1 	Divination 	Conjurer 	The recipient gains the ability to see with infravision, just like elves and dwarves, for the spell's duration. 	SPWI111 	
Larloch's Minor Drain 	 	1 	Necromancy 	Illusionist 	Transfers 1d4 HP from target to caster, healing them by this amount and possibly exceeding their maximum health for 1 turn.See also Vampiric Touch. 	SPWI119 	
Magic Missile 	 	1 	Invocation 	Enchanter 	The caster sends up to 5, depending on their lvl, missiles of each 1d4+1 dmg against a target. 	SPWI112 	
Protection From Evil 	 	1 	Abjuration 	Transmuter 	Gives the recipient an AC and an ST bonus of 2 against attacks from evil creatures. 	SPWI113 	
Protection From Petrification	 	1 	Abjuration 	Transmuter 	Grants immunity from petrification attacks.Already appeared in BGI, though falsely as lvl 2 spell. 	SPWI108 	
Shield 	 	1 	Invocation 	Enchanter 	Sets the caster's AC to 4, with a further bonus of 2 against missile weapons.Gives immunity against Magic Missiles. 	See also Armor.	SPWI114
Shocking Grasp 	 	1 	Alteration 	Abjurer 	electrical dmg on touch. 	SPWI115 	
Sleep 	 	1 	Enchantment	Invoker 	Without ST, one or more creatures of lvl 3 or below in the AoE fall asleep and can be attacked with great bonuses.See also Power Word, Sleep. 	SPWI116 	
Protection From Petrification	 	2 	Abjuration 	Transmuter 	Grants immunity from petrification attacks.Was corrected to a lvl 1 spell in BGII.Kept as such for the EE. 	SPWI108 	
Category:Spells