Sorcerer/Wizard Spells

0-Level Sorcerer/Wizard Spells (Cantrips)

Abjur

Conj

  • Acid Splash: Orb deals 1d3 acid damage.
  • Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

Div

Ench

  • Daze: Humanoid creature of 4 HD or less loses next action.

Evoc

  • Dancing Lights: Creates torches or other lights.
  • Electric Jolt: Ranged touch attack deals 1d3 electricity damage.
  • Flare: Dazzles one creature (-1 on attack rolls).
  • Light: Object shines like a torch.
  • Ray of Frost: Ray deals 1d3 cold damage.
  • Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round.

Illus

Necro

Trans

  • Amanuensis: Copy nonmagical text.
  • Launch Bolt: Launches a crossbow bolt up to 80 ft.
  • Launch Item: Hurls Fine item up to Medium range.
  • Mage Hand: 5-pound telekinesis.
  • Mending: Makes minor repairs on an object.
  • Message: Whispered conversation at distance.
  • No Light: Prevents normal light from illuminating.
  • Open/Close: Opens or closes small or light things.
  • Repair Minor Damage: Repairs 1 point of damage to any construct.
  • Slash Tongue: Subject takes -1 penalty on attacks, saves and checks for 1 round.
  • Stick: Glues an object weighing 5 pounds or less to another object.

Univ

1st-Level Sorcerer/Wizard Spells

Abjur

Conj

Div

Ench

  • Charm Person: Makes one person your friend.
  • Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
  • Distract Assailant: One creature is flat-footed for 1 round.
  • Drug Resistance: Subject is immune to addiction.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Incite: Subjects can’t ready actions or delay.
  • Inhibit: Subject delays until next round.
  • Rouse: Awakens creatures in area.
  • Shock and Awe: Flat-footed creatures get –10 on initiative.
  • Sleep: Puts 4 HD of creatures into magical slumber.
  • Stupor: One helpless subject is put in a state that allows him to be moved but take no other action.
  • Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).

Evoc

  • Bigby’s Tripping Hand: Hand trips subject.
  • Blood Wind: Subject uses natural weapons at range.
  • Burning Hands: 1d4/level fire damage (max 5d4).
  • Darklight: Creates 5 ft radius area where all can see without light.
  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
  • Guiding Light: +2 on ranged attacks against creatures in illuminated area.
  • Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
  • Kelgore’s Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
  • Lantern Light: Ranged touch attacks deal 1d6 points of damage.
  • Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
  • Luminous Gaze: Your eyes emit light, dazzle creatures.
  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Persistent Blade: Blade of force attacks subject, automatically ?anks.
  • Ray of Flame: Ray deals 1d6/2 levels ?re damage, ignites subject.
  • Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
  • Sonic Blast]: Subject takes 1d4/2 levels sonic damage plus deafness.
  • Thunderhead: Small lightning bolts deal 1 damage/round.

Illus

Necro

  • Backbiter: Weapon strikes wielder.
  • Bestow Wound: Caster transfers 1 hp/level of wounds to another.
  • Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  • Death Grimace: Caster leaves a magical "calling card" on corpse.
  • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
  • Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.

Trans

Univ

  • Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.

2nd-Level Sorcerer/Wizard Spells

Abjur

  • Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
  • Alarm, Greater: As alarm, and it works on coexistent planes.
  • Arcane Lock : Magically locks a portal or chest.
  • Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.
  • Deflect: Gain bonus to AC for one attack.
  • Dispelling Touch: Dispel one magical effect on touched subject.
  • Dissonant Chant: Concentration checks more difficult within area of spell.
  • Distracting Ray: Ray forces spellcaster to make Concentration check.
  • Earth Lock: Constricts tunnel, preventing access.
  • Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
  • Obscure Object: Masks object against scrying.
  • Portal Alarm: You are alerted when a creature passes through a warded portal.
  • Protection from Arrows: Subject immune to most ranged attacks.
  • Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
  • Scintillating Scales: Your natural armor bonus turns into a deflection bonus.
  • Unheavened: Subject gains +4 save bonus against powers of good outsiders and spells with the [Good] descriptor.

Conj

Div

Ench

  • Addiction: Subject becomes addicted to a drug.
  • Black Karma Curse: Subject damages self with melee attack.
  • Daze Monster: Living creature of 6 HD or less loses next action.
  • Entice Gift: Creature gives caster what it's holding.
  • Hideous Laughter: Subject loses actions for 1 round/level.
  • Masochism: For every 10 damage the caster takes, he gains +1 on attacks, saves and checks. (max. +5)
  • Mechanus Mind: Reformat subject’s mind to be coldly calculating.
  • Mindless Rage: Subject compelled to attack you physically for 1 round/level.
  • Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
  • Rebuke: Subject is dazed 1 round, then shaken.
  • Sadism: For every 10 damage the caster deals, he gains +1 on attacks, saves and checks. (max. +5)
  • Sap Strength: Subject becomes exhausted.
  • Stay the Hand: Change subject creature's attitude to helpful for 1 round.
  • Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
  • Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
  • Whelming Blast: 15-foot cone deals 1d6 nonlethal damage/2 levels (max 5d6).
  • Yoke of Mercy: Target deals nonlethal damage.

Evoc

  • Battering Ram: Deals 1d6 damage plus bull rush.
  • Bigby's Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
  • Bigby's Warding Hand: Hand of force slows opponent.
  • Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
  • Burning Sword: Weapon gains flaming burst special ability.
  • Combust: Subject takes 1d8/level fire damage and might catch fire.
  • Continual Flame : Makes a permanent, heatless torch.
  • Darkness: 20-ft. radius of supernatural shadow.
  • Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
  • Electric Vengeance: 2d8 damage +1/level (max +10) to opponent who damages you in melee.
  • Ethereal Chamber: You entrap an ethereal subject in a chamber of force .
  • Fireburst: Creatures within 10 feet take 1d8/level fire damage.
  • Flame Dagger: Beam of fire deals 1d4 damage +1/ level.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Force Ladder: Creates an immobile ladder of force.
  • Frost Breath: Icy breath deals 1d4 damage/2 levels.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
  • Rainbow Beam: Ray dazzles and deals 1d12 damage/3 levels of random type.
  • Ray of Ice: Ray deals 1d6 cold damage/2 levels.
  • Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
  • Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
  • Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.
  • Shatter: Sonic vibration damages objects or crystalline creatures.
  • Slapping Hand: Hand makes creature provoke attacks of opportunity.
  • Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
  • Veil of Shadow: Darkness grants you concealment.

Illus

Necro

Trans

3rd-Level Sorcerer/Wizard Spells

Abjur

Conj

Div

Ench

  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Dolorous Motes: Creates clouds of flickering light (One 10 ft cube/level) that dazes creatures.
  • Elation: Allies gain +2 to Strength and Dexterity, +5ft of speed.
  • Evil Eye: Subject takes -4 penalty on attacks, saves and checks.
  • Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  • Hesitate: Force subject to lose actions.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Inevitable Defeat: Subject takes 3d6 nonlethal damage/round.
  • Mesmerizing Glare: Your gaze fascinates creatures.
  • Miser’s Envy: Subject jealously covets nearby object
  • Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
  • Ray of Dizziness: Subject can take only move or standard actions.
  • Suggestion: Compels subject to follow stated course of action.
  • Suppress Breath Weapon: Subject can’t use its breath weapon.
  • Warcry: Creatures within 30-foot cone cower for 1d4 rounds.

Evoc

  • Bigby's Disrupting Hand: Hand disrupts opponent’s spellcasting.
  • Blacklight: Create an area of total darkness.
  • Blade of Pain and Fear: Creates blade of gnashing teeth.
  • Capricious Zephyr: Gale-force winds push creatures.
  • Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
  • Daylight: 60-ft. radius of bright light.
  • Dread Word: 1d3 Charisma Drain on one target.
  • Fireball: 1d6 damage per level, 20-ft. radius.
  • Flashburst: Flash of light dazzles and blinds creatures in area.
  • Glowing Orb: Creates permanent magical light; you control brightness.
  • Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
  • Hailstones: Frigid globes deal 5d6 cold damage.
  • Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
  • Lightning Bolt: Electricity deals 1d6/level damage.
  • Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
  • Prismatic Mist: Multicolored mist has random effect.
  • Rainbow Blast: Line deals 1d6 damage of each energy type.
  • Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity,–10 ft. penalty to speed.
  • Resonating Bolt: Sonic energy deals 1d4 damage/ level (max 10d4).
  • Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
  • Shatterfloor: Deals 1d4 sonic/level plus damages fl oor surface.
  • Sonorous Hum: Removes need to concentrate to maintain next spell cast.
  • Sound Lance: Sonic energy deals 1d8/level damage.
  • Stars of Arvandor: Tiny starbursts deal 1d8 damage (half nonlethal), or 1d8 lethal damage to evil creatures.
  • Tiny Hut: Creates shelter for ten creatures.
  • Wall of Light: Creates wall of light, can dazzle creatures.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.

Illus

Necro

Trans

Univ

  • Enhance Familiar:Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.
  • Fortify Familiar:Your familiar gains 2d8 temporary hp, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.

4th-Level Sorcerer/Wizard Spells

Abjur

Conj

  • Abyssal Might: Caster gains +4 Strength, Dexterity, Constitution and Spell Resistance.
  • Black Tentacles: Tentacles grapple all within 20 ft. spread.
  • Blast of Flame: 60-ft. cone of fire (1d6/level damage).
  • Bloodstar: Hovering construct does Con damage each time foe is damaged.
  • Bright Worms: Fiery worms damage enemies within 20-ft. spread.
  • Dimension Door: Teleports you short distance.
  • Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
  • Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
  • Explosive Rune Field: Area is covered with runes that explode on contact with creatures.
  • Hell's Power: Caster gains +4 AC, existing DR increases by 5 (if any) and immunity to fire.
  • Minor Creation: Creates one cloth or wood object.
  • Orb of Acid: Ranged touch, 1d6/level acid damage and subject might be sickened.
  • Orb of Cold: Ranged touch, 1d6/level cold damage and subject might be blinded.
  • Orb of Electricity: Ranged touch, 1d6/level electricity damage and subject might be entangled.
  • Orb of Fire: Ranged touch, 1d6/level fire damage and subject might be dazed.
  • Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
  • Orb of Sound: Ranged touch, 1d4/level sonic damage and subject might be deafened.
  • Radiant Fog: As solid fog, but dazzles or blinds creatures within.
  • Secure Shelter: Creates sturdy cottage.
  • Solid Fog: Blocks vision and slows movement.
  • Summon Monster IV: Calls extraplanar creature to fight for you.
  • Summon Undead IV: Summons undead to fight for you.
  • Translocation Trick: You and subject switch places and appear as each other.
  • Wall of Deadly Chains: Creates barrier of woven chains that has 20 hp/4 caster levels and deals 3d6 damage to all within 5 ft.
  • Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
  • Wall of Water: Creates shapeable transparent wall of water.

Div

Ench

Evoc

  • Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing.
  • Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
  • Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
  • Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
  • Crushing Grip: Subject takes –2 on attacks, checks, saves, and AC and –20 ft. penalty to speed, might be paralyzed.
  • Defenestrating Sphere: Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
  • Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
  • Dancing Web: Energy strands deal 1d6/level nonlethal damage plus entangles evil creatures for 1d6 rounds.
  • Dragon Breath: You choose a dragon type and mimic its breath weapon.
  • Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
  • Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.
  • Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage.
  • Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  • Floating Disk, Greater: As floating disk, but you can ride it.
  • Force Chest: 2-ft-cube chest made of force.
  • Force Claw: Claw of force guards an area, making opportunity attacks.
  • Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst.
  • Forcewave: Bull rushes all creatures within 10 ft.
  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • Mirror Sending: Caster sends her image to a mirror and can see and speak through it.
  • Radiant Shield: Creatures attacking you take electricity damage; you're protected from electricity.
  • Resilient Sphere: Force globe protects but traps one subject.
  • Shout: Deafens all within cone and deals 5d6 sonic damage.
  • Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
  • Stone Sphere: 3-ft.-diameter stone sphere rolls over your enemies.
  • Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
  • Thunderlance: Lance of force deals 3d6 damage and might dispel force effects.
  • Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
  • Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
  • Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
  • Wingbind: A net of force entangles the subject, causing it to fall from the sky.

Illus

Necro

  • Animate Dead: Creates undead skeletons and zombies.
  • Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  • Burning Blood: Subject takes 1d8 acid damage plus 1d8 fire damage/round.
  • Contagion: Infects subject with chosen disease.
  • Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
  • Enervation: Subject gains 1d4 negative levels.
  • Fear: Subjects within cone flee for 1 round/level.
  • Grim Revenge: Tears hand from target, dealing 6d6 damage, then hand attacks target.
  • Rebuking Breath: Your breath weapon rebukes undead.

Trans

Univ

*Mystic Surge: Ally's spell gains +2 DC and +1 caster level.

5th-Level Sorcerer/Wizard Spells

Abjur

Conj

Div

Ench

Evoc

  • Ball Lightning: Energy ball deals 1d6/level electricity damage.
  • Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
  • Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.
  • Cone of Cold: 1d6/level cold damage.
  • Cyclonic Blast: Deals 1d6 damage/level, knocks down creatures.
  • Darkbolt: 2d8 dmg, dazed for 1 round (Will negates daze) 1 bolt every 2 caster levels.
  • Electric Vengeance, Greater: As electric vengeance, but 5d8 damage +1/level (max +15) and daze subject.
  • Emerald Burst: 20 ft. radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.
  • Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.
  • Firebrand: One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.
  • Fireburst, Greater: Subjects within 15 ft. take 1d10/level fi re damage.
  • Interposing Hand: Hand provides cover against one opponent.
  • Moonbow: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.
  • Prismatic Ray: Ray of light blinds subject, deals random effect.
  • Radiance: Creates daylight that dazzles undead.
  • Sending: Delivers short message anywhere, instantly.
  • Shard Storm: Blast deals 3d6 damage to creatures in area.
  • Shroud of Flame: Subject bursts into flames, taking 2d6 fi re damage/round.
  • Sonic Rumble: Cone of sound deals damage.
  • Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
  • Wall of Force: Wall is immune to damage.
  • Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.

Illus

  • Dream: Sends message to anyone sleeping.
  • False Vision: Fools scrying with an illusion.
  • Friend to Foe: Make subject creature believe its allies are its enemies.
  • Illusory Feast: Subjects become dazed by illusory food.
  • Mirage Arcana: As hallucinatory terrain, plus structures.
  • Nightmare: Sends vision dealing 1d10 damage, fatigue.
  • Persistent Image: As major image, but no concentration required.
  • Seeming: Changes appearance of one person per two levels.
  • Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
  • Shadow Form: Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
  • Shadow Hand: Medium hand blocks opponents or carries items.
  • Shadowfade: Opens a portal to the Plane of Shadow.

Necro

  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Death Throes: Your body explodes when you die.
  • Graymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level.
  • Magic Jar: Enables possession of another creature.
  • Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
  • Night’s Caress: Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.
  • Soul Shackles: Imprison soul of dead creature in a talisman from which the caster can question it.
  • Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through
  • Stop Heart: Subject drops to -8 hp immediately.
  • Symbol of Pain: Triggered rune wracks nearby creatures with pain.
  • Waves of Fatigue: Several targets become fatigued.
  • Wrack: Blinds subject and renders it helpless for 1 round/level, then -2 on attacks, saves, and checks for 3d10 minutes.

Trans

Univ

6th-Level Sorcerer/Wizard Spells

Abjur

Conj

  • Acid Fog: Fog deals acid damage.
  • Acid Storm: Deals 1d6/level acid damage (max 15d6) in a 20-ft. radius.
  • Alert Bebilith: Summons bebilith to deal with a demon.
  • Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
  • Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
  • Gemjump: Teleport to the location of a specially prepared gem.
  • Planar Binding: As lesser planar binding, but up to 12 HD.
  • Summon Monster VI: Calls extraplanar creature to fight for you.
  • Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
  • Tunnel Swallow: Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
  • Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
  • Wall of Iron: 30 hp/four levels; can topple onto foes.

Div

Ench

Evoc

Illus

Necro

Trans

Univ

7th-Level Sorcerer/Wizard Spells

Abjur

  • Antimagic Ray: Subject loses all magical powers.
  • Banishment: Banishes 2 HD/level of extraplanar creatures.
  • Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
  • Energy Immunity: Subject and equipment gain immunity to damage of specifi ed energy type.
  • Ghost Trap: Incorporeal creatures turn corporeal.
  • Hide from Dragons: Dragons can’t perceive one subject/2 levels.
  • Ironguard: Subject becomes immune to all metal.
  • Planar Bubble: Create bubble around creature that emulates its native planar environment.
  • Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  • Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conj

Div

  • Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
  • Fiendish Clarity: Caster sees in even magical darkness, sees invisible up to 60 feet, and can detect good.
  • Scrying, Greater: As scrying, but faster and longer.
  • Vision: As legend lore, but quicker and strenuous.

Ench

Evoc

Illus

Necro

Trans

Univ

8th-Level Sorcerer/Wizard Spells

Abjur

Conj

Div

Ench

Evoc

  • Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
  • Field of Icy Razors: Creatures in area take normal and cold damage, might be slowed.
  • Lightning Ring: Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.
  • Polar Ray: Ranged touch attack deals 1d6/level cold damage.
  • Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
  • Sunburst: Blinds all within 10 ft., deals 6d6 damage.
  • Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

Illus

Necro

  • Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft. radius from victim.
  • Bestow Curse, Greater: As bestow curse, but more severe penalties.
  • Blackfire: Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
  • Clone: Duplicate awakens when original dies.
  • Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
  • Gutwrench: Kills subject and gives caster 4d6 temporary hit points and +4 Str.
  • Heart of Stone: Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
  • Horrid Wilting: Deals 1d6/level damage within 30 ft.
  • Last Judgement: Evil creatures are struck dead and sent to Lower Planes.
  • Plague: One creature/level contracts quickly terminal disease
  • Skeletal Guard: Create one skeleton/level with turn resistance.
  • Steal Life: Caster drains 1 ability score point per round and becomes younger.
  • Symbol of Death: Triggered rune slays nearby creatures.
  • Veil of Undeath: You gain undead traits.

Trans

9th-Level Sorcerer/Wizard Spells

Abjur

Conj

Div

  • Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
  • Foresight: “Sixth sense” warns of impending danger.
  • Hindsight: You see into the past.

Ench

Evoc

  • Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
  • Crushing Fist of Spite: Fist deals 1d6/level damage each round.
  • Detonate: Slays subject and creates 20-ft.-radius explosion that deals 1d6 damage/level (max 20d6).
  • Instant Refuge: Transport to a safe location of your choice.
  • Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
  • Reality Maelstrom: Hole in reality sends creatures and objects to another plane.

Illus

  • Shades: As shadow conjuration, but up to 8th level and 80% real.
  • Weird: As phantasmal killer, but affects all within 30 ft.

Necro

Trans

Univ

  • Wish: As limited wish, but with fewer limits.