Sorcerer/Wizard Spells
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Table of Contents
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0-Level Sorcerer/Wizard Spells (Cantrips)
Abjur
- Resistance: Subject gains +1 on saving throws.
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
- Detect Poison: Detects poison in one creature or small object.
- Detect Magic: Detects spells and magic items within 60 ft.
- Read Magic: Read scrolls and spellbooks.
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
- Ghost Sound: Figment sounds.
- Silent Portal: Negates sound from door or window.
- Unnerving Gaze: Subject takes -1 penalty on attacks for 1d3 rounds.
Necro
- Disrupt Undead: Deals 1d6 damage to one undead.
- Preserve Organ: Protects one detached organ from decay for 24 hours.
- Touch of Fatigue: Touch attack fatigues target.
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
- Arcane Mark: Inscribes a personal rune (visible or invisible).
- Prestidigitation: Performs minor tricks.
1st-Level Sorcerer/Wizard Spells
Abjur
- Alarm: Wards an area for 2 hours/level.
- Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
- Dispel Ward: As dispel magic, but affects only wards.
- Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks.
- Endure Elements: Exist comfortably in hot or cold environments.
- Hold Portal: Holds door shut.
- Ironguts: Subject gains +5 bonus on saving throws against poison.
- Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
- Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Suspend Disease: Keeps disease from harming creature for 24 hours.
Conj
- Benign Transposition: Two willing subjects switch places.
- Black Bag: Creates extradimensional bag of torture tools.
- Blades of Fire: Your melee weapons deal +1d8 ?re damage for 1 round.
- Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks.
- Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
- Deep Breath: Your lungs are ?lled with air.
- Extract Drug: Creates drug from inanimate object.
- Grease: Makes 10-ft. square or one object slippery.
- Hail of Stone: Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
- Kelgore’s Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
- Mage Armor: Gives subject +4 armor bonus.
- Mount: Summons riding horse for 2 hours/level.
- Nether Trail: Creates a trail compelling evil outsiders to follow.
- Obscuring Mist: Fog surrounds you.
- Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
- Stand: Subject stands up from prone.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Summon Undead I: Summons undead to fight for you.
- Unseen Servant: Invisible force obeys your commands.
- Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
Div
- Appraising Touch: Gain +10 bonus on Appraise checks.
- Arrow Mind: You threaten nearby squares with your bow and ?re without provoking attacks of opportunity.
- Comprehend Languages: You understand all spoken and written languages.
- Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to con?rm critical threats.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
- Golem Strike: You can sneak attack constructs for 1 round.
- Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
- Identify: Determines properties of magic item.
- Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
- Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
- Instant Search: Make Search check at +2 as free action.
- Magecraft: +5 competence bonus on one Craft check.
- Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
- Scholars Touch: You read books, faster!
- Sniper’s Shot: No range limit on next ranged sneak attack.
- Spontaneous Search: Instantly Search area as if having taken 10.
- Targeting Ray: You and allies are +1 to hit/3 levels against subject.
- True Strike: +20 on your next attack roll.
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
- Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
- Dead End: Removes spoor of one creature/level.
- Disguise Self: Changes your appearance.
- Magic Aura: Alters object’s magic aura.
- Net of Shadows: Ordinary shadows that provide concealment to all in the area.
- Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
- Silent Image: Creates minor illusion of your design.
- Ventriloquism: Throws voice for 1 min./level.
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
- Abberate: Subject becomes an aberration.
- Accelerated Movement: Balance, Climb, or Move Silently at normal speed with no penalty on skill check.
- Animate Rope: Makes a rope move at your command.
- Babau Slime: Secrete a body-covering acid that damages attacking foes.
- Breath Flare: Your breath weapon dazzles subjects.
- Burning Rage: Subject takes 4 points of damage/round, gains attack bonus and DR.
- Cheat: Caster rerolls when determining the success of a game of chance.
- Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
- Ebon Eyes: Subject can see through magical darkness.
- Enlarge Person: Humanoid creature doubles in size.
- Erase: Mundane or magical writing vanishes.
- Expeditious Retreat: Your speed increases by 30 ft.
- Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
- Eyes of the Avoral: Subject gets +8 on Spot checks.
- Feather Fall: Objects or creatures fall slowly.
- Fist of Stone: Gain +6 Str and natural slam attack.
- Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
- Treacherous Weapon: Severely weaken manufactured and magical weapons.
- Jump: Subject gets bonus on Jump checks.
- Low-Light Vision: See twice as far as a human in poor illumination.
- Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
- Magic Weapon: Weapon gains +1 bonus.
- Nerveskitter: Subject gains +5 bonus on initiative checks.
- Portal Beacon: You grant others knowledge of a magic portal’s location.
- Raging Flame: Fires burn twice as hot, half as long.
- Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +1/2 levels.
- Reduce Person: Humanoid creature halves in size.
- Remove Scent: Hides touched creature’s scent.
- Repair Light Damage: "Cures" 1d8+1/level damage (maximum +5) to a construct.
- Scatterspray: Group of small objects ?ies apart in a burst.
- Shieldbearer: Shield ?oats near subject to offer protection.
- Slide: Move subject 5 feet
- Slow Burn: Fires burn twice as long.
- Spell Flower: Hold the charge on one touch spell per forelimb.
- Tongue Tendrils: Caster spits out tendrils that grapple.
- Weapon Shift: Touched weapon changes form.
- Wings of the Sea: +30 ft. to subject’s swim speed.
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
- Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
- Baleful Transposition: Two subjects switch places.
- Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
- Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5).
- Create Magic Tattoo: Subject receives a magic tattoo with various effects.
- Dimension Hop: Teleports subject short distance.
- Fog Cloud: Fog obscures vision.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
- Inky Cloud: Obscures sight underwater beyond 5 ft.
- Kelgore's Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR.
- Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats, or spiders.
- Summon Undead II: Summons undead to fight for you.
- Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
- Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
- Chain of Eyes: See through other creatures’ eyes.
- Discern Shapechanger: Penetrates disguises and identifies shapechanging creatures.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Insight of Good Fortune: Subject rolls twice, takes best result.
- Locate Object: Senses direction toward object (specific or type).
- Marked Object: You gain bonus to track a specific being.
- Master's Insight: Subject gains immediate +4 bonus on a skill check.
- See Invisibility: Reveals invisible creatures or objects.
- Sure Strike: Gain +1 bonus/3 levels on next attack.
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
- Bladeweave: Your melee attack dazes your opponent.
- Blinding Color Surge: Blind subject for 1 round, gain invisibility.
- Blur: Attacks miss subject 20% of the time.
- Cloak Pool: Hide a color pool on the Astral Plane from view.
- Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
- Delusions of Grandeur: Subject thinks it is better than it is.
- Discolor Pool: Change the color of a color pool on the Astral Plane.
- Disguise Undead: Change appearance of one corporeal undead.
- Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Magic Mouth : Speaks once when triggered.
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Misdirection: Misleads divinations for one creature or object.
- Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
- Phantom Foe: Subject is always flanked by one creature.
- Phantom Trap : Makes item seem trapped.
- Reflective Disguise: Viewers see you as their own species and gender.
- Shadow Mask: Hides features and offers protection
- Shadow Radiance: Area filled with intense light that grows brighter.
- Shadow Spray: targets suffer 2 Str dmg, dazed for 1 round, -2 against fear effects.
- Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round.
- Wall of Gloom: Shadow barrier obscures vision.
Necro
- Blindness/Deafness: Makes subject blinded or deafened.
- Bonefiddle: Spectral fiddle bow deals 3d6 damage/round.
- Command Undead: Undead creature obeys your commands.
- Curse of Impending Blades: Subject takes –2 penalty to AC.
- Dance of Ruin: Nondemons take 2d20 points of damage.
- Death Armor: Black aura damages creatures attacking you.
- Desiccating Bubble: Globe of air damages by evaporating moisture from subject.
- False Life: Gain 1d10 temporary hp +1/level (max +10).
- Ghoul Glyph: Glyph wards area, paralyzes victims.
- Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
- Kelgore's Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR.
- Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
- Ray of Sickness: Subject becomes sickened.
- Ray of Weakness: Subject takes –2 on attacks, –10 ft. speed.
- Scare: Panics creatures of less than 6 HD.
- Shriveling: Subject takes 1d4 damage/level.
- Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
- Spawn Screen: Subject resists being transformed into an undead spawn if slain.
- Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
- Stolen Breath: Subject has wind knocked out of it.
- Wither Limb, Lesser: Caster reduces subject's speed to 5 ft, or makes it impossible for subject to use objects or cast somatic spells.
- Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
Trans
- Alter Self: Assume form of a similar creature.
- Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
- Augment Familiar: Your familiar becomes more powerful.
- Balor Nimbus: Your flaming body damages foes in grapple.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
- Body of the Sun: Your body emanates fire, dealing 1d4 fi re damage/2 levels.
- Bristle: Armor spikes attack with wearer.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Celerity, Lesser: Take a move action immediately, but be dazed for a round.
- Darkvision: See 60 ft. in total darkness.
- Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
- Earthbind: Subject creature can’t fly.
- Earthen Grasp: Arm made of earth and soil grapples foes.
- Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft-radius burst.
- Energy Surge, Lesser: One attack deals an extra 1d6 energy damage.
- Extend Tentacles: +5 ft. to reach of tentacle attack.
- Fearsome Grapple: You grow tentacles that help you grapple.
- Fins to Feet: Transforms tails and fins into legs and feet.
- Fly, Swift: Gain fly speed of 60 ft. for 1 round.
- Fox’s Cunning: Subject gains +4 Int for 1 min./level.
- Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
- Ghost Touch Armor: Armor works normally against incorporeal attacks.
- Graz'zt's Long Grasp: Caster's hand flies from her arm to make grapple attacks.
- Heart of Air: Take on some minor qualities of an Air Elemental
- Heroics: Fighter gains one fighter bonus feat.
- Hurl: Thrown weapon returns to thrower.
- Increase Virulence: Poison's DC increases by 2.
- Infernal Wound: Weapon deals persistent, bleeding wounds.
- Ironthunder Horn: Intense vibrations trip those in area.
- Knock: Opens locked or magically sealed door.
- Levitate: Subject moves up and down at your direction.
- Lively Step: You and allies gain +10 increase tospeed.
- Magic of the Dragonheart: Enhance the Benefits of your draconic feats.
- Mountain Stance: Subject becomes hard to move
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Quick Potion: Creates a potion that must be used within 1 hour/level.
- Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
- Repair Moderate Damage: "Cures" 2d8 + 1/level damage (maximum+10) to a construct.
- Rope Trick: As many as eight creatures hide in extradimensional space.
- Scale Weakening: Subject’s natural armor weakens.
- Share Talents: Subjects gain +2 bonus on skill checks.
- Slide, Greater: Move subject 20 feet.
- Snake’s Swiftness: Subject immediately makes one attack.
- Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
- Speak to Allies: Subjects can converse at distance without moving lips.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Stone Bones: Corporeal undead gains +3 natural armor bonus.
- Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
- Surefooted Stride: You can move over rubble as easily as you can over open ground.
- Swim: Subject gains swim speed, +8 bonus on Swim checks.
- Whispering Wind: Sends a short message 1 mile/level.
- Whirling Blade: Hurled slashing weapon magically attacks all in 60-ft. line.
- Wings of Air: Subject’s flight maneuverability improves by one step.
- Wings of Cover: Wings unfurl from behind you and shield you from the sight of your enemies.
- Wraithstrike: Your melee attacks strike as touch attacks for 1 round.
3rd-Level Sorcerer/Wizard Spells
Abjur
- Anticipate Teleportation: Predict and delay the arrival of creatures teleporting into range by 1 round.
- Antidragon Aura: Allies gain bonus to AC and saves against dragons.
- Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
- Dispel Magic: Cancels magical spells and effects.
- Earthen Grace: Subject takes only nonlethal damage from stone and earth.
- Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
- Energy Vulnerability: Subjects gain vulnerability to the specified energy.
- Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
- Explosive Runes: Deals 6d6 damage when read.
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
- Nondetection : Hides subject from divination, scrying.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Repelling Shield: Invisible disc gives +4 Shield bonus to AC, blocks magic missiles and repels attackers.
- Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
- Sign of Sealing: Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
Conj
- Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6).
- Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
- Contagious Fog: 20-ft.-radius cloud of fog inflicts disease.
- Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
- Dimension Step: Allies can immediately teleport a distance equal to their speed.
- Icelance: Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
- Luminous Assassin, Lesser: Summons an assassin to attack the subject.
- Mage Armor, Greater: Gives subject +6 armor bonus.
- Mage Armor, Mass: As mage armor, but one creature/level.
- Melf's Unicorn Arrow: 1d8+8 damage and bull rush; +1 unicorn arrow/3 levels beyond 5th.
- Nauseating Breath: Exhale a cone of nauseating gas.
- Phantom Steed: Magic horse appears for 1 hour/level.
- Regal Procession: As mount, but you summon several mounts.
- Regroup: Teleports nearby allies to your side.
- Scattering Trap: Imbue one 5-ft. square/2 levels with teleport trap.
- Sepia Snake Sigil: Creates text symbol that immobilizes reader.
- Servant Horde: Create 2d6 unseen servants +1/level (max +15).
- Sleet Storm: Hampers vision and movement.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Summon Undead III: Summons undead to fight for you.
- Vile Lance: Creates +2 shortspear that deals vile damage.
- Vipergout: You spit forth celestial or fiendish vipers that attack your foes.
- Wall of Chains: Creates barrier of woven chains that has 20 hp/4 caster levels.
Div
- Alter Fortune: Cause one creature to reroll any die roll.
- Analyze Portal: Find a nearby portal and discover its properties.
- Arcane Sight: Magical auras become visible to you.
- Circle Dance: Indicates direction to known individual.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
- Devil's Eye: Caster can see in even magical darkness up to 30 feet.
- Eyes of the Zombie: Caster sees through a zombie's eyes.
- Glimpse of Truth: Caster gets an answer to a yes or no question.
- Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
- Tongues: Speak any language.
- Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
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
- Claws of Darkness: Claws deal 1d8 cold damage and have reach.
- Cone of Dimness: Subjects believe they are engulfed in magical darkness.
- Cruel Disappointment: Fools subject for 1 round, then -4 penalty on attacks, saves and checks.
- Curse of the Putrid Husk: Subject is unconscious for 1d10 minutes.
- Displacement: Attacks miss subject 50%.
- Illusory Script: Only intended reader can decipher.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Legion of Sentinels: Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5).
- Major Image: As silent image, plus sound, smell and thermal effects.
- Reality Blind: Subject can take no actions and afterward does not heal naturally.
- Shadow Binding: Ribbonlike shadows entangle creatures in 10-ft.-radius burst.
- Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
- Spectral Weapon: Use quasi-real weapon to make touch attacks.
- Suspended Silence: Object becomes programmed to create an area of silence at your command.
- Vertigo Field: Creatures have 20% miss chance and possibly become nauseated.
Necro
- Bloody Asphyxiation: Subject begins to drown in his own blood or takes 2d6 damage.
- Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke.
- Curse of Impending Blades, Mass: Enemies take –2 penalty to AC.
- Disrupt Undead, Greater: As disrupt undead, but 1d8 damage/level.
- Gentle Repose: Preserves one corpse.
- Halt Undead: Immobilizes undead for 1 round/level.
- Healing Touch: You take up to 1d6 points of damage/2 levels and heal target that amount.
- Incorporeal Enhancement: Grant bonuses to incorporeal undead.
- Junglerazer: Fey, vermin, plants, and animals take 1d10 damage/level.
- Mind Poison: Your poisonous touch deals Wis damage.
- Ray of Exhaustion: Ray makes subject exhausted.
- Shivering Touch: Chill a target to the bone, reducing its dexterity.
- Skull Watch: Skull shrieks when creature enters warded area.
- Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
- Undead Lieutenant: Chosen undead can give orders to undead in your control.
- Undead Torch: Undead creature gains blue aura that gives +2d6 damage against living creatures.
- Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
- Air Breathing: Subjects can breathe air freely.
- Amorphous Form: Subject becomes puddlelike and can slip through cracks quickly.
- Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
- Blink: You randomly vanish and reappear for 1 round/level.
- Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
- Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
- Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks.
- Deeper Darkvision: Subject can see 90 ft. in magical darkness.
- Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
- Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
- Diamondsteel: Metal armor provides damage reduction.
- Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
- Dragonskin: You gain a bonus to natural armor plus energy resistance 10.
- Energy Surge: As lesser energy surge, but 2d6 damage.
- Evard's Menacing Tentacles: Grow two tentacles with 10-ft. reach that deal 1d8 damage each.
- False Gravity: Travel on a solid surface as if that surface had its own gravity.
- Flame Arrow: Arrows deal +1d6 fire damage.
- Fly: Subject flies at speed of 60 ft.
- Halt: Subject's feet become stuck to the ground.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Giant’s Wrath: Pebbles you throw become boulders.
- Girallon’s Blessing: Subject gains one additional pair of arms.
- Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Heart of Water: Take on the minor characteristics of a water elemental.
- Keen Edge: Doubles normal weapon’s threat range.
- Magic Weapon, Greater: +1/four levels (max +5).
- Primal Form: You change into elemental, gain some abilities.
- Repair Serious Damage: "Cures" 3d8+1/level damage (maximum +15) to a construct.
- Rust Ray: Metal objects take 2d6 damage +1/2 levels.
- Secret Page: Changes one page to hide its real content.
- Shadow Phase: Subject becomes partially incorporeal.
- Shrink Item: Object shrinks to one-sixteenth size.
- Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
- Snake’s Swiftness, Mass: Allies each immediately make one attack.
- Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
- Spiderskin: Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.
- Steeldance: Blades hover around you and attack foes.
- Stony Grasp: Arm made of soil and rock grapples foes.
- Tremorsense: Grants tremorsense to a range of 30 feet.
- Tongue Serpents: Caster spits out one tiny viper/4 levels.
- Water Breathing: Subjects can breathe underwater.
- Weapon of Energy: Weapon deals extra energy damage.
- Weapon of Impact: As keen edge, but aids bludgeoning weapons.
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
- Condemnation: Lowers subject outsider's SR and stuns for 1 round.
- Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.
- Dimensional Anchor: Bars extradimensional movement.
- Fire Trap: Opened object deals 1d4 damage +1/level.
- Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
- Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
- Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
- Psychic Poison: Poisons those casting divination spells, mind-affecting spells or using psionics on object, creature or area.
- Ray Deflection: Ray attacks are reflected away.
- Ray of Deanimation: Ray deals 1d6 damage/level to constructs.
- Remove Curse: Frees object or person from curse.
- Resistance, Greater: Subject gains +3 on saving throws.
- Resist Energy, Mass: Creatures ignore damage from specified energy type.
- Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
- Stifle Spell: Subject must concentrate or botch spell.
- Stoneskin: Ignore 10 points of damage per attack.
- Wall of Chaos/Evil/Good/Law: Wall blocks creatures of opposite alignment.
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
- Arcane Eye: Invisible floating eye moves 30 ft./round.
- Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
- Detect Scrying: Alerts you of magical eavesdropping.
- Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
- Locate Creature: Indicates direction to familiar creature.
- Scrying: Spies on subject from a distance.
- Treasure Scent: You detect valuable metals and gems.
Ench
- Battle Hymn: Allies can reroll one Will save/round.
- Charm Monster: Makes monster believe it is your ally.
- Confusion: Subjects behave oddly for 1 round/level.
- Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
- Geas, Lesser: Commands subject of 7 HD or less.
- Rebuke, Greater: Subject cowers for 1d4 rounds.
- Whelm, Mass: 1d6 nonlethal damage/level (max 10d6) to 1 creature/level.
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
- Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
- Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
- Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
- Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
- Mirror Image, Greater: As mirror image, but gain an additional image each round.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity.
- Rainbow Pattern: Lights fascinate 24 HD of creatures.
- Sensory Deprivation: All of subject’s senses are blocked.
- Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
- Shadow Well: Subject enters gloomy pocket plane and emerges frightened.
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
- Attune Form: Grant creature temporary protection against overtly damaging planar traits.
- Backlash: Subject takes damage if it uses spells against another creature.
- Baleful Blink: Subject has 50% chance of failure on attacks and spells.
- Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
- Blinding Breath: Your breath weapon blinds subjects.
- Call of Stone: Slowly turn subject to stone.
- Celerity: Take a standard action immediately, but be dazed for a round.
- Corporeal Instability: Transform a creature into an amorphous mass.
- Corrupt Summons: Creates an area where only evil creatures can be summoned.
- Dancing Chains: Animates one chain per level.
- Darkvision, Mass: As darkvision, but affects one/level subjects.
- Displacer Form: You change into displacer beast, gain some abilities.
- Enlarge Person, Mass: Enlarges several creatures.
- Entangling Staff: Quarterstaff can grapple and constrict foes.
- Fire Stride: Teleport from one fire to another.
- Flame Whips: Your forelimbs deal 6d6 fire damage.
- Flight of the Dragon: You grow dragon wings.
- Heart of Earth: Take on minor characteristics of an Earth Elemental.
- Iron Bones: Corporeal undead gains +6 natural armor bonus.
- Metal Melt: Melts metal object without heat.
- Mnemonic Enhancer: Wizard only. Prepares extra spells or retains one just cast.
- Perfect Summons: Creates area where only good creatures can be summoned.
- Perinarch: Gain greater control over Limbo’s morphic essence.
- Polymorph: Gives one willing subject a new form.
- Raise from the Deep: Creature or sunken ship made buoyant.
- Reduce Person, Mass: Reduces several creatures.
- Repair Critical Damage: "Cures" 4d8+1/level damage (maximum +20) to a construct.
- Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
- Scramble Portal: You randomize the destination of a magic portal.
- Sharptooth: One of your natural weapons deals damage as if you were one size larger.
- Spell Enhancer: Lets you cast another spell in the same round at +2 caster level.
- Stone Shape: Sculpts stone into any shape.
- Trollshape: You take on the form and abilities of a troll.
- Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
- Wings of Air, Greater: Subject’s flight maneuverability improves by two steps.
Univ
*Mystic Surge: Ally's spell gains +2 DC and +1 caster level.
5th-Level Sorcerer/Wizard Spells
Abjur
- Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Contingent Energy Resistance: Energy damage triggers a resist energy spell.
- Dismissal: Forces a creature to return to native plane.
- Dispelling Breath: Your breath weapon acts as a targeted dispel magic to all creatures in its area.
- Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
- Field of Resistance: Zone provides SR 11 + caster level.
- Imprison Possessor: Subject that can possess creatures is trapped in current body.
- Ironguard, Lesser: Subject becomes immune to nonmagical metal.
- Indomitability: Subject can’t be reduced below 1 hp.
- Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
- Mana Flux: Magic in area has 20% failure chance.
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Reciprocal Gyre: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).
- Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
- Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
- Telepathy Block: Blocks all thelepathic communication within 80-ft radius.
- Vanishing Weapon: Weapons' touch dispels summoned or quasi-real creatures.
- Wall of Dispel Magic: Creatures passing through a transparent wall becomes subjects of targeted dispel magic.
- Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
Conj
- Acid Sheath: Sheath of acid damages those who attack you, enhances acid spells.
- Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
- Call Dretch Horde: Summons 2d4 dretches.
- Call Lemure Horde: Summons 2d4 lemures.
- Call Faithful Servants: Summons 1d4 lantern arcons, coure eladrins, or musteval guardinals.
- Call Nightmare: Summons a Nightmare.
- Call Zelekhut: A zelekhut performs one duty for you.
- Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
- Dimension Door, Greater: Short-range, multiple use dimension door.
- Dimension Shuffle: Teleport multiple creatures short distances within line of sight.
- Dragon Ally, Lesser: Exchange services with a 9 HD dragon.
- Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
- Luminous Assassin: As Luminous Assassin, Lesser, but the assassin is more powerful.
- Mage's Faithful Hound: Phantom dog can guard, attack.
- Major Creation: As minor creation, plus stone and metal.
- Phantasmal Thief: Creates an unseen force that steals from others.
- Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
- Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Summon Undead V: Summons undead to fight for you.
- Teleport: Instantly transports you as far as 100 miles/level.
- Toxic Weapon: Coats weapon with poison.
- Viscid Glob: Ranged touch attack hurls 5-ft.-diameter glob of glue at subject.
- Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
- Wall of Ooze: Creates barrier that has 50 hp/4 levels that paralyzes and deals 2d6 damage to all that touch it.
- Wall of Stone: Creates a stone wall that can be shaped.
Div
- Contact Other Plane: Lets you ask question of extraplanar entity.
- Prying Eyes: 1d4 +1/level floating eyes scout for you.
- Telepathic Bond: Link lets allies communicate.
Ench
- Dominate Person: Controls humanoid telepathically.
- Feeblemind: Subject’s Int and Cha drop to 1.
- Hold Monster: As hold person, but any creature.
- Incite Riot: Subjects attack nearest creature.
- Mind Fog: Subjects in fog get -10 to Wis and Will checks.
- Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
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
- Animal Growth: One animal/two levels doubles in size.
- Baleful Polymorph: Transforms subject into harmless animal.
- Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
- Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
- Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal.
- Dance of Blades: A weapon attacks on its own.
- Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
- Draconic Polymorph: As polymorph, but improved.
- Dragonsight: Gain low-light vision, darkvision, and blindsense.
- Earth Reaver: Eruption deals 7d6 damage to all in area.
- Enlarge Person, Greater: Subject remains enlarged for 1 hour/level.
- Ethereal Breath: Your breath weapon manifests on the Ethereal Plane.
- Etherealness, Swift: Subject momentarily becomes ethereal.
- Fabricate: Transforms raw materials into finished items.
- Fiendform: Assume form and abilities of fiendish creature, demon, or devil.
- Flesh To Ice: Turn a living creature into inert ice.
- Fly, Mass: One creature/level flies at speed of 60 ft.
- Gutsnake: 10-ft. tentacle grows from your stomach and attacks your enemies.
- Heart of Fire: Take on the minor characteristics of a fire elemental.
- Lightning Leap: Travel 10 to 60ft in a bolt of lightning, deal damage.
- Lucent Lance: Ambient light forms lance, deals various damage.
- Nightstalker’s Transformation: Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves, +3d6 sneak attack, and evasion.
- Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
- Passwall: Creates passage through wood or stone wall.
- Reduce Person, Greater: Subject remains reduced for 10 minutes/level.
- Resonating Resistance: Foes must check spell resistance twice against the caster.
- Spell Matrix, Lesser: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.
- Stunning Breath: Your breath weapon also stuns creatures for 1 round.
- Surefooted Stride, Mass: As surefooted stride but multiple subjects.
- Telekinesis: Moves object, attacks creature, or hurls object or creature.
- Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- Vulnerability: Reduces an opponent’s damage reduction.
- Xorn Movement: Touched creature swims through earth like a xorn.
Univ
- Permanency: Makes certain spells permanent.
6th-Level Sorcerer/Wizard Spells
Abjur
- Antimagic Field: Negates magic within 10 ft.
- Anticipate Teleportation, Greater: Predict and delay the arrival of creatures teleporting into range by 3 rounds.
- Aura of Evasion: All within 10 ft. gain evasion against breath weapons.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
- Guards and Wards: Array of magic effects protect area.
- Impotent Possessor: Subject that can possess creatures is rendered powerless.
- Repulsion: Creatures can’t approach you.
- Resistance, Superior: Subject gains +6 on saving throws.
- Ruby Ray of Reversal: Ray negates magical or mundane hazards.
- Seal Portal: Seal an interplanar portal or gate.
- Sign of Sealing, Greater: Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.
- Snare Astral Traveler: Captures one astral creature and holds it motionless.
- Starmantle: Cloak of stars destroys nonmagical weapons on contact and allows a DC 20 Reflex save to reduce damage from magic weapons by 1/2.
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
- Analyze Dweomer: Reveals magical aspects of subject.
- Legend Lore: Lets you learn tales about a person, place, or thing.
- Probe Thoughts: Read subject’s memories, one question/round.
- Interplanar Telepathic Bond: Link lets allies communicate across planes.
- True Seeing: Lets you see all things as they really are.
Ench
- Geas/Quest: As lesser geas, plus it affects any creature.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Overwhelm: Nonlethal damage knocks out subject.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Symbol of Persuasion: Triggered rune charms nearby creatures.
- Wages of Sin: Evil creatures attack other evil creatures.
Evoc
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Contingency: Sets trigger condition for another spell.
- Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
- Forceful Hand: Hand pushes creatures away.
- Freezing Sphere: Freezes water or deals cold damage.
- Howling Chain: Chain of force trips and attacks opponents.
- Ray of Light: Ray blinds subject.
- Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
Illus
- Dream Casting: Alter subject’s dreams to produce desired effect.
- False Sending: As sending, except caster imitates someone else.
- Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
- Mislead: Turns you invisible and creates illusory double.
- Permanent Image: Includes sight, sound, and smell.
- Programmed Image: As major image, plus triggered by event.
- Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
- Shadow Walk: Step into shadow to travel rapidly.
- Shadowy Grappler: Illusory force grapples subject.
- Veil: Changes appearance of group of creatures.
Necro
- Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
- Circle of Death: Kills 1d4/level HD of creatures.
- Contagion, Mass: As contagion, but 20-ft. radius.
- Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
- Ectoplasmic Enhancement: Incorporeal undead gain +1 AC, +1d8 hp, +2 turn resistance for every 3 levels.
- Eyebite: Target becomes panicked, sickened, and comatose.
- Fleshshiver: Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
- Ghoul Gauntlet: Convert victim to a ghoul under your control.
- Imperious Glare: You cause subjects to cower in fear.
- Incorporeal Nova: Destroy incorporeal undead.
- Opalescent Glare: Kill creatures with a look, or make them very afraid.
- Ray of Entropy: Subject takes –4 Strength, Dexterity, and Constitution.
- Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
- Spectral Touch: Your touch bestows one negative level/round.
- Symbol of Fear: Triggered rune panics nearby creatures.
- Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).
Trans
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
- Bite of the Weretiger: You gain the Strength and attacks of a weretiger.
- Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
- Brilliant Blade: Weapon or projectiles shed light, ignore armor.
- Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
- Chasing Perfection: Subject gains +4 to all abilities.
- Cloak of the Sea: Gain blur, freedom of movement, and water breathing while in water.
- Control Water: Raises or lowers bodies of water.
- Disintegrate: Makes one creature or object vanish.
- Dragonshape, Lesser: Transform into a young red dragon for a short time.
- Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
- Energy Surge, Greater: As energy surge, but 3d6 damage.
- Extract Water Elemental: Pulls water from victim, forms water elemental.
- Flesh to Stone: Turns subject creature into statue.
- Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
- Hardening: Increases object’s hardness by 1 point/2 levels.
- Make Manifest: You cause a creature on a coexistent plane to appear on your plane.
- Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
- Move Earth: Digs trenches and build hills.
- Ooze Puppet: You telekinetically control an ooze.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
- Quickshift: Caster can use teleport or teleport, greater spell-like ability as a free action for 1 round/level.
- Stone Body: Your body becomes living stone.
- Stone to Flesh: Restores petrified creature.
- Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance.
- Transformation: You gain combat bonuses.
Univ
- Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.
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
- Call Kolyarut: A kolyarut performs one duty for you.
- Dragon Ally: As lesser dragon ally, but up to 15 HD.
- Instant Summons: Prepared object appears in your hand.
- Luminous Assassin, Greater: As luminous assassin, but the assassin is more powerful.
- Mages Magnificent Mansion: Door leads to extradimensional mansion.
- Phase Door: Creates an invisible passage through wood or stone.
- Plane Shift: As many as eight subjects travel to another plane.
- Stun Ray: Subject stunned 1d4+1 rounds.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Teleport, Greater: As teleport, but no range limit and no off-target arrival.
- Teleport Object: As teleport, but affects a touched object.
- Wall of Eyes: Creates barrier that caster can see through and that paralyzes and consumes those who touch it.
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
- Hiss of Sleep: You induce comatose slumber in subjects.
- Hold Person, Mass: As hold person, but all within 30 ft.
- Insanity: Subject suffers continuous confusion.
- Power Word Blind: Blinds creature with 200 hp or less.
- Rebuke, Final: As rebuke, except the subject must save or die.
- Symbol of Stunning: Triggered rune stuns nearby creatures.
- Symphonic Nightmare: Discordant noise haunts subject’s sleep.
- Transfix: Humanoids freeze in place until condition you specify is met.
Evoc
- Amber Sarcophagus: Target is trapped in stasis inside amber.
- Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
- Emerald Flame Fist: Touch attack deals 3d6+ fire damage 1/level (max +20); subject can be engulfed by flame for additional damage.
- Forcecage: Cube or cage of force imprisons all inside.
- Grasping Hand: Hand provides cover, pushes, or grapples.
- Ice Claw: Claw of ice grapples and deals cold damage.
- Mage’s Sword: Floating magic blade strikes opponents.
- Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
- Prismatic Spray: Rays hit subjects with variety of effects.
- Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
- Stored Lightning Bolt: 1d6 damage/level. Can set on surfaces for delayed damage.
- Submerge Ship: You control ship mentally while it travels underwater.
- Whirlwind of Teeth: Creates moving 5 ft/level cylinder that deals 1d8 damage/2 levels each round.
Illus
- Invisibility, Mass: As invisibility, but affects all in range.
- Project Image: Illusory double can talk and cast spells.
- Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
- Simulacrum: Creates partially real double of a creature.
- Solipsism: Subject believes it alone exists.
Necro
- Arrow of Bone: Missile or thrown weapon gains +4 bonus, subject takes 3d6 damage +1/level (max +20) or is slain.
- Avasculate: Reduce foe to half hp and stun.
- Awaken Undead: Grant sentience to otherwise mindless undead.
- Barghest’s Feast: Destroy corpse, potentially preventing its return to life.
- Control Undead: Undead don’t attack you while under your command.
- Energy Ebb: Give subject one negative level/round for 1 round/level.
- Evil Glare: Paralyze creatures with your glare.
- Finger of Death: Kills one subject.
- Kiss of the Vampire: You gain vampirelike supernatural abilities, but are vulnerable to attacks that harm undead.
- Pulse of Hate: Nearby enemies take 2d6 damage/round.
- Righteous Glare: Your gaze attack kills evil creatures less than 5 HD, causes fear in others.
- Sword of Darkness: Blade of negative energy bestows one or more negative levels.
- Symbol of Weakness: Triggered rune weakens nearby creatures.
- Waves of Exhaustion: Several targets become exhausted.
Trans
- Animalistic Power, Mass: As animalistic power, but multiple subjects.
- Animate Breath: Your breath weapon becomes an elemental.
- As the Frost: Transform into a creature of cold.
- Bite of the Werebear: You gain the Strength and attacks of a werebear.
- Body of War: You change into warforged titan, gain some abilities.
- Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armor.
- Control Weather: Changes weather in local area.
- Eladrin Form: You become an incorporeal globe.
- Elemental Body: You take on the qualities of a type of elemental.
- Energy Transformation Field: Area absorbs magic energy to power a predetermined spell.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Eye of the Beholder: Caster's eye gains random beholder ray.
- Glass Strike: Turns subject into glass.
- Reverse Gravity: Objects and creatures fall upward.
- Spell Matrix: Stores up to two spells of 3rd level or lower to be released later.
- Statue: Subject can become a statue at will.
- Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
- Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level.
- Tomb of Light: Entraps and harms evil extraplanar creatures.
Univ
- Limited Wish: Alters reality—within spell limits.
8th-Level Sorcerer/Wizard Spells
Abjur
- Chain Dispel: Dispel multiple magical effects in multiple creatures.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Prismatic Wall: Wall’s colors have array of effects.
- Protection from Spells M F: Confers +8 resistance bonus.
- Spell Engine: Wizard only. Swap out prepared spells for other spells in your spellbook.
- Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
Conj
- Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
- Incendiary Cloud: Cloud deals 4d6 fire damage/round.
- Maze: Traps subject in extradimensional maze.
- Phantasmal Thief: Creates an unseen force that steals from others.
- Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
- Plane Shift, Greater: Plane shift accurately to your desired destination.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Trap the Soul: Imprisons subject within gem.
Div
- Discern Location: Reveals exact location of creature or object.
- Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
- Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
- Antipathy: Object or location affected by spell repels certain creatures.
- Binding: Utilizes an array of techniques to imprison a creature.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Demand: As sending, plus you can send suggestion.
- Irresistible Dance: Forces subject to dance.
- Maddening Scream: Subject has -4 to AC, no shield, Reflex save on 20 only.
- Maddening Whispers: You induce confusion and madness in subjects.
- Power Word Stun: Stuns creature with 150 hp or less.
- Symbol of Insanity: Triggered rune renders nearby creatures insane.
- Sympathy: Object or location attracts certain creatures.
- Wrathful Castigation: Subject dies or is dazed and –4 on saves for 1 round/level.
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
- Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
- Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
- Screen: Illusion hides area from vision, scrying.
- Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
- Shifting Paths: Illusion hides path, creates false new path.
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
- Axiomatic Creature: Transforms creature into an axiomatic creature.
- Celerity, Greater: Take a full-round action immediately, but be dazed for a round.
- Excavate: Creates a permanent passage in earth and walls.
- Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
- Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
- Iron Body: Your body becomes living iron.
- Make Manifest, Mass: As make manifest but affecting all creatures in the area.
- Polymorph Any Object: Changes any subject into anything else.
- Soul's Treasure Lost: Disintegrates subjects most valuable object.
- Stunning Breath, Greater: Your breath weapon also stuns creatures for 2d4 rounds.
- Temporal Stasis: Puts subject into suspended animation.
9th-Level Sorcerer/Wizard Spells
Abjur
- Absorption: You absorb spell energy to power spells of your own.
- Effulgent Epuration: Creates one sphere/level to negate hostile magic.
- Freedom: Releases creature from imprisonment.
- Imprisonment: Entombs subject beneath the earth.
- Mage’s Disjunction: Dispels magic, disenchants magic items.
- Magic Miasma: Solid fog reduces caster level by –4.
- Maw of Chaos: Chaotic energy dazes, deals damage, impedes concentration.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
- Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
- Unbinding: Frees everyone in range from spells that constrain or bind.
Conj
- Abyssal Army: Summons demons to fight for you.
- Black Blade of Disaster: Floating magic weapon disintegrates subjects.
- Blinding Glory: 100 ft/level radius of light that blinds evil creatures.
- Call Marut: A marut performs one duty for you.
- Dragon Ally, Greater: As lesser dragon ally, but up to 21 HD.
- Gate: Connects two planes for travel or summoning.
- Heavenly Host: Summons archons to fight for you.
- Hellish Horde: Summons devils to fight for you.
- Obedient Avalanche: Snowy avalanche crushes and buries your foes.
- Refuge: Alters item to transport its possessor to you.
- Sphere of Ultimate Destruction: Featureless black sphere does 2d6/level damage, disintegrates.
- Summon Elemental Monolith: Calls powerful elemental creature to fi ght for you.
- Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material.
- Summon Monster IX: Calls extraplanar creature to fight for you.
- Teleportation Circle: Circle teleports any creature inside to designated spot.
- Utterdark: 100 ft/level radius of darkness that evil creatures can see through.
- Vile Death: Undead creature gains fiendish template.
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
- Dominate Monster: As dominate person, but any creature.
- Hold Monster, Mass: As hold monster, but all within 30 ft.
- Mindrape: Caster learns everything the subject knows and can alter its memory or knowledge.
- Power Word Kill: Kills one creature with 100 hp or less.
- Programmed Amnesia: Destroy, alter, or replace memories in subject creature.
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
- Astral Projection: Projects you and companions onto Astral Plane.
- Energy Drain: Subject gains 2d4 negative levels.
- Enervating Breath: Your breath weapon also bestows 2d4 negative levels.
- Plague of Undead: Animates horde of undead.
- Soul Bind: Traps newly dead soul to prevent resurrection.
- Wail of the Banshee: Kills one creature/level.
Trans
- Awaken Construct: Construct gains humanlike sentience.
- Breath Weapon Admixture: Add a second kind of energy to your breath weapon.
- Dragonshape: You take on the form and abilities of a Huge red dragon.
- Etherealness: Travel to Ethereal Plane with companions.
- Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
- Replicate Casting: Duplicate observed spell or spell-like ability.
- Shapechange: Transforms you into any creature, and change forms once per round.
- Spell Matrix, Greater: Stores up to three spells of 3rd level or lower to be released later.
- Time Stop: You act freely for 1d4+1 rounds.
- Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.
- Undermaster: You gain earth-related spell-like abilities.
Univ
- Wish: As limited wish, but with fewer limits.
page revision: 47, last edited: 06 Apr 2012 15:08





