Spell List

SORCERER/WIZARD SPELLS

0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Source School Spell Name Brief Description
Core Abjuration Resistance: Subject gains +1 on saving throws.
Core Conjuration Acid Splash: Orb deals 1d3 acid damage.
Core Divination Detect Magic: Detects spells and magic items within 60 ft.
Core Divination Detect Poison: Detects poison in one creature or small object.
Core Divination Read Magic: Read scrolls and spellbooks.
Core Enchantment Daze: Humanoid creature of 4 HD or less loses next action.
Core Evocation Dancing Lights: Creates torches or other lights.
Core Evocation Flare: Dazzles one creature (–1 on attack rolls).
Core Evocation Light: Object shines like a torch.
Core Evocation Ray of Frost: Ray deals 1d3 cold damage.
Core Illusion Ghost Sound: Figment sounds.
Core Necromancy Disrupt Undead: Deals 1d6 damage to one undead.
Core Necromancy Touch of Fatigue: Touch attack fatigues target.
Core Transmutation Mage Hand: 5-pound telekinesis.
Core Transmutation Mending: Makes minor repairs on an object.
Core Transmutation Message: Whispered conversation at distance.
Core Transmutation Open/Close: Opens or closes small or light things.
Core Universal Arcane Mark: Inscribes a personal rune (visible or invisible).
Core Universal Prestidigitation: Performs minor tricks.
CAr Transmutation Repair Minor Damage Heal a construct 1 damage.
MH Transmutation Repair Minor Damage: “Cures” 1 point of damage to a construct.
1ST-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Alarm: Wards an area for 2 hours/level.
Core Abjuration Endure Elements: Exist comfortably in hot or cold environments.
Core Abjuration Hold Portal: Holds door shut.
Core Abjuration Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Core Abjuration Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Core Conjuration Grease: Makes 10-ft. square or one object slippery.
Core Conjuration Mage Armor: Gives subject +4 armor bonus.
Core Conjuration Mount: Summons riding horse for 2 hours/level.
Core Conjuration Obscuring Mist: Fog surrounds you.
Core Conjuration Summon Monster I: Calls extraplanar creature to fight for you.
Core Conjuration Unseen Servant: Invisible force obeys your commands.
Core Divination Comprehend Languages: You understand all spoken and written languages.
Core Divination Detect Secret Doors: Reveals hidden doors within 60 ft.
Core Divination Detect Undead: Reveals undead within 60 ft.
Core Divination Identify: Determines properties of magic item.
Core Divination True Strike: +20 on your next attack roll.
Core Enchantment Charm Person: Makes one person your friend.
Core Enchantment Hypnotism: Fascinates 2d4 HD of creatures.
Core Enchantment Sleep: Puts 4 HD of creatures into magical slumber.
Core Evocation Burning Hands: 1d4/level fire damage (max 5d4).
Core Evocation Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Core Evocation Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Core Evocation Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Core Illusion Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Core Illusion Disguise Self: Changes your appearance.
Core Illusion Magic Aura: Alters object’s magic aura.
Core Illusion Silent Image: Creates minor Illusion of your design.
Core Illusion Ventriloquism: Throws voice for 1 min./level.
Core Necromancy Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Core Necromancy Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Core Necromancy Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Core Transmutation Animate Rope: Makes a rope move at your command.
Core Transmutation Enlarge Person: Humanoid creature doubles in size.
Core Transmutation Erase: Mundane or magical writing vanishes.
Core Transmutation Expeditious Retreat: Your speed increases by 30 ft.
Core Transmutation Feather Fall: Objects or creatures fall slowly.
Core Transmutation Jump: Subject gets bonus on Jump checks.
Core Transmutation Magic Weapon: Weapon gains +1 bonus.
Core Transmutation Reduce Person: Humanoid creature halves in size.
BoED Evocation Lantern Light: Ranged touch attacks deal 1d6 points of damage.
BoED Transmutation Eyes of the Avoral: Subject gets +8 on Spot checks.
CAd Abjuration Arrow Mind: Make attacks of opportunity with bows.
CAd Divination Critical Strike: Become more likely to hit a creature's vitals.
CAd Divination Golem Strike: Sneak attack constructs.
CAd Divination Guided Shot: Your ranged attack takes no range penalty and ignores cover.
CAd Divination Insightful Feint: Your next feint is particularly effective.
CAd Divination Instant Locksmith: Make an open lock or disable device check as a free action.
CAd Divination Instant Search: Make a search check as a free action.
CAd Divination Master's Touch: Become proficient with a held weapon or shield.
CAd Divination Sniper's Shot: Next attack is a sneak attack regardless of distance.
CAd Enchantment Distract Assailant: Make one creature flat-footed.
CAd Transmutation Accelerated Movement: Take no speed penalty when using Balance, Climb, or Move Silently.
CAd Transmutation Expeditious Retreat, Swift: You speedily retreat for a round.
CAr Conjuration Orb of acid, Lesser Flying orb does acid damage.
CAr Conjuration Orb of Cold, Lesser Flying orb does cold damage.
CAr Conjuration Orb of Electricity, Lesser Flying orb does electricity damage.
CAr Conjuration Orb of Fire, Lesser Flying orb does fire damage.
CAr Conjuration Orb of Sound, Lesser Flying orb does sonic damage.
CAr Transmutation Fist of Stone Transform one of your hands into stone for a +6 bonus to strength.
CAr Transmutation Low-Light Vision Target gains lowlight vision.
CAr Transmutation Repair Light Damage Heal a construct 1d8+1/CL damage.
CM Abjuration Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds.
CM Conjuration Resinous Tar: Sticky substance slows movement or renders object difficult to drop.
CM Conjuration Summon Component: Create a noncostly spell component.
CM Divination True Casting: +10 on your next spell penetration roll.
CM Divination Vigilant Slumber: Set specific conditions under which you immediately wake up.
CM Evocation Dawn Burst: Illuminate all creatures in 10-foot radius; deal damage to light-sensitive creatures.
CM Evocation Jet of Steam: 30-foot line of steam deals 1d4 fire damage/level (max. 5d4).
CM Necromancy Death’s Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet.
CM Necromancy Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage.
CS Conjuration Blockade: Fill 5-ft square with enormous block of wood
CS Transmutation Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft
CS Transmutation Mage Burr: Double arcane spell failure chance for target’s armor
City Divination Detect Weaponry: Reveals weapons within 60 feet.
City Illusion Secret Weapon: Makes hidden weapon almost impossible to detect.
City Transmutation Peacebond: Weapon is impossible to draw.
DotU Divination Combat Readiness: Target gains +1 per three levels on initiative checks; no bonus from being flanked.
DotU Transmutation Snuff the Light: Extinguish one nonmagical light source.
DotU Transmutation Spider Form, Lesser: You take on the form and abilities of a Medium fiendish monstrous spider.
Drac Transmutation Breath Flare: Your breath weapon dazzles targets.
Drac Transmutation Cheat: Caster rerolls when determining the success of a game of chance.
DrM Conjuration Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
DrM Divination Detect Dragonblood: Detect dragons and dragonblooded creatures within 60 ft.
DrM Necromancy Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others.
DrM Transmutation Hoard Gullet: Gain a second stomach to store objects in, similar to a bag of holding.
DrM Transmutation Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage.
Frost Conjuration Glaze Lock: Jams locks with snow and ice, raising Open Lock DC by 10 and lock’s hardness by 5.
Frost Necromancy Shivering Touch, Lesser: Touch deals 1d6 Dex damage.
Frost Transmutation Float: Subject becomes buoyant.
Frost Transmutation Snowdrift: Forms existing snow into another shape.
HoH Conjuration Summon Undead I: Summons undead to fight for you.
HoH Transmutation Bestow Wound: Transfer 1 hp/level of wounds to another.
LM Abjuration Ectoplasmic Armor: Gain +6 armor bonus against incorporeal touch attacks.
LM Conjuration Summon Undead I: Summons undead to fight for you.
LM Necromancy Necrotic Awareness: Sense encysted subjects.
MoI Abjuration Protection from Incarnum: Ward a target from attacks by soulmelds and incarnum creatures.
MoI Divination Detect Incarnum: Detect soulmelds and essentia within 60 ft.
MH Conjuration Acid Orb, Lesser: Ranged touch, 1d8 or more acid damage.
MH Conjuration Benign Transposition: Two willing subjects switch places.
MH Conjuration Cold Orb, Lesser: Ranged touch, 1d8 or more cold damage.
MH Conjuration Electric Orb, Lesser: Ranged touch, 1d8 or more electricity damage.
MH Conjuration Fire Orb, Lesser: Ranged touch, 1d8 or more fire damage.
MH Conjuration Sonic Orb, Lesser: Ranged touch, 1d6 or more sonic damage.
MH Enchantment Incite: Subject can’t ready actions or delay.
MH Enchantment Inhibit: Subject delays until next round.
MH Evocation Guiding Light: +1 on ranged attacks against creatures in illuminated area.
MH Evocation Mordenkainen’s Buzzing Bee: Bee gives subject –10 penalty on Move Silently and Concentration checks.
MH Transmutation Repair Light Damage: “Cures” 1d8+1/level (max +5) points of damage to a construct.
MH Transmutation Slide: Move subject 5 feet.
Planar Abjuration Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Planar Divination Locate Touchstone: find nearest planar touchstone on the plane you currently inhabit.
Planar Evocation Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
PHBII Abjuration Deflect, Lesser: Gain a deflection bonus of +1/3 levels (max +5) against one attack.
PHBII Conjuration Kelgore’s Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
PHBII Conjuration Stand: Subject stands up from prone.
PHBII Enchantment Rouse: Awakens creatures in area.
PHBII Enchantment Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).
PHBII Evocation Bigby’s Tripping Hand: Hand trips subject.
PHBII Evocation Kelgore’s Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR.
PHBII Necromancy Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
PHBII Transmutation Burning Rage: Subject takes 4 points of damage/round, gains attack bonus and DR.
RoD Divination Discern Bloodline: Know the race of one creature/level.
RoD Divination Locate City: Find nearest city.
RoD Divination Scholar’s Touch: Read books in seconds.
RoD Illusion Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks.
RotD Conjuration Create Trap: Creates a CR 1 trap.
RotD Conjuration Sticky Floor: Entangles and immobilizes creatures in affected area.
RotD Enchantment Power Word Fatigue: Makes one creature with 100 hp or less fatigued.
RotD Enchantment Power Word Pain: Deal 1d6 points of damage per round to one creature with 100 hp or less.
RotD Evocation Ghostly Tail: Sorceror only. Your tail of force can be used to take advantage of an attack of opportunity.
RotD Evocation Wings of Bounding: Sorceror only. Get a +20 circumstance bonus on a Jump check.
RotD Evocation Wings of Swift Flying: Sorceror only. Increase your temporary fly speed by 30 ft.
RotD Illusion Instant Diversion: Creates illusory doubles of you.
RotD Transmutation Ghostly Reload: Automatically pulls crossbow string into catch.
RotD Transmutation Mighty Wallop: +1 size category of bludgeoning weapon.
Sand Divination Locate Water: Reveals location, size, and quality of water sources.
Sand Necromancy Parching Touch: One touch/level deals 1d6 dessication damage and possibly 1 Con damage.
Sand Transmutation Sunstroke: Target takes 2d6 nonlethal damage and is fatigued.
Storm Transmutation Quickswim: Your swim speed increases by 10 ft. Wave Blessing. Keeps one creature/level from sinking.
ToM Conjuration Bulwark of Reality: Bonus to AC equal to half your level (+5 minimum).
ToM Conjuration Scramble True Position: You teleport your foes 10 feet in a random direction, knocking them over.
ToM Enchantment Beckon Person: Force a humanoid to approach you against its will.
2ND-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Arcane Lock: Magically locks a portal or chest.
Core Abjuration Obscure Object: Masks object against scrying.
Core Abjuration Protection from Arrows: Subject immune to most ranged attacks.
Core Abjuration Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Core Conjuration Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Core Conjuration Fog Cloud: Fog obscures vision.
Core Conjuration Glitterdust: Blinds creatures, outlines invisible creatures.
Core Conjuration Summon Monster II: Calls extraplanar creature to fight for you.
Core Conjuration Summon Swarm: Summons swarm of bats, rats, or spiders.
Core Conjuration Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Core Divination Detect Thoughts: Allows “listening” to surface thoughts.
Core Divination Locate Object: Senses direction toward object (specific or type).
Core Divination See Invisibility: Reveals invisible creatures or objects.
Core Enchantment Daze Monster: Living creature of 6 HD or less loses next action.
Core Enchantment Hideous Laughter: Subject loses actions for 1 round/level.
Core Enchantment Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Core Evocation Continual Flame: Makes a permanent, heatless torch.
Core Evocation Darkness: 20-ft. radius of supernatural shadow.
Core Evocation Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Core Evocation Gust of Wind: Blows away or knocks down smaller creatures.
Core Evocation Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Core Evocation Shatter: Sonic vibration damages objects or crystalline creatures.
Core Illusion Blur: Attacks miss subject 20% of the time.
Core Illusion Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Core Illusion Invisibility: Subject is invisible for 1 min./level or until it attacks.
Core Illusion Magic Mouth: Speaks once when triggered.
Core Illusion Minor Image: As silent image, plus some sound.
Core Illusion Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Core Illusion Misdirection: Misleads Divinations for one creature or object.
Core Illusion Phantom Trap: Makes item seem trapped.
Core Necromancy Blindness/Deafness: Makes subject blinded or deafened.
Core Necromancy Command Undead: Undead creature obeys your commands.
Core Necromancy False Life: Gain 1d10 temporary hp +1/level (max +10).
Core Necromancy Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Core Necromancy Scare: Panics creatures of less than 6 HD.
Core Necromancy Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Core Transmutation Alter Self: Assume form of a similar creature.
Core Transmutation Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Core Transmutation Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Core Transmutation Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Core Transmutation Darkvision: See 60 ft. in total darkness.
Core Transmutation Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Core Transmutation Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Core Transmutation Knock: Opens locked or magically sealed door.
Core Transmutation Levitate: Subject moves up and down at your direction.
Core Transmutation Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Core Transmutation Pyrotechnics: Turns fire into blinding light or choking smoke.
Core Transmutation Rope Trick: As many as eight creatures hide in extradimensional space.
Core Transmutation Spider Climb: Grants ability to walk on walls and ceilings.
Core Transmutation Whispering Wind: Sends a short message 1 mile/level.
BoED Enchantment Yoke of Mercy: Target deals nonlethal damage.
BoED Transmutation Energize Potion: Transforms potion into a grenade that deals energy damage in a 10-ft.-radius burst.
CAd Abjuration Daggerspell Stance: Gain expertise with wielding two daggers
CAd Divination Balancing lorecall: Balance on impossible surfaces.
CAd Divination Listening Lorecall: Get a bonus to listen, and possibly blindsense/blindsight.
CAd Enchantment Mindless Rage: Target does nothing but try to attack you.
CAd Necromancy Wracking Touch: Your touch causes agony and can deal sneak attack damage.
CAd Transmutation Fly, Swift: You fly for a round.
CAd Transmutation Sonic Weapon: Your weapon deals extra sonic damage.
CAr Conjuration Blades of Fire Your weapons deal fire damage.
CAr Evocation Fireburst Flames explode outward from you.
CAr Illusion Phantasmal Assailants Nightmare images assault target.
CAr Illusion Wall of Gloom Shadow wall prevents passage.
CAr Transmutation Earthen Grasp Arm rises from the ground and grapples your foes.
CAr Transmutation Repair Moderate Damage Heal a construct 2d8+1/CL damage.
CAr Transmutation Swim Gain a swim speed.
CAr Transmutation Whirling Blade Thrown blade hits all creatures in a line.
CAr Universal Familiar Pocket Create a hiding place for a familiar.
CD Transmutation Body of the Sun: Your body emanates ?re, dealing 1d4+1 damage.
CD Transmutation Scent: Grants the scent special ability.
CM Abjuration Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell.
CM Divination Allied Footsteps: Subject knows direction and distance to your location.
CM Enchantment Torrent of Tears: Subject is temporarily blinded and emotionally distraught.
CM Evocation Bigby’s Slapping Hand: Hand of force distracts creature.
CM Illusion Luminous Swarm: Target takes 1d6 damage/round, has 20% miss chance on attacks.
CM Necromancy Escalating Enfeeblement: As ray of enfeeblement, but greater effect against already weakened target.
CM Transmutation Boiling Blood: Deal 2d6 fire damage per round; second casting sickens target.
CM Transmutation Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, use feather fall once.
CS Transmutation Catapult: Magically propel an object from your hand
CS Transmutation Enlarge Weapon: Your weapon grows one size category
CS Transmutation Lucky Streak: Subject gains +2 luck bonus on rerolls made with luck feats
CS Transmutation Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation
CW Transmutation Augment Familiar: Your familiar becomes more powerful.
City Transmutation False Peacebond: As peacebond, but subject can draw weapon freely.
DotU Abjuration Magical Backlash: Target takes 2 points of damage per spell level affecting it.
DotU Evocation Shadow Shroud: Negate light blindness/vulnerability; +5 bonus on Hide checks.
DotU Illusion Shadow Double: Shadowy figure attacks enemies.
Drac Abjuration Scintillating Scales: You gain an AC deflection bonus equal to your Constitution modifier.
Drac Enchantment Entice Gift: Subject gives caster what it’s holding.
Drac Enchantment Mesmerizing Glare: Your gaze dazes creatures.
Drac Transmutation Earthbind: Subject creature can’t fly.
Drac Transmutation Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
Drac Transmutation Scale Weakening: Subject’s natural armor weakens.
Drac Transmutation Wings of Air: Target’s flight maneuverability improves by one step.
DrM Transmutation Magic of the Dragonheart: Enhance the benefits of your draconic teats. Sorcerer spell only.
DrM Transmutation Primal Hunter: Gain a +5 bonus on Climb, Jump, and Swim checks. Sorcerer spell only.
DrM Transmutation Soul of Anarchy: Gain +5 on Escape Artist checks and grapple checks to avoid being grappled, your natural weapons are chaotic-aligned, and you are treated as being chaotic-aligned for adjudicating effects.
DrM Transmutation Soul of Order: Gain +2 on Will saves to resist enchantments, your natural weapons are lawful-aligned, and you are treated as being lawful-aligned for adjudicating effects.
DrM Universal Dragoneye Rune: Create an invisible draconic mark on an object or creature.
FC1 Illusion Vision of Entropy: Confronts target with a vision of the Abyss that causes increasing fear.
FC2 Transmutation Investiture of the Spined Devil: Target can launch up to 3 spikes at once.
Frost Abjuration Icicle: Magical trap hangs from ceiling, dealing 4d6 damage when triggered.
Frost Conjuration Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold.
Frost Conjuration Obscuring Snow: Obscures sight in a 30-ft. radius around the caster.
Frost Conjuration Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area.
Frost Evocation Leomund’s Tiny Igloo: Creates igloo that lasts for 2 hours/level.
Frost Evocation Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level.
Frost Necromancy Bone Chill: Corporeal undead are held by a thick layer of frost.
Frost Necromancy Heat Leech: Subject takes 1d8 points of cold damage/round.
Frost Transmutation Brumal Stiffening: Brittle weapon’s hardness reduced by 5.
Frost Transmutation Frost Weapon: Weapon gains frost special ability, +1d6 cold damage.
HoB Abjuration Aerial Alarm: Wards an area for 2 hours/level
HoB Evocation Molten Strike: 5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets.
HoH Conjuration Summon Undead II: Summons undead to fight for you.
LM Conjuration Summon Undead II: Summons undead to fight for you.
LM Evocation Blade of Pain and Fear: Creates blade of gnashing teeth.
LM Necromancy Ghoul Glyph: Glyph wards area, paralyzes victims.
LM Necromancy Necrotic Cyst: Encyst undead sac of tissue in subject.
LM Necromancy Necrotic Scrying: Hear or see encysted subject at a distance.
LM Necromancy Spawn Screen: You resist being transformed into an undead spawn if slain.
LM Transmutation Ghost Touch Armor: Armor works normally against incorporeal attacks.
LoM Divination Detect Aberration: Detect the presence of aberrations.
LoM Evocation Darkbolt: Deals 1d8 damage/2 levels and stuns 1 round.
MoI Abjuration Suppress Magic: Magic item or soulmeld is suppressed for 1 round/level.
MoI Evocation Incarnum Arc: Movable line deals 1d6 damage +1d6/ essentia.
MoI Necromancy Channel the Mishtai: Draw a random mishtai’s soul into a target creature’s body.
MoI Necromancy Divest Essentia: Target’s essentia becomes uninvested.
MoI Necromancy Soul Blight: Deal 1d4 + 1 per three caster levels essentia damage to foe.
MoI Necromancy Soul Boon: Grant 1 point of essentia per three caster levels to subject.
MH Conjuration Baleful Transposition: Two subjects switch places.
MH Conjuration Blades of fire: Your melee weapons deal +1d6 fire damage for 1 round (swift).
MH Evocation Bigby’s Slapping Hand: Hand makes creature provoke attacks of opportunity.
MH Evocation Fireburst: Adjacent subjects take 1d8/level fire damage.
MH Evocation Veil of Shadow: Darkness grants you concealment.
MH Necromancy Curse of Impending Blades: Subject takes –2 penalty to AC.
MH Transmutation Repair Moderate Damage: “Cures” 2d8+1/level (max +10) points of damage to a construct.
MH Transmutation Slide, Greater: Move subject 20 feet.
MH Transmutation Snake’s Swiftness: Subject immediately makes one attack.
MH Transmutation Undeniable Gravity: Flying creature loses flying ability.
Planar Enchantment Mechanus Mind: Reformat subject’s mind to be coldly calculating.
Planar Evocation Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
Planar Illusion Cloak Pool: Hide a color pool on the Astral Plane from view.
Planar Illusion Discolor Pool: Change the color of a color pool on the Astral Plane.
Planar Transmutation Belker Claws: One touch/level deals 3d4 damage and lingers +1 round/3 levels.
PHBII Abjuration Deflect: Gain bonus to AC for one attack.
PHBII Abjuration Dispelling Touch: Dispel one magical effect on touched subject.
PHBII Conjuration Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5).
PHBII Conjuration Dimension Hop: Teleport subject short distance.
PHBII Conjuration Kelgore’s Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR.
PHBII Divination Insight of Good Fortune: Subject rolls twice, takes best result.
PHBII Divination Master’s Touch: Subject gains immediate +4 bonus on a skill check.
PHBII Divination Sure Strike: Gain +1 bonus/3 levels on next attack.
PHBII Enchantment Black Karma Curse: Subject damages self with melee attack.
PHBII Enchantment Stay the Hand: Change subject creature’s attitude to helpful for 1 round.
PHBII Enchantment Whelming Blast: 15-foot cone deals 1d6 nonlethal damage/2 levels (max 5d6).
PHBII Evocation Bigby’s Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
PHBII Evocation Bigby’s Warding Hand: Hand of force slows opponent.
PHBII Evocation Electric Vengeance: 2d8 damage +1/level (max +10) to opponent who damages you in melee.
PHBII Evocation Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject.
PHBII Illusion Blinding Color Surge: Blind subject for 1 round, gain invisibility.
PHBII Illusion Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round.
PHBII Necromancy Kelgore’s Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR.
PHBII Transmutation Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con.
PHBII Transmutation Celerity, Lesser: Take a move action immediately, but be dazed for 1 round.
PHBII Transmutation Energy Surge, Lesser: One attack deals an extra 1d6 energy damage.
PHBII Transmutation Increase Virulence: Poison’s DC increases by 2.
PHBII Transmutation Share Talents: Subjects gain +2 bonus on skill checks.
PHBII Transmutation Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack.
RoD Enchantment Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear.
RoD Evocation City Lights: Absorb nearby light to release as blinding flare.
RotD Conjuration Gnome Blight: Cloud of itchy debilitating pollen sickens living creatures.
RotD Enchantment Power Word Sicken: Sickens one creature with 100 hp or less.
RotD Enchantment Unfettered Grasp: Grappling creature immediately gains free attempt to escape.
RotD Evocation Local Tremor: Light tremor shakes in a 30-ft. line.
RotD Evocation Tail Slap: Sorceror only. Attack a foe for 1 round/level and knock him back on the first round.
RotD Evocation Wings of Cover: Sorceror only. Grant cover against a specific attack.
RotD Transmutation Essence of the Dragon: Sorceror only. Confer the dragon type on touched creature.
RotD Transmutation Steal Size: Humanoid creature doubles in size as targeted humanoid halves in size.
RotW Transmutation Returning Weapon: Thrown weapon returns to thrower.
Sand Conjuration Ashstar: Hovering construct dehydrates a wounded creature.
Sand Evocation Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated.
Sand Necromancy Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature.
Storm Abjuration Stormrunner’s Ward: Add +4 (+1/4 levels) to ship’s checks to weather storms.
Storm Abjuration Turbidity: Water surrounding you becomes cloudy, granting concealment.
Storm Evocation Pressure Sphere: Water pressure deals 4d6 damage to submerged targets.
Storm Transmutation Fins to Feet: Transforms tails, tentacles, or finned extremities into humanoid legs and feet.
Storm Transmutation Jaws of the Moray: Subject gains a bite attack.
Storm Transmutation Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs.
Storm Transmutation Sink: Subject loses buoyancy.
Storm Transmutation Swim: Subject gains swim speed and +8 bonus on Swim checks.
Storm Transmutation Tern’s Persistence: Subject can travel overland 50% longer without fatigue.
Storm Transmutation Urchin’s Spines: Target grows spines that damage opponents.
ToM Necromancy Horror of the Spoken Name: Frighten creature that hears its own truename.
ToM Transmutation Augment Truefriend: Subject gains +2 to Str, Dex, and Con for 1 min./level.
3RD-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Dispel Magic: Cancels magical spells and effects.
Core Abjuration Explosive Runes: Deals 6d6 damage when read.
Core Abjuration Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Core Abjuration Nondetection: Hides subject from Divination, scrying.
Core Abjuration Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Core Conjuration Phantom Steed: Magic horse appears for 1 hour/level.
Core Conjuration Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Core Conjuration Sleet Storm: Hampers vision and movement.
Core Conjuration Stinking Cloud: Nauseating vapors, 1 round/level.
Core Conjuration Summon Monster III: Calls extraplanar creature to fight for you.
Core Divination Arcane Sight: Magical auras become visible to you.
Core Divination Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Core Divination Tongues: Speak any language.
Core Enchantment Deep Slumber: Puts 10 HD of creatures to sleep.
Core Enchantment Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Core Enchantment Hold Person: Paralyzes one humanoid for 1 round/level.
Core Enchantment Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Core Enchantment Suggestion: Compels subject to follow stated course of action.
Core Evocation Daylight: 60-ft. radius of bright light.
Core Evocation Fireball: 1d6 damage per level, 20-ft. radius.
Core Evocation Lightning Bolt: Electricity deals 1d6/level damage.
Core Evocation Tiny Hut: Creates shelter for ten creatures.
Core Evocation Wind Wall: Deflects arrows, smaller creatures, and gases.
Core Illusion Displacement: Attacks miss subject 50%.
Core Illusion Illusory Script: Only intended reader can decipher.
Core Illusion Invisibility Sphere: Makes everyone within 10 ft. invisible.
Core Illusion Major Image: As silent image, plus sound, smell and thermal effects.
Core Necromancy Gentle Repose: Preserves one corpse.
Core Necromancy Halt Undead: Immobilizes undead for 1 round/level.
Core Necromancy Ray of Exhaustion: Ray makes subject exhausted.
Core Necromancy Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Core Transmutation Blink: You randomly vanish and reappear for 1 round/level.
Core Transmutation Flame Arrow: Arrows deal +1d6 fire damage.
Core Transmutation Fly: Subject flies at speed of 60 ft.
Core Transmutation Gaseous Form: Subject becomes insubstantial and can fly slowly.
Core Transmutation Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Core Transmutation Keen Edge: Doubles normal weapon’s threat range.
Core Transmutation Magic Weapon, Greater: +1/four levels (max +5).
Core Transmutation Secret Page: Changes one page to hide its real content.
Core Transmutation Shrink Item: Object shrinks to one-sixteenth size.
Core Transmutation Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
Core Transmutation Water Breathing: Subjects can breathe underwater.
CAd Illusion Spectral Weapon: Create a weapon of shadow that bypasses armor.
CAr Conjuration Bands of Steel Metal bands immobilize target.
CAr Conjuration Corpse Candle Ghostly hand holds a candle that reveals invisible creatures.
CAr Divination Discern Shapechanger See the true form of creatures.
CAr Evocation Mage Armor, Greater A more protective mage armor.
CAr Evocation Resonating Bolt Tremendous bolt of sound deals full damage to objects.
CAr Illusion Shadow Binding Ribbons of darkness daze and entangle creatures in the area.
CAr Transmutation Repair Serious Damage Heal a construct 3d8+1/CL damage.
CAr Transmutation Sign of Sealing Magical sigil prevents door or chest from being opened.
CAr Transmutation Stony Grasp Stone arm appears from a surface and grapples your foes.
CAr Universal Enhance Familiar Familiar becomes stronger.
CD Divination Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level.
CM Abjuration Karmick Backlash: Any creature damaging you becomes exhausted for 2 rounds.
CM Abjuration Repelling Shield: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers.
CM Abjuration Tenacious Dispelling: As targeted dispel magic, but second consecutive casting is more potent.
CM Conjuration Caustic Smoke: Cloud deals 1d6 acid damage/round, blinds creatures.
CM Conjuration Incendiary Slime: Create slippery substance like grease, but highly flammable.
CM Divination Enduring Scrutiny: Become aware when target performs designated action.
CM Divination Spellcaster’s Bane: Remove increment-based penalties on ranged attacks.
CM Enchantment Bothersome Babble: Subject's speech becomes incoherent; second casting makes speech painful.
CM Evocation Ghost Lantern: Generate light that only you and companions can see.
CM Illusion Deceptive Facade: Disguise appearance of another creature or object.
CM Illusion Hood of the Cobra: You appear serpentine to target,and can deliver illusory poison bites.
CM Illusion Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures.
CM Illusion Pall of Twilight: Veil of shadow impedes sight and sound.
CM Illusion Phantasmal Strangler: Nightmare grapples and strangles one foe.
CM Illusion Prickling Torment: Target is sickened, takes damage whenever it acts.
CM Transmutation Animate Weapon: A weapon animates and fights for you.
CM Transmutation Crystalline Memories: Read subject's surface thoughts, deal hit point and Int damage.
CM Transmutation Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once.
CM Transmutation Shape of the Hellspawned Stalker: You take the form of a hell hound.
CM Transmutation Unicorn Horn: You grow a horn that functions as a natural weapon.
CS Abjuration Disobedience: Subject is shielded from mind control.
CS Conjuration Grasping Wall: Wall sprouts hands that entangle enemies, help allies climb.
CS Evocation Fatal Flame: Target’s body bursts into fame upon its death
CS Transmutation Siphon: Drain 5 or more charges from wand or staff to replace one or more cast spells
CS Transmutation Wand Modulation: Temporarily change wand to cast another, weaker spell
DotU Conjuration Engulfing Terror: Create a single gelatinous cube.
DotU Transmutation Spider Form: You take on the form and abilities of a Large fiendish monstrous spider.
Drac Enchantment Miser’s Envy: Subject jealously covets nearby object.
Drac Enchantment Suppress Breath Weapon: Subject can’t use its breath weapon.
Drac Transmutation Blinding Breath: Your breath weapon blinds targets.
Drac Transmutation Dragon Breath: You gain a dragon’s breath weapon for 1 hour.
Drac Transmutation Dragonskin: You gain +4 enhancement to natural armor, energy resistance 10.
DrM Divination Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike.
DrM Divination Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire.
DrM Enchantment Adoration of the Frightful: Make fearful creatures friendly to you.
DrM Evocation Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire.
DrM Evocation Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
DrM Evocation Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage.
DrM Transmutation Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike.
DrM Transmutation Least Dragonshape: Take the form of a pseudodragon.
DrM Transmutation Primal Instinct: Gain a +5 bonus on initiative checks and Survival checks. Sorcerer spell only.
DrM Transmutation Wingblast: Create wings that can transform into a gust of wind or obscuring mist.
FC2 Transmutation Devil’s Eye: See through magical darkness up to 30 ft.
FC2 Transmutation Investiture of the Bearded Devil: Target deals extra melee damage each round that it hits a foe.
FC2 Transmutation Investiture of the Chain Devil: Target gains +5-ft. reach and extra attack of opportunity.
Frost Abjuration Glacial Globe of Invulnerability: Stops 1st- through 3rd-level concealment.
Frost Conjuration Arctic Haze: Fog obscures vision and deals 4 cold damage/round.
Frost Evocation Crack Ice: Shatters ice structures or ice creatures.
Frost Necromancy Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea.
Frost Necromancy Shivering Touch: Touch deals 3d6 Dex damage.
Frost Necromancy Thin Air: Creatures suffer from altitude sickness.
Frost Transmutation Control Temperature: Raise or lower temperature by one band/5 levels.
HoB Divination Battlemagic Perception: Sense and counter spellcasting within 100 feet.
HoH Abjuration Resist Taint: Bestows +4 bonus on saves against taint.
HoH Conjuration Summon Undead III: Summons undead to fight for you.
LM Abjuration Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage.
LM Conjuration Summon Undead III: Summons undead to fight for you.
LM Necromancy Incorporeal Enhancement: Grant bonuses to incorporeal undead.
LM Necromancy Necrotic Bloat: Encysted subject takes 1d6 damage/level.
LoM Evocation Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned.
LoM Transmutation Arms of Plenty: Grow two additional arms.
LoM Transmutation Undulant Innards: Gain immunity to extra damage from critical hits and sneak attacks.
PHBII Abjuration Energy Aegis: Subject gains resistance 20 against one energy type for one attack.
PHBII Abjuration Energy Vulnerability: Subjects gain vulnerability to the specified energy.
PHBII Conjuration Dimension Step: Allies can immediately teleport a distance equal to their speed.
PHBII Conjuration Luminous Assassin, Lesser: Summons an assassin to attack the subject.
PHBII Conjuration Melf’s Unicorn Arrow: 1d8+8 damage and bull rush; +1 unicorn arrow/3 levels beyond 5th.
PHBII Conjuration Regroup: Teleports nearby allies to your side.
PHBII Conjuration Scattering Trap: Imbue one 5-ft. square/2 levels with teleport trap.
PHBII Divination Alter Fortune: Cause one creature to reroll any die roll.
PHBII Divination Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8.
PHBII Enchantment Hesitate: Force subject to lose actions.
PHBII Enchantment Inevitable Defeat: Subject takes 3d6 nonlethal damage/round.
PHBII Evocation Bigby’s Disrupting Hand: Hand disrupts opponent’s spellcasting.
PHBII Evocation Prismatic Mist: Multicolored mist has random effect.
PHBII Evocation Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity,–10 ft. penalty to speed.
PHBII Illusion Legion of Sentinels: Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5).
PHBII Illusion Vertigo Field: Creatures have 20% miss chance and possibly become nauseated.
PHBII Necromancy Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke.
PHBII Transmutation Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round.
PHBII Transmutation Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round.
PHBII Transmutation Curse of Arrow Attraction: Subject takes –5 penalty to AC against ranged attacks.
PHBII Transmutation Energy Surge: As lesser energy surge, but 2d6 damage.
PHBII Transmutation Evard’s Menacing Tentacles: Grow two tentacles with 10-ft. reach that deal 1d8 damage each.
PHBII Transmutation Halt: Subject’s feet become stuck to ground.
RoD Illusion Phantom Guardians: Create illusion of group of guards.
RoS Transmutation Walk the Mountain's Path Creature gains +10 bonus on jump and balance checks, climb speed, and is not hindered by slopes.
RotD Enchantment Power Word Deafen: Deafens one creature with 100 hp or less.
RotD Enchantment Power Word Maladroit: Deals 2 points Dex damage to one creature with 75 hp or less.
RotD Enchantment Power Word Weaken: Deals 2 points Str damage to one creature with 75 hp or less.
RotD Transmutation Mighty Wallop, Greater: +1 size category of bludgeoning weapon/four levels (maximum 5).
RotD Transmutation Sense of the Dragon: Nonvisual senses out to 30 ft. that pinpoints creatures.
Sand Abjuration Protection from Dessication: Absorb 10 points/level of dessication damage.
Sand Conjuration Haboob: Cloud of dust obscures sight and abrades those passing through it.
Sand Enchantment Tormenting Thirst: Subject is overwhelmed by thirst.
Sand Evocation Body Blaze: You are surrounded by fire and leave a wall-like trail of flame in your wake.
Sand Evocation Storm Mote: Dust devil of flensing sand.
Sand Transmutation Whispering Sand: Sand delivers your message.
Storm Divination Detect Ship: Detect and identify ships.
Storm Evocation Favorable Wind: Produces a strong wind that lasts 10 min./level.
Storm Transmutation Air Breathing: Subject breathes air as easily as water.
Storm Transmutation Water to Acid: Transforms 1 cu. ft./level of water into acid.
BoED Enchantment Dolorous Motes: Creates clouds of flickering light (110-ft. cube/level) that dazes creatures.
BoED Enchantment Elation: Allies gain +2 to Strength and Dexterity, +5 ft. of speed.
BoED Enchantment Warcry: Creatures within 30-foot cone cower for 1d4 rounds.
BoED Evocation Stars of Arvandor: Tiny starbursts each deal 1d8 damage (half nonlethal), or 1d8 lethal damage to evil creatures.
BoED Necromancy Healing Touch: You take up to 1d6 points of damage/2 levels and heal target that amount.
BoED Transmutation Distilled Joy: Creates ambrosia.
MoI Divination Adept Spirit: Subject can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.
MoI Conjuration Wall of Incarnum: Creates wall of incarnum that deals essentia or Wis damage to those attempting to pass through.
Planar Abjuration Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
Planar Divination Analyze Portal: find a nearby portal and discover its properties.
Planar Divination Analyze Touchstone: find a nearby planar touchstone and discover its properties.
Planar Evocation Light of Venya: You radiate silvery light, which you can expend as 2 bolts that either deal 3d6 against evil outsiders and undead or heal 3d6 points of damage.
Planar Transmutation Babau Slime: Secrete a body-covering acid that damages foes’ weapons.
Planar Transmutation Devil Blight: Damage and confuse baatezu; damage other lawful and evil creatures.
Planar Transmutation Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
Planar Transmutation Spell Vulnerability: Target takes penalty on spell resistance equal to caster level.
ToM Abjuration Bane of the Archrival: +4 to AC and saves, counter mind control, and keep specific truenamed enemy away.
WoL Transmutation Revitalize Legacy, Least: Get extra use of chosen least legacy ability.
MH Necromancy Curse of Impending Blades, Legion’s: Enemies take –2 penalty to AC.
MH Transmutation Repair Serious Damage: “Cures” 3d8+1/level (max +15) points of damage to a construct.
MH Transmutation Snake’s Swiftness, Legion’s: Allies each immediately make one attack.
4TH-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Dimensional Anchor: Bars extradimensional movement.
Core Abjuration Fire Trap: Opened object deals 1d4 damage +1/level.
Core Abjuration Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Core Abjuration Remove Curse: Frees object or person from curse.
Core Abjuration Stoneskin: Ignore 10 points of damage per attack.
Core Conjuration Black Tentacles: Tentacles grapple all within 20 ft. spread.
Core Conjuration Dimension Door: Teleports you short distance.
Core Conjuration Minor Creation: Creates one cloth or wood object.
Core Conjuration Secure Shelter: Creates sturdy cottage.
Core Conjuration Solid Fog: Blocks vision and slows movement.
Core Conjuration Summon Monster IV: Calls extraplanar creature to fight for you.
Core Divination Arcane Eye: Invisible floating eye moves 30 ft./round.
Core Divination Detect Scrying: Alerts you of magical eavesdropping.
Core Divination Locate Creature: Indicates direction to familiar creature.
Core Divination Scrying: Spies on subject from a distance.
Core Enchantment Charm Monster: Makes monster believe it is your ally.
Core Enchantment Confusion: Subjects behave oddly for 1 round/level.
Core Enchantment Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Core Enchantment Geas, Lesser: Commands subject of 7 HD or less.
Core Evocation Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Core Evocation Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Core Evocation Resilient Sphere: Force globe protects but traps one subject.
Core Evocation Shout: Deafens all within cone and deals 5d6 sonic damage.
Core Evocation 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.
Core Evocation Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Core Illusion Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Core Illusion Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Core Illusion Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Core Illusion Phantasmal Killer: Fearsome Illusion kills subject or deals 3d6 damage.
Core Illusion Rainbow Pattern: Lights fascinate 24 HD of creatures.
Core Illusion Shadow Conjuration: Mimics Conjuration below 4th level, but only 20% real.
Core Necromancy Animate Dead: Creates undead skeletons and zombies.
Core Necromancy Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Core Necromancy Contagion: Infects subject with chosen disease.
Core Necromancy Enervation: Subject gains 1d4 negative levels.
Core Necromancy Fear: Subjects within cone flee for 1 round/level.
Core Transmutation Enlarge Person, Mass: Enlarges several creatures.
Core Transmutation Mnemonic Enhancer: Wizard only. Prepares extra spells or retains one just cast.
Core Transmutation Polymorph: Gives one willing subject a new form.
Core Transmutation Reduce Person, Mass: Reduces several creatures.
Core Transmutation Stone Shape: Sculpts stone into any shape.
CAd Transmutation Entangling Staff: Your quarterstaff grows vines that can grapple.
CAr Abjuration Anticipate Teleportation Know when a creature tries to teleport near you, and delay its arrival.
CAr Abjuration Otiluke’s Dispelling Screen Magic that passes through the wall may be dispelled.
CAr Abjuration Resist Energy, Mass As resist energy, except that it affects all targeted creatures.
CAr Conjuration Blast of Flame Flames fill the area.
CAr Conjuration Orb of Acid Flying orb does acid damage and may sicken.
CAr Conjuration Orb of Cold Flying orb does cold damage and may blind.
CAr Conjuration Orb of Electricity Flying orb does electricity damage and may entangle.
CAr Conjuration Orb of Fire Flying orb does fire damage and may daze.
CAr Conjuration Orb of Force Flying orb does force damage.
CAr Conjuration Orb of Sound Flying orb does sonic damage and may deafen.
CAr Divination Assay Resistance Divine the vulnerabilities of a creature's magical defenses, giving a +10 bonus to attempts to overcome spell resistance.
CAr Divination Unluck Negatively influence fortune for a creature.
CAr Evocation Blistering Radiance Ball of light dazzles and burns nearby cratures.
CAr Evocation Defenestrating Sphere Sphere throws enemies into the sky.
CAr Transmutation Burning Blood Replace creature's blood with fire and acid.
CAr Transmutation Darkvision, Mass Targeted creatures gain darkvision.
CAr Transmutation Fortify Familiar Familiar becomes tougher.
CAr Transmutation Repair Critical Damage Heal a construct 4d8+1/CL damage.
CD Necromancy Wrack: Renders creature helpless with pain.
CM Abjuration Attentive Alarm: As alarm, plus learn type and number of creatures that triggered alarm.
CM Abjuration Otiluke’s Impressing Field: Spells of a designated school or subtype are suppressed.
CM Conjuration Caustic Mire: Acidic sludge slows progress, deals damage.
CM Conjuration Incendiary Slime: Create slippery substance like grease, but highly flammable.
CM Enchantment Melf’s Slumber Arrows: Your arrows cause the subject to fall asleep for 1 hour.
CM Enchantment Vecna's Malevolent Whisper: Reduces living creature with 10 hp or lower to –9 hp.
CM Evocation Incendiary Surge: Cone of fire deals 1d6/level damage, 1d8/level damage on consecutive casting.
CM Illusion Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide.
CM Necromancy Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target.
CM Necromancy Horrid Sickness: Subjects are nauseated or sickened.
CM Necromancy Seed of Undeath: Subject that dies before spell expires rises as a zombie under your command.
CM Necromancy Touch of Years: Target loses 3 points of Str, Dex, and Con; second casting blinds and deafens.
CM Transmutation Aspect of the Icy Hunter: You take the form of a winter wolf.
CM Transmutation Crystalline Memories: Read subject's surface thoughts, deal hit point and Int damage.
CM Transmutation Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once.
CM Transmutation Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder.
CM Transmutation Rusted Blade: Touched weapon delivers filth fever.
CS Conjuration Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders
CS Evocation Fatal Flame: Target’s body bursts into fame upon its death
City Conjuration Leomund’s Spacious Carriage: Summons carriage and horses to pull it.
City Conjuration Summon Pest Swarm: Summons swarm of urban animals and vermin.
Drac Abjuration Antidragon Aura: Allies gain bonus to AC and saves against dragons.
Drac Abjuration Dispelling Breath: Your breath weapon acts as a targeted dispel magic to all creatures in its area.
Drac Abjuration Lower Spell Resistance: Subject’s spell resistance reduced.
Drac Abjuration Voice of the Dragon: +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.
Drac Evocation Wingbind: A net of force entangles the target, preventing it from charging, running, or flying.
Drac Necromancy Rebuking Breath: Your breath weapon rebukes undead.
Drac Transmutation Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal.
Drac Transmutation Sharptooth: One of your natural weapons deals damage as if you were one size larger.
Drac Transmutation Stunning Breath: Your breath weapon also stuns creatures for 1 round.
DrM Conjuration Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area.
DrM Enchantment Trance of the Verdant Domain: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind-affecting abilities.
DrM Evocation Firestride Exhalation: Deal 8d6 points of fire damage in 30-foot cone, and teleport anywhere within the area.
DrM Evocation Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind.
DrM Necromancy Curse of the Elemental Lords: Bestow a curse on enemies, making them more susceptible to your energy damage.
DrM Transmutation Mark of the Enlightened Soul: Spells gain the good descriptor and deal extra damage to evil creatures.
DrM Transmutation Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind.
DrM Transmutation Primal Senses: Gain low-light vision and a +5 bonus on Listen and Spot checks. Sorcerer spell only.
DrM Transmutation Touch of the Blackened Soul: Spells gain the evil descriptor and deal extra damage to good creatures.
FC2 Transmutation Investiture of the Amnizu: Target can deal 1d4 Int damage with a touch.
FC2 Transmutation Investiture of the Erinyes: Target can force foes to move closer and take no action.
FC2 Transmutation Investiture of the Harvester Devil: Target can deal lingering wounds with melee attacks.
FC2 Transmutation Investiture of the Steel Devil: Target gains profane bonus on attacks and to AC.
Frost Abjuration Glacial Ward: Subject gains SR 18 against fire spells and effects.
Frost Abjuration Ice Shield: Subject gains damage reduction 15/—.
Frost Conjuration Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air.
Frost Conjuration Ice Ship: Creates ice runner or ice galleon.
Frost Conjuration Ice Web: Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round.
Frost Evocation Wall of Coldfire: Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level.
Frost Necromancy Mindfrost: Deals 5d6 cold damage, 1d4 Int damage.
HoB Conjuration Boiling Oil: 10-ft. cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels.
HoB Evocation Early Twilight: Reduce light in 80-ft.-radius cylinder.
HoB Transmutation Battlefield Fortification: Create trench or berm.
HoH Conjuration Summon Undead IV: Summons undead to fight for you.
LM Conjuration Bloodstar: Hovering construct wounds foe each time foe is damaged.
LM Conjuration Summon Undead IV: Summons undead to fight for you.
LM Necromancy Necrotic Domination: Completely control encysted subject.
LoM Evocation Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round.
PHBII Abjuration Condemnation: Lowers subject outsider’s SR and stuns for 1 round.
PHBII Abjuration Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
PHBII Abjuration Stifle Spell: Subject must concentrate or botch spell.
PHBII Conjuration Bright Worms: Fiery worms damage enemies within 20-ft. spread.
PHBII Conjuration Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
PHBII Conjuration Explosive Rune Field: Area is covered with runes that explode on contact with creatures.
PHBII Enchantment Whelm, Mass: 1d6 nonlethal damage/level (max 10d6) to 1 creature/level.
PHBII Evocation Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing.
PHBII Evocation Channeled Pyroburst: Deal fire damage, amount and radius based on casting time.
PHBII Evocation Crushing Grip: Subject takes –2 on attacks, checks, saves, and AC and –20 ft. penalty to speed, might be paralyzed.
PHBII Evocation Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled.
PHBII Illusion Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
PHBII Illusion Mirror Image, Greater: As mirror image, but gain an additional image each round.
PHBII Illusion Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity.
PHBII Necromancy Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points.
PHBII Transmutation Baleful Blink: Subject has 50% chance of failure on attacks and spells.
PHBII Transmutation Call of Stone: Slowly turn subject to stone.
PHBII Transmutation Celerity: Take a standard action immediately, but be dazed for a round.
PHBII Transmutation Trollshape: You take on the form and abilities of a troll.
PHBII Universal Mystic Surge: Ally’s spell gains +2 DC and +1 caster level.
RoD Conjuration Unseen Servant, Mass: As unseen servant except creates one servant/level.
RotD Conjuration Hoard Life: Sorceror only. Store some of your life force for later healing.
RotD Conjuration Wall of Scales: Sorceror only. Create a barrier of dragonhide.
RotD Enchantment Power Word Distract: Makes one creature with 150 hp or less flat-footed.
RotD Evocation Tail Sweep: Sorceror only. Your tail of force can attack a group of foes within 10 ft.
RotD Evocation Wings of Flurry: Sorceror only. Your wings of force can attack all foes within 30 ft.
RotW Transmutation Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category.
RotW Transmutation Enduring Flight: Carry medium loads at full fly speed; flight duration doubles.
Sand Conjuration Blast of Sand: Cone deals 1d6 damage/level.
Sand Conjuration Desert Diversion: Those attempting planar travel are diverted to a random wasteland.
Sand Conjuration Wall of Salt: Wall of salt that can be shaped.
Sand Conjuration Wall of Sand: Wall impedes movement, obscures vision, and blocks some attacks.
Sand Conjuration Wall of Water: Wall impedes movement and can drown creatures
Sand Evocation Parboil: Flash-heats air dealing fire and Intelligence damage to one or more creatures.
Sand Evocation Searing Exposure: Target suffers hours of wasteland exposure in a moment.
Sand Necromancy Wither: Deals 1d6/level dessication damage and dehydrates living creature.
Sand Transmutation Fuse Sand: Hardens sand and may trap creatures.
Sand Transmutation Sandform: You become an oozelike being of sand.
Storm Enchantment Siren’s Call: Compel one creature/2 levels to submerse itself.
Storm Illusion Disguise Ship: Disguises a ship.
Storm Necromancy Aboleth Curse: Subject’s skin undergoes a horrible transformaton.
BoED Conjuration Radiant Fog: As solid fog, but dazzles or blinds creatures within.
BoED Evocation Celestial Brilliance: Object sheds brilliant light to 120 feet, hurts undead and evil outsiders.
BoED Evocation Dancing Web Energy strands deal 1d6/level nonlethal damage plus entangles evil creatures for 1d6 rounds.
BoED Evocation Radiant Shield: Creatures attacking you take electricity damage; you’re protected from electricity.
BoED Necromancy Affliction: Infects evil subject with chosen affliction.
BoED Transmutation Perfect Summons: Creates area where only good creatures can be summoned.
MoI Abjuration Essentia Lock: Target can’t reallocate essentia.
MoI Abjuration Unshape Soulmeld: One of target’s soulmelds is destroyed.
MoI Conjuration Conjure Lesser Midnight Construct: Shape a construct from incarnum to fight for you.
MoI Divination Guardian Spirit: Subject can activate bonus on AC, Reflex saves, and Dex-based checks for 1 minute.
MoI Necromancy Rend Essentia: Deal Charisma damage or essentia damage to foe; gain essentia.
MoI Necromancy Unbind Chakra: Sever one chakra bind per four caster levels; deal 1d6 + 1d6/essentia damage per bind severed.
MoI Transmutation Open Least Chakra: Allow target to bind to its crown, feet, or hands chakra.
Planar Necromancy Evil Glare: Paralyze creature with your glare.
Planar Transmutation Attune Form: Grant target creature temporary protection against overtly damaging planar traits.
Planar Transmutation Balor Nimbus: Your ? aming body damages foes in grapple.
Planar Transmutation Corporeal Instability: Transform a target creature into an amorphous mass.
Planar Transmutation Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
Planar Transmutation False Gravity: Travel on a solid surface as if that surface had its own gravity.
Planar Transmutation Infernal Wound: Weapon inflicts persistent, bleeding wounds.
Planar Transmutation Perinarch: Gain greater control over Limbo’s morphic essence.
Planar Transmutation Touchstone Lightning: Use your planar touchstone-granted higher-order abilities to fuel damaging rays.
ToM Enchantment Beckon Monster: Force a creature to approach you against its will.
ToM Transmutation Warp Truename: Gives foe a temporary form that’s grotesque and useless.
MH Conjuration Blast of Flame: 60-ft. cone of fire (1d6/level damage).
MH Transmutation Repair Critical Damage: “Cures” 4d8+1/level (max +20) points of damage to a construct.
MH Transmutation Undeniable Gravity, Legion’s: Flying creatures lose flying ability.
5TH-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Break Enchantment: Frees subjects from Enchantments, alterations, curses, and petrification.
Core Abjuration Dismissal: Forces a creature to return to native plane.
Core Abjuration Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Core Conjuration Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Core Conjuration Mage’s Faithful Hound: Phantom dog can guard, attack.
Core Conjuration Major Creation: As minor creation, plus stone and metal.
Core Conjuration Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Core Conjuration Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Core Conjuration Summon Monster V: Calls extraplanar creature to fight for you.
Core Conjuration Teleport: Instantly transports you as far as 100 miles/level.
Core Conjuration Wall of Stone: Creates a stone wall that can be shaped.
Core Divination Contact Other Plane: Lets you ask question of extraplanar entity.
Core Divination Prying Eyes: 1d4 +1/level floating eyes scout for you.
Core Divination Telepathic Bond: Link lets allies communicate.
Core Enchantment Dominate Person: Controls humanoid telepathically.
Core Enchantment Feeblemind: Subject’s Int and Cha drop to 1.
Core Enchantment Hold Monster: As hold person, but any creature.
Core Enchantment Interposing Hand: Hand provides cover against one opponent.
Core Enchantment Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Core Enchantment Sending: Delivers short message anywhere, instantly.
Core Enchantment Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Core Enchantment Wall of Force: Wall is immune to damage.
Core Evocation Cone of Cold: 1d6/level cold damage.
Core Illusion Dream: Sends message to anyone sleeping.
Core Illusion False Vision: Fools scrying with an Illusion.
Core Illusion Mirage Arcana: As hallucinatory terrain, plus structures.
Core Illusion Nightmare: Sends vision dealing 1d10 damage, fatigue.
Core Illusion Persistent Image: As major image, but no concentration required.
Core Illusion Seeming: Changes appearance of one person per two levels.
Core Illusion Shadow Evocation: Mimics Evocation below 5th level, but only 20% real.
Core Necromancy Blight: Withers one plant or deals 1d6/level damage to plant creature.
Core Necromancy Magic Jar: Enables possession of another creature.
Core Necromancy Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Core Necromancy Waves of Fatigue: Several targets become fatigued.
Core Transmutation Animal Growth: One animal/two levels doubles in size.
Core Transmutation Baleful Polymorph: Transforms subject into harmless animal.
Core Transmutation Fabricate: Transforms raw materials into finished items.
Core Transmutation Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Core Transmutation Passwall: Creates passage through wood or stone wall.
Core Transmutation Telekinesis: Moves object, attacks creature, or hurls object or creature.
Core Transmutation Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Core Transmutation Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Core Universal Permanency: Makes certain spells permanent.
CAd Illusion Shadow Form: Wrap yourself in darkness for concealment, and the ability to pass through barriers.
CAd Transmutation Nightstalker's Transformation: You gain the skills of an assassin but cannot cast spells for the duration.
CAr Abjuration Duelward You can immediately counterspell and identify spells better.
CAr Abjuration Reciprocal Gyre Target takes damage for each spell that currently affects it.
CAr Abjuration Refusal Creates an area the blocks the passage of spellcasters.
CAr Conjuration Arc of Lightning Bolt of lightning arcs from one creature to another.
CAr Conjuration Corpse Candle Ghostly hand holds a candle that reveals invisible creatures.
CAr Conjuration Freezing Fog Freezing mist does cold damage to everything within it.
CAr Conjuration Leomund’s Hidden Lodge Camouflaged secure shelter.
CAr Conjuration Servant Horde You create several unseen servants.
CAr Conjuration Vitriolic Sphere Emerald sphere drenches area with acid.
CAr Divination Aiming at the Target Become more able to maintain concentration on spells
CAr Evocation Fire Shield, Mass As fire shield, but with multiple recipients.
CAr Evocation Fireburst, Greater Flames explode outward from you.
CAr Evocation Prismatic Ray Ray does a random effect.
CAr Evocation Sword of Deception Blade attacks your enemies and curses them.
CAr Necromancy Spiritwall Ghostly wall scares away creatures and damages those that pass it.
CAr Transmutation Blink, Greater As blink, with more control.
CAr Transmutation Fly, Mass As fly, but with multiple target.
CD Evocation Dragon Breath: You choose a dragon type and mimic its breath weapon.
CD Transmutation Blink, Improved: As blink, but safer and with more control.
CM Conjuration Fire and Brimstone: Subject takes fire damage, might be sickened.
CM Evocation Channeled Sound Blast: Deal sonic damage in cone; area and damage increase based on casting time.
CM Evocation Coat of Arms: Surround yourself with blades of force.
CM Evocation Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area.
CM Illusion Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult.
CM Illusion Retributive Image: Created Illusion deals damage to those who disbelieve it.
CM Necromancy Channeled Lifetheft: Fatigue, exhaust, and deal damage to target, depending on casting time.
CM Necromancy Cryptwarden’s Grasp: Bestow mummy rot with your touch.
CM Necromancy Touch of Vecna: Deal negative energy damage and paralysis with your touch.
CM Transmutation Dimension Jumper: Teleport up to 30 feet 1/round.
CM Transmutation Flaying Tendrils: You grow mind flayer tentacles, which you can use to attack your foes.
CM Transmutation Form of the Threefold Beast: You take the form of a chimera.
CM Transmutation Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once.
CM Transmutation Lighting Leap: Transform into bolt of lightning, damaging foes and transporting yourself.
CM Transmutation Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once.
CM Universal Arcane Fusion:: Arcane Fusion: Cast two spells you know without expending additional slots. (Sorcerer only.)
CS Abjuration Spell Theft: Dispel spells on target and gain their benefit for yourself
CS Conjuration Evacuation Rune: Create invisible rune that you can teleport to as swift action.
City Transmutation Zone of Peace: As peacebond, but affects all weapons in area.
DotU Transmutation Dridershape: You take on the form and abilities of a drider.
DotU Transmutation Spider Form, Greater: You take on the form and abilities of a Huge fiendish monstrous spider.
Drac Abjuration Contingent Energy Resistance: Energy damagetriggers a resist energy spell.
Drac Conjuration Lesser Dragon Ally: Exchange services with a 9HD dragon.
Drac Transmutation Burning Blood: Your blood deals energy damage to nearby creatures when you are struck.
Drac Transmutation Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.
Drac Transmutation Draconic Polymorph: You change into a dragon’s form.
Drac Transmutation Dragonsight: Gain low-light vision, darkvision, and blindsense.
Drac Transmutation Ethereal Breath: Your breath weapon manifests on the Ethereal Plane.
Drac Transmutation Flight of the Dragon: You grow dragon wings.
Drac Transmutation Greater Wings of Air: Target’s flight maneuverability improves by two steps.
Drac Transmutation Superior Magic Fang: Your natural weapons gain +1 enhancement bonus per four levels.
Drac Transmutation Vulnerability: Reduces an opponent’s damage reduction.
DrM Conjuration Undying Vigor of the Dragonlords: Heal yourself of 5d6 or more points of damage. Sorcerer spell only.
DrM Evocation Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures.
DrM Transmutation Form of the Desert Hunter: Take the form of a dragonne.
DrM Transmutation Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures.
FC1 Necromancy Extract Gift: Extracts essence from a willing or trapped demon to grant subject a lasting enhancement.
FC2 Transmutation Investiture of the Narzugon: Target gains a paralyzing gaze attack.
FC2 Transmutation Investiture of the Orthon: Target disrupts extradimensional movement within 20 feet and automatically deals sonic damage to attackers.
Frost Abjuration Anticold Sphere: Mobile energy field provides immunity to cold.
Frost Evocation Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back.
Frost Necromancy Gelid Blood: Subject takes –4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components.
Frost Transmutation Flesh to Ice: Turns subject into statue of ice.
Frost Transmutation Ice Shape: Sculpts ice into any shape.
Frost Transmutation Ice to Flesh: Restores frozen creature.
HoB Conjuration Acid Rain: 20-ft.-radius cylinder deals 7d6 acid damage
HoB Conjuration Leomund’s Billet: Creates sturdy barracks.
HoB Evocation Shrieking Blast: 40-ft. radius burst deafens and deals 8d6 sonic damage.
HoB Necromancy Animate Legion: Creates skeletons or zombies.
HoH Conjuration Summon Undead V: Summons undead to fight for you.
HoH Necromancy Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead.
LM Conjuration Summon Undead V: Summons undead to fight for you.
LM Necromancy Haunt Shift: Turn corporeal and incorporeal undead into haunting presences.
LM Necromancy Kiss of the Vampire: You gain vampirelike supernatural abilities, but are vulnerable to attacks that harm undead.
LM Necromancy Necrotic Burst: Encysted subject killed, cyst begins to roam.
LM Necromancy Night’s Caress: Touched foe take 1d6 points of damage per level plus 1d6+2 Con damage.
PHBII Abjuration Field of Resistance: Zone provides SR 11 + caster level.
PHBII Abjuration Mana Flux: Magic in area has 20% failure chance.
PHBII Conjuration Dimension Shuffle: Teleport multiple creatures short distances within line of sight.
PHBII Conjuration Luminous Assassin: As lesser luminous assassin, but the assassin is more powerful.
PHBII Conjuration Toxic Weapon: Coats weapon with poison.
PHBII Enchantment Incite Riot: Subjects attack nearest creature.
PHBII Evocation Electric Vengeance, Greater: As electric vengeance, but 5d8 damage +1/level (max +15) and daze subject.
PHBII Evocation Radiance: Creates daylight that dazzles undead.
PHBII Evocation Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee.
PHBII Illusion Friend to Foe: Make subject creature believe its allies are its enemies.
PHBII Transmutation Dance of Blades: A weapon attacks on its own.
PHBII Transmutation Etherealness, Swift: Subject momentarily becomes ethereal.
RoD Enchantment Charm Person, Mass: As charm person, but all within 30 feet.
RoD Illusion Shadow Guardians: Create group of shadowy warriors.
RotD Conjuration Manifest Dragon Heritage: Sorceror only. Conjures a wyvern.
RotD Enchantment Power Word Disable: Reduces living creature with 50 hp or less to 0 hp.
Sand Abjuration Antifire Sphere: Creatures within sphere gain immunity to fire damage.
Sand Abjuration Dispel Water: Cancels water spells and effects or dismisses water creatures.
Sand Conjuration Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level.
Sand Enchantment Sleep Mote: Dust devil of magic sand puts foes to sleep.
Sand Evocation Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level.
Sand Necromancy Choking Sands: Touched creature begins to suffocate on sand.
Sand Transmutation Flesh to Salt: Turns creature into a statue of salt.
Sand Transmutation Transmute Sand to Glass: Transforms two 10-ft. cubes per level.
Sand Transmutation Transmute Sand to Stone: Transforms two 10-ft. cubes per level.
Sand Transmutation Transmute Stone to Sand: Transforms two 10-ft. cubes per level.
Sand Transmutation Unearthly Heat: Target is subjected to unearthly heat for 1 round/level.
Storm Conjuration Blackwater Tentacle: Create blackwater tentacle that attacks your foe.
Storm Divination Flowsight: You can scry creatures in contact with a body of water.
Storm Necromancy Thalassemia: Turns blood to seawater, dealing 1d6/level damage.
Storm Transmutation Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.
Storm Transmutation Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels.
BoED Abjuration Telepathy Block: Blocks all telepathic communication within 80-ft. radius.
BoED Abjuration Vanishing Weapon: Weapons’ touch dispels summoned or quasi-real creatures.
BoED Conjuration Call Faithful Servants: Summons 1d4 lantern archons, coure eladrins, or musteval guardinals.
BoED Evocation Emerald Burst: 20-ft.-radius burst dazes neutral creatures for 1 round, stuns evil creatures for 1d4 rounds.
BoED Transmutation Touch of Adamantine: Weapon gains the properties of an adamantine weapon.
Planar Abjuration Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
Planar Conjuration Call Zelekhut: A zelekhut aids you in hunting a fugitive.
Planar Conjuration Precipitate Breach: You can force planar boundaries to rip, creating a planar breach.
Planar Necromancy Death Throes: Your body explodes when you die.
Planar Necromancy Opalescent Glare: Kill evil creatures with a look, or make them very afraid.
ToM Abjuration Spurn the Supernatural: Suppresses one or more of a foe’s supernatural abilities.
ToM Conjuration Truename Binding, Lesser: Enslaves extraplanar creature of CR 6 or less with the power of its truename.
WoL Necromancy Suppress Legacy: Target temporarily loses all legacy abilities of one item.
WoL Transmutation Revitalize Legacy, Lesser: Get extra use of chosen lesser legacy ability.
MH Conjuration Arc of Lightning: Line of electricity between two creatures (1d6/level damage).
MH Evocation Fire Shield, Legion’s: Creatures attacking allies take damage; allies are protected from fire or cold.
MH Evocation Fireburst, Greater: Subjects within 10 ft. take 1d8/level fire damage.
6TH-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Antimagic Field: Negates magic within 10 ft.
Core Abjuration Dispel Magic, Greater: As dispel magic, but +20 on check.
Core Abjuration Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Core Abjuration Guards and Wards: Array of magic effects protect area.
Core Abjuration Repulsion: Creatures can’t approach you.
Core Conjuration Acid Fog: Fog deals acid damage.
Core Conjuration Planar Binding: As lesser planar binding, but up to 12 HD.
Core Conjuration Summon Monster VI: Calls extraplanar creature to fight for you.
Core Conjuration Wall of Iron: 30 hp/four levels; can topple onto foes.
Core Divination Analyze Dweomer: Reveals magical aspects of subject.
Core Divination Legend Lore: Lets you learn tales about a person, place, or thing.
Core Divination True Seeing: Lets you see all things as they really are.
Core Enchantment Geas/Quest: As lesser geas, plus it affects any creature.
Core Enchantment Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Core Enchantment Suggestion, Mass: As suggestion, plus one subject/level.
Core Enchantment Symbol of Persuasion: Triggered rune charms nearby creatures.
Core Evocation Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Core Evocation Contingency: Sets trigger condition for another spell.
Core Evocation Forceful Hand: Hand pushes creatures away.
Core Evocation Freezing Sphere: Freezes water or deals cold damage.
Core Illusion Mislead: Turns you invisible and creates illusory double.
Core Illusion Permanent Image: Includes sight, sound, and smell.
Core Illusion Programmed Image: As major image, plus triggered by event.
Core Illusion Shadow Walk: Step into shadow to travel rapidly.
Core Illusion Veil: Changes appearance of group of creatures.
Core Necromancy Circle of Death: Kills 1d4/level HD of creatures.
Core Necromancy Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
Core Necromancy Eyebite: Target becomes panicked, sickened, and comatose.
Core Necromancy Symbol of Fear: Triggered rune panics nearby creatures.
Core Necromancy Undeath to Death: Destroys 1d4/level HD of undead (max 20d4).
Core Transmutation Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Core Transmutation Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
Core Transmutation Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Core Transmutation Control Water: Raises or lowers bodies of water.
Core Transmutation Disintegrate: Makes one creature or object vanish.
Core Transmutation Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Core Transmutation Flesh to Stone: Turns subject creature into statue.
Core Transmutation Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Core Transmutation Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Core Transmutation Move Earth: Digs trenches and build hills.
Core Transmutation Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
Core Transmutation Stone to Flesh: Restores petrified creature.
Core Transmutation Transformation: You gain combat bonuses.
CAd Transmutation Cloak of the Sea: Gain several benefits while underwater.
CAr Abjuration Sign of Sealing, Greater As Sign of Sealing, but can be used to seal on open space.
CAr Enchantment Transfix Paralyze humanoids until they meet a condition.
CAr Illusion Illusory Pit Creates an illusory pit that convinces foes they are falling.
CAr Necromancy Arrow of Bone Enchants a projectile to slay those it strikes.
CAr Transmutation Brilliant Blade Weapon becomes a weapon of brilliant energy.
CAr Transmutation Fiendform Take the form of a demon or devil.
CAr Universal Imbue Familiar With Spell Ability Give some of your spells to familiar.
CD Divination Probe Thoughts: Read subject’s memories, one question/round.
CD Evocation Fires of Purity: Target bursts into magical ?ame, becoming a dangerous weapon.
CD Transmutation Subvert Planar Essence: Reduces target’s DR and SR.
CM Abjuration Karmic Retribution: Any creature damaging you becomes stunned for 1 round.
CM Abjuration Prismatic Aura: Shield of colors offers concealment and damages your attackers.
CM Conjuration Familiar Refuge: Safely teleport self to familiar or familiar to self as a swift action.
CM Conjuration Mordenkainen’s Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes.
CM Conjuration Steal Summoning: Take control of another caster's summoned monster.
CM Conjuration Tactical Teleportation: Teleport one creature/3 levels a short distance.
CM Enchantment Endless Slumber: Subject falls asleep and is not easily roused.
CM Evocation Lingering Flames: Eruption of fire deals 1d6 damage per caster level each round for 3 rounds.
CM Evocation Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage.
CM Transmutation Smoky Confinement: Subject is imprisoned within a Tiny receptacle.
CM Universal Rary’s Arcane Conversion:: Rary's Arcane Conversion: Instantly lose a prepared wizard spell and replace it with another spell from your spellbook. (Wizard only.)
CS Divination Scry Location: Spy on a distant location
Drac Abjuration Aura of Evasion: All within 10 ft: gain evasion against breath weapons.
Drac Necromancy Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
Drac Necromancy Imperious Glare: You cause targets to cower in fear.
DrM Conjuration Call of the Twilight Defender: Summon a twilight guardian to fight for you.
DrM Divination Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action.
DrM Evocation Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-foot cone.
DrM Transmutation Lesser Dragonshape: Take the form of a Large red dragon.
DrM Transmutation Primal Speed: Gain a +5 bonus on Reflex saves and a +10-ft. bonus to speed. Sorcerer spell only.
FC1 Transmutation Oozepuppet: You can telekinetically control target ooze.
FC2 Transmutation Investiture of the Barbed Devil: Target can deal extra damage when grappling.
FC2 Transmutation Investiture of the Malebranche: Target gains powerful charge ability.
Frost Enchantment Freezing Glance: Gaze freezes subjects in place.
Frost Evocation Entomb: Captures subjects in blocks of ice, suffocating them.
Frost Evocation Ice Rift: Intense quake shakes 40-ft. radius spread of ice.
Frost Necromancy Heartfreeze: Subject exhausted, dies in 1d3+2 rounds.
Frost Necromancy Waves of Cold: Fire creatures become shaken and cold creatures lose immunity to cold.
Frost Transmutation Move Snow and Ice: Digs trenches and builds hills in ice and snow.
Frost Transmutation Suppress Flame: Reduces damage and illumination from fire.
HoH Enchantment Cloak of Hate: Target provokes hostile reactions, takes –10 penalty on Diplomacy checks.
LM Necromancy Ghoul Gauntlet: Convert victim to a ghoul under your control.
LM Necromancy Incorporeal Nova: Destroy incorporeal undead.
LM Necromancy Necrotic Eruption: Encysted subject killed, those nearby damaged and possibly encysted.
LM Necromancy Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
LM Necromancy Spectral Touch: Your touch bestows one negative level per round.
LoM Divination Probe Thoughts: Read subject’s memories, one question/round.
PHBII Enchantment Overwhelm: Nonlethal damage knocks out subject.
PHBII Evocation Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone.
PHBII Transmutation Chasing Perfection: Subject gains +4 to all abilities.
PHBII Transmutation Energy Surge, Greater: As energy surge, but 3d6 damage.
RotD Enchantment Power Word Nauseate: Makes one creature with 150 hp or less nauseated.
RoS Divination Eye of Stone As Arcane Eye, but sensor can move through stone.
Sand Enchantment Symbol of Thirst: Triggered rune overwhelms nearby creatures with thirst.
Sand Necromancy Ashen Union: Drains moisture from a creature, possibly killing it and destroying its body.
Sand Necromancy Desiccate, Mass: Desiccates several creatures.
Sand Necromancy Mummify: Touched living creature dies and is mummified.
Sand Transmutation Scalding Mud: Transmute rock or earth into boiling muck.
Storm Conjuration Mudslide: Landslide buries, mires creatures within a 40-ft. radius.
Storm Necromancy Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level.
BoED Abjuration Starmantle: Cloak of stars destroys nonmagical weapons on contact and allows wearer a DC 15 Reflex save to reduce damage from magic weapons by half.
BoED Enchantment Wages of Sin: Evil creatures attack other evil creatures.
BoED Transmutation Quickshift: Caster can use teleport or greater teleport spell-like ability as a free action for 1 round/level.
MoI Conjuration Conjure Midnight Construct: Shape a construct from incarnum to fight for you.
MoI Necromancy Greater Channel the Mishtai: Draw a chosen mishtai’s soul into a target creature’s body.
MoI Necromancy Wrathful Doom: Target is dazed and takes damage each round equal to his essentia pool.
Planar Abjuration Seal Portal: Seal an interplanar portal or gate.
Planar Conjuration Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
Planar Divination Rary’s Interplanar Telepathic Bond: Link lets allies communicate across planes.
ToM Abjuration Hidden Truename: Subject’s personal truename is hard to discover through research.
7TH-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Banishment: Banishes 2 HD/level of extraplanar creatures.
Core Abjuration Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Core Abjuration Spell Turning: Reflect 1d4+6 spell levels back at caster.
Core Conjuration Instant Summons: Prepared object appears in your hand.
Core Conjuration Mage’s Magnificent Mansion: Door leads to extradimensional mansion.
Core Conjuration Phase Door: Creates an invisible passage through wood or stone.
Core Conjuration Plane Shift: As many as eight subjects travel to another plane.
Core Conjuration Summon Monster VII: Calls extraplanar creature to fight for you.
Core Conjuration Teleport Object: As teleport, but affects a touched object.
Core Conjuration Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Core Divination Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Core Divination Scrying, Greater: As scrying, but faster and longer.
Core Divination Vision: As legend lore, but quicker and strenuous.
Core Enchantment Hold Person, Mass: As hold person, but all within 30 ft.
Core Enchantment Insanity: Subject suffers continuous confusion.
Core Enchantment Power Word Blind: Blinds creature with 200 hp or less.
Core Enchantment Symbol of Stunning: Triggered rune stuns nearby creatures.
Core Evocation Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Core Evocation Forcecage: Cube or cage of force imprisons all inside.
Core Evocation Grasping Hand: Hand provides cover, pushes, or grapples.
Core Evocation Mage’s Sword: Floating magic blade strikes opponents.
Core Evocation Prismatic Spray: Rays hit subjects with variety of effects.
Core Illusion Invisibility, Mass: As invisibility, but affects all in range.
Core Illusion Project Image: Illusory double can talk and cast spells.
Core Illusion Shadow Conjuration, Greater: As shadow Conjuration, but up to 6th level and 60% real.
Core Illusion Simulacrum: Creates partially real double of a creature.
Core Necromancy Control Undead: Undead don’t attack you while under your command.
Core Necromancy Finger of Death: Kills one subject.
Core Necromancy Symbol of Weakness: Triggered rune weakens nearby creatures.
Core Necromancy Waves of Exhaustion: Several targets become exhausted.
Core Transmutation Control Weather: Changes weather in local area.
Core Transmutation Ethereal Jaunt: You become ethereal for 1 round/level.
Core Transmutation Reverse Gravity: Objects and creatures fall upward.
Core Transmutation Statue: Subject can become a statue at will.
Core Universal Limited Wish: Alters reality—within spell limits.
CAr Abjuration Energy Immunity Creature touched becomes immune to a type of energy.
CAr Abjuration Otiluke’s Greater Dispelling Screen Magic that passes through the wall may be dispelled.
CAr Evocation Emerald Flame Fist Your hands become sheathed in emerald flames that burn your foes and light them on fire.
CAr Necromancy Sword of Darkness Sword of negative energy bestows negative levels.
CM Abjuration Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing.
CM Conjuration Choking Cobwebs: Cobwebs provide concealment,slow movement, sicken creatures.
CM Necromancy Necrotic Curse: Cure spells in area deal damage, living beings don't heal with rest.
CM Necromancy Retributive Enervation: Any living creature that strikes you in melee gains a negative level.
CM Necromancy Seed of Undeath, Greater: As seed of undeath, but affects an area.
CM Transmutation Adamantine Wings: Wings grant fly 60 ft., provide natural attacks.
CM Transmutation Unicorn Heart: Gain speed 60, +4 on Str-, Dex-, and Con-based checks; use dimension door once.
Drac Abjuration Antimagic Ray: Target loses all magical powers.
Drac Abjuration Energy Immunity: Subject hss immunity to damage from one kind of energy.
Drac Abjuration Hide from Dragons: Dragons can’t perceive one subject/two levels.
Drac Conjuration Dragon Ally: As lesser dragon ally, but up to 18 HD.
Drac Enchantment Hiss of Sleep: You induce comatose slumber in targets.
Drac Transmutation Animate Breath: Your breath weapon becomes a construct.
Drac Transmutation Greater Stunning Breath: Your breath weapon also stuns creatures for 2d4 rounds.
DrM Abjuration Abj Justice of the Wyrm King: Create a field of arcane force that deals 4d6 damage to melee attackers.
DrM Abjuration Kiss of Draconic Defiance: Hinder nearby spellcasters; counter one spell automatically.
DrM Evocation Glorious Master of the Elements: Channel acid, cold, electricity, or fire damage into ranged touch attacks.
DrM Transmutation Aspect of the Platinum Dragon: Take the form of an aspect of Bahamut. Sorcerer spell only.
DrM Universal Arcane Spellsurge: Reduce the casting time of your arcane spells.
FC1 Divination Fiendish Clarity: Grants you darkvision 60 ft., allows you to see in magical darkness, see invisibility out to 60 feet, and detect good.
FC1 Necromancy Soul Link: Grants target a boon, allows monitoring, and establishes a telepathic link that enhances enchantments.
FC2 Transmutation Investiture of the Ice Devil: Target deals +1d6 cold damage and slows foes with successful melee attacks.
Frost Abjuration Glacial Ward, Greater: Area around you provides SR 25 against fire spells and effects.
Frost Conjuration Ice Castle: Creates castle of snow and ice with an array of magical effects.
LM Abjuration Ghost Trap: Incorporeal creatures turn corporeal.
LM Necromancy Avasculate: Reduce foe to 0 hp and stun foe for 1 round by purging blood vessels.
LM Necromancy Awaken Undead: Grant sentience to otherwise mindless undead.
LM Necromancy Energy Ebb: Give subject one negative level/round for 1 round/level.
LM Necromancy Necrotic Tumor: Permanently control encysted subject.
PHBII Conjuration Luminous Assassin, Greater: As luminous assassin, but the assassin is more powerful.
PHBII Necromancy Pulse of Hate: Nearby enemies take 2d6 damage/round.
PHBII Transmutation Animalistic Power, Mass: As animalistic power, but multiple subjects.
PHBII Transmutation As the Frost: Transform into a creature of cold.
RotD Conjuration Summon Aspect of Bahamut: Summons an aspect of Bahamut.
Sand Transmutation Flesh to Salt, Mass: Turns several creatures into statues of salt.
Sand Transmutation Vitrify: Melts sand into glass.
Storm Conjuration Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in.
BoED Evocation Amber Sarcophagus: Target is trapped in stasis inside amber.
BoED Necromancy Righteous Glare: Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.
BoED Transmutation Eladrin Form: You become an incorporeal globe.
BoED Transmutation Tomb of Light: Entraps and harms evil extraplanar creatures.
MoI Conjuration Incarnum Bladestorm: Storm of blades deals Wis damage to living creatures within.
MoI Divination Adept Spirit, Mass: One subject/caster level can activate bonus on caster level checks, Will saves, Concentration checks, and Int-based checks for 1 minute.
MoI Transmutation Open Lesser Chakra: Allow target to bind to its arms, brow, crown, feet, hands, or shoulders chakra.
Planar Abjuration Planar Bubble: Create bubble around target creature that emulates target’s native planar environment.
Planar Conjuration Call Kolyarut: A kolyarut aids you in punishing an oath-breaker.
Planar Necromancy Barghest’s Feast: Destroy target corpse, potentially preventing its return to life.
Planar Necromancy Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
ToM Conjuration Truename Binding: Enslaves extraplanar creature of CR 10 or less with the power of its truename.
8TH-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Core Abjuration Mind Blank: Subject is immune to mental/emotional magic and scrying.
Core Abjuration Prismatic Wall: Wall’s colors have array of effects.
Core Abjuration Protection from Spells: Confers +8 resistance bonus.
Core Conjuration Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Core Conjuration Maze: Traps subject in extradimensional maze.
Core Conjuration Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Core Conjuration Summon Monster VIII: Calls extraplanar creature to fight for you.
Core Conjuration Trap the Soul: Imprisons subject within gem.
Core Divination Discern Location: Reveals exact location of creature or object.
Core Divination Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Core Divination Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Core Enchantment Antipathy: Object or location affected by spell repels certain creatures.
Core Enchantment Binding: Utilizes an array of techniques to imprison a creature.
Core Enchantment Charm Monster, Mass: As charm monster, but all within 30 ft.
Core Enchantment Demand: As sending, plus you can send suggestion.
Core Enchantment Irresistible Dance: Forces subject to dance.
Core Enchantment Power Word Stun: Stuns creature with 150 hp or less.
Core Enchantment Symbol of Insanity: Triggered rune renders nearby creatures insane.
Core Enchantment Sympathy: Object or location attracts certain creatures.
Core Evocation Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Core Evocation Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Core Evocation Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Core Evocation Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Core Evocation Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Core Illusion Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Core Illusion Screen: Illusion hides area from vision, scrying.
Core Illusion Shadow Evocation, Greater: As shadow Evocation, but up to 7th level and 60% real.
Core Necromancy Clone: Duplicate awakens when original dies.
Core Necromancy Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Core Necromancy Horrid Wilting: Deals 1d6/level damage within 30 ft.
Core Necromancy Symbol of Death: Triggered rune slays nearby creatures.
Core Transmutation Iron Body: Your body becomes living iron.
Core Transmutation Polymorph Any Object: Changes any subject into anything else.
Core Transmutation Temporal Stasis: Puts subject into suspended animation.
CAr Abjuration Anticipate Teleportation, Greater Know when a creature tries to teleport near you, and delay its arrival.
CAr Necromancy Blackfire Ray causes living creature to erupt in negative energy fire.
CAr Necromancy Heart of Stone Replace your heart with stone, granting damage reduction.
CAr Transmutation Flensing Strip away a creature's skin.
CAr Transmutation Ghostform Become intangible like a manifesting ghost.
CD Transmutation Bestow Curse, Greater: As bestow curse, but more severe penalties.
CM Abjuration Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.
CM Abjuration Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead.
CM Evocation Prismatic Bow: Creates bow that allows seven attacks, each with a different prismatic effect.
CM Necromancy Touch of the Graveborn: Melee touch attack deals 10d6 damage or controls undead creature.
CM Transmutation Dreaded Form of the Eye Tyrant: You take the form of a beholder.
CM Transmutation Unyielding Form of Inevitable Death: You take the form of a marut.
CM Universal Arcane Fusion, Greater:: Cast two spells without expending additional slots. (Sorcerer only.)
Drac Conjuration Phantasmal Thief: Creates an unseen force that steals from others.
Drac Enchantment Maddening Whispers: You induce confusion and madness in targets.
Drac Necromancy Enervating Breath: Your breath weapon also bestows 2d4 negative levels.
Drac Transmutation Breath Weapon Admixture: Your breath weapon also deals a second type of damage.
DrM Enchantment Mind of the Labyrinth: Confuse enemies who try to affect your mind; dominate one such attacker.
DrM Transmutation Aspect of the Chromatic Dragon: Take the form of an aspect of Tiamat. Sorcerer spell only.
FC1 Abjuration Shun the Dark Chaos: Exchanges one of target’s Abyssal heritor feats for another kind of feat.
FC1 Transmutation Embrace the Dark Chaos: Exchanges one of target’s feats for an Abyssal heritor feat.
FC2 Transmutation Investiture of the Horned Devil: Target stuns foes with successful melee attack.
Frost Transmutation Fimbulwinter: Creates winter weather for miles around you that lasts for months.
HoH Enchantment Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies.
LM Necromancy Avascular Mass: Reduce foe to 0 hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20-ft. radius from victim.
LM Necromancy Necrotic Empowerment: Draw personal vigor from mother cyst.
LM Necromancy Veil of Undeath: You gain undead traits.
LM Transmutation Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
PHBII Abjuration Chain Dispel: Dispel multiple magical effects in multiple creatures.
PHBII Necromancy Plague: One creature/level contracts quickly terminal disease.
PHBII Transmutation Celerity, Greater: Take a full-round action immediately, but be dazed for a round.
RoD Transmutation Bestow Curse, Greater: As bestow curse, but more severe penalties.
RoS Transmutation Earth Glide Creature can swim through earth and stone.
RotD Conjuration Manifest Dragon Heritage, Greater: Sorceror only. Conjures a dragon turtle.
RotD Enchantment Power Word Petrify: Petrifies one creature with 100 hp or less.
Sand Abjuration Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
Sand Enchantment Desert Binding: Imprisons creature as sand in an hourglass or wind in the waste
Storm Conjuration Mordenkainen’s Capable Caravel: Creates magical ship with extradimensional staterooms.
Storm Conjuration Stormwalk: Teleport yourself and one creature/2 levels from a storm.
Storm Evocation Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships.
BoED Necromancy Last Judgment: Evil creatures are struck dead and sent to Lower Planes.
BoED Transmutation Axiomatic Creature: Transforms creature into an axiomatic creature.
MoI Abjuration Soulbanned Zone: Create an immobile area that blocks all incarnum effects for 10 min./level.
MoI Conjuration Conjure Greater Midnight Construct: Shape a construct from incarnum to fight for you.
MoI Divination Guardian Spirit, Mass: One subject/caster level can activate bonus on AC, Re? ex saves, and Dex-based checks for 1 minute.
Planar Conjuration Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
Planar Conjuration Plane Shift, Greater: Plane shift accurately to your desired destination.
ToM Abjuration Expunge the Supernatural: Permanently eliminates a foe’s supernatural ability.
ToM Abjuration Truename Dispel: Cancels spells and magical effects on a creature whose personal truename you know.
ToM Transmutation Ritual of Renaming: You give a creature a new personal truename, expunging the old one.
WoL Necromancy Sever Legacy: Target permanently loses all legacy abilities.
9TH-LEVEL SORCERER/WIZARD SPELLS
Source School Spell Name Brief Description
Core Abjuration Freedom: Releases creature from imprisonment.
Core Abjuration Imprisonment: Entombs subject beneath the earth.
Core Abjuration Mage’s Disjunction: Dispels magic, disenchants magic items.
Core Abjuration Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Core Conjuration Gate: Connects two planes for travel or summoning.
Core Conjuration Refuge: Alters item to transport its possessor to you.
Core Conjuration Summon Monster IX: Calls extraplanar creature to fight for you.
Core Conjuration Teleportation Circle: Circle teleports any creature inside to designated spot.
Core Divination Foresight: “Sixth sense” warns of impending danger.
Core Enchantment Dominate Monster: As dominate person, but any creature.
Core Enchantment Hold Monster, Mass: As hold monster, but all within 30 ft.
Core Enchantment Power Word Kill: Kills one creature with 100 hp or less.
Core Evocation Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Core Evocation Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Core Illusion Shades: As shadow Conjuration, but up to 8th level and 80% real.
Core Illusion Weird: As phantasmal killer, but affects all within 30 ft.
Core Necromancy Astral Projection: Projects you and companions onto Astral Plane.
Core Necromancy Energy Drain: Subject gains 2d4 negative levels.
Core Necromancy Soul Bind: Traps newly dead soul to prevent resurrection.
Core Necromancy Wail of the Banshee: Kills one creature/level.
Core Transmutation Etherealness: Travel to Ethereal Plane with companions.
Core Transmutation Shapechange: Transforms you into any creature, and change forms once per round.
Core Transmutation Time Stop: You act freely for 1d4+1 rounds.
Core Universal Wish: As limited wish, but with fewer limits.
CAd Divination Hindsight: Look into the past.
CAr Abjuration Absorption Absorb spells targeted at you, and use the energy to cast your own.
CAr Abjuration Reaving Dispel Steal the benefits of dispelled magic.
CAr Conjuration Sphere of Ultimate Destruction Sphere of nothing destroys all it touches.
CAr Conjuration Summon Elemental Monolith You summon a tremendously powerful elemental.
CAr Enchantment Programmed Amnesia Selectively destroy, alter, or implant memories in the target.
CAr Illusion Superior Invisibility Creature is invisible to all senses.
CAr Transmutation Transmute Rock to Lava Rock of any sort becomes molten.
CD Abjuration Unbinding: Frees everyone in range from spells that constrain or bind.
CM Conjuration Dimension Jumper, Greater: Teleport yourself up to 60 feet once per round.
CM Conjuration Genius Loci: Create a guardian spirit for a specific location.
CM Conjuration Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells.
CM Evocation Deadly Sunstroke: Creatures take 1d6 fire damage/level and become fatigued.
CM Evocation Lash of Force: Whip of force strikes for 5d6 damage; can become a 15d6 line attack.
CM Evocation Prismatic Deluge: Call down a prismatic effect over a wide area.
Drac Conjuration Greater Dragon Ally: As lesser dragon ally, but up to 27 HD
Drac Transmutation Deafening Breath: Your breath weapon also deals sonic damage and deafens.
DrM Evocation Burst of Glacial Wrath: Freeze nearby creatures, turning them into solid blocks of ice.
DrM Transmutation Burst of Glacial Wrath: Freeze nearby creatures, turning them into solid blocks of ice.
FC1 Conjuration Abyssal Rift: Opens a rift in the ground, damaging creatures and structures.
FC2 Transmutation Investiture of the Hellfire Engine: Target gains iron body and 8d10 breath weapon of hellfire.
FC2 Transmutation Investiture of the Pit fiend: Target gains powerful claw attacks, ability to inflict disease, or ability to inflict terror.
Frost Evocation Iceberg: Block of ice falls from sky, dealing 20d6 damage and burying subjects.
Frost Illusion Ice Assassin: Creates duplicate of creature with sole purpose to slay original.
Frost Transmutation Frostfell: Intense cold turns all subjects in area into ice.
HoH Conjuration Vile Death: Undead creature gains fiendish template.
HoH Necromancy Plague of Undead: Animates horde of undead.
LM Necromancy Necrotic Termination: Permanently eliminates encysted subject.
LM Necromancy Plague of Undead: Animates horde of undead.
LoM Conjuration Utterdark: 100-ft./level radius of darkness that evil creatures can see through.
LoM Evocation Invoke Magic: Momentarily negate antimagic effects.
PHBII Conjuration Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material.
PHBII Evocation Detonate: Slays subject and creates 20-ft.-radius explosion that deals 1d6 damage/level (max 20d6).
PHBII Transmutation Dragonshape: You take on the form and abilities of a Huge red dragon.
Storm Conjuration Planar Navigation: Send a whole ship to another plane.
BoED Conjuration Blinding Glory: 100-ft./level radius of light that blinds evil creatures.
MoI Abjuration Soulmeld Disjunction: One or more of target’s soulmelds are destroyed.
MoI Transmutation Open Greater Chakra: Allow target to bind to its arms, brow, crown, feet, hands, shoulders, throat, or waist chakra.
Planar Conjuration Abyssal Army: Summons demons to fight for you.
Planar Conjuration Call Marut: A marut aids you in pursuing one seeking to cheat time.
Planar Conjuration Heavenly Host: Summons archons to fight for you.
Planar Conjuration Hellish Horde: Summons devils to fight for you.
Planar Conjuration Precipitate Complete Breach: You rip wide the boundary between two planes.
Planar Transmutation Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
ToM Conjuration Truename Binding, Greater: Enslaves extraplanar creature of CR 14 or less with the power of its truename.
ToM Necromancy Unname: Erase a creature from reality.
WoL Transmutation Revitalize Legacy, Greater: Get extra use of chosen greater legacy ability.