Abjuration School

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The following spells are available to Wizards who have chosen the Abjuration school as their specialty school. Abjuration wizards may also cast spells from the Necromancy, Transmutation, and Universal schools, as these are complementary schools for Abjuration.

0th-Level Spells (Cantrips)

Spell Name School Description
Resistance (Sorcerer/Wizard Spell) Abjuration Subject gains +1 bonus on saving throws.
Spark (Sorcerer/Wizard Spell) Abjuration Dangerous spark injures your attacker.
Bleed (Sorcerer/Wizard Spell) Necromancy Cause bludgeoning damage and a Bruised condition.
Disrupt Undead (Sorcerer/Wizard Spell) Necromancy Ray deals Positive Energy Damage to one Undead in range.
Hand of the Magus (Sorcerer/Wizard Spell) Transmutation You can telekinetically move and attack with a modest object.
Jolt (Sorcerer/Wizard Spell) Transmutation Deal electricity damage with a ranged touch attack.
Mending (Sorcerer/Wizard Spell) Transmutation Makes minor repairs on a non-magical object that is damaged or Broken.
Root (Sorcerer/Wizard Spell) Transmutation Reinforces a subjects defense against being moved or tripped.
Detect Magic (Sorcerer/Wizard Spell) Universal Detects all spells and magic items within a 60 ft cone.
Detect Poison (Sorcerer/Wizard Spell) Universal Detects poison in a creature or object.
Prestidigitation (Sorcerer/Wizard Spell) Universal Performs minor tricks.
Read Magic (Sorcerer/Wizard Spell) Universal Read scrolls and spellbooks.


1st-Level Spells

Spell Name School Description
Adjuring Step (Sorcerer/Wizard Spell) Abjuration You can move slowly and safely and still cast spells, until you move quickly.
Alarm (Sorcerer/Wizard Spell) Abjuration Wards an area for the night.
Bouncy Body (Sorcerer/Wizard Spell) Abjuration The target's flesh becomes flexible and rubbery.
Endure Elements (Sorcerer/Wizard Spell) Abjuration Exist comfortably in hot or cold regions.
Hold Portal (Sorcerer/Wizard Spell) Abjuration Holds door shut.
Magic Aura (Sorcerer/Wizard Spell) Abjuration Alter your aura to grant AC.
Peacebond (Sorcerer/Wizard Spell) Abjuration Locks a weapon in place on the target's body.
Sunder Breaker (Sorcerer/Wizard Spell) Abjuration Attacks against you are costly, or you may break your own protection to inflict damage.
Wave Shield (Sorcerer/Wizard Spell) Abjuration Water blunts one incoming attack or fire effect as an immediate action.
Bed of Iron (Sorcerer/Wizard Spell) Necromancy Armor Check penalties are reduced, and you can sleep comfortably in armor without suffering fatigue.
Cause Fear (Sorcerer/Wizard Spell) Necromancy One creature gains the Cringing condition.
Chill Touch (Sorcerer/Wizard Spell) Necromancy You dark powers touch victims in a small cone, inflicting necrotic damage and making undead humbled.
Phantom Blood (Sorcerer/Wizard Spell) Necromancy When struck in combat, gain temporary hp's and a phantom copy.
Ray of Enfeeblement (Sorcerer/Wizard Spell) Necromancy Ray causes Withered, and threatens a Synergy.
Snowball (Sorcerer/Wizard Spell) Necromancy Ranged touch delivers Cold Damage and might inflict torpid.
Alter Winds (Sorcerer/Wizard Spell) Transmutation Modify the winds to injure creatures, make flying difficult in an area, or make sailing faster.
Animate Rope (Sorcerer/Wizard Spell) Transmutation Makes a rope move at your command, to trip or entangle an enemy.
Ant Haul (Sorcerer/Wizard Spell) Transmutation Increases the carrying capacity of a creature by 10 pounds per caster level.
Body Capacitance (Sorcerer/Wizard Spell) Transmutation Gain protection against Electricity attacks and release the energy as a Touch Attack.
Break (Sorcerer/Wizard Spell) Transmutation Break an object or creature in range.
Burning Disarm (Sorcerer/Wizard Spell) Transmutation A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage.
Enlarge Person (Sorcerer/Wizard Spell) Transmutation Humanoid creature gains one size category.
Expeditious Excavation (Sorcerer/Wizard Spell) Transmutation Moves small amounts of earth.
Feather Fall (Sorcerer/Wizard Spell) Transmutation Instantly changes the rate at which the targets falls.
Jump (Sorcerer/Wizard Spell) Transmutation Subject gains a Vaulting speed for one round.
Liberating Command (Sorcerer/Wizard Spell) Transmutation Restrained target may make an Escape Artist check to escape as an immediate action.
Magic Weapon (Sorcerer/Wizard Spell) Transmutation Transform a weapon into a similar sort of weapon that is better suited for yourself or for allies.
Monkey Fish (Sorcerer/Wizard Spell) Transmutation Gain a climb speed and a swim speed of 10 ft. or more for a time.
Poisoned Egg (Sorcerer/Wizard Spell) Transmutation Transform the contents of a normal egg into a single dose of Simple Venom.
Touch of the Sea (Sorcerer/Wizard Spell) Transmutation Targets struck by this ray gain Greater Swim 30 feet, with or without suffering harm in the process.
Summon Monster I (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
True Strike (Sorcerer/Wizard Spell) Universal Gain a bonus on your next attack roll.


2nd-Level Spells

Spell Name School Description
Arcane Lock (Sorcerer/Wizard Spell) Abjuration Magically locks a portal or chest.
Endure Elements, Communal (Sorcerer/Wizard Spell) Abjuration As Endure Elements (Sorcerer/Wizard Spell), but you may protect several creatures you touch.
Fog Cloud (Sorcerer/Wizard Spell) Abjuration Fog obscures vision.
Kinetic Reverberation (Sorcerer/Wizard Spell) Abjuration Channels the force of your actions into a ray of Force damage.
Resist Energy (Sorcerer/Wizard Spell) Abjuration Provides a scaling resistance to one Common energy type.
Shatter (Sorcerer/Wizard Spell) Abjuration Sonic vibration damages objects or a enemy creatures.
Blindness/Deafness (Sorcerer/Wizard Spell) Necromancy Makes subject blind to sight or sound, dazzled if they make their save, and at risk of a Synergy.
False Life (Sorcerer/Wizard Spell) Necromancy Gain 1d10 temporary hp + 1/lvl (max +10).
Ghoul Touch (Sorcerer/Wizard Spell) Necromancy Damages one living target you touch.
Life Pact (Sorcerer/Wizard Spell) Necromancy Affected creatures automatically donate hp to stabilize fallen ally.
Scare (Sorcerer/Wizard Spell) Necromancy Inflict psychic damage and Cringing on one or two targets.
Stricken Heart (Sorcerer/Wizard Spell) Necromancy Clenching agonies inflict Necrotic damage and Jostled.
Touch of Bloodletting (Sorcerer/Wizard Spell) Necromancy This spell causes any existing wounds that the target possesses to bleed profusely.
Aboleth's Lung (Sorcerer/Wizard Spell) Transmutation Targets are suddenly unable to breathe air, but can breathe underwater.
Air Step (Sorcerer/Wizard Spell) Transmutation Tread on air, with limitations.
Companion Polymorph (Sorcerer/Wizard Spell) Transmutation You transform the target into a smaller, harmless-looking animal of the same approximate body type.
Knock (Sorcerer/Wizard Spell) Transmutation Opens locked or magically sealed door...eventually.
Least Polymorph (Sorcerer/Wizard Spell) Transmutation Assume form of a Small or Medium Humanoid.
Levitate (Sorcerer/Wizard Spell) Transmutation Subject gains a Hover speed.
Make Whole (Sorcerer/Wizard Spell) Transmutation Repairs a damaged or broken magic item or construct.
Pyrotechnics (Sorcerer/Wizard Spell) Transmutation Turns a fire into a burst of dazzling fireworks and a thick column of smoke.
Spider Climb (Sorcerer/Wizard Spell) Transmutation Grants Greater Climb of 20 feet.
Tremor Blast (Sorcerer/Wizard Spell) Transmutation You create a minor earthquake that can inflict bludgeoning damage and Quelled.
Embrace Destiny (Sorcerer/Wizard Spell) Universal Dice with Fate, for good or ill.
See Invisibility (Sorcerer/Wizard Spell) Universal Reveals invisible creatures or objects.
Share Memory (Sorcerer/Wizard Spell) Universal Share or inflict one memory upon the target.
Spell Gauge (Sorcerer/Wizard Spell) Universal You learn the nature of, and disable, a target creature's supernatural or spell-like ability.
Summon Monster II (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.


3rd-Level Spells

Spell Name School Description
Air Geyser (Sorcerer/Wizard Spell) Abjuration Blast of air deals bludgeoning damage and pushes targets violently around.
Battering Blast (Sorcerer/Wizard Spell) Abjuration You hurl a fist-sized ball of force resembling a sphere of spikes to ram designated creatures or objects.
Blade Snare (Sorcerer/Wizard Spell) Abjuration Blades damage and hinder all creatures around you.
Cloak of Winds (Sorcerer/Wizard Spell) Abjuration Creates a whirling screen of strong wind around you.
Dispel Magic (Sorcerer/Wizard Spell) Abjuration Cancels one magical spell or effect
Elemental Aura (Sorcerer/Wizard Spell) Abjuration Creates an aura of energy around you that damages others and protects you.
Pellet Blast (Sorcerer/Wizard Spell) Abjuration Creates an explosion of deadly metal pellets.
Resist Energy, Communal (Sorcerer/Wizard Spell) Abjuration This spell functions like Resist Energy (Sorcerer/Wizard Spell), except you can protect several creatures.
Wind Wall (Sorcerer/Wizard Spell) Abjuration Deflects arrows, smaller creatures, and gases.
Accursed Glare (Sorcerer/Wizard Spell) Necromancy Inflicts Cursed or Hexed on victims, and places them at risk of a Synergy.
Barrow Haze (Sorcerer/Wizard Spell) Necromancy Fog obscures vision and inflicts negative energy.
Gentle Repose (Sorcerer/Wizard Spell) Necromancy Preserves one corpse.
Halt Undead (Sorcerer/Wizard Spell) Necromancy Immobilizes several undead that are near each other.
Malediction (Sorcerer/Wizard Spell) Necromancy Fell magic damages your foes, and gifts you their strength as an Action Point if you kill any of them.
Ray of Exhaustion (Sorcerer/Wizard Spell) Necromancy Ray makes subject fatigued and places it at risk of a synergy.
Eruptive Pustules (Sorcerer/Wizard Spell) Transmutation Acid boils burst as ray attacks.
Haste (Sorcerer/Wizard Spell) Transmutation Two or more allies move faster, and gain a bonus attack action during a full attack.
Lesser Polymorph (Sorcerer/Wizard Spell) Transmutation Assume form of a Small or Medium Monster of any sort, with no Ranged abilities.
Slow (Sorcerer/Wizard Spell) Transmutation Inflicts Hindered upon multiple foes.
Spider Climb, Communal (Sorcerer/Wizard Spell) Transmutation As Spider Climb (Sorcerer/Wizard Spell), but affects multiple targets.
Trial of Fire and Acid (Sorcerer/Wizard Spell) Transmutation The target creatures suffer damage and the Singed condition.
Water Breathing (Sorcerer/Wizard Spell) Transmutation Subjects can breathe underwater.
Fly (Sorcerer/Wizard Spell) Universal Subject gains Lesser Flight equal to its normal Walk speed.
Summon Monster III (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Unravel Destiny (Sorcerer/Wizard Spell) Universal A target suffers if it has Action Points.


4th-Level Spells

Spell Name School Description
Defensive Shock (Sorcerer/Wizard Spell) Abjuration Electricity damages your enemies and punishes your attackers.
Dimensional Anchor (Sorcerer/Wizard Spell) Abjuration Bars extradimensional movement.
Globe of Invulnerability, Lesser (Sorcerer/Wizard Spell) Abjuration Stops spell-like effects.
Protection from Energy, Communal (Sorcerer/Wizard Spell) Abjuration As Protection from Energy (Sorcerer/Wizard Spell), but you may affect several creatures.
Remove Curse (Sorcerer/Wizard Spell) Abjuration Frees object or person from curse.
Resist Uncommon Energy (Sorcerer/Wizard Spell) Abjuration Ignores a scaling number of points of damage per attack from a specified Uncommon energy type.
Warded March (Sorcerer/Wizard Spell) Abjuration You are highly resistant to energy or physical damage for one move action, and deal heavy damage to foes you move through.
Enervation (Sorcerer/Wizard Spell) Necromancy Subject gains 1d4 points of Essence Suppression and is at risk of a synergy.
False Life, Greater (Sorcerer/Wizard Spell) Necromancy Gain 2d10 temporary hp + 1/lvl.
Fear (Sorcerer/Wizard Spell) Necromancy Subjects within cone suffer Psychic damage and gain the Cringing condition.
Pillar of Ice (Sorcerer/Wizard Spell) Necromancy Creates confounding pillars of ice.
Adjustable Polymorph (Sorcerer/Wizard Spell) Transmutation As Least Polymorph (Sorcerer/Wizard Spell), but you can change the shape as a swift action.
Boneshatter (Sorcerer/Wizard Spell) Transmutation A crackling ray deals heavy damage and inflicts wobbly.
Elemental Body I (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Enlarge Person, Mass (Sorcerer/Wizard Spell) Transmutation Humanoids you choose gain one size category.
Firefall (Sorcerer/Wizard Spell) Transmutation Causes fire to burst up, dealing heavy Fire damage and inflicting Singed.
Make Whole, Greater (Sorcerer/Wizard Spell) Transmutation This spell repairs 1d8+1 points of siege damage to a vehicle or fortification.
Ride the Waves (Sorcerer/Wizard Spell) Transmutation Target can breathe water and swim.
Summon Monster IV (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.


5th-Level Spells

Spell Name School Description
Calm Air (Sorcerer/Wizard Spell) Abjuration You calm the air and disperse fog, dust, and other particles.
Fulgere (Sorcerer/Wizard Spell) Abjuration The power of a volcano inflicts Scouring damage on your foes and punishes your attackers.
Life Bubble (Sorcerer/Wizard Spell) Abjuration Protects creatures from some types of sustained environmental effects.
Rolling Stone (Sorcerer/Wizard Spell) Abjuration Rolling ball of stone deals Abrasion and Crushing Damage.
Sonic Thrust (Sorcerer/Wizard Spell) Abjuration Ray of sound damages and moves targets.
Absorb Toxicity (Sorcerer/Wizard Spell) Necromancy You become immune to poisons, absorb one, and then spread it to others.
Astral Projection, Lesser (Sorcerer/Wizard Spell) Necromancy Limited astral travel.
Blight (Sorcerer/Wizard Spell) Necromancy Inflicts heavy Necrotic damage, to which Animals and Plants have a penalty.
Daywalker (Sorcerer/Wizard Spell) Necromancy Turns an ally into a pseudo-undead, with potent benefits.
Suffocation (Sorcerer/Wizard Spell) Necromancy Target suffers heavy winded damage.
Caustic Blood (Sorcerer/Wizard Spell) Transmutation You imbue your blood with corrosive acid.
Corrosive Consumption (Sorcerer/Wizard Spell) Transmutation Ray causes targets form to transform into acid...with dire results.
Echolocation (Sorcerer/Wizard Spell) Transmutation Grants you Echolocation.
Elemental Body II (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Hungry Earth (Sorcerer/Wizard Spell) Transmutation All solid surfaces bite savagely at creatures adjacent to them.
Overland Flight (Sorcerer/Wizard Spell) Transmutation You fly with tremendous stability and power, and are able to cruise long distances with ease.
Planar Adaptation (Sorcerer/Wizard Spell) Transmutation Resist harmful effects of environmental damage of another plane.
Polymorph (Sorcerer/Wizard Spell) Transmutation Assume form of a Small or Medium Monster of any sort, with weak Ranged abilities.
Summon Monster V (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.


6th-Level Spells

Spell Name School Description
Antimagic Field (Sorcerer/Wizard Spell) Abjuration Completely but temporarily suppresses magical effects within 10 ft.
Armored March (Sorcerer/Wizard Spell) Abjuration You are highly resistant to all damage for one move action, and deal heavy damage to foes you move through.
Cold Ice Strike (Sorcerer/Wizard Spell) Abjuration Blast of ice slivers deals cold damage and slows.
Dispel Magic, Greater (Sorcerer/Wizard Spell) Abjuration Cancels multiple magical spells or effects
Globe of Invulnerability (Sorcerer/Wizard Spell) Abjuration Stops supernatural and spell-like effects.
Moving Mountain (Sorcerer/Wizard Spell) Abjuration Rolling ball of stone deals Abrasion and Piercing Damage.
Resist Rare Energy (Sorcerer/Wizard Spell) Abjuration Ignores a scaling number of points of damage per attack from a specified Rare energy type.
Banshee Blast (Sorcerer/Wizard Spell) Necromancy Cone deals severe damage and induces fear.
Circle of Death (Sorcerer/Wizard Spell) Necromancy Dark forces attempt to slay all living creatures.
Deadly Necrosis (Sorcerer/Wizard Spell) Necromancy Strikes a creature you choose with necrotic damage and are Impaired...at a minimum.
Eyebite (Sorcerer/Wizard Spell) Necromancy Targets suffer rugosic damage and are dazzled.
Undeath to Death (Sorcerer/Wizard Spell) Necromancy Inflicts heavy light (energy, uncommon) damage to the unliving in your sight.
Disintegrate (Sorcerer/Wizard Spell) Transmutation Reduces one creature or object to dust.
Elemental Assessor (Sorcerer/Wizard Spell) Transmutation Elemental ray transforms parts of the victim into a damaging canker.
Elemental Body III (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Fluid Form (Sorcerer/Wizard Spell) Transmutation Become a living liquid, gaining many bonus effects.
Form of the Dragon I (Sorcerer/Wizard Spell) Transmutation Turns you into a draconic creature.
Move Earth (Sorcerer/Wizard Spell) Transmutation Digs enormous trenches and builds hills.
Oasis (Sorcerer/Wizard Spell) Transmutation Create a comfortable and secured place in the wilderness.
Summon Monster VI (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
True Seeing (Sorcerer/Wizard Spell) Universal Lets you see things as they really are.


7th-Level Spells

Spell Name School Description
Banishment (Sorcerer/Wizard Spell) Abjuration Your scorn hurts. Make several ray attacks with dire consequences.
Hammerblow (Sorcerer/Wizard Spell) Abjuration Without a sound, break objects and batter foes within a short distance.
Finger of Death (Sorcerer/Wizard Spell) Necromancy Deals heavy necrotic (energy, uncommon) damage to one subject.
Plague Storm (Sorcerer/Wizard Spell) Necromancy Cloud inflicts Necrotic damage
Sudden Necrosis (Sorcerer/Wizard Spell) Necromancy Strikes a creature you choose with necrotic damage and inflicts Impaired...at a minimum.
Elemental Body IV (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Ethereal Jaunt (Sorcerer/Wizard Spell) Transmutation You become ethereal until your next combat ends.
Form of the Dragon II (Sorcerer/Wizard Spell) Transmutation Turns you into a huge draconic creature.
Planar Adaptation, Mass (Sorcerer/Wizard Spell) Transmutation This spell functions like Planar Adaptation, except affecting multiple targets.
Polymorph, Greater (Sorcerer/Wizard Spell) Transmutation Assume form of a Small, Medium or Large Monster of any sort, with weak Ranged abilities.
Resonating Word (Sorcerer/Wizard Spell) Transmutation Target is damaged, and suffers ongoing sonic damage.
Reverse Gravity (Sorcerer/Wizard Spell) Transmutation Ray attack causes objects and creatures to fall upward, or suffer heavy ripping damage..
Statue (Sorcerer/Wizard Spell) Transmutation Subject can become a statue at will, being subject only to Sunders.
Wall of Force (Sorcerer/Wizard Spell) Transmutation Creates an invisible, immobile wall of pure force.
Fly, Mass (Sorcerer/Wizard Spell) Universal One or more creatures gains ability to fly.
Summon Monster VII (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Wish, Limited (Sorcerer/Wizard Spell) Universal Alters reality (within limits).


8th-Level Spells

Spell Name School Description
Dimensional Lock (Sorcerer/Wizard Spell) Abjuration Teleportation and interplanar travel blocked until the next Moon.
Hammerblow, Mass (Sorcerer/Wizard Spell) Abjuration Without a sound, break objects and batter foes within a short distance.
Juggernaut's March (Sorcerer/Wizard Spell) Abjuration You are nearly immune to damage for one move action, and deal heavy damage to foes you move through.
Prismatic Wall (Sorcerer/Wizard Spell) Abjuration Wall's colors have array of effects.
Resist All Energy (Sorcerer/Wizard Spell) Abjuration Ignores a scaling number of points of damage per attack from All energy types.
Skyshard (Sorcerer/Wizard Spell) Abjuration Shimmering shards of the Sky act as ray attacks, dealing obliteration (physical, rare) and pushing targets struck.
Vitriolic Mist (Sorcerer/Wizard Spell) Abjuration As Fire Shield, except Acid Damage, and potentially much stronger.
Deathneedle (Sorcerer/Wizard Spell) Necromancy A needle of shadow darts out as a ray and inflicts heavy negative energy damage to a target.
Horrid Wilting (Sorcerer/Wizard Spell) Necromancy Deals terrible Desiccation damage to creatures chosen.
Instant Necrosis (Sorcerer/Wizard Spell) Necromancy Strikes a creature you choose with necrotic damage and inflicts Crippled...at a minimum.
Orb of the Void (Sorcerer/Wizard Spell) Necromancy Flying sphere of darkness deals Necrotic damage and Essence Destruction.
Disassemble (Sorcerer/Wizard Spell) Transmutation Tear your foes to pieces.
Dust Form (Sorcerer/Wizard Spell) Transmutation You become an incorporeal creature of dust for a short period of time.
Flying Fingernails (Sorcerer/Wizard Spell) Transmutation Blast forth your own fingernails as deadly ray attacks.
Form of the Dragon III (Sorcerer/Wizard Spell) Transmutation Turns you into a huge draconic creature.
Frost Fingers (Sorcerer/Wizard Spell) Transmutation Transform your targets with extreme Cold (energy, common), the frostbite potentially rendering them Crippled.
Heart of Glass (Sorcerer/Wizard Spell) Transmutation Target enemy is rendered Defenseless or Vulnerable to a single class of damage chosen by the caster.
Summon Monster VIII (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.


9th-Level Spells

Spell Name School Description
Battering Ram (Sorcerer/Wizard Spell) Abjuration An eldritch Ram smashes a foe for damage and a free Bull Rush.
Bristlecone (Sorcerer/Wizard Spell) Abjuration Massive cones of energy inflict damage and push enemies in a 25-foot cone.
Foehammer (Sorcerer/Wizard Spell) Abjuration Without a sound, the caster smashes his foes with force damage.
Freedom (Sorcerer/Wizard Spell) Abjuration Releases creature from all conditions save only death.
Imprisonment (Sorcerer/Wizard Spell) Abjuration Chains and possibly entombs subject you touch.
Invincible March (Sorcerer/Wizard Spell) Abjuration You are immune to damage for one move action, and deal heavy damage to foes you move through.
Mage's Disjunction (Sorcerer/Wizard Spell) Abjuration Cancels multiple magical spells or effects and Disintegrates its targets.
Prismatic Sphere (Sorcerer/Wizard Spell) Abjuration As Prismatic Wall, but surrounds on all sides.
Spellbane (Sorcerer/Wizard Spell) Abjuration Create a ranged Antimagic Field usable against your enemies.
Unmake (Sorcerer/Wizard Spell) Abjuration Touch an unattended object or a melee target and Unmake it, dealing massive disintegration damage.
Astral Projection (Sorcerer/Wizard Spell) Necromancy Projects you and others onto Astral Plane.
Canopic Conversion (Sorcerer/Wizard Spell) Necromancy Turns your allies into pseudo-undead, with potent benefits.
Energy Drain (Sorcerer/Wizard Spell) Necromancy Subject gains 2d4 points of Essence Omission and is at risk of a synergy.
Fleshblight (Sorcerer/Wizard Spell) Necromancy Calls forth a long-range 7x7 cone of necrotic (energy, uncommon) damage, affecting both friend and foe.
Mass Instant Necrosis (Sorcerer/Wizard Spell) Necromancy Strikes all creatures you choose with tenebrous damage and inflicts Crippled...at a minimum.
Soul Bind (Sorcerer/Wizard Spell) Necromancy Bind your enemies and allies together, granting bonus AC and damage.
Soulburn (Sorcerer/Wizard Spell) Necromancy Immolate your chosen enemies with precise blasts of void damage, searing their bodies and sight.
Suffocation, Mass (Sorcerer/Wizard Spell) Necromancy Multiple creatures suffer heavy winded damage.
Wail of the Banshee (Sorcerer/Wizard Spell) Necromancy Deals heavy threnodic damage to a forty-foot area with you in the center.
Chaos Engine (Sorcerer/Wizard Spell) Transmutation Transmute an area into Real Reality, causing all creatures caught within to suffer damage.
Emblazon Crest (Sorcerer/Wizard Spell) Transmutation Your distinct symbol is magically displayed on any suitable item you carry.
Etherealness (Sorcerer/Wizard Spell) Transmutation Travel to an Ethereal Plane with companions.
Gloria Mundi (Sorcerer/Wizard Spell) Transmutation Allies you choose are transmuted into their perfect forms, gaining many benefits.
Hearts of Glass (Sorcerer/Wizard Spell) Transmutation Target enemies are rendered Defenseless or Vulnerable to a single class of damage chosen by the caster.
Shapechange (Sorcerer/Wizard Spell) Transmutation Assume form of a Small to Huge Monster of any sort, with strong Ranged abilities.
Stone Fist (Sorcerer/Wizard Spell) Transmutation Your unarmed strikes are lethal.
Time Stop (Sorcerer/Wizard Spell) Transmutation You act freely for 1d4+1 rounds.
Transmute Blood to Acid (Sorcerer/Wizard Spell) Transmutation Target takes Acid Damage, and suffers the Immolated condition each round.
Wrack (Sorcerer/Wizard Spell) Transmutation Hurl a ray of utter horrifying agony at your enemies.
Foresight (Sorcerer/Wizard Spell) Universal "Sixth sense" warns of impending danger and grants many benefits.
Summon Monster IX (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Wish (Sorcerer/Wizard Spell) Universal Reshape reality at your whim, within limits, and at a cost.