Necromancy School

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

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.
Message (Sorcerer/Wizard Spell) Enchantment Whisper conversation at distance.
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.
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.
Anticipate Peril (Sorcerer/Wizard Spell) Enchantment Targets gain a scaling bonus on their next initiative check.
Bungle (Sorcerer/Wizard Spell) Enchantment Inflict a penalty on a target's d20 roll as an immediate action.
Charm Person (Sorcerer/Wizard Spell) Enchantment Makes one Humanoid creature or person your friend.
Dancing Lantern (Sorcerer/Wizard Spell) Enchantment Animates a lantern-flame that follows you and can be used as a ray attack.
Deja Vu (Sorcerer/Wizard Spell) Enchantment Make a creature realize that things aren't so bad after all.
Expeditious Retreat (Sorcerer/Wizard Spell) Enchantment Your Walk speed increases.
Hideous Laughter (Sorcerer/Wizard Spell) Enchantment Subject becomes wobbly due to gales of forced mirth.
Hypnotism (Sorcerer/Wizard Spell) Enchantment Distracts and inflicts psychic damage.
Lock Gaze (Sorcerer/Wizard Spell) Enchantment Compel the target to look at you and only you, no matter how painful.
Memory Lapse (Sorcerer/Wizard Spell) Enchantment Subject forgets events back to last turn.
Nauseating Trail (Sorcerer/Wizard Spell) Enchantment Creature leaves a trail of Stinking Cloud (Sorcerer/Wizard Spell) squares.
Shield (Sorcerer/Wizard Spell) Enchantment Invisible disc gives +4 Arcane Bonus to AC.
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.
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.
Codespeak (Sorcerer/Wizard Spell) Enchantment Recipients gain the ability to speak, read, and write a new, coded language.
Compassionate Ally (Sorcerer/Wizard Spell) Enchantment Target is compelled to help injured ally or suffer the Antagonized condition.
Euphoric Cloud (Sorcerer/Wizard Spell) Enchantment Fog intoxicates living creatures.
Glitterdust (Sorcerer/Wizard Spell) Enchantment Inflicts Light damage, blinds creatures, and outlines invisible creatures or objects.
Qualm (Sorcerer/Wizard Spell) Enchantment Target gains Burned or Singed and is at risk of a Synergy until it spends actions doing nothing.
Scorching Ray (Sorcerer/Wizard Spell) Enchantment Ray Attack deals Fire Damage.
Seducer's Eyes (Sorcerer/Wizard Spell) Enchantment You first flirt with, then brutally reject, targets, inflicting terrible rugosic damage upon them.
Tactical Acumen (Sorcerer/Wizard Spell) Enchantment Your or your allies gain an additional bonus on attack rolls or to AC due to battlefield positioning.
Touch of Mercy (Sorcerer/Wizard Spell) Enchantment The target creature gains the Secured condition.
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.
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.
Aqueous Orb (Sorcerer/Wizard Spell) Enchantment Rolling ball of water deals Buffeting or Winded Damage.
Arcane Sight (Sorcerer/Wizard Spell) Enchantment Magical auras become visible, a ray attack becomes available.
Bells (Sorcerer/Wizard Spell) Enchantment A silvery tinkle distracts your foes...or destroys them.
Chain of Perdition (Sorcerer/Wizard Spell) Enchantment Creates a floating chain of force that damages your foes most terribly.
Heroism (Sorcerer/Wizard Spell) Enchantment Gives +2 bonus on attack rolls, saving throws, and skill checks.
Hold Person (Sorcerer/Wizard Spell) Enchantment Paralyzes one humanoid creature for a brief time.
Protection from Energy (Sorcerer/Wizard Spell) Enchantment Grants 3 temp hit points/lvl, only against one kind of common energy.
Stinking Cloud (Sorcerer/Wizard Spell) Enchantment Vile vapors inflict damage and the Gagging condition..
Stoneskin (Sorcerer/Wizard Spell) Enchantment Ignores a scaling number of points of damage per attack from a specified Common Physical damage type.
Suggestion (Sorcerer/Wizard Spell) Enchantment Compels subject to follow stated course of action.
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.
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.
Bestow Curse (Sorcerer/Wizard Spell) Enchantment Immediately inflict Cursed or Jinxed on a creature within your melee reach.
Charm Monster (Sorcerer/Wizard Spell) Enchantment Makes monster believe it is your ally.
Confusion (Sorcerer/Wizard Spell) Enchantment Subjects struck by ray behave oddly and are at risk of a synergy.
Crushing Despair (Sorcerer/Wizard Spell) Enchantment Subjects struggle to keep living against the assault of quiescent damage.
Overwhelming Grief (Sorcerer/Wizard Spell) Enchantment Grieving targets suffer psychic damage and are Dazzled by tears unless a save is made for half effect.
Unbearable Brightness (Sorcerer/Wizard Spell) Enchantment Your enchantment blasts an area with destroying light (energy, uncommon).
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.
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.
Damnation Stride (Sorcerer/Wizard Spell) Enchantment Teleports you a short distance and leaves behind a burst of fire.
Dismissal (Sorcerer/Wizard Spell) Enchantment Your scorn hurts. Make a ray attack with dire consequences.
Dominate Person (Sorcerer/Wizard Spell) Enchantment Controls Humanoid telepathically.
Feeblemind (Sorcerer/Wizard Spell) Enchantment Subject's INT and CHA are destroyed, inflicting heavy Psychic damage and Ability Drain.
Hold Monster (Sorcerer/Wizard Spell) Enchantment Briefly paralyzes one creature of any type.
Stoneskin, Communal (Sorcerer/Wizard Spell) Enchantment As Stoneskin, but you may protect multiple creatures.
Uncommon Stoneskin (Sorcerer/Wizard Spell) Enchantment Ignores a scaling number of points of damage per attack from a specified Uncommon Physical damage type.
Wall of Sound (Sorcerer/Wizard Spell) Enchantment Sonic wall damages creatures.
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.
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.
Cloak of Dreams (Sorcerer/Wizard Spell) Enchantment Ray causes living creatures to fall asleep and risk a Synergy.
Envious Urge (Sorcerer/Wizard Spell) Enchantment Targets suffer damage and want what you have. A lot.
Freezing Sphere (Sorcerer/Wizard Spell) Enchantment Freezes water or deals cold damage.
Heroism, Greater (Sorcerer/Wizard Spell) Enchantment Gives +3 bonus on attack rolls, saves, and skill checks, and temporary hit points.
Serenity (Sorcerer/Wizard Spell) Enchantment Peaceful feelings harm those attempting violence.
Suggestion, Mass (Sorcerer/Wizard Spell) Enchantment As Suggestion, affects multiple targets.
Utter Contempt (Sorcerer/Wizard Spell) Enchantment Targets suffer heavy Soul (energy, rare) damage as you deride them.
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.
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.
Arcane Sight, Greater (Sorcerer/Wizard Spell) Enchantment As Arcane Sight, but faster, and the ray attack is stronger.
Archon's Trumpet (Sorcerer/Wizard Spell) Enchantment Inflicts heavy thundercrash damage to all targets in a 30 foot cone.
Hold Person, Mass (Sorcerer/Wizard Spell) Enchantment This spell briefly paralyzes several humanoid targets.
Insanity (Sorcerer/Wizard Spell) Enchantment Subject suffers continuous confusion.
Rare Stoneskin (Sorcerer/Wizard Spell) Enchantment Ignores a scaling number of points of damage per attack from a specified Rare Physical damage type.
Standing Wave (Sorcerer/Wizard Spell) Enchantment Rolling ball of water deals Buffeting or Winded Damage.
Wall of Light (Sorcerer/Wizard Spell) Enchantment An immobile curtain of deadly light that blocks line of sight.
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.
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.
Bestow Curse, Greater (Sorcerer/Wizard Spell) Enchantment Inflicts Cursed or Hexed upon multiple creatures you choose.
Burst of Revelation (Sorcerer/Wizard Spell) Enchantment Enemies you choose at long range suffer terrible damage of a type you choose.
Charm Monster, Mass (Sorcerer/Wizard Spell) Enchantment As Charm Monster, but multiple targets within 30 feet of each other.
Demand (Sorcerer/Wizard Spell) Enchantment As Sending, plus you can send a Suggestion.
Incendiary Cloud (Sorcerer/Wizard Spell) Enchantment Cloud obscures vision and inflicts Darkfire damage.
Power Word Stun (Sorcerer/Wizard Spell) Enchantment Ray attack stuns creature and places them at risk of a Synergy.
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.
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.
Bruxism (Sorcerer/Wizard Spell) Enchantment Locks the form of affected enemy creatures into rigid spasms, causing damage if they try to escape.
Dominate Monster (Sorcerer/Wizard Spell) Enchantment As Dominate Person, but any creature.
Elitist (Sorcerer/Wizard Spell) Enchantment Ally creatures, which may include yourself, gain many potent boosts when affected by Elitist.
Forced Quiet (Sorcerer/Wizard Spell) Enchantment Muffle sound around the target.
Heroic Invocation (Sorcerer/Wizard Spell) Enchantment Grants a number of creatures bonuses on attacks and damage, temporary hit points, and a Vaulting speed.
Hold Monster, Mass (Sorcerer/Wizard Spell) Enchantment Paralyzes multiple creatures for a short time.
Overwhelming Presence (Sorcerer/Wizard Spell) Enchantment Creatures prostrate themselves before you as if you were divine and are at risk of a Synergy.
Perfect Stoneskin (Sorcerer/Wizard Spell) Enchantment Ignores a scaling number of points of damage per attack from all Physical damage types.
Power Word Kill (Sorcerer/Wizard Spell) Enchantment Ray which deals massive eldritch damage with no saving throw allowed.
Storm of Revelation (Sorcerer/Wizard Spell) Enchantment A huge storm of magic inflicts Eldritch damage and renders the world transparent and glowing.
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.
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.