Sorcerer/Wizard Spells

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Spell Level

Level 0 Sorcerer/Wizard Spells

Level 0 sorcerer and wizard spells are also called "Cantrips".

Spell Name School Spell Level Components Description
Acid Splash Conjuration Sorcerer/Wizard 0 V, S Conjure an orb of acid that deals 1d3 Acid Damage.
Arcane Mark Universal Sorcerer/Wizard 0 Inscribes a personal rune on an object or creature (visible or invisible).
Bleed Necromancy Sorcerer/Wizard 0 Cause a stabilized creature to resume dying.
Dancing Lights Evocation Sorcerer/Wizard 0 Creates torches or other lights.
Daze Enchantment Sorcerer/Wizard 0 A single humanoid creature with 4 HD or less loses its next action.
Detect Magic Divination Sorcerer/Wizard 0 Detects all spells and magic items within 60 ft.
Detect Poison Divination Sorcerer/Wizard 0 Detects poison in one creature or small object.
Disrupt Undead Necromancy Sorcerer/Wizard 0 Deals 1d6 damage to one undead.
Flare Evocation Sorcerer/Wizard 0 Dazzles one creature (-1 on attack rolls).
Ghost Sound Illusion Sorcerer/Wizard 0 Figment sounds.
Haunted Fey Aspect Illusion Sorcerer/Wizard 0 You surround yourself with disturbing illusions.
Jolt Transmutation Sorcerer/Wizard 0 Deal 1d3 electrical damage with a ranged touch attack.
Light Evocation Sorcerer/Wizard 0 Object shines like a torch.
Mage Hand Transmutation Sorcerer/Wizard 0 5-pound telekinesis.
Mending Transmutation Sorcerer/Wizard 0 Makes minor repairs on an object.
Message Transmutation Sorcerer/Wizard 0 Whisper conversation at distance.
Open/Close Transmutation Sorcerer/Wizard 0 Opens or closes small or light things.
Penumbra Evocation Sorcerer/Wizard 0 Protects creature or object touched from bright light.
Prestidigitation Universal Sorcerer/Wizard 0 Performs minor tricks.
Ray of Frost Evocation Sorcerer/Wizard 0 Ray deals 1d3 cold damage.
Read Magic Divination Sorcerer/Wizard 0 Read scrolls and spellbooks.
Resistance Abjuration Sorcerer/Wizard 0 Subject gains +1 on saving throws.
Root Transmutation Sorcerer/Wizard 0 Reinforces a subjects defense against being moved or tripped.
Scoop Evocation Sorcerer/Wizard 0 Create a scoop of force to pick up or carry liquids.
Spark Evocation Sorcerer/Wizard 0 Ignites flammable objects.
Touch of Fatigue Necromancy Sorcerer/Wizard 0 Touch attack fatigues target.

Level 1 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Abundant Ammunition Conjuration Sorcerer/Wizard 1 Replaces nonmagical ammunition every round.
Adhesive Spittle Conjuration Sorcerer/Wizard 1 Spit a tanglefoot bag at a creature.
Adjuring Step Abjuration Sorcerer/Wizard 1 You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Air Bubble Conjuration Sorcerer/Wizard 1 Creates a small pocket of air around your head or an object.
Alarm Abjuration Sorcerer/Wizard 1 Wards an area for 2 hours/lvl.
Alchemical Tinkering Transmutation Sorcerer/Wizard 1 Transform one alchemical item into another one.
Alter Musical Instrument Illusion Sorcerer/Wizard 1 Make one instrument sound like a different kind of instrument.
Alter Winds Transmutation Sorcerer/Wizard 1 Increase/decrease strength of natural winds.
Animate Rope Transmutation Sorcerer/Wizard 1 Makes a rope move at your command.
Ant Haul Transmutation Sorcerer/Wizard 1 Triples carrying capacity of a creature.
Anticipate Peril Divination Sorcerer/Wizard 1 Target gains a bonus on one initiative check.
Bed of Iron Necromancy Sorcerer/Wizard 1 You can sleep comfortably in armor without suffering fatigue.
Blend Illusion Sorcerer/Wizard 1 Gain a bonus to Stealth and make checks without cover or concealment. Elf only.
Blood Money Transmutation Sorcerer/Wizard 1 Use your blood to create material components for spells.
Blurred Movement Illusion Sorcerer/Wizard 1 As blur, but only while you are moving.
Body Capacitance Transmutation Sorcerer/Wizard 1 Store electricity attacks used against you and release the energy as a touch attack.
Bouncy Body Transmutation Sorcerer/Wizard 1 The target's flesh becomes flexible and rubbery.
Break Transmutation Sorcerer/Wizard 1 Gives an object the broken condition.
Bungle Enchantment Sorcerer/Wizard 1 Target takes a -20 penalty on its next attack roll or check.
Burning Disarm Transmutation Sorcerer/Wizard 1 A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Burning Hands Evocation Sorcerer/Wizard 1 1d4/lvl fire damage (max 5d4).
Cause Fear Necromancy Sorcerer/Wizard 1 One creature of 5 HD or less flees for 1d4 rounds.
Charm Person Enchantment Sorcerer/Wizard 1 Makes one person your friend.
Chill Touch Necromancy Sorcerer/Wizard 1 One touch/lvl deals 1d6 damage and possibly 1 Str damage.
Clarion Call Illusion Sorcerer/Wizard 1 Your voice can be heard across great distances
Color Spray Illusion Sorcerer/Wizard 1 Knocks unconscious, blinds, and/or stuns weak creatures.
Comprehend Languages Divination Sorcerer/Wizard 1 You understand all spoken and written languages.
Corrosive Touch Conjuration Sorcerer/Wizard 1 Touch attack deals 1d4 acid/lvl.
Crafter's Curse Transmutation Sorcerer/Wizard 1 Subject takes -5 on Craft skill checks.
Crafter's Fortune Transmutation Sorcerer/Wizard 1 Subject gains +5 on next Craft check.
Cultural Adaptation Divination Sorcerer/Wizard 1 You emulate the mannerisms and accent of a particular culture
Dancing Lantern Transmutation Sorcerer/Wizard 1 Animates a lantern that follows you.
Darting Duplicate Illusion Sorcerer/Wizard 1 You create an illusory duplicate of yourself that opponents might waste an attack of opportunity on.
Dazzling Blade Illusion Sorcerer/Wizard 1 Your weapon becomes shiny, gaining bonuses to several combat maneuvers
Decompose Corpse Necromancy Sorcerer/Wizard 1 Turn a corpse into a clean skeleton.
Decrepit Disguise Illusion Sorcerer/Wizard 1 Make an object seem worthless.
Deja Vu Enchantment Sorcerer/Wizard 1 V Make a creature repeat its actions.
Delusional Pride Enchantment Sorcerer/Wizard 1 Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Detect Charm Divination Sorcerer/Wizard 1 As detect magic, except you immediately detect the strength and location of each charm, compulsion, and possession aura on all creatures in the area.
Detect Metal Divination Sorcerer/Wizard 1 You detect any metal objects or creatures within a 60-foot cone.
Detect Secret Doors Divination Sorcerer/Wizard 1 Reveals hidden doors within 60 ft.
Detect Undead Divination Sorcerer/Wizard 1 Reveals undead within 60 ft.
Discern Next of Kin Divination Sorcerer/Wizard 1 Read the target's mind to learn about its family.
Disguise Self Illusion Sorcerer/Wizard 1 Changes your appearance.
Disguise Weapon Illusion Sorcerer/Wizard 1 Changes one weapon's appearance.
Ear-Piercing Scream Evocation Sorcerer/Wizard 1 Deal sonic damage and daze target.
Emblazon Crest Transmutation Sorcerer/Wizard 1 Your coat of arms is magically displayed on any suitable item you carry.
Endothermic Touch Transmutation Sorcerer/Wizard 1 This spell slows the metabolism and other bodily functions of a creature for a short amount of time.
Endure Elements Abjuration Sorcerer/Wizard 1 Exist comfortably in hot or cold regions.
Enlarge Person Transmutation Sorcerer/Wizard 1 Humanoid creature doubles in size.
Erase Transmutation Sorcerer/Wizard 1 Mundane or magical writing vanishes.
Expeditious Excavation Transmutation Sorcerer/Wizard 1 Moves 5-ft. cubes of earth.
Expeditious Retreat Transmutation Sorcerer/Wizard 1 Your base speed increases by 30 ft.
Fabricate Bullets Transmutation Sorcerer/Wizard 1 Converts 1 pound of metal into ammunition.
Feather Fall Transmutation Sorcerer/Wizard 1 Objects or creatures fall slowly.
Flare Burst Evocation Sorcerer/Wizard 1 As flare, but affects all creatures in 10 ft.
Floating Disk Evocation Sorcerer/Wizard 1 Creates 3-ft.-diameter horizontal disk that holds 100 lbs./lvl.
Forced Quiet Transmutation Sorcerer/Wizard 1 Target cannot make loud noises.
Gentle Breeze Evocation Sorcerer/Wizard 1 Light wind protects one target from clouds, gases, heat, and vapors.
Ghost Dance Illusion Sorcerer/Wizard 1 V, S Movement does not provoke Attacks of Opportunity
Glue Seal Conjuration Sorcerer/Wizard 1 Makes one 5-ft. square or one object sticky.
Gravity Bow Transmutation Sorcerer/Wizard 1 Arrows do damage as though one size category larger.
Grease Conjuration Sorcerer/Wizard 1 Makes 10-ft. square or one object slippery.
Heightened Awareness Divination Sorcerer/Wizard 1 Your recall and ability to process information improve.
Hold Portal Abjuration Sorcerer/Wizard 1 Holds door shut.
Hydraulic Push Evocation Sorcerer/Wizard 1 Wave of water bull rushes an enemy.
Hypnotism Enchantment Sorcerer/Wizard 1 Fascinates 2d4 HD of creatures.
Icicle Dagger Conjuration Sorcerer/Wizard 1 Ice dagger deals +1 cold damage.
Identify Divination Sorcerer/Wizard 1 Gives +10 bonus to identify magic items.
Illusion of Calm Illusion Sorcerer/Wizard 1 You appear to be standing still, even when you take some actions.
Infernal Healing Conjuration Sorcerer/Wizard 1 Touch a creature with devils blood, giving it fast healing 1.
Interrogation Necromancy Sorcerer/Wizard 1 Target answers questions or suffers pain.
Invisibility Alarm Abjuration Sorcerer/Wizard 1 As alarm, but reacting only to invisible creatures.
Jump Transmutation Sorcerer/Wizard 1 Subject gets bonus on Acrobatics checks.
Jury-Rig Transmutation Sorcerer/Wizard 1 Removes the broken condition from the targeted object.
Keep Watch Enchantment Sorcerer/Wizard 1 You are treated as having a night's rest even while staying awake
Ki Arrow Conjuration Sorcerer/Wizard 1 Arrow deals damage as your unarmed strike.
Liberating Command Transmutation Sorcerer/Wizard 1 Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Lighten Object Transmutation Sorcerer/Wizard 1 One object weighs half as much as normal
Line in the Sand Abjuration Sorcerer/Wizard 1 Increase your attacks of opportunity per round.
Lock Gaze Enchantment Sorcerer/Wizard 1 You compel the target to only look at you for the duration of the spell.
Long Arm Transmutation Sorcerer/Wizard 1 Your arms lengthen, giving you extra reach.
Longshot Transmutation Sorcerer/Wizard 1 Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Mage Armor Conjuration Sorcerer/Wizard 1 Gives subject +4 armor bonus.
Magic Aura Illusion Sorcerer/Wizard 1 Alters object's magic aura.
Magic Missile Evocation Sorcerer/Wizard 1 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic Weapon Transmutation Sorcerer/Wizard 1 Weapon gains +1 bonus.
Marid's Mastery Transmutation Sorcerer/Wizard 1 If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.
Memorize Page Enchantment Sorcerer/Wizard 1 Target perfectly memorizes one page of information.
Memory Lapse Enchantment Sorcerer/Wizard 1 Subject forgets events back to last turn.
Mirror Polish Transmutation Sorcerer/Wizard 1 Polish a metal item until it's usable as a mirror.
Mirror Strike Transmutation Sorcerer/Wizard 1 You may strike multiple opponents with a single attack.
Moment of Greatness Enchantment Sorcerer/Wizard 1 Doubles a morale bonus.
Monkey Fish Transmutation Sorcerer/Wizard 1 Gain a climb speed and a swim speed of 10 ft. for a time.
Mount Conjuration Sorcerer/Wizard 1 Summons riding horse for 2 hours/lvl.
Mudball Conjuration Sorcerer/Wizard 1 Range touch attack that cause the target to be blinded.
Negative Reaction Illusion Sorcerer/Wizard 1 Targeted creature may not positively influence anyone.
Obscuring Mist Conjuration Sorcerer/Wizard 1 Fog surrounds you.
Peacebond Abjuration Sorcerer/Wizard 1 Locks a weapon in place on the target's body.
Phantom Blood Necromancy Sorcerer/Wizard 1 Gain temporary hp if Con loss would knock you out or kill you.
Poisoned Egg Transmutation Sorcerer/Wizard 1 You transform the contents of a normal egg into a single dose of small centipede poison
Polypurpose Panacea Transmutation Sorcerer/Wizard 1 Gain a relaxing or entertaining effect.
Protection from Chaos Abjuration Sorcerer/Wizard 1 +2 to AC and saves, plus additional protection against chaos.
Protection from Evil Abjuration Sorcerer/Wizard 1 +2 to AC and saves, plus additional protection against evil.
Protection from Good Abjuration Sorcerer/Wizard 1 +2 to AC and saves, plus additional protection against good.
Protection from Law Abjuration Sorcerer/Wizard 1 +2 to AC and saves, plus additional protection against law.
Quintessence illusion 1 V, S Mask any flaws of or damage to a creature or object.
Ray of Enfeeblement Necromancy Sorcerer/Wizard 1 Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening Necromancy Sorcerer/Wizard 1 Ray makes the subject sickened.
Recharge Innate Magic Transmutation Sorcerer/Wizard 1 Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Reduce Person Transmutation Sorcerer/Wizard 1 Humanoid creature halves in size.
Refine Improvised Weapon Transmutation Sorcerer/Wizard 1 Transform improvised weapon into a simple or martial weapon.
Reinforce Armaments Transmutation Sorcerer/Wizard 1 Temporarily mitigates the fragile quality in targeted weapon or armor.
Repair Undead Necromancy Sorcerer/Wizard 1 Heals one undead of 1d8 hp + 1/lvl (max +5).
Restore Corpse Necromancy Sorcerer/Wizard 1 Skeletal corpse grows flesh.
Sculpt Corpse Necromancy Sorcerer/Wizard 1 Makes corpse look like another creature.
Shadow Weapon Illusion Sorcerer/Wizard 1 Create a quasi-real weapon.
Shield Abjuration Sorcerer/Wizard 1 Invisible disc gives +4 to AC, blocks magic missiles.
Shock Shield Abjuration Sorcerer/Wizard 1 A shield of force protects you until you dismiss it in an explosion of electricity.
Shocking Grasp Evocation Sorcerer/Wizard 1 Touch delivers 1d6/lvl electricity damage (max 5d6).
Silent Image Illusion Sorcerer/Wizard 1 Creates minor illusion of your design.
Sleep Enchantment Sorcerer/Wizard 1 Puts 4 HD of creatures into magical slumber.
Snapdragon Fireworks Transmutation Sorcerer/Wizard 1 Create 1 dragon firework/lvl.
Snowball Conjuration Sorcerer/Wizard 1 Ranged touch delivers 1d6/lvl cold damage (max 5d6) and might stagger a foe.
Stone Fist Transmutation Sorcerer/Wizard 1 Your unarmed strikes are lethal.
Stone Shield Conjuration Sorcerer/Wizard 1 A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
Strong Wings Transmutation Sorcerer/Wizard 1 Touched target's wings grow more powerful, increasing its fly speed by +10 ft. and maneuverability by one category (to a maximum of good).
Stumble Gap Conjuration Sorcerer/Wizard 1 Small hole trips creatures.
Stunning Barrier Abjuration Sorcerer/Wizard 1 Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Summon Minor Monster Conjuration Sorcerer/Wizard 1 Summon 1d3 Tiny animals.
Summon Monster I Conjuration Sorcerer/Wizard 1 Summons extraplanar creature to fight for you.
Sunder Breaker Abjuration Sorcerer/Wizard 1 The next weapon that sunders an item belonging to the target takes damage.
Sundering Shards Transmutation Sorcerer/Wizard 1 Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Swift Girding Transmutation Sorcerer/Wizard 1 Your allies are instantly suited up
Thunderstomp Evocation Sorcerer/Wizard 1 Trip one creature within range.
Touch of Combustion Evocation Sorcerer/Wizard 1 Touched target ignites in flame, suffering 1d6 fire damage and possibly catching on fire
Touch of Gracelessness Transmutation Sorcerer/Wizard 1 Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea Transmutation Sorcerer/Wizard 1 Swim speed becomes 30 ft.
Transfer Tattoo Transmutation Sorcerer/Wizard 1 Move a magic tattoo from one creature to another.
True Strike Divination Sorcerer/Wizard 1 +20 on your next attack roll.
Unerring Weapon Transmutation Sorcerer/Wizard 1 Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unprepared Combatant Enchantment Sorcerer/Wizard 1 Target takes -4 on initiative and Reflex saves.
Unseen Servant Conjuration Sorcerer/Wizard 1 Invisible force obeys your commands.
Vanish Illusion Sorcerer/Wizard 1 As invisibility for 1 rnd/lvl (5 max).
Ventriloquism Illusion Sorcerer/Wizard 1 Throws voice for 1 min/lvl.
Vocal Alteration Transmutation Sorcerer/Wizard 1 Disguise target's voice.
Wave Shield Abjuration Sorcerer/Wizard 1 Water blunts one incoming attack or fire effect.
Web Bolt Conjuration Sorcerer/Wizard 1 You launch a ball of webbing at a target, which must make a save or be affected as if by a web spell occupying only the creature's space.
Windy Escape Transmutation Sorcerer/Wizard 1 You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack.
Winter Feathers Abjuration Sorcerer/Wizard 1 The target's feathers thicken and fluff up to ward against winter's chill. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as -50 degrees Fahrenheit without having to make Fortitude saves.
Youthful Appearance Transmutation Sorcerer/Wizard 1 Target appears younger.

Level 2 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Aboleth's Lung Transmutation Sorcerer/Wizard 2 Targets gain the ability to breathe water but can no longer breathe air.
Accelerate Poison Transmutation Sorcerer/Wizard 2 Hastens targeted poison's onset.
Acid Arrow Conjuration Sorcerer/Wizard 2 Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
Adhesive Blood Transmutation Sorcerer/Wizard 2 Attackers' weapons stick to your gluey blood.
Admonishing Ray Evocation Sorcerer/Wizard 2 You fire one nonlethal force ray plus one additional ray for every four levels (maximum three rays). Each ray deals 4d6 points of nonlethal damage.
Adoration Transmutation Sorcerer/Wizard 2 You gain a bonus on Diplomacy checks and performance combat checks.
Aggressive Thundercloud Evocation Sorcerer/Wizard 2 Flying storm cloud deals 3d6 electricity damage.
Air Step Transmutation Sorcerer/Wizard 2 Tread unsteadily on air, with limitations.
Alter Self Transmutation Sorcerer/Wizard 2 Assume form of a Small or Medium humanoid.
Alter Summoned Monster Conjuration Sorcerer/Wizard 2 You swap a creature summoned by a conjuration (summoning) spell for a creature you could summon with a summon monster or summon nature's ally spell
Amplify Stench Transmutation Sorcerer/Wizard 2 You amplify your natural stench special ability-its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened.
Angelic Aspect, Lesser Transmutation Sorcerer/Wizard 2 You gain low-light vision, acid and cold resistance 5, and protection from evil.
Animal Aspect Transmutation Sorcerer/Wizard 2 You gain some of the beneficial qualities of an animal.
Ant Haul, Communal Transmutation Sorcerer/Wizard 2 As ant haul, but you may divide the duration among creatures touched.
Anticipate Thoughts Divination Sorcerer/Wizard 2 Gain increasing bonuses to AC and on attack rolls and damage rolls against one creature.
Apport Object Conjuration Sorcerer/Wizard 2 Send or receive a small object via teleportation.
Arcane Disruption Enchantment Sorcerer/Wizard 2 This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some abilities granted by arcane spellcasting classes.
Arcane Lock Abjuration Sorcerer/Wizard 2 Magically locks a portal or chest.
Arrow Eruption Conjuration Sorcerer/Wizard 2 Creates duplicates of killing arrow.
Badger's Ferocity Transmutation Sorcerer/Wizard 2 Weapons are keen while you concentrate.
Bear's Endurance Transmutation Sorcerer/Wizard 2 Subject gains +4 to Con for 1 min/lvl.
Bestow Insight Enchantment Sorcerer/Wizard 2 Target gain insight bonus on skill checks and is considered trained in that skill.
Bestow Weapon Proficiency Enchantment Sorcerer/Wizard 2 Grants a creature proficiency in a single weapon for short period of time.
Blade Tutor's Spirit Conjuration Sorcerer/Wizard 2 Attack penalties you choose to suffer are reduced.
Blindness/Deafness Necromancy Sorcerer/Wizard 2 Makes subject blinded or deafened.
Blood Armor Transmutation Sorcerer/Wizard 2 Your blood hardens when you are wounded, increasing your AC.
Blood Blaze Transmutation Sorcerer/Wizard 2 Aura that makes injured creatures spray burning blood.
Blood in the Water Necromancy Sorcerer/Wizard 2 While the spell is in effect, all sharks, feeders in the depths, and creatures with the blood frenzy ability in the area gain a +2 bonus to Strength andConstitution and take a -2 penalty to AC.
Blood Transcription Divination Sorcerer/Wizard 2 Wizard Only. Learn a spell from the target's blood.
Blur Illusion Sorcerer/Wizard 2 Attacks miss subject 20% of the time.
Boiling Blood Transmutation Sorcerer/Wizard 2 Targets take fire damage; orcs get +2 Strength.
Book Ward Abjuration Sorcerer/Wizard 2 As protection from energy, except lasts much longer and only protects against acid and fire damage.
Brow Gasher Necromancy Sorcerer/Wizard 2 Slashing weapon deals bleed damage to an opponent's head.
Bull's Strength Transmutation Sorcerer/Wizard 2 Subject gains +4 to Str for 1 min/lvl.
Buoyancy Transmutation Sorcerer/Wizard 2 Several creatures or objects become very buoyant, floating automatically and must struggle to submerge.
Burning Arc Evocation Sorcerer/Wizard 2 Create an arc of flame that burns one target plus one additional target/3 levels for 1d6 fire dmg/CL (maximum 10d6). Reduce the damage by 1/2 (rounded down) for every additional target the discharge arcs to.
Burning Gaze Evocation Sorcerer/Wizard 2 Inflict 1d6 fire damage to creature by looking at it.
Burst of Radiance Evocation Sorcerer/Wizard 2 Fills area with shimmering light, blinding (or dazzling) creatures for 1d4 rounds and damaging evil creatures.
Callback Sorcerer/Wizard 2 If your familiar takes hit point damage while within range of this spell, it immediately teleports to your space after the damage is applied.
Carrion Compass Divination Sorcerer/Wizard 2 You are lead to an undead creature's most recent controller or the cause of the creature's undeath.
Carry Companion Transmutation Sorcerer/Wizard 2 Your companion creature is transformed into a miniature statue which you can carry.
Cat's Grace Transmutation Sorcerer/Wizard 2 Subject gains +4 to Dex for 1 min/lvl.
Certain Grip Transmutation Sorcerer/Wizard 2 You gain a +4 competence bonus on Acrobatics, Might, and Movement checks to climb, and to Maneuver Defense.
Cloud of Seasickness Conjuration Sorcerer/Wizard 2 As stinking cloud, except as noted and creatures are sickened instead of nauseated.
Codespeak Transmutation Sorcerer/Wizard 2 Grant all recipients ability to speak, read and write a new secret language.
Command Undead Necromancy Sorcerer/Wizard 2 Undead creature obeys your commands.
Commune with Birds Divination Sorcerer/Wizard 2 You can ask birds a question.
Companion Life Link Necromancy Sorcerer/Wizard 2 Sense whenever your companion is wounded and call out to it in a time of need.
Compassionate Ally Enchantment Sorcerer/Wizard 2 Target is compelled to help injured ally.
Continual Flame Evocation Sorcerer/Wizard 2 Makes a permanent, heatless light.
Create Pit Conjuration Sorcerer/Wizard 2 Creates an extradimensional pit.
Create Treasure Map Divination Sorcerer/Wizard 2 Creates treasure map out of a creature's corpse.
Crimson Confession Abjuration Sorcerer/Wizard 2 Touching the marked object or area turns one's skin red.
Cushioning Bands Conjuration Sorcerer/Wizard 2 Force bands protect against crushing.
Darkness Evocation Sorcerer/Wizard 2 20-ft. radius of supernatural shadow.
Darkvision Transmutation Sorcerer/Wizard 2 See 60 ft. in total darkness.
Daze Monster Enchantment Sorcerer/Wizard 2 Living creature of 6 HD or less loses its next action.
Death from Below Abjuration Sorcerer/Wizard 2 Grant bonus to AC against larger creatures.
Defending Bone Necromancy Sorcerer/Wizard 2 You animate a bone which gives you damage reduction 5/bludgeoning.
Defensive Shock Evocation Sorcerer/Wizard 2 Electricity damages your attackers.
Defoliate Necromancy Sorcerer/Wizard 2 You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread.
Delay Pain Enchantment Sorcerer/Wizard 2 Ignore pain for 1 hour/lvl.
Detect Thoughts Divination Sorcerer/Wizard 2 Allows "listening" to surface thoughts.
Determine Depth Divination Sorcerer/Wizard 2 With a touch, you determine the exact thickness of a wall, ceiling, or other solid barrier.
Disfiguring Touch Transmutation Sorcerer/Wizard 2 Target becomes disfigured.
Disguise Other Illusion Sorcerer/Wizard 2 As disguise self, but affects you or another.
Disrupt Link Abjuration Sorcerer/Wizard 2 The target has her link with her bonded creature temporarily severed.
Dust of Twilight Conjuration Sorcerer/Wizard 2 Black particles extinguish light sources within area.
Eagle's Splendor Transmutation Sorcerer/Wizard 2 Subject gains +4 to Cha for 1 min/lvl.
Eldritch Conduit Transmutation Sorcerer/Wizard 2 Use an enemy as a point of origin for a cone, cylinder, line, or sphere spell.
Elemental Speech Divination Sorcerer/Wizard 2 Enables you to speak to elementals and some creatures.
Elemental Touch Evocation Sorcerer/Wizard 2 Gain energy damage touch attack.
Embrace Destiny Divination Sorcerer/Wizard 2 Roll d20; before end of spell, use roll to replace another d20 roll before the die is rolled.
Endure Elements, Communal Abjuration Sorcerer/Wizard 2 As endure elements, but you may divide the duration among creatures touched.
Escaping Ward Abjuration Sorcerer/Wizard 2 Move 5 feet away from a larger attacking creature as an immediate action.
Euphoric Cloud Conjuration Sorcerer/Wizard 2 Fog obscures vision and fascinates living creatures.
Extreme Flexibility Transmutation Sorcerer/Wizard 2 Gain a bonus to AC, on Escape Artist checks, and when grappling.
False Life Necromancy Sorcerer/Wizard 2 Gain 1d10 temporary hp + 1/lvl (max +10).
Familiar Figment Illusion Sorcerer/Wizard 2 You create an illusory duplicate of your familiar that moves erratically around your familiar’s space, frequently moving through the familiar’s body with a blurring effect that makes it indistinguishable from the real creature.
Fiery Runes Evocation Sorcerer/Wizard 2 You charge a weapon with a magic rune of fire.
Fiery Shuriken Conjuration Sorcerer/Wizard 2 Calls forth several fiery projectiles ready to be flung at opponents.
Fire Breath Evocation Sorcerer/Wizard 2 Exhale a cone of flame at will.
Fire Sneeze Evocation Sorcerer/Wizard 2 Launch flaming, forceful phlegm at your enemies.
Flaming Sphere Evocation Sorcerer/Wizard 2 Rolling ball of fire deals 3d6 fire damage.
Fleshcurdle Transmutation Sorcerer/Wizard 2 Cause target's limbs to mutate to hamper attacks, defense, or movement.
Fog Cloud Conjuration Sorcerer/Wizard 2 Fog obscures vision.
Fox's Cunning Transmutation Sorcerer/Wizard 2 Subject gains +4 to Int for 1 min/lvl.
Frigid Touch Evocation Sorcerer/Wizard 2 Target takes cold damage and is staggered.
Frost Fall Evocation Sorcerer/Wizard 2 The area is covered in a chilling frost.
Ghostly Disguise Illusion Sorcerer/Wizard 2 You look like a ghost of yourself.
Ghoul Touch Necromancy Sorcerer/Wizard 2 Paralyzes one subject, which exudes stench that makes those nearby sickened.
Gird Ally Abjuration Sorcerer/Wizard 2 You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonus to their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level)
Glide Transmutation Sorcerer/Wizard 2 You take no falling damage, move 60 ft./round while falling.
Glitterdust Conjuration Sorcerer/Wizard 2 Blinds creatures, outlines invisible creatures.
Greensight Transmutation Sorcerer/Wizard 2 You can see through thick plant matter as though it were transparent.
Gust of Wind Evocation Sorcerer/Wizard 2 Blows away or knocks down smaller creatures.
Gusting Sphere Evocation Sorcerer/Wizard 2 Ball of wind can bull rush creatures inflicting 1d6 nonlethal damage.
Harmless Form Sorcerer/Wizard 2 You transform the target into a harmless animal of the same approximate body type.
Haunting Mists Illusion Sorcerer/Wizard 2 Creatures are shaken and take Wis damage.
Hidden Knowledge Transmutation Sorcerer/Wizard 2 You purposely forget some information which is transcribed upon you in the form of a tattoo.
Hideous Laughter Enchantment Sorcerer/Wizard 2 Subject loses actions for 1 rnd/lvl.
Hypnotic Pattern Illusion Sorcerer/Wizard 2 Fascinates 2d4 + level HD of creatures.
Ice Slick Evocation Sorcerer/Wizard 2 You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.
Instant Weapon Conjuration Sorcerer/Wizard 2 You create a melee weapon sized appropriately for you from opaque force. As a force effect, it can strike and damage incorporeal creatures.
Investigative Mind Enchantment Sorcerer/Wizard 2 Roll twice and take the higher roll when using certain mental skills.
Invisibility Illusion Sorcerer/Wizard 2 Subject is invisible for 1 min/lvl or until it attacks.
Jitterbugs Illusion Sorcerer/Wizard 2 Targets gets -4 penalty on all Dex and Dex-based skill checks, and cannot take the delay, ready, or total defense actions.
Kinetic Reverberation Transmutation Sorcerer/Wizard 2 Channels the force of an enemy's attack back into its weapon.
Knock Transmutation Sorcerer/Wizard 2 Opens locked or magically sealed door.
Levitate Transmutation Sorcerer/Wizard 2 Subject moves up and down at your direction.
Life Pact Necromancy Sorcerer/Wizard 2 Affected creatures automatically donate hp to stabilize fallen ally.
Limp Lash Necromancy Sorcerer/Wizard 2 Create a magical noose around target's head, possibly paralyzing them.
Locate Object Divination Sorcerer/Wizard 2 Senses direction toward object (specific or type).
Mad Hallucination Illusion Sorcerer/Wizard 2 Target takes penalties to mental actions.
Magic Mouth Illusion Sorcerer/Wizard 2 Object speaks once when triggered.
Magic Siege Engine Transmutation Sorcerer/Wizard 2 Siege gains +1 on targeting and damage rolls.
Make Whole Transmutation Sorcerer/Wizard 2 Repairs an object.
Merge with Familiar Sorcerer/Wizard 2 Your familiar merges harmlessly into your body.
Minor Image Illusion Sorcerer/Wizard 2 As silent image, plus some sound.
Mirror Hideaway Transmutation Sorcerer/Wizard 2 As many as eight creatures hide in an extradimensional space.
Mirror Image Illusion Sorcerer/Wizard 2 Creates decoy duplicates of you.
Misdirection Illusion Sorcerer/Wizard 2 Misleads divinations for 1 creature or object.
Miserable Pity Abjuration Sorcerer/Wizard 2 Opponents cannot attack a pathetic creature.
Molten Orb Transmutation Sorcerer/Wizard 2 Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.
Mount, Communal Conjuration Sorcerer/Wizard 2 As mount, but you may divide the duration among creatures touched.
Mud Buddy Conjuration Sorcerer/Wizard 2 You create a Small minion out of mud, and it obeys your commands.
Obscure Object Abjuration Sorcerer/Wizard 2 Masks object against scrying.
Oppressive Boredom Enchantment Sorcerer/Wizard 2 Target loses its next action.
Owl's Wisdom Transmutation Sorcerer/Wizard 2 Subject gains +4 to Wis for 1 min/lvl.
Pernicious Poison Necromancy Sorcerer/Wizard 2 Target takes a -4 penalty against poison.
Phantom Trap Illusion Sorcerer/Wizard 2 Makes item seem trapped.
Pilfering Hand Evocation Sorcerer/Wizard 2 You may seize an object or manipulate it from afar.
Protection from Arrows Abjuration Sorcerer/Wizard 2 Subject gains DR 10/magic against ranged attacks.
Protection from Chaos, Communal Abjuration Sorcerer/Wizard 2 As protection from chaos, but you may divide the duration among creatures touched.
Protection from Evil, Communal Abjuration Sorcerer/Wizard 2 As protection from evil, but you may divide the duration among creatures touched.
Protection from Good, Communal Abjuration Sorcerer/Wizard 2 As protection from good, but you may divide the duration among creatures touched.
Protection from Law, Communal Abjuration Sorcerer/Wizard 2 As protection from law, but you may divide the duration among creatures touched.
Protective Penumbra Evocation Sorcerer/Wizard 2 Shadow protects the target from light.
Pyrotechnics Transmutation Sorcerer/Wizard 2 Turns fire into blinding light or thick smoke.
Qualm Enchantment Sorcerer/Wizard 2 Target gains penalties on ability checks, skill checks, and concentration checks until it spends an entire round doing nothing.
Raven's Flight Transmutation Sorcerer/Wizard 2 You can cast this spell only if it is the first action you take on your turn. In a burst of shadowy feathers, you turn into a Tiny blurred shape reminiscent of a black raven until the beginning of your next turn.
Reinforce Armaments, Communal Transmutation Sorcerer/Wizard 2 As reinforce armaments, but you may divide the duration among objects touched.
Reloading Hands Conjuration Sorcerer/Wizard 2 Loads a single shot into your weapon every round.
Resist Energy Abjuration Sorcerer/Wizard 2 Ignores first 10 (or more) points of damage per attack from specified energy type.
Retrieve Item Conjuration Sorcerer/Wizard 2 Call an item instantly to you hand from nearby by speaking a special word and snapping your fingers. The spell fails if the item is in the possession of another creature.
Returning Weapon Conjuration Sorcerer/Wizard 2 Grants a weapon the returning special weapon quality.
Ricochet Shot Evocation Sorcerer/Wizard 2 Imbues a projectile weapon to give its ammunition the ability to ricochet.
River Whip Conjuration Sorcerer/Wizard 2 Create a whip of water that you wield as a weapon.
Rope Trick Transmutation Sorcerer/Wizard 2 As many as eight creatures hide in extradimensional space.
Scale Spikes Transmutation Sorcerer/Wizard 2 When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor spikes. The subject is automatically considered proficient with these scale spikes.
Scare Necromancy Sorcerer/Wizard 2 Frightens creatures of less than 6 HD.
Scorching Ray Evocation Sorcerer/Wizard 2 Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
Sculpt Simulacrum Transmutation Sorcerer/Wizard 2 Alter a simulacrum's appearance.
Seducer's Eyes Enchantment Sorcerer/Wizard 2 You become more attractive to those around you.
See Invisibility Divination Sorcerer/Wizard 2 Reveals invisible creatures or objects.
Sentry Skull Necromancy Sorcerer/Wizard 2 Turn a severed head into a magical sentry.
Shadow Anchor Illusion Sorcerer/Wizard 2 Target needs to make a bull rush to move more than 5 feet away from his current square.
Share Language Divination Sorcerer/Wizard 2 Subject understands chosen language.
Share Memory Divination Sorcerer/Wizard 2 Share one memory with the target.
Shatter Evocation Sorcerer/Wizard 2 Sonic energy damages objects or crystalline creatures.
Silent Table Illusion Sorcerer/Wizard 2 Give yourself privacy by muffling sound leaving the area.
Silk To Steel Transmutation Sorcerer/Wizard 2 Use a scarf as a shield or whip.
Skinsend Necromancy Sorcerer/Wizard 2 Animate and possess your own skin as if it were a separate creature.
Slipstream Conjuration Sorcerer/Wizard 2 Wave boosts creature's speed.
Snow Shape Transmutation Sorcerer/Wizard 2 As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours before melting.
Sonic Scream Evocation Sorcerer/Wizard 2 Create a cone of damaging sound at will.
Spectral Hand Necromancy Sorcerer/Wizard 2 Creates disembodied glowing hand to deliver touch attacks.
Spell Gauge Divination Sorcerer/Wizard 2 You learn the spells known or prepared by the target.
Spider Climb Transmutation Sorcerer/Wizard 2 Grants ability to walk on walls and ceilings.
Spontaneous Immolation Evocation Sorcerer/Wizard 2 Target takes 3d6 points of fire damage and catches on fire.
Staggering Fall Transmutation Sorcerer/Wizard 2 Cause additional damage to a falling creature.
Steal Breath Transmutation Sorcerer/Wizard 2 You pull the breath from a creature's lungs, dealing damage and leaving it unable to speak, use breath weapons, or cast spells with verbal components.
Steal Size Transmutation Sorcerer/Wizard 2 Reduce one humanoid's size by one size category (if it is larger than you) and you grow one size category.
Steal Voice Necromancy Sorcerer/Wizard 2 Target gains the croaking spellblight.
Stone Call Conjuration Sorcerer/Wizard 2 2d6 damage to all creatures in area.
Stone Discus Conjuration Sorcerer/Wizard 2 Flying discus deals bludgeoning or slashing damage.
Stone Throwing Transmutation Sorcerer/Wizard 2 The subject gains the rock throwing and rock catching abilities usable with solid, inflexible objects with hardness of at least 5.
Stricken Heart Necromancy Sorcerer/Wizard 2 Touch attack deals 2d6 damage and staggers target.
Summon Monster II Conjuration Sorcerer/Wizard 2 Summons extraplanar creature to fight for you.
Summon Swarm Conjuration Sorcerer/Wizard 2 Summons swarm of bats, rats, or spiders.
Symbol of Mirroring Illusion Sorcerer/Wizard 2 Triggered rune creates mirror images.
Tactical Acumen Enchantment Sorcerer/Wizard 2 You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Tattoo Potion Transmutation Sorcerer/Wizard 2 Cause a potion to turn into a spell tattoo when it is drunk.
Telekinetic Assembly Transmutation Sorcerer/Wizard 2 Assembles a siege engine using 1 fewer worker for every two caster levels.
Telekinetic Volley Transmutation Sorcerer/Wizard 2 Up to one touched object per level weighing up to 5 lbs. each levitates in your space and you can attack with them.
Time Shudder Transmutation Sorcerer/Wizard 2 Nearby creatures are affected by haste or slow each round.
Touch of Bloodletting Necromancy Sorcerer/Wizard 2 This spell causes existing wounds on a target to bleed profusely.
Touch of Idiocy Enchantment Sorcerer/Wizard 2 Subject takes 1d6 penalty to Int, Wis, and Cha.
Touch of Mercy Enchantment Sorcerer/Wizard 2 The target creature deals only nonlethal damage with all of its weapon attacks.
Track Ship Divination Sorcerer/Wizard 2 Track a ships location and movement with the aid of a nautical chart and a piece of the ship to be tracked.
Tremor Blast Transmutation Sorcerer/Wizard 2 You create a minor earthquake that can trip creatures.
Twilight Haze Illusion Sorcerer/Wizard 2 Illusory fog obscures vision.
Twisted Futures Divination Sorcerer/Wizard 2 A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result.
Twisted Space Transmutation Sorcerer/Wizard 2 Targeted creature's attacks target a random square instead of the intended target.
Umbral Weapon Illusion Sorcerer/Wizard 2 1/rnd wielder of target touched melee weapon can reroll a failed attack roll. If reroll hits, the attacked creature suffers 1d8 cold damage, plus 1 per 2 caster levels (maximum 1d8+10).
Unnatural Lust Enchantment Sorcerer/Wizard 2 Target is compelled to kiss or caress another creature.
Unshakable Chill Necromancy Sorcerer/Wizard 2 Target is afflicted with severe cold.
Vine Strike Conjuration Sorcerer/Wizard 2 Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target.
Warding Weapon Abjuration Sorcerer/Wizard 2 The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.
Web Conjuration Sorcerer/Wizard 2 Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
Web Shelter Conjuration Sorcerer/Wizard 2 Create a comfortable shelter made of webbing.
Whip of Spiders Conjuration Sorcerer/Wizard 2 Create a whip made of poisonous spiders.
Whispering Wind Transmutation Sorcerer/Wizard 2 Sends a short message 1 mile/lvl.

Level 3 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Ablative Barrier Conjuration Sorcerer/Wizard 3 Surrounds the target with layers of force.
Ablative Sphere Abjuration Sorcerer/Wizard 3 An immobile, crystalline, globe provides you with improved cover but does not block line of sight or line of effect.
Accursed Glare Necromancy Sorcerer/Wizard 3 Cause one creature to reroll attacks and saving throws, taking the worse result
Adjustable Disguise Illusion Sorcerer/Wizard 3 As disguise self, but you can change the disguise as a swift action.
Air Breathing Transmutation Sorcerer/Wizard 3 The transmuted creatures can breathe air freely.
Air Geyser Evocation Sorcerer/Wizard 3 Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
Anchored Step Transmutation Sorcerer/Wizard 3 Vines beneath your feet stabilize you but slow you down.
Animate Dead, Lesser Necromancy Sorcerer/Wizard 3 Create one skeleton or zombie.
Anthropomorphic Animal Transmutation Sorcerer/Wizard 3 Animal becomes bipedal.
Ape Walk Transmutation Sorcerer/Wizard 3 Target gains climb 30 and +8 racial bonus on Movement skill checks made to climb.
Apport Animal Sorcerer/Wizard 3 Send or receive a Tiny or smaller animal via teleportation.
Aqueous Orb Conjuration Sorcerer/Wizard 3 Creates rolling sphere of water.
Arcane Sight Divination Sorcerer/Wizard 3 Magical auras become visible to you.
Armor Lock Transmutation Sorcerer/Wizard 3 You lock up an opponent in their own armor, entangling or staggering them.
Ash Storm Conjuration Sorcerer/Wizard 3 Hamper vision and movement.
Aura of Cannibalism Necromancy Sorcerer/Wizard 3 You emanate an aura that saps the strength of others of your kind and channels their energy into you.
Aura Sight Divination Sorcerer/Wizard 3 Alignment auras become visible to you.
Aversion Sorcerer/Wizard 3 Cause the target to avoid an object or location.
Babble Sorcerer/Wizard 3 Target becomes nauseated and causes nearby creatures to become fascinated.
Barrow Haze Necromancy Sorcerer/Wizard 3 Fog obscures the vision of others and extends the range of your hexes.
Battering Blast Evocation Sorcerer/Wizard 3 You hurl a fist-sized ball of force resembling a sphere of spikes to ram a designated creature or object.
Beast Shape I Transmutation Sorcerer/Wizard 3 You take the form and some of the powers of a Small or Medium animal.
BlackLight Evocation Sorcerer/Wizard 3 You create an area of darkness impenetrable even to darkvision, but you can see normally within it.
Blade Snare Abjuration Sorcerer/Wizard 3 This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted.
Blast Barrier Transmutation Sorcerer/Wizard 3 Creates unstable wall for cover that eventually explodes for 2d6 slashing damage plus 1d6 sonic/3 levels.
Bleed for Your Master Sorcerer/Wizard 3 When you would be hit by an attack that requires an attack roll, you may cast this spell to compel the target to throw itself in front of the blow, taking damage from the attack instead of you.
Blink Transmutation Sorcerer/Wizard 3 You randomly vanish and reappear for 1 round per level.
Blood Biography Divination Sorcerer/Wizard 3 Learn about a creature with its blood.
Blood Scent Transmutation Sorcerer/Wizard 3 Gain scent ability against injured creatures.
Blood Sentinel Sorcerer/Wizard 3 Bond an animal to you as if were a Familiar.
Blot Transmutation Sorcerer/Wizard 3 Ruins writing.
Burdened Thoughts Enchantment Sorcerer/Wizard 3 Target creature gains heavy encumbrance and is cannot fly.
Burrow Transmutation Sorcerer/Wizard 3 Target gains a burrow speed of 15.
Call the Void Evocation Sorcerer/Wizard 3 An aura of nothingness damages and suffocates creatures adjacent to you.
Campfire Wall Evocation Sorcerer/Wizard 3 Creates a shelter around a campfire.
Catatonia Sorcerer/Wizard 3 Make a willing target appear to be dead.
Chain of Perdition Evocation Sorcerer/Wizard 3 Creates a floating chain of force.
Channel the Gift Evocation Sorcerer/Wizard 3 Channel magical power into target to fuel their spellcasting. The next 3rd level or lower spell target casts does not expend a spell slot; instead you use your spell slot to power their spell.
Charitable Impulse Enchantment Sorcerer/Wizard 3 Affected creature practices nonviolent combat behaviors according to a list of priorities.
Clairaudience / Clairvoyance Divination Sorcerer/Wizard 3 Hear or see at a distance for 1 min/lvl.
Cloak of Winds Abjuration Sorcerer/Wizard 3 Creates a screen of wind around you.
Contagious Zeal Enchantment Sorcerer/Wizard 3 Grant bonuses and temporary hit points that spread from creature to creature.
Contingent Action Evocation Sorcerer/Wizard 3 Set the condition for triggering a target's readied standard, move, or swift action.
Control Vermin Transmutation Sorcerer/Wizard 3 You and a number of allies less than or equal to your caster level designated upon casting can use Handle Animal and Ride checks to influence or control the targeted vermin as if they were animals and had animal-level intelligence.
Countless Eyes Transmutation Sorcerer/Wizard 3 Extra eyes give all-around vision.
Darkvision, Communal Transmutation Sorcerer/Wizard 3 As darkvision, but you may divide the duration among creatures touched.
Daylight Evocation Sorcerer/Wizard 3 60-ft. radius of bright light.
Dazzling Blade, Mass Illusion Sorcerer/Wizard 3 Multiple weapons become shiny, granting bonuses to combat maneuvers.
Deathwine Necromancy Sorcerer/Wizard 3 Turn a healing potion into a pool of necromantic energy that does not heal but instead increases the caster level of the next necromancy spell you cast in the next minute.
Deep Slumber Enchantment Sorcerer/Wizard 3 Puts 10 HD of creatures to sleep.
Diamond Spray Evocation Sorcerer/Wizard 3 A cone of tiny, sparkling slivers as hard and sharp as filed diamonds springs from your outstretched fingers at tremendous speed.
Disable Construct Transmutation Sorcerer/Wizard 3 Touch attack makes a construct helpless for 1 rnd/lvl.
Discern Value Divination Sorcerer/Wizard 3 You can quickly analyze the monetary value of objects and identify which are most valuable to an average trader.
Dispel Magic Abjuration Sorcerer/Wizard 3 Cancels one magical spell or effect.
Displacement Illusion Sorcerer/Wizard 3 Attacks miss subject 50% of the time.
Distracting Cacophony Evocation Sorcerer/Wizard 3 Noise makes it difficult to cast.
Draconic Reservoir Evocation Sorcerer/Wizard 3 Subject can absorb energy damage and enhance melee attacks with it.
Eldritch Fever Necromancy Sorcerer/Wizard 3 Target gains the eldritch ague spellblight.
Elemental Aura Evocation Sorcerer/Wizard 3 Creates an aura of energy around you.
Enter Image Transmutation Sorcerer/Wizard 3 Transfers your consciousness to an object bearing your likeness.
Eruptive Pustules Transmutation Sorcerer/Wizard 3 Acid boils burst when you are attacked.
Excruciating Deformation Transmutation Sorcerer/Wizard 3 Target takes Dex and Con damage.
Explosive Runes Abjuration Sorcerer/Wizard 3 Deals 6d6 damage when read.
Fearsome Duplicate Illusion Sorcerer/Wizard 3 Make a monstrously distorted duplicate of you and control it.
Final Sacrifice Evocation Sorcerer/Wizard 3 You disrupt the conjuring energies within a summoned creature, causing it to violently explode. If the target fails its Fortitude save, it is immediately slain and all creatures within 20 feet of the target take 1d4 points of damage per spell level of the summoning spell that conjured the target
Fire Trail Transmutation Sorcerer/Wizard 3 Trail of flame that follows your movements and deal 1d6+1 per CL (max +10).
Fireball Evocation Sorcerer/Wizard 3 1d6 damage per level, 20-ft. radius.
Firestream Evocation Sorcerer/Wizard 3 2d6 points of fire damage in a 20-ft. line, that can change each round.
Flame Arrow Transmutation Sorcerer/Wizard 3 Arrows deal +1d6 fire damage.
Fly Transmutation Sorcerer/Wizard 3 Subject flies at speed of 60 ft.
Force Anchor Conjuration Sorcerer/Wizard 3 Ranged touch attack deals a target 1d4 points of force damage per 2 caster levels (max 5d4) and becomes lodged in the target limiting it's movement.
Force Punch Evocation Sorcerer/Wizard 3 Target takes force damage and is pushed away.
Fractions of Heal and Harm Transmutation Sorcerer/Wizard 3 Heal yourself when you cast your next damaging spell.
Gaseous Form Transmutation Sorcerer/Wizard 3 Subject becomes insubstantial and can fly slowly.
Gentle Repose Necromancy Sorcerer/Wizard 3 Preserves one corpse.
Gloomblind Bolts Conjuration Sorcerer/Wizard 3 Ranged touch attack that deals 4d6 negative energy, 1 bolt +1/four levels (max 3).
Halt Undead Necromancy Sorcerer/Wizard 3 Immobilizes undead for 1 rnd/lvl.
Harrowing Divination Sorcerer/Wizard 3 You use a Harrow deck to tell a fortune for yourself or someone else.
Haste Transmutation Sorcerer/Wizard 3 One creature/lvl moves faster, +1 on attack rolls, AC, and Reflex saves.
Healing Thief Necromancy Sorcerer/Wizard 3 You siphon half of all magical healing that the targeted creature receives.
Heart of the Metal Transmutation Sorcerer/Wizard 3 Enable weapons to overcome DR like adamantine, cold iron, or silver.
Heatstroke Evocation Sorcerer/Wizard 3 As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves.
Heroism Enchantment Sorcerer/Wizard 3 Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person Enchantment Sorcerer/Wizard 3 Paralyzes one humanoid for 1 rnd/lvl.
Hollow Blades Transmutation Sorcerer/Wizard 3 Target creature's melee and natural attacks deal damage as if it were one size category smaller.
Hostile Levitation Transmutation Sorcerer/Wizard 3 Levitates the targeted creature up off the ground.
Howling Agony Necromancy Sorcerer/Wizard 3 Screaming pain limits the target's actions.
Hydraulic Torrent Evocation Sorcerer/Wizard 3 Creates torrent of water that bull rushes any creature in its path.
Hydrophobia Necromancy Sorcerer/Wizard 3 Targets in the area must succeed at a Will save or become deathly afraid of drowning.
Ice Spears Conjuration Sorcerer/Wizard 3 Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down.
Illusory Poison Illusion Sorcerer/Wizard 3 Coat a weapon with phantasmal poison.
Illusory Script Illusion Sorcerer/Wizard 3 Only select creatures can read text.
Improve Trap Transmutation Sorcerer/Wizard 3 Improve one specific element of a trap.
Invisibility Sphere Illusion Sorcerer/Wizard 3 Makes everyone within 10 ft. invisible.
Isolate Illusion Sorcerer/Wizard 3 You cause the target to become invisible and silent, but only to his allies.
Keen Edge Transmutation Sorcerer/Wizard 3 Doubles normal weapon's threat range.
Ki Leech Necromancy Sorcerer/Wizard 3 Add to your ki pool when you critically hit.
Lightning Bolt Evocation Sorcerer/Wizard 3 Electricity deals 1d6/lvl damage.
Loathsome Veil Illusion Sorcerer/Wizard 3 Nauseate and/or sicken weak creatures.
Locate Weakness Divination Sorcerer/Wizard 3 You roll damage twice when you roll damage for a critical hit and take the best damage.
Lover's Vengeance Enchantment Sorcerer/Wizard 3 You inspire yourself or a lover to a vengeful rage against a chosen enemy.
Mad Monkeys Conjuration Sorcerer/Wizard 3 Summon a swarm of mischievous monkeys.
Magic Circle against Chaos/Evil/Good/Law Abjuration Sorcerer/Wizard 3 As protection spells, but 10-ft. radius and 10 min/lvl.
Magic Weapon, Greater Transmutation Sorcerer/Wizard 3 Weapon gains +1 bonus/four levels (max +5).
Major Image Illusion Sorcerer/Wizard 3 As silent image, plus sound, smell and thermal effects.
Malediction Necromancy Sorcerer/Wizard 3 Touch to kill an unconscious creature and gain a number of temporary hero points depending on how powerful it was.
Marionette Possession Necromancy Sorcerer/Wizard 3 As magic jar, but limited to line of sight.
Mindlocked Messenger Enchantment Sorcerer/Wizard 3 Target gains a message that can be given only to its intended recipient.
Minor Dream Illusion Sorcerer/Wizard 3 As dream but messenger is you or a gnome, and the message cannot be longer than 20 words.
Monstrous Extremities Transmutation Sorcerer/Wizard 3 You change one of the extremities of the creature touched-arms or legs only-into another shape of approximately the same size and mass. You can choose a tentacle, a hoof, or a wing.
Monstrous Physique I Transmutation Sorcerer/Wizard 3 Take the form and some of the powers of a Small or Medium monstrous humanoid.
Nauseating Trail Conjuration Sorcerer/Wizard 3 Creature leaves a trail of stinking cloud squares.
Nondetection Abjuration Sorcerer/Wizard 3 Hides subject from divination, scrying.
Pain Strike Evocation Sorcerer/Wizard 3 Inflicts 1d6 nonlethal damage 1 rnd/lvl.
Pellet Blast Conjuration Sorcerer/Wizard 3 Creates an explosion of conjured metal pellets.
Phantom Driver Conjuration Sorcerer/Wizard 3 Conjures a phantom to drive vehicles.
Phantom Steed Conjuration Sorcerer/Wizard 3 Magic horse appears for 1 hour/lvl.
Pierce Disguise Divination Sorcerer/Wizard 3 See through low-level magical disguises.
Polymorph Familiar Transmutation Sorcerer/Wizard 3 This spell functions as beast shape I, except it grants your familiar the form of any Small animal.
Prehensile Pilfer Transmutation Sorcerer/Wizard 3 Use tail to make a dirty trick or steal combat maneuver as a swift action when making full-attack action.
Protection from Arrows, Communal Abjuration Sorcerer/Wizard 3 As protection from arrows, but you may divide the duration among creatures touched.
Protection from Energy Abjuration Sorcerer/Wizard 3 Absorbs 12 points/lvl of damage from one kind of energy.
Pugwampi's Grace Enchantment Sorcerer/Wizard 3 One creature rolls 2d20 whenever it needs to roll a d20, and must take the lower result.
Pup Shape Transmutation Sorcerer/Wizard 3 Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Rage Enchantment Sorcerer/Wizard 3 Gives +2 to Str and Con, +1 on Will saves, -2 to AC.
Rain of Frogs Conjuration Sorcerer/Wizard 3 Summon a swarm of poisonous frogs.
Ray of Exhaustion Necromancy Sorcerer/Wizard 3 Ray makes subject exhausted.
Reckless Infatuation Enchantment Sorcerer/Wizard 3 Target is compelled to stay near another.
Resinous Skin Transmutation Sorcerer/Wizard 3 You gain DR 5/piercing and +4 to Maneuver Defense against disarm attempts.
Resist Energy, Communal Abjuration Sorcerer/Wizard 3 As resist energy, but you may divide the duration among creatures touched.
Returning Weapon, Communal Conjuration Sorcerer/Wizard 3 As returning weapon, but you may divide the duration among weapons touched.
Sands of Time Necromancy Sorcerer/Wizard 3 Target temporarily ages.
Scale Spikes, Greater Transmutation Sorcerer/Wizard 3 As scale spikes, except that the spikes growing out of the scales have an enhancement bonus on attack and damage rolls equal to +1 for every 4 caster levels (maximum +5). This bonus does not allow the spikes to bypass damage reduction aside from magic.
Secret Page Transmutation Sorcerer/Wizard 3 Changes one page to hide its real content.
Seek Thoughts Divination Sorcerer/Wizard 3 Detects thinking creatures' thoughts.
Sepia Snake Sigil Conjuration Sorcerer/Wizard 3 Creates text symbol that immobilizes reader.
Share Language, Communal Divination Sorcerer/Wizard 3 As share language, but you may divide the duration among creatures touched.
Sheet Lightning Evocation Sorcerer/Wizard 3 Deal electricity damage and daze creatures in a 20-foot spread.
Shifting Sand Transmutation Sorcerer/Wizard 3 Creates difficult terrain and erases tracks, can carry along some creatures and objects.
Shrink Item Transmutation Sorcerer/Wizard 3 Object shrinks to one-sixteenth size.
Silver Darts Conjuration Sorcerer/Wizard 3 Cone of silver darts deals 1d6 piercing damage/lvl, less against armored targets.
Sleet Storm Conjuration Sorcerer/Wizard 3 Hampers vision and movement.
Slow Transmutation Sorcerer/Wizard 3 One subject/lvl takes only one action/round, -1 to AC, Reflex saves, and attack rolls.
Spherescry Divination Sorcerer/Wizard 3 Remotely view through spheres that have consumed some portion of the caster's body.
Spider Climb, Communal Transmutation Sorcerer/Wizard 3 As spider climb, but you may divide the duration among creatures touched.
Spiked Pit Conjuration Sorcerer/Wizard 3 As create pit, but filled with spikes.
Stinking Cloud Conjuration Sorcerer/Wizard 3 Nauseating vapors, 1 rnd/lvl.
Storm Step Conjuration Sorcerer/Wizard 3 You are able to transport yourself a short distance by taking the form of a furious, sizzling bolt of elemental electricity.
Strangling Hair Transmutation Sorcerer/Wizard 3 Your hair animates and grapples.
Stunning Barrier, Greater Abjuration Sorcerer/Wizard 3 Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
Suggestion Enchantment Sorcerer/Wizard 3 Compels a subject to follow stated course of action.
Summon Monster III Conjuration Sorcerer/Wizard 3 Summons extraplanar creature to fight for you.
Summon Totem Creature Conjuration Sorcerer/Wizard 3 As summon nature's ally III except for different creatures as options.
Sundered Serpent Coil Conjuration Sorcerer/Wizard 3 As black tentacles, except it creates a Large decapitated snake, which erupts from the ground and grapples a creature you specify within its 5-foot reach. As a standard action, you can command the snake to release its grappled target and direct it to attack a different creature.
Swarm of Fangs Conjuration Sorcerer/Wizard 3 You summon a swarm of thousands of animate, flying teeth in a 10-foot-by-10-foot cube.
Thunderstomp, Greater Evocation Sorcerer/Wizard 3 Trip multiple creatures within range.
Tiny Hut Evocation Sorcerer/Wizard 3 Creates shelter for 10 creatures.
Tongues Divination Sorcerer/Wizard 3 Speak and understand any language.
Touch Injection Transmutation Sorcerer/Wizard 3 You can deliver an infusion, elixir, poison, or potion as a touch attack.
Toxic Gift Necromancy Sorcerer/Wizard 3 Target suffers the effect of the poison in you.
Trial of Fire and Acid Evocation Sorcerer/Wizard 3 The target creature is covered in burning acid that deals 1d6 points of acid damage and 1d6 points of fire damage each round.
Twilight Knife Evocation Sorcerer/Wizard 3 Floating knife attacks with you.
Unadulterated Loathing Enchantment Sorcerer/Wizard 3 Target is compelled to avoid another creature.
Undead Anatomy I Transmutation Sorcerer/Wizard 3 Take the form and some of the powers of a Small or Medium undead.
Unliving Rage Necromancy Sorcerer/Wizard 3 As rage, except affecting only undead.
Unravel Destiny Divination Sorcerer/Wizard 3 A target suffers penalties to checks depending on how many hero points it has, and takes damage if it uses them.
Vampiric Touch Necromancy Sorcerer/Wizard 3 Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
Vengeful Comets Evocation Sorcerer/Wizard 3 Creates 1 comet/4 levels; provides fire protection and shoots comets at spellcasting foes.
Versatile Weapon Transmutation Sorcerer/Wizard 3 Weapon bypasses some DR.
Vision of Hell Illusion Sorcerer/Wizard 3 Illusory hellscape makes creatures shaken.
Wall of Nausea Illusion Sorcerer/Wizard 3 Creatures that pass through the wall are nauseated and might fall prone.
Water Breathing Transmutation Sorcerer/Wizard 3 Subjects can breathe underwater.
Wind Wall Evocation Sorcerer/Wizard 3 Deflects arrows, smaller creatures, and gases.

Level 4 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Absorbing Inhalation Transmutation Sorcerer/Wizard 4 Inhale a gas removing it from the area without harm and use it as a breath weapon.
Abyssal Vermin Transmutation Sorcerer/Wizard 4 Grant one vermin or vermin swarm the fiendish creature simple template.
Acid Pit Conjuration Sorcerer/Wizard 4 Creates a pit with a layer of acid on the bottom.
Adjustable Polymorph Transmutation Sorcerer/Wizard 4 As alter self, but you can change the shape as a swift action.
Age Resistance, Lesser Transmutation Sorcerer/Wizard 4 Ignore penalties from middle age.
Aggravate Affliction Necromancy Sorcerer/Wizard 4 All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects.
Aggressive Thundercloud, Greater Evocation Sorcerer/Wizard 4 Flying storm cloud deals 6d6 electricity damage.
Agonize Evocation Sorcerer/Wizard 4 Pain encourages an outsider to obey you.
Animal Aspect, Greater Transmutation Sorcerer/Wizard 4 As animal aspect, but you gain two animal qualities.
Animate Dead Necromancy Sorcerer/Wizard 4 Creates undead skeletons and zombies out of corpses.
Antithetical Constraint Enchantment Sorcerer/Wizard 4 The target automatically misses with attacks against creatures that are not of the opposite alignment of it.
Arcane Eye Divination Sorcerer/Wizard 4 Invisible floating eye moves 30 ft./round.
Aura of the Unremarkable Enchantment Sorcerer/Wizard 4 An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous.
Ball Lightning Evocation Sorcerer/Wizard 4 Flying balls of lightning deal 3d6 electricity damage each.
Beast Shape II Transmutation Sorcerer/Wizard 4 You take the form and some of the powers of a Tiny or Large animal.
Bestow Curse Necromancy Sorcerer/Wizard 4 -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Bite the Hand Sorcerer/Wizard 4 With a short command and a wave of the hand, you compel the target creature to attack the being who summoned it, to the best of its ability.
Black Tentacles Conjuration Sorcerer/Wizard 4 Tentacles grapple all creatures within a 20-ft. spread.
Bloatbomb Necromancy Sorcerer/Wizard 4 Kill a weak creature and turn its corpse into an explosive trap.
Bloody Arrows Necromancy Sorcerer/Wizard 4 When you deal piercing or slashing damage with a ranged weapon the victim also takes bleed damage.
Boneshatter Necromancy Sorcerer/Wizard 4 The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation. If the target succeeds at its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much damage (+50%) from this spell. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.
Calcific Touch Transmutation Sorcerer/Wizard 4 Touch attack slows target, 1d4 Dex damage.
Charm Monster Enchantment Sorcerer/Wizard 4 Makes monster believe it is your ally.
Cloud Shape Transmutation Sorcerer/Wizard 4 Subject becomes insubstantial and can fly slowly.
Confusion Enchantment Sorcerer/Wizard 4 Subjects behave oddly for 1 rnd/lvl.
Conjure Deadfall Conjuration Sorcerer/Wizard 4 You conjure a large metal cube covered in sharp spikes.
Contagion Necromancy Sorcerer/Wizard 4 Infects subject with chosen disease.
Contingent Scroll Evocation Sorcerer/Wizard 4 Transfer a scroll's power to the target; the scroll is then triggered as contingency.
Control Summoned Creature Enchantment Sorcerer/Wizard 4 Direct a summoned monster as if you had summoned it.
Conversing Wind Transmutation Sorcerer/Wizard 4 As whispering wind, except it can carry responses and doesn't end after delivering its first message.
Create Holds Transmutation Sorcerer/Wizard 4 You create a path of handholds on earthen, plaster, stone, or wooden walls.
Creeping Ice Evocation Sorcerer/Wizard 4 Sheet of ice slowly spreads outward on a horizontal surface.
Crushing Despair Enchantment Sorcerer/Wizard 4 Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Curse of Burning Sleep Transmutation Sorcerer/Wizard 4 Creature catches fire the next time it sleeps for an hour.
Curse of Magic Negation Abjuration Sorcerer/Wizard 4 Target gains the negated spellblight.
Darkvision, Greater Transmutation Sorcerer/Wizard 4 See 120 ft. in total darkness.
Daze, Mass Enchantment Sorcerer/Wizard 4 As daze, but affecting multiple creatures.
Detect Scrying Divination Sorcerer/Wizard 4 Alerts you to magical eavesdropping.
Detonate Evocation Sorcerer/Wizard 4 Inflicts 1d8/lvl energy damage to all creatures within 15 ft.
Dimension Door Conjuration Sorcerer/Wizard 4 Teleports you a short distance.
Dimensional Anchor Abjuration Sorcerer/Wizard 4 Bars extradimensional movement.
Dragon's Breath Evocation Sorcerer/Wizard 4 Gives you a dragon's breath weapon.
Earth Glide Transmutation Sorcerer/Wizard 4 Gain the ability to pass through stone, dirt and earth.
Elemental Body I Transmutation Sorcerer/Wizard 4 Turns you into a Small elemental.
Enchantment Foil Abjuration Sorcerer/Wizard 4 Trick opponents who try to cast enchantments on you.
Enervation Necromancy Sorcerer/Wizard 4 Subject gains 1d4 negative levels.
Enlarge Person, Mass Transmutation Sorcerer/Wizard 4 1 humanoid creature/lvl doubles in size.
Eyes of the Void Transmutation Sorcerer/Wizard 4 See 60 ft. in darkness, including magical darkness.
Familiar Melding Necromancy Sorcerer/Wizard 4 You project your soul into your familiar, taking over its body while leaving its consciousness intact.
False Life, Greater Necromancy Sorcerer/Wizard 4 Gain 2d10 temporary hp + 1/lvl.
Fear Necromancy Sorcerer/Wizard 4 Subjects within cone flee for 1 rnd/lvl.
Fire Shield Evocation Sorcerer/Wizard 4 Creatures attacking you take fire damage; you're protected from heat or cold.
Fire Trap Abjuration Sorcerer/Wizard 4 Opened object deals 1d4 damage + 1/lvl.
Firefall Transmutation Sorcerer/Wizard 4 Causes fire to burst up, dealing 2d6 fire damage.
Flaming Sphere, Greater Evocation Sorcerer/Wizard 4 Rolling ball of fire deals 6d6 fire damage and ignites targets.
Fleshworm Infestation Conjuration Sorcerer/Wizard 4 Worms deal hp and Dex damage.
Forgetful Slumber Enchantment Sorcerer/Wizard 4 As deeper slumber and make target forgets the last 5 minutes.
Geas, Lesser Enchantment Sorcerer/Wizard 4 Commands subject of 7 HD or less.
Ghost Wolf Conjuration Sorcerer/Wizard 4 Conjure a Large, quasi-real, wolf-like creature made of black smoke that radiates fear and functions as phantom steed, and which can make attacks.
Globe of Invulnerability, Lesser Abjuration Sorcerer/Wizard 4 Stops 1st- through 3rd-level spell effects.
Hallucinatory Terrain Illusion Sorcerer/Wizard 4 Makes one type of terrain appear like another (field as forest, or the like).
Hellmouth Lash Transmutation Sorcerer/Wizard 4 Transform your tongue into an energy whip dealing 1d8 points of damage/2 caster levels (max 5d8).
Hurricane Blast Evocation Sorcerer/Wizard 4 Creates a severe blast of wind.
Ice Storm Evocation Sorcerer/Wizard 4 Hail deals 5d6 damage in cylinder 40 ft. across.
Illusory Wall Illusion Sorcerer/Wizard 4 Wall, floor, or ceiling looks real, but anything can pass through.
Infernal Healing, Greater Conjuration Sorcerer/Wizard 4 Touch a creature with devils blood, giving it fast healing 4.
Insect Spies Sorcerer/Wizard 3 You summon one or more glossy black beetles, which have a measure of intelligence and make for excellent spies.
Invisibility, Greater Illusion Sorcerer/Wizard 4 As invisibility, but subject can attack and stay invisible.
Locate Creature Divination Sorcerer/Wizard 4 Indicates direction to familiar creature.
Magic Siege Engine, Greater Transmutation Sorcerer/Wizard 4 Siege engine gains +1 on targeting and damage rolls for every four caster levels.
Make Whole, Greater Transmutation Sorcerer/Wizard 4 Repairs 1d6 +1 points per caster level on a construct (maximum 10d6+10) and can fix destroyed magic items or technological items (items at 0hit points or fewer), and restores the magic properties of the item if your caster level at least equal to that of the item. This spell otherwise functions as make whole.
Malfunction Enchantment Sorcerer/Wizard 4 Construct behaves oddly for 1 rnd/lvl.
Malicious Spite Enchantment Sorcerer/Wizard 4 Target is compelled to plot against another.
Master's Escape Conjuration Sorcerer/Wizard 4 You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master's escape, you can teleport to your summoned creature's space as a swift action, causing your summoned creature to teleport to your former space
Miasmatic Form Transmutation Sorcerer/Wizard 4 As gaseous form except your turn into a stinking or poison cloud.
Mindscape Door Illusion Sorcerer/Wizard 4 You or other creatures enter into or escape from a Mindscape through an imaginary doorway.
Minor Creation Conjuration Sorcerer/Wizard 4 Creates one cloth or wood object.
Minor Phantom Object Illusion Sorcerer/Wizard 4 As minor creation spell, except the object created is a semi-real phantasm).
Mirror Transport Transmutation Sorcerer/Wizard 4 Mirror becomes a multiple-use dimension door.
Mnemonic Enhancer Transmutation Sorcerer/Wizard 4 Wizard Only. Prepare extra spells or retain one just cast.
Monstrous Physique II Transmutation Sorcerer/Wizard 4 Take the form and some of the powers of a Tiny or Large monstrous humanoid.
Moonstruck Enchantment Sorcerer/Wizard 4 Subject is enraged and confused.
Named Bullet Divination Sorcerer/Wizard 4 Imbues ammunition with accuracy against a specific creature type.
Nixie's Lure Enchantment Sorcerer/Wizard 4 Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them.
Nondetection, Communal Abjuration Sorcerer/Wizard 4 As nondetection, but you may divide the duration among creatures touched.
Obsidian Flow Transmutation Sorcerer/Wizard 4 Converts the surface of the ground into molten glass.
Overwhelming Grief Enchantment Sorcerer/Wizard 4 Grieving target can take no actions and is denied its Dex bonus.
Phantasmal Killer Illusion Sorcerer/Wizard 4 Fearsome illusion kills subject or deals 3d6 damage.
Phantom Chariot Conjuration Sorcerer/Wizard 4 Conjures a quasi-real heavy chariot pulled by four horses.
Phantom Steed, Communal Conjuration Sorcerer/Wizard 4 As phantom steed, but you may divide the duration among creatures touched.
Protection from Energy, Communal Abjuration Sorcerer/Wizard 4 As protection from energy, but you may divide the duration among creatures touched.
Rainbow Pattern Illusion Sorcerer/Wizard 4 Lights fascinate 24 HD of creatures.
Reduce Person, Mass Transmutation Sorcerer/Wizard 4 As reduce person, but affects 1 humanoid creature/lvl.
Remove Curse Abjuration Sorcerer/Wizard 4 Frees object or person from curse.
Resilient Reservoir Transmutation Sorcerer/Wizard 4 Redirect damage from melee attacks and touch spells into bonus to a skill check, attack roll, damage roll or combat maneuver.
Resilient Sphere Evocation Sorcerer/Wizard 4 Force globe protects but traps one subject.
Ride the Waves Transmutation Sorcerer/Wizard 4 Target can breathe water and swim.
River of Wind Evocation Sorcerer/Wizard 4 A stream of wind causes nonlethal damage and can knock down or push creatures.
Sadomasochism Necromancy Sorcerer/Wizard 4 When you are dealt damage, your attacker must roll damage for the attack twice and take the higher roll, but the attacker must also succeed at aWill saving throw or become demoralized for 1 round.
Scorching Ash Form Transmutation Sorcerer/Wizard 4 As gaseous form, except you become a swirl of ash.
Scrying Divination Sorcerer/Wizard 4 Spies on subject from a distance.
Secure Shelter Conjuration Sorcerer/Wizard 4 Creates sturdy cottage.
Shadow Barbs Illusion Sorcerer/Wizard 4 Creates a shadowy vicious spiked chain that radiates darkness around you.
Shadow Conjuration Illusion Sorcerer/Wizard 4 Mimics conjuration spell below 4th level, but only 20% real.
Shadow Projection Necromancy Sorcerer/Wizard 4 Temporarily become a shadow.
Shadow Step Illusion Sorcerer/Wizard 4 Teleport from one shadow to another.
Shadowy Haven Transmutation Sorcerer/Wizard 4 As rope trick, except the point of entry is through a 5-foot-square instead of a rope.
Share Senses Divination Sorcerer/Wizard 4 Spending a moment in meditation and conjuring an image of the creature to mind, you reshape your link with your familiar, causing it to functions like a scrying sensor.
Share Shape Transmutation Sorcerer/Wizard 4 This spell functions as beast shape II, but you may only assume the form of an animal of a type identical to your familiar.
Shocking Image Illusion Sorcerer/Wizard 4 As mirror image, but the duplicates emit electrical damage when destroyed.
Shout Evocation Sorcerer/Wizard 4 Deafens all within cone and deals 5d6 sonic damage.
Simulacrum, Lesser Illusion Sorcerer/Wizard 4 Creates a double of a weak creature.
Skeleton Crew Necromancy Sorcerer/Wizard 4 Turn corpses into skeletons that act as a ships crew and obey your commands.
Solid Fog Conjuration Sorcerer/Wizard 4 Blocks vision and slows movement.
Spellcrash, Lesser Abjuration Sorcerer/Wizard 4 Target loses a 3rd-level prepared spell or spell slot.
Stone Shape Transmutation Sorcerer/Wizard 4 Sculpts stone into any shape.
Stoneskin Abjuration Sorcerer/Wizard 4 Grants DR 10/adamantine.
Summon Accuser Conjuration Sorcerer/Wizard 4 Summons a single accuser devil from Hell to do your bidding.
Summon Monster IV Conjuration Sorcerer/Wizard 4 Summons extraplanar creature to fight for you.
Suppress Primal Magic Abjuration Sorcerer/Wizard 4 Prevent primal magic events from occurring in a 10-ft. radius around you.
Symbol of Laughter Enchantment Sorcerer/Wizard 4 Triggered rune makes nearby creatures lose actions for 1 rnd/lvl.
Symbol of Revelation Divination Sorcerer/Wizard 4 Triggered symbol reveals illusions.
Symbol of Slowing Transmutation Sorcerer/Wizard 4 Triggered rune slows creatures.
Telekinetic Charge Evocation Sorcerer/Wizard 4 Launches an ally through the air.
Terrible Remorse Enchantment Sorcerer/Wizard 4 Creature is compelled to harm itself.
Tongues, Communal Divination Sorcerer/Wizard 4 As tongues, but you may divide the duration among creatures touched.
Touch of Slime Conjuration Sorcerer/Wizard 4 Touch infests a target with green slime.
Triggered Suggestion Enchantment Sorcerer/Wizard 4 As suggestion, but triggered only and target doesn't remember the suggestion.
True Form Abjuration Sorcerer/Wizard 4 Removes polymorph effects.
Unbearable Brightness Evocation Sorcerer/Wizard 4 Your glowing body dazzles or blinds others.
Vermin Shape I Transmutation Sorcerer/Wizard 4 Take the form and some of the powers of a Small or Medium vermin.
Vitriolic Mist Evocation Sorcerer/Wizard 4 As fire shield, except acid damage.
Volcanic Storm Evocation Sorcerer/Wizard 4 Hot rocks deal 5d6 damage.
Wall of Blindness/Deafness Necromancy Sorcerer/Wizard 4 Translucent wall blinds or deafens creatures that pass through it.
Wall of Fire Evocation Sorcerer/Wizard 4 Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage + 1/lvl.
Wall of Ice Evocation Sorcerer/Wizard 4 Ice plane creates wall or hemisphere creates dome.
Wandering Star Motes Illusion Sorcerer/Wizard 4 Outlines subject and produces light as a sunrod.
Ward Shield Abjuration Sorcerer/Wizard 4 Your shield is effective at resisting some types of spells.
Watchful Animal Sorcerer/Wizard 4 You place a scrying sensor on your Animal Companion or Familiar.

Level 5 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Absorb Toxicity Necromancy Sorcerer/Wizard 5 You become immune to diseases and toxins, absorb one, and then spread it to others.
Acidic Spray Conjuration Sorcerer/Wizard 5 1d6/lvl acid damage plus 1 round of acid.
Angelic Aspect Transmutation Sorcerer/Wizard 5 As lesser angelic aspect, plus you gain darkvision 60 ft., acid and cold resistance increases to 10, you gain DR 5/evil, you sprout wings granting fly speed 30 ft. (average maneuverability) and your natural weapons or weapons you wield are considered good-aligned for the purpose of overcoming damage reduction.
Animal Growth Transmutation Sorcerer/Wizard 5 One animal doubles in size.
Apparent Master Enchantment Sorcerer/Wizard 5 Charm makes a construct regard you as its master.
Astral Projection, Lesser Necromancy Sorcerer/Wizard 5 Limited astral travel.
Augmenting Wall Evocation Sorcerer/Wizard 5 You create a wall of faintly shimmering elemental energy.
Baleful Polymorph Transmutation Sorcerer/Wizard 5 Turns subject into harmless animal.
Beast Shape III Transmutation Sorcerer/Wizard 5 You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Black Spot Necromancy Sorcerer/Wizard 5 Curse a creature so that it is easier for others to attack it and it takes Constitution damage every day until removed.
Blight Necromancy Sorcerer/Wizard 5 Withers one plant or deals 1d6/lvl damage to plant creature.
Blood Boil Necromancy Sorcerer/Wizard 5 Raise temperature of target creature's blood (or other similar body fluid) over 3 rounds causing first fatigue, then Constitution damage, then hp damage.
Break Enchantment Abjuration Sorcerer/Wizard 5 Frees subjects from enchantments, transmutations, and curses.
Callback, Greater Sorcerer/Wizard 5 This spell functions as callback, with greater range and duration.
Calm Air Abjuration Sorcerer/Wizard 5 You calm the air and disperse fog, dust, and other particles.
Caustic Blood Transmutation Sorcerer/Wizard 5 Acidic blood spurts from your body when you take piercing or slashing damage.
Cloudkill Conjuration Sorcerer/Wizard 5 Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
Condensed Ether Transmutation Sorcerer/Wizard 5 Create a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks.
Cone of Cold Evocation Sorcerer/Wizard 5 1d6/lvl cold damage.
Constricting Coils Enchantment Sorcerer/Wizard 5 As hold monster, but does 1d6+6 bludgeoning damage/round.
Contact Other Plane Divination Sorcerer/Wizard 5 Lets you ask question of extraplanar entity.
Corrosive Consumption Conjuration Sorcerer/Wizard 5 Acidic patch damages an opponent.
Covetous Aura Abjuration Sorcerer/Wizard 5 Anytime a harmless spell of 3rd level or lower is cast within the area of effect, you may choose to gain the benefit of that spell as if it had also targeted you.
Create Mindscape Illusion Sorcerer/Wizard 5 Form an immersive mindscape.
Curse of Disgust Enchantment Sorcerer/Wizard 5 Target is sickened when viewing a trigger.
Damnation Stride Conjuration Sorcerer/Wizard 5 Teleports you a short distance and produce a burst of fire.
Daywalker Necromancy Sorcerer/Wizard 5 You reshape the substance of a willing undead creature to resemble a living, breathing creature of the same size.
Die for Your Master Sorcerer/Wizard 5 This spell allows your companion or familiar to intercept any attack that targets you, including those that do not require attack rolls.
Dismissal Abjuration Sorcerer/Wizard 5 Forces a creature to return to its native plane.
Dominate Person Enchantment Sorcerer/Wizard 5 Controls humanoid telepathically.
Dream Illusion Sorcerer/Wizard 5 Sends message to anyone sleeping.
Duplicate Familiar Conjuration Sorcerer/Wizard 5 You create a duplicate of a familiar.
Echolocation Transmutation Sorcerer/Wizard 5 Sonic sense gives you blindsight 40 ft.
Elemental Body II Transmutation Sorcerer/Wizard 5 Turns you into a Medium elemental.
Energy Siege Shot Transmutation Sorcerer/Wizard 5 A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose.
Fabricate Transmutation Sorcerer/Wizard 5 Transforms raw materials into finished items.
False Vision Illusion Sorcerer/Wizard 5 Fools scrying with an illusion.
Feast on Fear Necromancy Sorcerer/Wizard 5 Targets are panicked, and you gain temporary hit points.
Feeblemind Enchantment Sorcerer/Wizard 5 Subject's Int and Cha drop to 1.
Fickle Winds Transmutation Sorcerer/Wizard 5 Wind walls selectively block attacks.
Fire Snake Evocation Sorcerer/Wizard 5 Creates a serpentine path of fire 5 ft. long/lvl that deals 1d6 fire damage/lvl.
Geniekind Transmutation Sorcerer/Wizard 5 Gain your choice of genie-themed powers.
Geyser Conjuration Sorcerer/Wizard 5 Creates a geyser of boiling water.
Ghoul Army Necromancy Sorcerer/Wizard 5 1d4+1 ghouls and 1 ghast fight for you and explode when killed to deal damage.
Gift of the Deep Transmutation Sorcerer/Wizard 5 You give the one non-mutated sahuagin/lvl the appearance and many of the abilities of sahuagin mutants.
Globe of Tranquil Water Abjuration Sorcerer/Wizard 5 Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move.
Half-blood Extraction Transmutation Sorcerer/Wizard 5 Transform an half-orc into a full-blooded orc.
Hold Monster Enchantment Sorcerer/Wizard 5 As hold person, but any creature.
Hostile Juxtaposition Conjuration Sorcerer/Wizard 5 You create a dimensional link with a targeted creature, and switch spots with it.
Hungry Earth Transmutation Sorcerer/Wizard 5 The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.
Hungry Pit Conjuration Sorcerer/Wizard 5 As create pit, but dealing 4d6 damage to those in it as it closes.
Icy Prison Evocation Sorcerer/Wizard 5 Thick ice holds and damages the target.
Interposing Hand Evocation Sorcerer/Wizard 5 Hand provides cover against 1 opponent.
Life Bubble Abjuration Sorcerer/Wizard 5 Protects creature from sustained environmental effects.
Lighten Object, Mass Transmutation Sorcerer/Wizard 5 Multiple objects are half as heavy as normal.
Lightning Arc Evocation Sorcerer/Wizard 5 Targets in a line take 1d6 electricity/lvl.
Mage's Faithful Hound Conjuration Sorcerer/Wizard 5 Phantom dog can guard a location and attack intruders.
Mage's Private Sanctum Abjuration Sorcerer/Wizard 5 Prevents anyone from viewing or scrying an area for 24 hours.
Magic Jar Necromancy Sorcerer/Wizard 5 Enables possession of another creature.
Major Creation Conjuration Sorcerer/Wizard 5 As minor creation, plus stone and metal.
Major Phantom Object Illusion Sorcerer/Wizard 5 As major creation but the creation is semi-real phantasm.
Master's Mutation Transmutation Sorcerer/Wizard 5 You can mold the ephemeral substance of the Outer Planes, mutating one summoned creature that you control to better suit your needs
Mind Fog Enchantment Sorcerer/Wizard 5 Subjects in fog get -10 to Wis and Will checks.
Mirage Arcana Illusion Sorcerer/Wizard 5 As hallucinatory terrain, plus structures.
Monstrous Physique III Transmutation Sorcerer/Wizard 5 Take the form and some of the powers of a Diminutive or Huge monstrous humanoid.
Nightmare Illusion Sorcerer/Wizard 5 Sends vision dealing 1d10 damage, fatigue.
Overland Flight Transmutation Sorcerer/Wizard 5 You fly at a speed of 40 ft. and can hustle over long distances.
Pain Strike, Mass Evocation Sorcerer/Wizard 5 As pain strike, but affects multiple creatures.
Passwall Transmutation Sorcerer/Wizard 5 Creates passage through wood or stone wall.
Permanency Universal Sorcerer/Wizard 5 Makes certain spells permanent.
Persistent Image Illusion Sorcerer/Wizard 5 As major image, but with no concentration required.
Phantasmal Web Illusion Sorcerer/Wizard 5 Catches subjects in illusory web.
Plague Carrier Necromancy Sorcerer/Wizard 5 target's attacks carry filth fever.
Planar Adaptation Transmutation Sorcerer/Wizard 5 Resist harmful effects of other plane.
Planar Binding, Lesser Conjuration Sorcerer/Wizard 5 Traps extraplanar creature of 6 HD or less until it performs a task.
Plant Shape I Transmutation Sorcerer/Wizard 5 Turns you into a Small or Medium plant.
Polymorph Transmutation Sorcerer/Wizard 5 Gives one willing subject a new form.
Possess Object Necromancy Sorcerer/Wizard 5 Possess and animate one object.
Prying Eyes Divination Sorcerer/Wizard 5 1d4 + 1/lvl floating eyes scout for you.
Rapid Repair Transmutation Sorcerer/Wizard 5 Construct gains fast healing 5.
Repair Undead, Mass Necromancy Sorcerer/Wizard 5 Heals undead of 1d8 hp + 1/lvl; affects 1 undead/lvl.
Rubberskin Transmutation Sorcerer/Wizard 5 Bludgeoning and falling damage you take is converted into nonlethal damage.
Runic Overload Evocation Sorcerer/Wizard 5 Cause magical runes to explode.
Secret Chest Conjuration Sorcerer/Wizard 5 Hides expensive chest on Ethereal Plane; you retrieve it at will.
Seeming Illusion Sorcerer/Wizard 5 Changes appearance of 1 person per 2 levels.
Sending Evocation Sorcerer/Wizard 5 Delivers short message anywhere, instantly.
Shadow Evocation Illusion Sorcerer/Wizard 5 Mimics evocation spell below 5th level, but only 20% real.
Siphon Magic Abjuration Sorcerer/Wizard 5 Transfers a magical effect from touched creature to yourself.
Smug Narcissism Enchantment Sorcerer/Wizard 5 Target is distracted by its sense of self.
Sonic Thrust Evocation Sorcerer/Wizard 5 Sound moves targets away from you.
Soothe Construct Abjuration Sorcerer/Wizard 5 Reduce the berserk chance of a construct.
Spell Absorption Abjuration Sorcerer/Wizard 5 Counterspell a 3rd-level or lower-level spell to regain some spellcasting power.
Spellsteal Abjuration Sorcerer/Wizard 5 You create a discordant blast of energy that disrupts the target's available magic and transfers knowledge of that magic to you.
Stoneskin, Communal Abjuration Sorcerer/Wizard 5 As stoneskin, but you may divide the duration among creatures touched.
Suffocation Necromancy Sorcerer/Wizard 5 Target quickly suffocates to death.
Summon Monster V Conjuration Sorcerer/Wizard 5 Summons extraplanar creature to fight for you.
Summoner Conduit Necromancy Sorcerer/Wizard 5 The target eidolon's summoner takes damage whenever the eidolon does.
Symbol of Pain Necromancy Sorcerer/Wizard 5 Triggered rune wracks creatures with pain.
Symbol of Scrying Divination Sorcerer/Wizard 5 Triggered rune activates scrying sensor.
Symbol of Sleep Enchantment Sorcerer/Wizard 5 Triggered rune puts nearby creatures into catatonic slumber.
Symbol of Striking Illusion Sorcerer/Wizard 5 As symbol of death, but fills a 5-foot square.
Telekinesis Transmutation Sorcerer/Wizard 5 Moves object, attacks creature, or hurls object or creature.
Telepathic Bond Divination Sorcerer/Wizard 5 Link lets allies communicate.
Teleport Conjuration Sorcerer/Wizard 5 Instantly transports you as far as 100 miles per level.
Transmute Mud to Rock Transmutation Sorcerer/Wizard 5 Transforms two 10-ft. cubes per level.
Transmute Rock to Mud Transmutation Sorcerer/Wizard 5 Transforms two 10-ft. cubes per level.
Transplant Visage Transmutation Sorcerer/Wizard 5 You add or remove a creature's face to or from your own.
Treasure Stitching Transmutation Sorcerer/Wizard 5 Objects on cloth become embroidered.
Unbreakable Construct Abjuration Sorcerer/Wizard 5 Increase construct hardness or DR.
Undead Anatomy II Transmutation Sorcerer/Wizard 5 Take the form and some of the powers of a Tiny or Large undead.
Unseen Crew Conjuration Sorcerer/Wizard 5 Create 1 unseen crewmember per caster level to attend to ships riggings and other affairs.
Vampiric Shadow Shield Necromancy Sorcerer/Wizard 5 As fire shield, except attackers take negative energy damage and attacks heal you.
Vermin Shape II Transmutation Sorcerer/Wizard 5 As vermin shape, but Tiny or Large.
Wall of Force Evocation Sorcerer/Wizard 5 Wall is immune to damage.
Wall of Light Evocation Sorcerer/Wizard 5 An immobile curtain of blinding light blocks line of sight and sheds light to a range of 60 ft. in all directions. Creatures from the Plane of Shadow gain negative levels while within 5 ft, of the wall.
Wall of Sound Evocation Sorcerer/Wizard 5 Sonic wall deflects and damages creatures.
Wall of Stone Conjuration Sorcerer/Wizard 5 Creates a stone wall that can be shaped.
Waves of Fatigue Necromancy Sorcerer/Wizard 5 Several targets become fatigued.
Whip of Centipedes Conjuration Sorcerer/Wizard 5 Create a whip made of poisonous centipedes.
Wreath of Blades Abjuration Sorcerer/Wizard 5 Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Level 6 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Acid Fog Conjuration Sorcerer/Wizard 6 Fog deals acid damage.
Age Resistance Transmutation Sorcerer/Wizard 6 Ignore penalties from old age.
Analyze Dweomer Divination Sorcerer/Wizard 6 Reveals magical aspects of subject.
Antimagic Field Abjuration Sorcerer/Wizard 6 Negates magic within 10 ft.
Banshee Blast Necromancy Sorcerer/Wizard 6 Cone deals 1d4 per level and panics creatures.
Battlemind Link Divination Sorcerer/Wizard 6 You and an ally gain attack and AC bonuses.
Bear's Endurance, Mass Transmutation Sorcerer/Wizard 6 As bear's endurance, affects one subject/lvl.
Beast Shape IV Transmutation Sorcerer/Wizard 6 You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bull's Strength, Mass Transmutation Sorcerer/Wizard 6 As bull's strength, affects 1 subject per level.
Cat's Grace, Mass Transmutation Sorcerer/Wizard 6 As cat's grace, affects 1 subject/lvl.
Chain Lightning Evocation Sorcerer/Wizard 6 1d6/lvl damage and 1 secondary bolt/lvl.
Chains of Fire Evocation Sorcerer/Wizard 6 1d6/lvl damage and 1 secondary bolt/lvl.
Chains of Light Conjuration Sorcerer/Wizard 6 Target is held immobile by glowing golden chains composed of pure light.
Circle of Death Necromancy Sorcerer/Wizard 6 Kills 1d4/lvl HD of creatures.
Cloak of Dreams Enchantment Sorcerer/Wizard 6 Creatures within 5 ft. fall asleep.
Cold Ice Strike Evocation Sorcerer/Wizard 6 Cone of ice slivers deals 1d6 cold/lvl.
Conjure Black Pudding Conjuration Sorcerer/Wizard 6 Summon a black pudding.
Contagion, Greater Necromancy Sorcerer/Wizard 6 Infect a subject with a magical disease.
Contagious Flame Evocation Sorcerer/Wizard 6 Scorching rays cause 4d6 fire damage, then move on to new targets.
Contingency Evocation Sorcerer/Wizard 6 Sets trigger condition for another spell.
Control Water Transmutation Sorcerer/Wizard 6 Raises or lowers bodies of water.
Create Undead Necromancy Sorcerer/Wizard 6 Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Curse, Major Necromancy Sorcerer/Wizard 6 As bestow curse, but harder to remove.
Dimensional Blade Transmutation Sorcerer/Wizard 6 For one round attacks made with a held melee weapon are melee touch attacks that ignore all armor. Bludgeoning weapons deal half damage and are treated as slashing weapons.
Disintegrate Transmutation Sorcerer/Wizard 6 Reduces one creature or object to dust.
Dispel Magic, Greater Abjuration Sorcerer/Wizard 6 As dispel magic, but with multiple targets.
Dust Ward Abjuration Sorcerer/Wizard 6 You ward a magic item against other creatures who try to learn to use or copy it.
Eagle's Splendor, Mass Transmutation Sorcerer/Wizard 6 As eagle's splendor, 1 subject/lvl.
Eldritch Conduit, Greater Transmutation Sorcerer/Wizard 6 Use multiple enemies as points of origin for cone, cylinder, line, or sphere spells.
Elemental Assessor Evocation Sorcerer/Wizard 6 Elemental ray does 2d6 acid, cold, electricity, and fire damage, with one type persisting for 1d4 rounds.
Elemental Body III Transmutation Sorcerer/Wizard 6 Turns you into a Large elemental.
Enemy Hammer Transmutation Sorcerer/Wizard 6 Allows you to telekinetically use a creature as a weapon.
Energy Siege Shot, Greater Transmutation Sorcerer/Wizard 6 As energy siege shot, but you can affect any size siege engine.
Envious Urge Enchantment Sorcerer/Wizard 6 Targets steal from or disarm others.
Eyebite Necromancy Sorcerer/Wizard 6 Target becomes panicked, sickened, and comatose.
Flesh to Stone Transmutation Sorcerer/Wizard 6 Turns subject creature into statue.
Fluid Form Transmutation Sorcerer/Wizard 6 Gain DR 10/slashing, increases reach 10 ft., and breath water
Forceful Hand Evocation Sorcerer/Wizard 6 Hand pushes creatures away.
Form of the Dragon I Transmutation Sorcerer/Wizard 6 Turns you into a Medium dragon.
Fox's Cunning, Mass Transmutation Sorcerer/Wizard 6 As fox's cunning, affects 1 subject/ level.
Freezing Sphere Evocation Sorcerer/Wizard 6 Freezes water or deals cold damage.
Geas/Quest Enchantment Sorcerer/Wizard 6 As lesser geas, but affects any creature.
Getaway Conjuration Sorcerer/Wizard 6 Teleports you and select creatures to predetermined location.
Globe of Invulnerability Abjuration Sorcerer/Wizard 6 As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards Abjuration Sorcerer/Wizard 6 Array of magic effects protect area.
Hardening Transmutation Sorcerer/Wizard 6 Permanently increases the hardness of materials by 1 point per 2 caster levels.
Hellfire Ray Evocation Sorcerer/Wizard 6 A blast of hellfire deals 1d6 damage per caster level (maximum 15d6) to the target (half fire damage half unholy damage.) If a creature is killed by this damage it must make a Will save or be damned to Hell.
Heroism, Greater Enchantment Sorcerer/Wizard 6 Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Ice Crystal Teleport Conjuration Sorcerer/Wizard 6 Target is frozen, then teleported.
Impart Mind Transmutation Sorcerer/Wizard 6 Grant temporary intelligence and powers to a magic item.
Leashed Shackles Evocation Sorcerer/Wizard 6 Target is restricted to a specific location.
Legend Lore Divination Sorcerer/Wizard 6 Lets you learn tales about a person, place, or thing.
Mage's Lucubration Transmutation Sorcerer/Wizard 6 Wizard Only. Recalls spell of 5th level or lower.
Mislead Illusion Sorcerer/Wizard 6 Turns you invisible and creates illusory double.
Monstrous Physique IV Transmutation Sorcerer/Wizard 6 As monstrous physique III, with more abilities.
Move Earth Transmutation Sorcerer/Wizard 6 Digs trenches and builds hills.
Named Bullet, Greater Divination Sorcerer/Wizard 6 As named bullet, but deals 2 points of damage for every caster level.
Oasis Transmutation Sorcerer/Wizard 6 This spell functions in any natural terrain on the Material Plane. It redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per caster level each hour.
Owl's Wisdom, Mass Transmutation Sorcerer/Wizard 6 As owl's wisdom, affects 1 subject/lvl.
Path of the Winds Evocation Sorcerer/Wizard 6 Winds sweep area clear of anything of Small or smaller size, and after act as wind wall.
Permanent Image Illusion Sorcerer/Wizard 6 Permanent illusion, includes sight, sound, smell, and thermal effects.
Planar Binding Conjuration Sorcerer/Wizard 6 As lesser planar binding, but up to 12 HD.
Plant Shape II Transmutation Sorcerer/Wizard 6 Turns you into a Large plant creature.
Programmed Image Illusion Sorcerer/Wizard 6 As major image, but triggered by event.
Repulsion Abjuration Sorcerer/Wizard 6 Creatures can't approach you.
Sabotage Construct Transmutation Sorcerer/Wizard 6 As confusion, except that it affects only constructs.
Serenity Enchantment Sorcerer/Wizard 6 Peaceful feelings harm those attempting violence.
Shadow Walk Illusion Sorcerer/Wizard 6 Step into shadow to travel rapidly.
Sirocco Evocation Sorcerer/Wizard 6 Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Sonic Form Transmutation Sorcerer/Wizard 6 Turn yourself into a creature of semisolid sound.
Spellcrash Abjuration Sorcerer/Wizard 6 Target loses a 5th-level prepared spell or spell slot.
Stone to Flesh Transmutation Sorcerer/Wizard 6 Restores petrified creature.
Suggestion, Mass Enchantment Sorcerer/Wizard 6 As suggestion, affects 1 subject/lvl.
Summon Monster VI Conjuration Sorcerer/Wizard 6 Summons extraplanar creature to fight for you.
Summon Vanth Conjuration Sorcerer/Wizard 6 As summon monster, except summons a single vanth psychopomp.
Symbol of Fear Necromancy Sorcerer/Wizard 6 Triggered rune panics nearby creatures.
Symbol of Persuasion Enchantment Sorcerer/Wizard 6 Triggered rune charms creatures.
Symbol of Sealing Abjuration Sorcerer/Wizard 6 Create triggered wall of force.
Tar Pool Transmutation Sorcerer/Wizard 6 Converts the top layer of the ground into hot tar.
Transfer Familiar Evocation Sorcerer/Wizard 6 You temporarily grant control of your familiar to another willing creature.
Transformation Transmutation Sorcerer/Wizard 6 You gain combat bonuses.
True Seeing Divination Sorcerer/Wizard 6 Lets you see all things as they really are.
Unconscious Agenda Enchantment Sorcerer/Wizard 6 Plant subconscious directive in target creature.
Undead Anatomy III Transmutation Sorcerer/Wizard 6 Take the form and some of the powers of a Diminutive or Huge undead.
Undeath to Death Necromancy Sorcerer/Wizard 6 Destroys 1d4/lvl HD of undead (max. 20d4).
Undeath Ward Abjuration Sorcerer/Wizard 6 You create a pale silver barrier that repels undead.
Unwilling Shield Necromancy Sorcerer/Wizard 6 Subject shares wounds you receive.
Utter Contempt Enchantment Sorcerer/Wizard 6 Target's attitude worsens by two categories.
Veil Illusion Sorcerer/Wizard 6 Changes appearance of a group of creatures.
Vengeful Outrage Enchantment Sorcerer/Wizard 6 Target is compelled to destroy one enemy.
Wall of Iron Conjuration Sorcerer/Wizard 6 30 hp/four levels; can topple onto foes.
Whip of Ants Conjuration Sorcerer/Wizard 6 Create a whip made of army ants.

Level 7 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Age Resistance, Greater Transmutation Sorcerer/Wizard 7 Ignore penalties from venerable age.
Arcane Cannon Transmutation Sorcerer/Wizard 7 Your focus becomes a magical cannon that fires on its own.
Arcane Sight, Greater Divination Sorcerer/Wizard 7 As arcane sight, but also reveals magic effects on creatures and objects.
Archon's Trumpet Evocation Sorcerer/Wizard 7 Upon hearing a booming report, as if from a trumpet archon's mighty horn, all creatures in the area of the burst are paralyzed for 1d4 rounds.
Awaken Construct Transmutation Sorcerer/Wizard 7 Grant a construct human-like sentience.
Banishment Abjuration Sorcerer/Wizard 7 Banishes 2 HD/lvl of extraplanar creatures.
Bite the Hand, Mass Sorcerer/Wizard 7 With a short command and a wave of the hand, you compel the target creature to attack the being who summoned it, to the best of its ability.
Caustic Eruption Conjuration Sorcerer/Wizard 7 Burst deals 1d6 acid/lvl and lingers.
Circle of Clarity Abjuration Sorcerer/Wizard 7 Emanation hampers illusions and stealth.
Control Construct Transmutation Sorcerer/Wizard 7 Take control of a construct.
Control Undead Necromancy Sorcerer/Wizard 7 Undead don't attack you while under your command.
Control Weather Transmutation Sorcerer/Wizard 7 Changes weather in local area.
Create Demiplane, Lesser Conjuration Sorcerer/Wizard 7 Create your own demiplane.
Create Mindscape, Greater Illusion Sorcerer/Wizard 7 As Create Mindscape (Spell), but affecting more creatures, having a longer duration, and allowing magic alteration.
Create Variant Mummy Necromancy Sorcerer/Wizard 7 As create undead, except it creates one of the following variant mummies: bog mummy, ice mummy, or pharaonic guardian.
Deflection Abjuration Sorcerer/Wizard 7 V, S, M Attacks that miss are redirected back to the source of the attack.
Delayed Blast Fireball Evocation Sorcerer/Wizard 7 1d6/lvl fire damage; you can postpone blast for up to 5 rounds.
Dimensional Bounce Conjuration Sorcerer/Wizard 7 Teleport multiple times between two designated locations.
Elemental Body IV Transmutation Sorcerer/Wizard 7 Turns you into a Huge elemental.
Epidemic Necromancy Sorcerer/Wizard 7 Infect a subject with a highly contagious disease.
Ethereal Jaunt Transmutation Sorcerer/Wizard 7 You become ethereal for 1 rnd/lvl.
Expend Abjuration Sorcerer/Wizard 7 Wastes creatures' limited use magical ability.
Finger of Death Necromancy Sorcerer/Wizard 7 Deals 10 damage/lvl to one subject.
Firebrand Transmutation Sorcerer/Wizard 7 Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack.
Fly, Mass Transmutation Sorcerer/Wizard 7 One creature/lvl gains ability to fly.
Forcecage Evocation Sorcerer/Wizard 7 Cube or cage of force imprisons all inside.
Form of the Dragon II Transmutation Sorcerer/Wizard 7 Turns you into a Large dragon.
Giant Form I Transmutation Sorcerer/Wizard 7 Turns you into a Large giant.
Grasping Hand Evocation Sorcerer/Wizard 7 Hand provides cover, pushes, or grapples.
Hold Person, Mass Enchantment Sorcerer/Wizard 7 As hold person, but all within 30 ft.
Hostile Juxtaposition, Greater Conjuration Sorcerer/Wizard 7 You may target one creature for every four of your caster levels.
Hungry Darkness Evocation Sorcerer/Wizard 7 As deeper darkness, but inflicts 3d6 force damage and 2 Con damage per round; victims continue to bleed after leaving darkness.
Ice Body Transmutation Sorcerer/Wizard 7 Your body becomes living ice.
Insanity Enchantment Sorcerer/Wizard 7 Subject suffers continuous confusion.
Insect Spies, Greater Sorcerer/Wizard 7 As Insect Spies (Spell), but you can also borrow the senses of the summoned insects.
Instant Summons Conjuration Sorcerer/Wizard 7 Prepared object appears in your hand.
Invisibility, Mass Illusion Sorcerer/Wizard 7 As invisibility, but affects all in range.
Joyful Rapture Conjuration Sorcerer/Wizard 7 Negate harmful emotions.
Ki Shout Evocation Sorcerer/Wizard 7 Target takes 1d6 sonic/lvl and is stunned.
Lunar Veil Illusion Sorcerer/Wizard 7 Dispel light and revert lycanthropes.
Mage's Magnificent Mansion Conjuration Sorcerer/Wizard 7 Door leads to extradimensional mansion.
Mage's Sword Evocation Sorcerer/Wizard 7 Floating magic blade strikes opponents.
Magnetic Field Abjuration Sorcerer/Wizard 7 You create a spherical magnetic field that surrounds you to a range of 30 feet and follows you for the duration of the spell.
Memory of Function Transmutation Sorcerer/Wizard 7 You restore a broken object or damaged construct to a functional state, as if it were new and intact.
Phantasmal Revenge Illusion Sorcerer/Wizard 7 Ghost from corpse hunts killer.
Phase Door Conjuration Sorcerer/Wizard 7 Creates an invisible passage through a barrier.
Plague Storm Necromancy Sorcerer/Wizard 7 Cloud infects creatures like contagion.
Planar Adaptation, Mass Transmutation Sorcerer/Wizard 7 As planar adaptation, but affects multiple creatures.
Planar Refuge Conjuration Sorcerer/Wizard 7 This spell enforces the rules of the Material Plane on other planes of existence. Upon casting this spell on another plane, a spherical pocket of wilderness terrain forms around the designated point.
Plane Shift Conjuration Sorcerer/Wizard 7 As many as eight subjects travel to another plane.
Plant Shape III Transmutation Sorcerer/Wizard 7 Turns you into a Huge plant.
Polymorph, Greater Transmutation Sorcerer/Wizard 7 Gives one willing subject a new, more powerful form.
Power Word Blind Enchantment Sorcerer/Wizard 7 Blinds creature with 200 hp or less.
Prismatic Spray Evocation Sorcerer/Wizard 7 Rays hit subjects with variety of effects.
Project Image Illusion Sorcerer/Wizard 7 Illusory double can talk and cast spells.
Rampart Conjuration Sorcerer/Wizard 7 Creates 5-ft.-thick earthen barrier.
Resonating Word Transmutation Sorcerer/Wizard 7 Target is damaged, staggered, and stunned.
Reverse Gravity Transmutation Sorcerer/Wizard 7 Objects and creatures fall upward.
Scouring Winds Evocation Sorcerer/Wizard 7 Winds block vision and deal 3d6 damage per round.
Scrying, Greater Divination Sorcerer/Wizard 7 As scrying, but faster and longer.
Sequester Abjuration Sorcerer/Wizard 7 Subject is invisible to sight and scrying; renders creature comatose.
Shadow Conjuration, Greater Illusion Sorcerer/Wizard 7 As shadow conjuration, but up to 6th level and 60% real.
Simulacrum Illusion Sorcerer/Wizard 7 Creates partially real double of a creature.
Spell Turning Abjuration Sorcerer/Wizard 7 Reflect 1d4+6 spell levels back at caster.
Statue Transmutation Sorcerer/Wizard 7 Subject can become a statue at will.
Submerge Ship Transmutation Sorcerer/Wizard 7 Protects a ship and all aboard from drowning and pressure, but not from damage from outside obstacles or creatures.
Summon Monster VII Conjuration Sorcerer/Wizard 7 Summons extraplanar creature to fight for you.
Symbol of Stunning Enchantment Sorcerer/Wizard 7 Triggered rune stuns creatures.
Symbol of Weakness Necromancy Sorcerer/Wizard 7 Triggered rune weakens creatures.
Teleport Object Conjuration Sorcerer/Wizard 7 As teleport, but affects a touched object.
Teleport Trap Abjuration Sorcerer/Wizard 7 You can cause those teleporting into an area to appear in a specific part of that area.
Teleport, Greater Conjuration Sorcerer/Wizard 7 As teleport, but no range limit and no off-target arrival.
Temporary Resurrection Necromancy Sorcerer/Wizard 7 Bring a creature to life for 24 hours, after which it dies again.
Vision Divination Sorcerer/Wizard 7 As legend lore, but quicker.
Vortex Evocation Sorcerer/Wizard 7 Creates a whirlpool in water.
Walk through Space Conjuration Sorcerer/Wizard 7 You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Waves of Ecstasy Enchantment Sorcerer/Wizard 7 Pleasure stuns and staggers creatures.
Waves of Exhaustion Necromancy Sorcerer/Wizard 7 Several targets become exhausted.
Wish, Limited Universal Sorcerer/Wizard 7 Alters reality (within limits).

Level 8 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Angelic Aspect, Greater Transmutation Sorcerer/Wizard 8 As angelic aspect but DR increases to 10/evil; you gain immunity to acid, cold, and petrification; resistance to electricity and fire 10; +4 racial bonus on saves against poison; a protective aura, and truespeech as supernatural abilities. Also, your fly speed increases to 60 ft. (good maneuverability).
Antipathy Enchantment Sorcerer/Wizard 8 Object or location affected by spell repels certain creatures.
Bestow Curse, Greater Sorcerer/Wizard 8 As Bestow Curse (Spell), with greater penalties.
Binding Enchantment Sorcerer/Wizard 8 Utilizes an array of techniques to imprison a creature.
Call Construct Conjuration Sorcerer/Wizard 8 Summon your construct to you.
Charm Monster, Mass Enchantment Sorcerer/Wizard 8 As charm monster, but all within 30 ft.
Clenched Fist Evocation Sorcerer/Wizard 8 Large hand provides cover, pushes, or attacks your foes.
Clone Necromancy Sorcerer/Wizard 8 Duplicate awakens when original dies.
Create Demiplane Conjuration Sorcerer/Wizard 8 As lesser create demiplane, but larger and with planar traits.
Create Greater Undead Necromancy Sorcerer/Wizard 8 Creates shadows, wraiths, spectres, or devourers.
Demand Enchantment Sorcerer/Wizard 8 As sending, plus you can send suggestion.
Dimensional Lock Abjuration Sorcerer/Wizard 8 Teleportation and interplanar travel blocked for 1 day/lvl.
Discern Location Divination Sorcerer/Wizard 8 Reveals exact location of creature or object.
Euphoric Tranquility Enchantment Sorcerer/Wizard 8 Makes a creature friendly.
Form of the Dragon III Transmutation Sorcerer/Wizard 8 Turns you into a Huge dragon.
Frightful Aspect Transmutation Sorcerer/Wizard 8 You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened.
Giant Form II Transmutation Sorcerer/Wizard 8 Turns you into a Huge giant.
Horrid Wilting Necromancy Sorcerer/Wizard 8 Deals 1d6/lvl damage within 30 ft.
Incendiary Cloud Conjuration Sorcerer/Wizard 8 Cloud deals 6d6 fire damage/round.
Iron Body Transmutation Sorcerer/Wizard 8 Your body becomes living iron.
Irresistible Dance Enchantment Sorcerer/Wizard 8 Forces subject to dance.
Maze Conjuration Sorcerer/Wizard 8 Traps subject in extradimensional maze.
Mind Blank Abjuration Sorcerer/Wizard 8 Subject is protected from mental/emotional magic and scrying.
Moment of Prescience Divination Sorcerer/Wizard 8 You gain +1/lvl insight bonus on single attack roll, check, or save.
Orb of the Void Necromancy Sorcerer/Wizard 8 Sphere inflicts negative levels.
Planar Binding, Greater Conjuration Sorcerer/Wizard 8 As lesser planar binding, but up to 18 HD.
Polar Ray Evocation Sorcerer/Wizard 8 Ranged touch attack deals 1d6/lvl cold damage and 1d4 points of Dexterity drain.
Polymorph Any Object Transmutation Sorcerer/Wizard 8 Changes a subject into anything else.
Power Word Stun Enchantment Sorcerer/Wizard 8 Stuns creature with 150 hp or less.
Prediction of Failure Divination Sorcerer/Wizard 8 Target is permanently shaken and sickened, and may gain a spellblight.
Prismatic Wall Abjuration Sorcerer/Wizard 8 Wall's colors have array of effects.
Protection from Spells Abjuration Sorcerer/Wizard 8 Confers +8 resistance bonus.
Prying Eyes, Greater Divination Sorcerer/Wizard 8 As prying eyes, but eyes have true seeing.
Rain of Arrows Conjuration Sorcerer/Wizard 8 You conjure a cloud of magical arrows that rain down on any creatures and objects in an area.
Rift of Ruin Conjuration Sorcerer/Wizard 8 Tears a rift in reality, creating an extra-dimensional hole with a depth of 60 feet.
Scintillating Pattern Illusion Sorcerer/Wizard 8 Twisting colors confuse, stun, or render unconscious.
Screen Illusion Sorcerer/Wizard 8 Illusion hides area from vision and scrying.
Seamantle Conjuration Sorcerer/Wizard 8 Sheathes you in protective water/
Shadow Evocation, Greater Illusion Sorcerer/Wizard 8 As shadow evocation, but up to 7th level and 60% real.
Shout, Greater Evocation Sorcerer/Wizard 8 Devastating yell deals 10d6 sonic damage; stuns creatures.
Spell Absorption, Greater Abjuration Sorcerer/Wizard 8 Counterspell a 6rd-level or lower-level spell to regain some spellcasting power.
Spellcrash, Greater Conjuration Sorcerer/Wizard 8 Target loses a 7th-level prepared spell or spell slot.
Spellscar Abjuration Sorcerer/Wizard 8 Infuse area with primal magic.
Stormbolts Evocation Sorcerer/Wizard 8 1d8 damage/lvl (max 20d8) to targets.
Summon Monster VIII Conjuration Sorcerer/Wizard 8 Summons extraplanar creature to fight for you.
Sunburst Evocation Sorcerer/Wizard 8 Blinds all within 10 ft., deals 6d6 damage.
Symbol of Death Necromancy Sorcerer/Wizard 8 Triggered rune kills nearby creatures.
Symbol of Dispelling Abjuration Sorcerer/Wizard 8 As symbol of death, except that all creatures within 40 feet are effect by greater dispel magic.
Symbol of Insanity Enchantment Sorcerer/Wizard 8 Triggered rune renders nearby creatures insane.
Sympathy Enchantment Sorcerer/Wizard 8 Object or location attracts certain creatures.
Telekinetic Sphere Evocation Sorcerer/Wizard 8 As resilient sphere, but you move the sphere telekinetically.
Temporal Stasis Transmutation Sorcerer/Wizard 8 Puts subject into suspended animation.
Trap the Soul Conjuration Sorcerer/Wizard 8 Imprisons subject within gem.
Undead Anatomy IV Transmutation Sorcerer/Wizard 8 As undead anatomy III, but with more abilities.
Wall of Lava Conjuration Sorcerer/Wizard 8 Wall damages foes that try to enter, periodically launches lava at nearby targets.

Level 9 Sorcerer/Wizard Spells

Spell Name School Spell Level Components Description
Astral Projection Necromancy Sorcerer/Wizard 9 Projects you and companions onto Astral Plane.
Bilocation Conjuration Sorcerer/Wizard 9 Exist in two places at once.
Canopic Conversion Necromancy Sorcerer/Wizard 9 Eviscerates target, inflicting 1d6 dmg/caster level (maximum 20d6). If kills target, spell seals his organs in jars; creating a dune mummy 1d4 rounds later.
Clashing Rocks Conjuration Sorcerer/Wizard 9 20d6 damage to target creature.
Create Demiplane, Greater Conjuration Sorcerer/Wizard 9 As create demiplane, but larger and with more planar traits.
Crushing Hand Evocation Sorcerer/Wizard 9 Large hand provides cover, pushes, or crushes your foes.
Cursed Earth Necromancy Sorcerer/Wizard 9 Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Dominate Monster Enchantment Sorcerer/Wizard 9 As dominate person, but any creature.
Energy Drain Necromancy Sorcerer/Wizard 9 Subject gains 2d4 negative levels.
Etherealness Transmutation Sorcerer/Wizard 9 Travel to Ethereal Plane with companions.
Fiery Body Transmutation Sorcerer/Wizard 9 You gain various fire-related powers.
Foresight Divination Sorcerer/Wizard 9 "Sixth sense" warns of impending danger.
Freedom Abjuration Sorcerer/Wizard 9 Releases creature from imprisonment.
Gate Conjuration Sorcerer/Wizard 9 Connects two planes for travel or summoning.
Heroic Invocation Enchantment Sorcerer/Wizard 9 Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects.
Hold Monster, Mass Enchantment Sorcerer/Wizard 9 As hold monster, but all within 30 ft.
Icy Prison, Mass Evocation Sorcerer/Wizard 9 As icy prison, but it affects 1 creature/lvl.
Imprisonment Abjuration Sorcerer/Wizard 9 Entombs subject beneath the earth.
Interplanetary Teleport Conjuration Sorcerer/Wizard 9 Teleport to another planet.
Mage's Disjunction Abjuration Sorcerer/Wizard 9 Dispels magic, disenchants magic items.
Mage's Excellent Enclosure Abjuration Sorcerer/Wizard 9 You make an impenetrable barrier of force that negates all magic within it.
Meteor Swarm Evocation Sorcerer/Wizard 9 Four exploding spheres each deal 6d6 fire damage.
Mind Blank, Communal Abjuration Sorcerer/Wizard 9 As mind blank, but you may divide the duration among creatures touched.
Overwhelming Presence Enchantment Sorcerer/Wizard 9 Creatures bow before you as if you were divine.
Power Word Kill Enchantment Sorcerer/Wizard 9 Kills one creature with 100 hp or less.
Prismatic Sphere Abjuration Sorcerer/Wizard 9 As prismatic wall, but surrounds on all sides.
Refuge Conjuration Sorcerer/Wizard 9 Alters item to transport its possessor to your abode.
Ride the Lightning Evocation Sorcerer/Wizard 9 Transform into electricity.
Salvage Transmutation Sorcerer/Wizard 9 Raise and repair a sunken ship.
Shades Illusion Sorcerer/Wizard 9 As shadow conjuration, but up to 8th level and 80% real.
Shapechange Transmutation Sorcerer/Wizard 9 Transforms you into certain creatures, and lets you change forms once per round.
Soul Bind Necromancy Sorcerer/Wizard 9 Traps newly dead soul to prevent resurrection.
Spellbane Abjuration Sorcerer/Wizard 9 Prevent 1 spell per 5 levels from working in a 10-foot emanation.
Suffocation, Mass Necromancy Sorcerer/Wizard 9 One creature/lvl suffocates to death.
Summon Monster IX Conjuration Sorcerer/Wizard 9 Summons extraplanar creature to fight for you.
Symbol of Strife Enchantment Sorcerer/Wizard 9 Triggered rune makes creatures attack.
Symbol of Vulnerability Abjuration Sorcerer/Wizard 9 Triggered rune gives penalties.
Teleportation Circle Conjuration Sorcerer/Wizard 9 Teleports creatures inside circle.
Time Stop Transmutation Sorcerer/Wizard 9 You act freely for 1d4+1 rounds.
Transmute Blood to Acid Transmutation Sorcerer/Wizard 9 Target takes acid damage each round, and its attackers take acid damage.
Tsunami Conjuration Sorcerer/Wizard 9 Huge wave damages and sweeps up all in its path.
Wail of the Banshee Necromancy Sorcerer/Wizard 9 Deals 10 damage/lvl to 1 creature/lvl.
Wall of Suppression Abjuration Sorcerer/Wizard 9 Creates wall that disables magic.
Weird Illusion Sorcerer/Wizard 9 As phantasmal killer, but affects all within 30 ft.
Winds of Vengeance Evocation Sorcerer/Wizard 9 Gives you the ability to fly and attack with wind.
Wish Universal Sorcerer/Wizard 9 As limited wish, but with fewer limits.
Wooden Phalanx Conjuration Sorcerer/Wizard 9 Creates 1d4+2 temporary wood golems to fight for you.
World Wave Transmutation Sorcerer/Wizard 9 Earth moves you across distances.