Sorcerer/Wizard Spells

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Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Level 0 Sorcerer/Wizard Spells

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

Name Description
Acid Splash Conjure an orb of acid that deals ranged acid damage.
Bleed Cause bludgeoning damage and a Bruised condition.
Dancing Lights Creates illusory torches or other lights.
Detect Magic Detects all spells and magic items within a 60 ft cone.
Detect Poison Detects poison in a creature or object.
Disrupt Undead Ray deals Positive Energy Damage to one Undead in range.
Flare Dazzles one creature.
Ghost Sound Create figment sounds in a location.
Hand of the Magus You can telekinetically move and attack with a modest object.
Jolt Deal electricity damage with a ranged touch attack.
Light Object shines like a torch.
Mending Makes minor repairs on a non-magical object that is damaged or Broken.
Message Whisper conversation at distance.
Penumbra Protects creature or object touched from bright light.
Prestidigitation Performs minor tricks.
Ray of Frost Ray attack deals cold damage.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 bonus on saving throws.
Root Reinforces a subjects defense against being moved or tripped.
Scoop Create a scoop of force to pick up or carry liquids.
Spark Dangerous spark injures your attacker.

Level 1 Sorcerer/Wizard Spells

Name Description
Adhesive Spittle Spit immobilizing goop at a creature.
Adjuring Step You can move slowly and safely and still cast spells, until you move quickly.
Air Bubble Creates a small pocket of air around your head or an object, which may burst as an attack.
Alarm Wards an area for the night.
Alter Winds Modify the winds to injure creatures, make flying difficult in an area, or make sailing faster.
Animate Rope Makes a rope move at your command, to trip or entangle an enemy.
Ant Haul Increases the carrying capacity of a creature by 10 pounds per caster level.
Anticipate Peril Targets gain a scaling bonus on their next initiative check.
Bed of Iron Armor Check penalties are reduced, and you can sleep comfortably in armor without suffering fatigue.
Blend Gain a bonus to Stealth, and initiate a Stealth stance without cover or concealment.
Blurred Movement As Blur (Sorcerer/Wizard Spell), but only while you are moving, unless you move twice in a single round.
Body Capacitance Gain protection against Electricity attacks and release the energy as a Touch Attack.
Bouncy Body The target's flesh becomes flexible and rubbery.
Break Break an object or creature in range.
Bungle Inflict a penalty on a target's d20 roll as an immediate action.
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage.
Burning Hand of the Magus Cone-shaped burst doing fire damage.
Cause Fear One creature gains the Cringing condition.
Charm Person Makes one Humanoid creature or person your friend.
Chill Touch You dark powers touch victims in a small cone, inflicting necrotic damage and making undead humbled.
Color Spray dazzles, blinds, or fogs affected creatures.
Dancing Lantern Animates a lantern-flame that follows you and can be used as a ray attack.
Deja Vu Make a creature realize that things aren't so bad after all.
Disguise Self Changes your appearance.
Ear-Piercing Scream Deal Sonic Damage to an enemy target, or deafen an ally to all but yourself.
Endure Elements Exist comfortably in hot or cold regions.
Enlarge Person Humanoid creature gains one size category.
Expeditious Excavation Moves small amounts of earth.
Expeditious Retreat Your Walk speed increases.
Feather Fall Instantly changes the rate at which the targets falls.
Floating Disk Creates 3-ft.-diameter horizontal disk that carries things and can break falls.
Gravity Bow Projectiles do damage as though one size category bigger.
Grease Covers a 10-ft. square or one object with a layer of slippery grease.
Hideous Laughter Subject becomes wobbly due to gales of forced mirth.
Hold Portal Holds door shut.
Hydraulic Push Wave of water damages and pushes an enemy one square.
Hypnotism Distracts and inflicts psychic damage.
Illusion of Calm You appear to be standing calmly, even when you take some actions.
Jump Subject gains a Vaulting speed for one round.
Liberating Command Restrained target may make an Escape Artist check to escape as an immediate action.
Lock Gaze Compel the target to look at you and only you, no matter how painful.
Mage Armor Gives subject +3 Armor Bonus to AC.
Magic Aura Alter your aura to grant AC.
Magic Missile Magic projectiles deal 1d4+1 force damage each; +1 missile per two levels above 1st (max 5) unless Manaburned.
Magic Weapon Transform a weapon into a similar sort of weapon that is better suited for yourself or for allies.
Memory Lapse Subject forgets events back to last turn.
Monkey Fish Gain a climb speed and a swim speed of 10 ft. or more for a time.
Mudball Ray Attack that causes the target to be blinded and bludgeoned.
Nauseating Trail Creature leaves a trail of Stinking Cloud (Sorcerer/Wizard Spell) squares.
Peacebond Locks a weapon in place on the target's body.
Phantom Blood When struck in combat, gain temporary hp's and a phantom copy.
Poisoned Egg Transform the contents of a normal egg into a single dose of Simple Venom.
Ray of Enfeeblement Ray causes Withered, and threatens a Synergy.
Shadow Weapon Create a quasi-real weapon for yourself or for allies.
Shield Invisible disc gives +4 Arcane Bonus to AC.
Shocking Grasp Touch delivers Electricity (energy, common) damage.
Silent Image Creates a visual-based illusion of your design.
Snowball Ranged touch delivers Cold Damage and might inflict torpid.
Stone Shield A slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
Stumble Gap Small hole trips creatures.
Summon Monster I Summons one Summoned Monster to fight for you.
Sunder Breaker Attacks against you are costly, or you may break your own protection to inflict damage.
Touch of the Sea Targets struck by this ray gain Greater Swim 30 feet, with or without suffering harm in the process.
True Strike Gain a bonus on your next attack roll.
Unseen Servant Creates an invisible, mindless, shapeless force that performs simple tasks.
Vanish Immediately become Invisible for 1 round.
Ventriloquism Make your voice seem to issue from someplace else.
Wave Shield Water blunts one incoming attack or fire effect as an immediate action.
Web Bolt As the Web (Sorcerer/Wizard Spell), except only occupying a single creature’s space.

Level 2 Sorcerer/Wizard Spells

Name Description
Aboleth's Lung Targets are suddenly unable to breathe air, but can breathe underwater.
Admonishing Ray You fire one or more nonlethal force ray. Each ray deals heavy nonlethal damage.
Aggressive Thundercloud Flying storm cloud deals electricity damage.
Air Step Tread on air, with limitations.
Arcane Lock Magically locks a portal or chest.
Blindness/Deafness Makes subject blind to sight or sound, dazzled if they make their save, and at risk of a Synergy.
Blur Attacks miss subject 20% of the time, if the subject moves at least 15 feet each round.
Burning Arc Create an arc of flame that burns one or more targets within a 20-foot cone.
Burning Gaze Inflict fire damage and Burned to creatures simply by looking at them.
Burst of Radiance Fills area with shimmering light, blinding (or dazzling) creatures for 1 round and damaging them.
Codespeak Recipients gain the ability to speak, read, and write a new, coded language.
Companion Polymorph You transform the target into a smaller, harmless-looking animal of the same approximate body type.
Compassionate Ally Target is compelled to help injured ally or suffer the Antagonized condition.
Continual Flame Makes a permanent, heatless light.
Disguise Other As Disguise Self (Sorcerer/Wizard Spell), but affects you or another.
Dust of Twilight Black particles extinguish light sources and damages creatures.
Embrace Destiny Dice with Fate, for good or ill.
Endure Elements, Communal As Endure Elements (Sorcerer/Wizard Spell), but you may protect several creatures you touch.
Euphoric Cloud Fog intoxicates living creatures.
False Life Gain 1d10 temporary hp + 1/lvl (max +10).
Fiery Shuriken Calls forth rays, expressing as fiery projectiles that fly at opponents.
Flaming Sphere Rolling ball of fire deals Fire Damage.
Fog Cloud Fog obscures vision.
Frost Fall Inflict cold damage and hindered.
Ghoul Touch Damages one living target you touch.
Glitterdust Inflicts Light damage, blinds creatures, and outlines invisible creatures or objects.
Gust of Wind Blows away or knocks down smaller creatures.
Haunting Mists Creatures are shaken and take gnashing damage...or DO they?
Invisibility Subject is invisible until the end of its next encounter.
Juxtaposition Swaps places with the caster and an enemy creature.
Kinetic Reverberation Channels the force of your actions into a ray of Force damage.
Knock Opens locked or magically sealed door...eventually.
Least Polymorph Assume form of a Small or Medium Humanoid.
Levitate Subject gains a Hover speed.
Life Pact Affected creatures automatically donate hp to stabilize fallen ally.
Magic Mouth Objects speaks once when triggered.
Make Whole Repairs a damaged or broken magic item or construct.
Minor Image Creates a visual and audible illusion of your design that can cause harm to believers.
Mirror Image Creates a decoy duplicate of you.
Pilfering Hand of the Magus You may seize an object or manipulate it from afar, robbing or attacking enemies, and delighting friends.
Pyrotechnics Turns a fire into a burst of dazzling fireworks and a thick column of smoke.
Qualm Target gains Burned or Singed and is at risk of a Synergy until it spends actions doing nothing.
Resist Energy Provides a scaling resistance to one Common energy type.
Ricochet Shot Imbues a projectile or thrown weapon to give it the ability to ricochet.
River Whip Create a whip of water that you wield as a weapon.
Scare Inflict psychic damage and Cringing on one or two targets.
Scorching Ray Ray Attack deals Fire Damage.
Seducer's Eyes You first flirt with, then brutally reject, targets, inflicting terrible rugosic damage upon them.
See Invisibility Reveals invisible creatures or objects.
Share Memory Share or inflict one memory upon the target.
Shatter Sonic vibration damages objects or an enemy creature.
Slipstream Wave boosts or hampers creature's speed.
Spell Gauge You learn the nature of, and disable, a target creature's supernatural or spell-like ability.
Spider Climb Grants Greater Climb of 20 feet.
Stone Call Inflicts damage and difficult terrain to all creatures in area.
Stricken Heart Clenching agonies inflict Necrotic damage and Jostled.
Summon Monster II Summons one Summoned Monster to fight for you.
Tactical Acumen Your or your allies gain an additional bonus on attack rolls or to AC due to battlefield positioning.
Touch of Bloodletting This spell causes any existing wounds that the target possesses to bleed profusely.
Touch of Mercy The target creature gains the Secured condition.
Tremor Blast You create a minor earthquake that can inflict bludgeoning damage and Quelled.
Twilight Haze Illusory fog obscures vision.
Web Fills 10-ft.-radius spread (5x5 area) with sticky spiderwebs that impair movement.

Level 3 Sorcerer/Wizard Spells

Name Description
Accursed Glare Inflicts Cursed or Hexed on victims, and places them at risk of a Synergy.
Adjustable Disguise As Disguise Self (Sorcerer/Wizard Spell), but you can change the disguise as a swift action.
Air Geyser Blast of air deals bludgeoning damage and pushes targets violently around.
Aqueous Orb Rolling ball of water deals Buffeting or Winded Damage.
Arcane Sight Magical auras become visible, a ray attack becomes available.
Ash Storm Hamper vision and inflict abrasion damage on all victims.
Barrow Haze Fog obscures vision and inflicts negative energy.
Battering Blast You hurl a fist-sized ball of force resembling a sphere of spikes to ram designated creatures or objects.
Bells A silvery tinkle distracts your foes...or destroys them.
Blade Snare Blades damage and hinder all creatures around you.
Blot Ruins writings and wipes creatures out of existence.
Chain of Perdition Creates a floating chain of force that damages your foes most terribly.
Cloak of Winds Creates a whirling screen of strong wind around you.
Daylight 60-ft. radius of bright light, or touch a creature to inflict Light damage and Blind.
Diamond Spray You blast a ray of diamond slivers at a target in range.
Dispel Magic Cancels one magical spell or effect
Displacement Attacks miss subject 50% of the time, if the subject moves at least 30 feet each round.
Elemental Aura Creates an aura of energy around you that damages others and protects you.
Eruptive Pustules Acid boils burst as ray attacks.
Final Sacrifice You disrupt the conjuring energies within a summoned creature, causing it to violently explode.
Fireball Hurl a fiery bead that bursts into a huge fiery explosion.
Fly Subject gains Lesser Flight equal to its normal Walk speed.
Force Anchor Ray Attack deals a target force damage and limits their movement.
Force Punch Target takes force damage and is pushed away.
Gentle Repose Preserves one corpse.
Halt Undead Immobilizes several undead that are near each other.
Haste Two or more allies move faster, and gain a bonus attack on a full attack action.
Heroism Gives +2 bonus on attack rolls, saving throws, and skill checks.
Hold Person Paralyzes one humanoid creature for a brief time.
Invisibility Sphere Makes creatures within 10 ft. of the touched recipient invisible.
Isolate Your ray attack causes a target to become Exiled.
Lesser Polymorph Assume form of a Small or Medium Monster of any sort, with no Ranged abilities.
Lightning Bolt Massive blast of Lightning snaps out, inflicting heavy Electrical damage in a long line.
Major Image As Minor Image (Sorcerer/Wizard Spell), plus bigger, more damaging, and has sound, smell and thermal effects.
Malediction Fell magic damages your foes, and gifts you their strength as an Action Point if you kill any of them.
Pellet Blast Creates an explosion of deadly metal pellets.
Phantom Steed Magic mount appears for the day.
Protection from Energy Grants 3 temp hitpoints/lvl, only against one kind of common energy.
Ray of Exhaustion Ray makes subject fatigued and places it at risk of a synergy.
Red Right Hand of the Magus You create a glowing red hand that can pick up and move objects, or detonate in fiery retribution.
Resist Energy, Communal This spell functions like Resist Energy (Sorcerer/Wizard Spell), except you can protect several creatures.
Silver Darts Cone of silver darts deals damage to targets near you.
Slow Inflicts Hindered upon multiple foes.
Spider Climb, Communal As Spider Climb (Sorcerer/Wizard Spell), but affects multiple targets.
Stinking Cloud Vile vapors inflict damage and the Gagging condition..
Stoneskin Ignores a scaling number of points of damage per attack from a specified Common Physical damage type.
Storm Step You call lightning for damage, and transport.
Suggestion Compels subject to follow stated course of action.
Summon Monster III Summons one Summoned Monster to fight for you.
Tiny Hut Creates shelter for 10 creatures on a Material Plane.
Trial of Fire and Acid The target creatures suffer damage and the Singed condition.
Unravel Destiny A target suffers if it has Action Points.
Water Breathing Subjects can breathe underwater.
Wind Wall Deflects arrows, smaller creatures, and gases.

Level 4 Sorcerer/Wizard Spells

Name Description
Adjustable Polymorph As Least Polymorph (Sorcerer/Wizard Spell), but you can change the shape as a swift action.
Aggressive Thundercloud, Greater Flying storm cloud deals lightning (energy, common) damage.
Ball Lightning Flying ball of lightning deals heavy Electricity damage.
Bestow Curse Immediately inflict Cursed or Jinxed on a creature within your melee reach.
Black Tentacles Tentacles damage, immobilize, and move around creatures.
Bloody Arrows Conjure deadly arrows that strike unerringly.
Boneshatter A crackling ray deals heavy damage and inflicts wobbly.
Charm Monster Makes monster believe it is your ally.
Confusion Subjects struck by ray behave oddly and are at risk of a synergy.
Conjure Deadfall You conjure a large metal plate covered in sharp spikes that crushes all creatures caught in the area of effect.
Crushing Despair Subjects struggle to keep living against the assault of quiescent damage.
Defensive Shock Electricity damages your enemies and punishes your attackers.
Dimension Door Teleports you and possibly others a short distance
Dimensional Anchor Bars extradimensional movement.
Dragon's Breath Gives you a dragon's Breath Weapon.
Elemental Body I Turns you into a creature associated with Air, Earth, Fire, or Water.
Enervation Subject gains 1d4 points of Essence Suppression and is at risk of a synergy.
Enlarge Person, Mass Humanoids you choose gain one size category.
False Life, Greater Gain 2d10 temporary hp + 1/lvl.
Fear Subjects within cone suffer Psychic damage and gain the Cringing condition.
Fire Shield Creatures attacking you take Fire/Cold Damage; you're protected from heat or cold.
Firefall Causes fire to burst up, dealing heavy Fire damage and inflicting Singed.
Flaming Sphere, Greater Rolling ball of fire deals Fire Damage.
Globe of Invulnerability, Lesser Stops spell-like effects.
Hurricane Blast Creates a severe blast of wind away from you.
Ice Storm Hail deals damage and may slow creatures.
Illusory Wall Wall, floor, or ceiling looks real, but anything can pass through.
Insulting Hand of the Magus A ghostly gray hand appears that does your bidding, or lays a Vexing attack upon foes you choose.
Invisibility, Greater As Invisibility (Sorcerer/Wizard Spell), but works against all senses.
Make Whole, Greater This spell repairs 1d8+1 points of siege damage to a vehicle or fortification.
Master's Escape Switch places with one summoned creature you control.
Overwhelming Grief Grieving targets suffer psychic damage and are Dazzled by tears unless a save is made for half effect.
Phantasmal Killer Fearsome phantom image damages a foe.
Phantom Steed, Communal Summon up to 6 Phantom Steeds, dividing the duration among them.
Pillar of Fire Creates deadly columns of flame.
Pillar of Ice Creates confounding pillars of ice.
Protection from Energy, Communal As Protection from Energy (Sorcerer/Wizard Spell), but you may affect several creatures.
Rainbow Pattern Lights fascinate and inflict Light damage on chosen creatures.
Remove Curse Frees object or person from curse.
Resist Uncommon Energy Ignores a scaling number of points of damage per attack from a specified Uncommon energy type.
Ride the Waves Target can breathe water and swim.
Secure Shelter Creates sturdy cottage.
Shadow Barbs When you cast this spell, you create a shadowy portal from which a tidal wave of razor-sharp barbs dismember your foes most horribly...or perhaps not.
Shocking Image As Mirror Image (Sorcerer/Wizard Spell), but the duplicates emit electrical damage when destroyed.
Shout Damages creatures and objects within cone with Sonic damage.
Solid Fog Blocks vision, slows movement, stops some ranged attacks.
Summon Monster IV Summons one Summoned Monster to fight for you.
Touch of Slime Touch infests a target with slime, doing heavy damage.
Unbearable Brightness Your enchantment blasts an area with destroying light (energy, uncommon).
Wall of Blindness Creatures that pass through a translucent wall suffer fictive damage and an assault on their senses.
Wandering Star Motes Outlines subject, creating bright light, making concealment and stealth impossible and dealing Stellar damage.
Warded March You are highly resistant to energy or physical damage for one move action, and deal heavy damage to foes you move through.

Level 5 Sorcerer/Wizard Spells

Name Description
Absorb Toxicity You become immune to poisons, absorb one, and then spread it to others.
Acidic Spray Deals heavy Acid damage and inflicts the Singed condition.
Astral Projection, Lesser Limited astral travel.
Blight Inflicts heavy Necrotic damage, to which Animals and Plants have a penalty.
Blood Boil Ray attack heats target creature, causing damage, Ability Dilution, and a Synergy risk.
Calm Air You calm the air and disperse fog, dust, and other particles.
Caustic Blood You imbue your blood with corrosive acid.
Cloudkill Obscures vision and inflicts poison damage.
Cone of Cold Inflicts intense cold damage in a large cone.
Corrosive Consumption Ray causes targets form to transform into acid...with dire results.
Damnation Stride Teleports you a short distance and leaves behind a burst of fire.
Daywalker Turns an ally into a pseudo-undead, with potent benefits.
Dismissal Your scorn hurts. Make a ray attack with dire consequences.
Dominate Person Controls Humanoid telepathically.
Echolocation Grants you Echolocation.
Elemental Body II Turns you into a creature associated with Air, Earth, Fire, or Water.
Feeblemind Subject's INT and CHA are destroyed, inflicting heavy Psychic damage and Ability Drain.
Fulgere The power of a volcano inflicts Scouring damage on your foes and punishes your attackers.
Hold Monster Briefly paralyzes one creature of any type.
Hostile Juxtaposition You create a dimensional link with a targeted creature, and switch spots with it.
Hungry Earth All solid surfaces bite savagely at creatures adjacent to them.
Icy Prison Thick ice hampers and damages the target.
Interposing Hand of the Magus Hand provides cover against 1 opponent, or damage against several.
Life Bubble Protects creatures from some types of sustained environmental effects.
Mind Fog Illusory fog obscures vision and causes fictive damage.
Nightmare Sends vision dealing heavy psychic damage and fatigue.
Overland Flight You fly with tremendous stability and power, and are able to cruise long distances with ease.
Persistent Image As Minor Image (Sorcerer/Wizard Spell), but much stronger.
Phantasmal Web Catches subjects in an illusory web.
Pillar of Stone Creates durable stone pillars.
Planar Adaptation Resist harmful effects of environmental damage of another plane.
Polymorph Assume form of a Small or Medium Monster of any sort, with weak Ranged abilities.
Rolling Stone Rolling ball of stone deals Abrasion and Crushing Damage.
Sending Delivers short message anywhere, instantly.
Sonic Thrust Ray of sound damages and moves targets.
Stoneskin, Communal As Stoneskin, but you may protect multiple creatures.
Suffocation Target suffers heavy winded damage.
Summon Monster V Summons one Summoned Monster to fight for you.
Teleport Instantly transports you as far as 50 miles per hour you spend casting.
Uncommon Stoneskin Ignores a scaling number of points of damage per attack from a specified Uncommon Physical damage type.
Wall of Sound Sonic wall damages creatures.

Level 6 Sorcerer/Wizard Spells

Name Description
Acid Fog Dense Fog deals acid damage and slows movement.
Antimagic Field Completely but temporarily suppresses magical effects within 10 ft.
Apparition The caster creates a short-lived illusory thing, that traces a 30 foot line and makes touch attacks.
Armored March You are highly resistant to all damage for one move action, and deal heavy damage to foes you move through.
Banshee Blast Cone deals severe damage and induces fear.
Chain Lightning Unleash a spectacular crackling corona of lightning bolts.
Circle of Death Dark forces attempt to slay all living creatures.
Cloak of Dreams Ray causes living creatures to fall asleep and risk a Synergy.
Cold Ice Strike Blast of ice slivers deals cold damage and slows.
Contagious Flame Blast of deadly fire eats away harder and harder at enemies.
Deadly Necrosis Strikes a creature you choose with necrotic damage and are a minimum.
Disintegrate Reduces one creature or object to dust.
Dispel Magic, Greater Cancels multiple magical spells or effects
Elemental Assessor Elemental ray transforms parts of the victim into a damaging canker.
Elemental Body III Turns you into a creature associated with Air, Earth, Fire, or Water.
Envious Urge Targets suffer damage and want what you have. A lot.
Eyebite Targets suffer rugosic damage and are dazzled.
Fluid Form Become a living liquid, gaining many bonus effects.
Forceful Hand of the Magus Hand carries your stuff and pushes creatures away, doing heavy damage in the process.
Form of the Dragon I Turns you into a draconic creature.
Freezing Sphere Freezes water or deals cold damage.
Globe of Invulnerability Stops supernatural and spell-like effects.
Hallucinatory Terrain Appears like any sort of natural terrain, but does not conceal structures or creatures.
Hellfire Ray A blast of hellfire deals damage, and if it kills the victim, then things get...interesting.
Heroism, Greater Gives +3 bonus on attack rolls, saves, and skill checks, and temporary hit points.
Impulsive Burst An emanation of the Essence of Force damages and moves creatures.
Move Earth Digs enormous trenches and builds hills.
Moving Mountain Rolling ball of stone deals Abrasion and Piercing Damage.
Oasis Create a comfortable and secured place in the wilderness.
Pillar of Iron Creates extremely durable pillars of solid Iron.
Programmed Image As Minor Image, but dormant until triggered by event.
Resilient Sphere Flying sphere of forceful air deals Scouring or Thundercrash Damage.
Resist Rare Energy Ignores a scaling number of points of damage per attack from a specified Rare energy type.
Serenity Peaceful feelings harm those attempting violence.
Shadow Walk Step into shadow to travel rapidly.
Suggestion, Mass As Suggestion, affects multiple targets.
Summon Monster VI Summons one Summoned Monster to fight for you.
True Seeing Lets you see things as they really are.
Undeath to Death Inflicts heavy light (energy, uncommon) damage to the unliving in your sight.
Utter Contempt Targets suffer heavy Soul (energy, rare) damage as you deride them.

Level 7 Sorcerer/Wizard Spells

Name Description
Apparition Insidiae The caster creates a short-lived illusory thing, that traces a 40 foot line and makes touch attacks.
Arcane Sight, Greater As Arcane Sight, but faster, and the ray attack is stronger.
Archon's Trumpet Inflicts heavy thundercrash damage to all targets in a 30 foot cone.
Banishment Your scorn hurts. Make several ray attacks with dire consequences.
Caustic Eruption Burst deals heavy acid damage.
Constricting Coils Eldritch muscular coils deal crushing damage to the target while holding it still.
Create Demiplane, Lesser Create your own Demiplane, nice and cozy.
Elemental Body IV Turns you into a creature associated with Air, Earth, Fire, or Water.
Ethereal Jaunt You become ethereal until your next combat ends.
Finger of Death Deals heavy necrotic (energy, uncommon) damage to one subject.
Firebrand Affected creatures gain flaming weapons and a one-use ray of fire attack.
Fly, Mass One or more creatures gains ability to fly.
Form of the Dragon II Turns you into a huge draconic creature.
Grasping Hand of the Magus Hand carries items and allies without effort.
Hammerblow Without a sound, break objects and batter foes within a short distance.
Hold Person, Mass This spell briefly paralyzes several humanoid targets.
Insanity Subject suffers continuous confusion.
Invisibility, Mass As Greater Invisibility, but affects multiple creatures.
Mage's Magnificent Mansion Door leads to extradimensional mansion.
Mage's Sword Floating magic blades strike opponents.
Mirage Arcana As Hallucinatory Terrain, plus structures.
Plague Storm Cloud inflicts Necrotic damage
Planar Adaptation, Mass This spell functions like Planar Adaptation, except affecting multiple targets.
Planar Refuge Enforces the rules of the Material Plane on other planes of existence.
Plane Shift You and your allies can travel to another plane.
Polymorph, Greater Assume form of a Small, Medium or Large Monster of any sort, with weak Ranged abilities.
Prismatic Spray Rays hit subjects with variety of effects.
Project Image Illusory double can talk and cast spells.
Rare Stoneskin Ignores a scaling number of points of damage per attack from a specified Rare Physical damage type.
Resonating Word Target is damaged, and suffers ongoing sonic damage.
Reverse Gravity Ray attack causes objects and creatures to fall upward, or suffer heavy ripping damage..
Scouring Winds Winds deal scouring damage.
Standing Wave Rolling ball of water deals Buffeting or Winded Damage.
Statue Subject can become a statue at will, being subject only to Sunders.
Sudden Necrosis Strikes a creature you choose with necrotic damage and inflicts a minimum.
Summon Monster VII Summons one Summoned Monster to fight for you.
Teleport, Greater This spell functions like teleport, except that there is no range limit.
Walk through Space You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wall of Force Creates an invisible, immobile wall of pure force.
Wall of Light An immobile curtain of deadly light that blocks line of sight.
Wish, Limited Alters reality (within limits).

Level 8 Sorcerer/Wizard Spells

Name Description
Apparition Dirus The caster creates a short-lived illusory thing, that traces a 60 foot line and makes touch attacks.
Bestow Curse, Greater Inflicts Cursed or Hexed upon multiple creatures you choose.
Burst of Revelation Enemies you choose at long range suffer terrible damage of a type you choose.
Charm Monster, Mass As Charm Monster, but multiple targets within 30 feet of each other.
Clenched Fist of the Magus Large hand clenched into a brutal fist smashes your foes as a ray attack, leaving them wobbling.
Corrosive Touch Touch Attack deals Acid Damage.
Create Demiplane As Lesser Create Demiplane, but larger and with better decorating.
Deadly Image As Minor Image, much bigger, more damaging, and may affect multiple senses.
Deathneedle A needle of shadow darts out as a ray and inflicts heavy negative energy damage to a target.
Demand As Sending, plus you can send a Suggestion.
Destruction of Self You create a ray attack of lies, that knocks your target loose from reality.
Dimensional Lock Teleportation and interplanar travel blocked until the next Moon.
Disassemble Tear your foes to pieces.
Dust Form You become an incorporeal creature of dust for a short period of time.
Flying Fingernails Blast forth your own fingernails as deadly ray attacks.
Form of the Dragon III Turns you into a huge draconic creature.
Frost Fingers Transform your targets with extreme Cold (energy, common), the frostbite potentially rendering them Crippled.
Ghosthowl Damages insubstantial creatures without a saving throw, and all others with a saving throw.
Greater Oculus Electricum Your eyes glow electric blue, granting you eldritch vision and a terrible splash attack.
Hammerblow, Mass Without a sound, break objects and batter foes within a short distance.
Heart of Glass Target enemy is rendered Defenseless or Vulnerable to a single class of damage chosen by the caster.
Horrid Wilting Deals terrible Desiccation damage to creatures chosen.
Impulsive Burst, Mass An emanation of the Essence of Force damages and moves creatures.
Incendiary Cloud Cloud obscures vision and inflicts Darkfire damage.
Instant Necrosis Strikes a creature you choose with necrotic damage and inflicts a minimum.
Juggernaut's March You are nearly immune to damage for one move action, and deal heavy damage to foes you move through.
Molten Orb Molten metal ray attack acts as a splash weapon, dealing Fire Damage plus ongoing damage.
Orb of the Void Flying sphere of darkness deals Necrotic damage and Essence Destruction.
Pillar of Lava Pillars of lava impede movement and deal damage.
Plumbumgaol Leaden bonds impair your chosen victims, and lays a deadly Synergy.
Polar Ray Ray attack deals cold (energy, common) damage and Ability Dilution.
Power Word Stun Ray attack stuns creature and places them at risk of a Synergy.
Prismatic Wall Wall's colors have array of effects.
Rain of Arrows You conjure a cloud of magical arrows that rain down on any creatures and objects in an area.
Resist All Energy Ignores a scaling number of points of damage per attack from All energy types.
Screen Illusion hides area from both vision and scrying.
Seamantle Sheathes you in protective water.
Shout, Greater Devastating yell deals Sonic damage.
Skyshard Shimmering shards of the Sky act as ray attacks, dealing obliteration (physical, rare) and pushing targets struck.
Static Burst Blast foes in your melee reach with heavy lightning damage, make them dazzled, and push them away.
Stormbolts You are struck by a massive lightning bolt...and share.
Summon Monster VIII Summons one Summoned Monster to fight for you.
Sunburst Deals heavy light damage to a large area within range.
Telekinetic Sphere Conjure a flying sphere that deals damage, and can knock creatures Prone.
Thundermane You put on a spectacle, dealing heavy, albeit illusory, damage to victims you choose.
Vitriolic Mist As Fire Shield, except Acid Damage, and potentially much stronger.

Level 9 Sorcerer/Wizard Spells

Name Description
Apparition Atrox The caster creates a short-lived illusory thing, that traces a 120 foot line and makes touch attacks.
Astral Projection Projects you and others onto Astral Plane.
Battering Ram An eldritch Ram smashes a foe for damage and a free Bull Rush.
Bilocation Exist in two places at once, gaining tremendous mobility and durability.
Bristlecone Massive cones of energy inflict damage and push enemies in a 25-foot cone.
Bruxism Locks the form of affected enemy creatures into rigid spasms, causing damage if they try to escape.
Canopic Conversion Turns your allies into pseudo-undead, with potent benefits.
Censorium Chose 1 enemy per ten caster levels, maximum 4, to suffer extreme dimensional damage.
Chaos Engine Transmute an area into Real Reality, causing all creatures caught within to suffer damage.
Clashing Rocks Heavy obliterating damage to target creatures close to, or inside of, an earthy or stony surface.
Consumptum Feurium Magnifica Point-blank blast of terrible darkfire energy, powered by the caster's life-force.
Create Demiplane, Greater As Create Demiplane, but much larger.
Crushing Hand of the Magus Really Large hand crushes your foes.
Deadly Juxtaposition You swap places with an enemy creature, dealing heavy interstice damage to it, and its allies.
Dominate Monster As Dominate Person, but any creature.
Elitist Ally creatures, which may include yourself, gain many potent boosts when affected by Elitist.
Emblazon Crest Your distinct symbol is magically displayed on any suitable item you carry.
Energy Drain Subject gains 2d4 points of Essence Omission and is at risk of a synergy.
Essence of Motion Touching an enemy catapults them away from you, or they may fall Prone and suffer damage to resist.
Etherealness Travel to an Ethereal Plane with companions.
Fleshblight Calls forth a long-range 7x7 cone of necrotic (energy, uncommon) damage, affecting both friend and foe.
Forced Quiet Muffle sound around the target.
Foresight "Sixth sense" warns of impending danger and grants many benefits.
Foehammer Without a sound, the caster smashes his foes with force damage.
Freedom Releases creature from all conditions save only death.
Furnace Bones Infuses allies you touch with fiery abilities.
Gate Connects two planes for travel by any creatures, in either direction.
Ghost Dance Movement does not provoke an attack of opportunity, unless you wish it, and then you can mete out...punishment.
Gift of the Rider Allied recipients may use their actions and movements far more efficiently.
Gloria Mundi Allies you choose are transmuted into their perfect forms, gaining many benefits.
Hearts of Glass Target enemies are rendered Defenseless or Vulnerable to a single class of damage chosen by the caster.
Heroic Invocation Grants a number of creatures bonuses on attacks and damage, temporary hit points, and a Vaulting speed.
Hold Monster, Mass Paralyzes multiple creatures for a short time.
Icy Prison, Mass Thick ice hampers and damages several targets.
Imprisonment Chains and possibly entombs subject you touch.
Invincible March You are immune to damage for one move action, and deal heavy damage to foes you move through.
Mage's Disjunction Cancels multiple magical spells or effects and Disintegrates its targets.
Mad Hallucination Target is locked into an illusionary world of madness, or suffers fictive damage, and is at risk of a Synergy.
Mass Instant Necrosis Strikes all creatures you choose with tenebrous damage and inflicts a minimum.
Meteor Swarm Four exploding spheres each deal Fire and Bludgeoning Damage.
Overwhelming Presence Creatures prostrate themselves before you as if you were divine and are at risk of a Synergy.
Parliament of Selves Creates a decoy duplicate of your allies.
Perfect Stoneskin Ignores a scaling number of points of damage per attack from all Physical damage types.
Power Word Kill Ray which deals massive eldritch damage with no saving throw allowed.
Prismatic Sphere As Prismatic Wall, but surrounds on all sides.
Refuge Alters item to transport its possessor to a safe place.
Ride the Lightning Transform into electricity and race forth, blasting all in your path.
Shades As Shadow Walk, but with no miss chance and a Teleport combat move.
Shapechange Assume form of a Small to Huge Monster of any sort, with strong Ranged abilities.
Soul Bind Bind your enemies and allies together, granting bonus AC and damage.
Soulburn Immolate your chosen enemies with precise blasts of void damage, searing their bodies and sight.
Spellbane Create a ranged Antimagic Field usable against your enemies.
Stone Fist Your unarmed strikes are lethal.
Storm of Revelation A huge storm of magic inflicts Eldritch damage and renders the world transparent and glowing.
Suffocation, Mass Multiple creatures suffer heavy winded damage.
Summon Monster IX Summons one Summoned Monster to fight for you.
Sundering Shards All creatures and objects in a 30-foot (6x6) cone suffer damage.
Teleportation Circle Teleports creatures inside circle.
Thunderblast Inflicts massive thundercrash damage upon many foes you choose.
Time Stop You act freely for 1d4+1 rounds.
Transmute Blood to Acid Target takes Acid Damage, and suffers the Immolated condition each round.
Tsunami Huge wave damages and sweeps up all in its path.
Unmake Touch an unattended object or a melee target and Unmake it, dealing massive disintegration damage.
Volcano Create a Huge, incredibly destructive volcano that burns everything around it.
Wail of the Banshee Deals heavy threnodic damage to a forty-foot area with you in the center.
Weird Changes allies into enemies and enemies into allies in a most confusing fashion.
Winds of Vengeance Gives you the ability to fly and attack with wind.
Wish Reshape reality at your whim, within limits, and at a cost.
Wrack Hurl a ray of utter horrifying agony at your enemies.