Conjuration School

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

0th-Level Spells (Cantrips)

Spell Name School Description
Acid Splash (Sorcerer/Wizard Spell) Conjuration Conjure an orb of acid that deals ranged acid damage.
Detect Magic (Sorcerer/Wizard Spell) Universal Detects all spells and magic items within a 60 ft cone.
Detect Poison (Sorcerer/Wizard Spell) Universal Detects poison in a creature or object.
Flare (Sorcerer/Wizard Spell) Evocation Dazzles one creature.
Hand of the Magus (Sorcerer/Wizard Spell) Transmutation You can telekinetically move and attack with a modest object.
Jolt (Sorcerer/Wizard Spell) Transmutation Deal electricity damage with a ranged touch attack.
Light (Sorcerer/Wizard Spell) Evocation Object shines like a torch.
Mending (Sorcerer/Wizard Spell) Transmutation Makes minor repairs on a non-magical object that is damaged or Broken.
Penumbra (Sorcerer/Wizard Spell) Evocation Protects creature or object touched from bright light.
Prestidigitation (Sorcerer/Wizard Spell) Universal Performs minor tricks.
Ray of Frost (Sorcerer/Wizard Spell) Evocation Ray attack deals cold damage.
Read Magic (Sorcerer/Wizard Spell) Universal Read scrolls and spellbooks.
Root (Sorcerer/Wizard Spell) Transmutation Reinforces a subjects defense against being moved or tripped.
Scoop (Sorcerer/Wizard Spell) Evocation Create a scoop of force to pick up or carry liquids.

1st-Level Spells

Spell Name School Description
Adhesive Spittle (Sorcerer/Wizard Spell) Conjuration Spit immobilizing goop at a creature.
Air Bubble (Sorcerer/Wizard Spell) Conjuration Creates a small pocket of air around your head or an object, which may burst as an attack.
Alter Winds (Sorcerer/Wizard Spell) Transmutation Modify the winds to injure creatures, make flying difficult in an area, or make sailing faster.
Animate Rope (Sorcerer/Wizard Spell) Transmutation Makes a rope move at your command, to trip or entangle an enemy.
Ant Haul (Sorcerer/Wizard Spell) Transmutation Increases the carrying capacity of a creature by 10 pounds per caster level.
Body Capacitance (Sorcerer/Wizard Spell) Transmutation Gain protection against lightning attacks and release the energy as a Touch Attack.
Break (Sorcerer/Wizard Spell) Transmutation Break an object or creature in range.
Burning Disarm (Sorcerer/Wizard Spell) Transmutation A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage.
Burning Hand of the Magus (Sorcerer/Wizard Spell) Evocation Cone-shaped burst doing fire damage.
Enlarge Person (Sorcerer/Wizard Spell) Transmutation Humanoid creature gains one size category.
Expeditious Excavation (Sorcerer/Wizard Spell) Transmutation Moves small amounts of earth.
Feather Fall (Sorcerer/Wizard Spell) Transmutation Instantly changes the rate at which the targets falls.
Floating Disk (Sorcerer/Wizard Spell) Evocation Creates 3-ft.-diameter horizontal disk that carries things and can break falls.
Gravity Bow (Sorcerer/Wizard Spell) Evocation Projectiles do damage as though one size category bigger.
Grease (Sorcerer/Wizard Spell) Conjuration Covers a 10-ft. square or one object with a layer of slippery grease.
Hydraulic Push (Sorcerer/Wizard Spell) Evocation Wave of water damages and pushes an enemy one square.
Jump (Sorcerer/Wizard Spell) Transmutation Subject gains a Vaulting speed for one round.
Liberating Command (Sorcerer/Wizard Spell) Transmutation Restrained target may make an Escape Artist check to escape as an immediate action.
Mage Armor (Sorcerer/Wizard Spell) Conjuration Gives subject +3 Armor Bonus to AC.
Magic Missile (Sorcerer/Wizard Spell) Evocation Magic projectiles deal 1d4+1 force damage each; +1 missile per two levels above 1st (max 5).
Magic Weapon (Sorcerer/Wizard Spell) Transmutation Transform a weapon into a similar sort of weapon that is better suited for yourself or for allies.
Monkey Fish (Sorcerer/Wizard Spell) Transmutation Gain a climb speed and a swim speed of 10 ft. or more for a time.
Mudball (Sorcerer/Wizard Spell) Conjuration Ray Attack that causes the target to be blinded and bludgeoned.
Poisoned Egg (Sorcerer/Wizard Spell) Transmutation Transform the contents of a normal egg into a single dose of Simple Venom.
Shocking Grasp (Sorcerer/Wizard Spell) Evocation Touch delivers Electricity (energy, common) damage.
Stone Shield (Sorcerer/Wizard Spell) Conjuration A slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
Stumble Gap (Sorcerer/Wizard Spell) Conjuration Small hole trips creatures.
Summon Monster I (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Touch of the Sea (Sorcerer/Wizard Spell) Transmutation Targets struck by this ray gain Greater Swim 30 feet, with or without suffering harm in the process.
True Strike (Sorcerer/Wizard Spell) Universal Gain a bonus on your next attack roll.
Unseen Servant (Sorcerer/Wizard Spell) Conjuration Creates an invisible, mindless, shapeless force that performs simple tasks.
Web Bolt (Sorcerer/Wizard Spell) Conjuration As the Web (Sorcerer/Wizard Spell), except only occupying a single creature's space.

2nd-Level Spells

Spell Name School Description
Aboleth's Lung (Sorcerer/Wizard Spell) Transmutation Targets are suddenly unable to breathe air, but can breathe underwater.
Admonishing Ray (Sorcerer/Wizard Spell) Evocation You fire one or more Securing force rays.
Aggressive Thundercloud (Sorcerer/Wizard Spell) Evocation Flying storm cloud deals electricity damage.
Air Step (Sorcerer/Wizard Spell) Transmutation Tread on air, with limitations.
Burning Arc (Sorcerer/Wizard Spell) Evocation Create an arc of flame that burns one or more targets within a 20-foot cone.
Burning Gaze (Sorcerer/Wizard Spell) Evocation Inflict fire damage and Burned to creatures simply by looking at them.
Companion Polymorph (Sorcerer/Wizard Spell) Transmutation You transform the target into a smaller, harmless-looking animal of the same approximate body type.
Continual Flame (Sorcerer/Wizard Spell) Evocation Makes a permanent, heatless light.
Dust of Twilight (Sorcerer/Wizard Spell) Conjuration Black particles extinguish light sources and damages creatures.
Embrace Destiny (Sorcerer/Wizard Spell) Universal Dice with Fate, for good or ill.
Fiery Shuriken (Sorcerer/Wizard Spell) Conjuration Calls forth rays, expressing as fiery projectiles that fly at opponents.
Flaming Sphere (Sorcerer/Wizard Spell) Evocation Rolling ball of fire deals Fire Damage.
Frost Fall (Sorcerer/Wizard Spell) Evocation Inflict cold damage and hindered.
Gust of Wind (Sorcerer/Wizard Spell) Evocation Blows away or knocks down smaller creatures.
Juxtaposition (Sorcerer/Wizard Spell) Conjuration Swaps places with the caster and an enemy creature.
Knock (Sorcerer/Wizard Spell) Transmutation Opens locked or magically sealed door...eventually.
Least Polymorph (Sorcerer/Wizard Spell) Transmutation Assume form of a Small or Medium Humanoid.
Levitate (Sorcerer/Wizard Spell) Transmutation Subject gains a Hover speed.
Make Whole (Sorcerer/Wizard Spell) Transmutation Repairs a damaged or broken magic item or construct.
Pilfering Hand of the Magus (Sorcerer/Wizard Spell) Evocation You may seize an object or manipulate it from afar, robbing or attacking enemies, and delighting friends.
Pyrotechnics (Sorcerer/Wizard Spell) Transmutation Turns a fire into a burst of dazzling fireworks and a thick column of smoke.
Ricochet Shot (Sorcerer/Wizard Spell) Evocation Imbues a projectile or thrown weapon to give it the ability to ricochet.
River Whip (Sorcerer/Wizard Spell) Conjuration Create a whip of water that you wield as a weapon.
See Invisibility (Sorcerer/Wizard Spell) Universal Reveals invisible creatures or objects.
Share Memory (Sorcerer/Wizard Spell) Universal Share or inflict one memory upon the target.
Slipstream (Sorcerer/Wizard Spell) Conjuration Wave boosts or hampers creature's speed.
Spell Gauge (Sorcerer/Wizard Spell) Universal You learn the nature of, and disable, a target creature's supernatural or spell-like ability.
Spider Climb (Sorcerer/Wizard Spell) Transmutation Grants Greater Climb of 20 feet.
Stone Call (Sorcerer/Wizard Spell) Conjuration Inflicts damage and difficult terrain to all creatures in area.
Summon Monster II (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Tremor Blast (Sorcerer/Wizard Spell) Transmutation You create a minor earthquake that can inflict bludgeoning damage and Quelled.
Web (Sorcerer/Wizard Spell) Conjuration Fills 10-ft.-radius spread (5x5 area) with sticky spiderwebs that impair movement.

3rd-Level Spells

Spell Name School Description
Ash Storm (Sorcerer/Wizard Spell) Conjuration Hamper vision and inflict abrasion damage on all victims.
Daylight (Sorcerer/Wizard Spell) Evocation 60-ft. radius of bright light, or touch a creature to inflict Light damage and Blind.
Diamond Spray (Sorcerer/Wizard Spell) Conjuration You blast a ray of diamond slivers at a target in range.
Eruptive Pustules (Sorcerer/Wizard Spell) Transmutation Acid boils burst as ray attacks.
Final Sacrifice (Sorcerer/Wizard Spell) Evocation You disrupt the conjuring energies within a summoned creature, causing it to violently explode.
Fireball (Sorcerer/Wizard Spell) Evocation Hurl a fiery bead that bursts into a huge fiery explosion.
Fly (Sorcerer/Wizard Spell) Universal Subject gains Lesser Flight equal to its normal Walk speed.
Force Anchor (Sorcerer/Wizard Spell) Conjuration Ray Attack deals a target force damage and limits their movement.
Force Punch (Sorcerer/Wizard Spell) Evocation Target takes force damage and is pushed away.
Haste (Sorcerer/Wizard Spell) Transmutation Two or more allies move faster, and gain a bonus attack action during a full attack.
Lesser Polymorph (Sorcerer/Wizard Spell) Transmutation Assume form of a Small or Medium Monster of any sort, with no Ranged abilities.
Lightning Bolt (Sorcerer/Wizard Spell) Evocation Massive blast of Lightning snaps out, inflicting heavy Electrical damage in a long line.
Phantom Steed (Sorcerer/Wizard Spell) Conjuration Magic mount appears for the day.
Red Right Hand of the Magus (Sorcerer/Wizard Spell) Evocation You create a glowing red hand that can pick up and move objects, or detonate in fiery retribution.
Silver Darts (Sorcerer/Wizard Spell) Conjuration Cone of silver darts deals damage to targets near you.
Slow (Sorcerer/Wizard Spell) Transmutation Inflicts Hindered upon multiple foes.
Spider Climb, Communal (Sorcerer/Wizard Spell) Transmutation As Spider Climb (Sorcerer/Wizard Spell), but affects multiple targets.
Storm Step (Sorcerer/Wizard Spell) Conjuration You call lightning for damage, and transport.
Summon Monster III (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Tiny Hut (Sorcerer/Wizard Spell) Evocation Creates shelter for 10 creatures on a Material Plane.
Trial of Fire and Acid (Sorcerer/Wizard Spell) Transmutation The target creatures suffer damage and the Singed condition.
Unravel Destiny (Sorcerer/Wizard Spell) Universal A target suffers if it has Action Points.
Water Breathing (Sorcerer/Wizard Spell) Transmutation Subjects can breathe underwater.

4th-Level Spells

Spell Name School Description
Adjustable Polymorph (Sorcerer/Wizard Spell) Transmutation As Least Polymorph (Sorcerer/Wizard Spell), but you can change the shape as a swift action.
Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell) Evocation Flying storm cloud deals lightning (energy, common) damage.
Ball Lightning (Sorcerer/Wizard Spell) Evocation Flying ball of lightning deals heavy Electricity damage.
Black Tentacles (Sorcerer/Wizard Spell) Conjuration Tentacles damage, immobilize, and move around creatures.
Bloody Arrows (Sorcerer/Wizard Spell) Conjuration Conjure deadly arrows that strike unerringly.
Boneshatter (Sorcerer/Wizard Spell) Transmutation A crackling ray deals heavy damage and inflicts wobbly.
Conjure Deadfall (Sorcerer/Wizard Spell) Conjuration You conjure a large metal plate covered in sharp spikes that crushes all creatures caught in the area of effect.
Dimension Door (Sorcerer/Wizard Spell) Conjuration Teleports you and possibly others a short distance
Dragon's Breath (Sorcerer/Wizard Spell) Evocation Gives you a dragon's Breath Weapon.
Elemental Body I (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Enlarge Person, Mass (Sorcerer/Wizard Spell) Transmutation Humanoids you choose gain one size category.
Fire Shield (Sorcerer/Wizard Spell) Evocation Creatures attacking you take Fire/Cold Damage; you're protected from heat or cold.
Firefall (Sorcerer/Wizard Spell) Transmutation Causes fire to burst up, dealing heavy Fire damage and inflicting Singed.
Flaming Sphere, Greater (Sorcerer/Wizard Spell) Evocation Rolling ball of fire deals Fire Damage.
Hurricane Blast (Sorcerer/Wizard Spell) Evocation Creates a severe blast of wind away from you.
Ice Storm (Sorcerer/Wizard Spell) Evocation Hail deals damage and may slow creatures.
Insulting Hand of the Magus (Sorcerer/Wizard Spell) Evocation A ghostly gray hand appears that does your bidding, or lays a Vexing attack upon foes you choose.
Make Whole, Greater (Sorcerer/Wizard Spell) Transmutation This spell repairs 1d8+1 points of siege damage to a vehicle or fortification.
Master's Escape (Sorcerer/Wizard Spell) Conjuration Switch places with one summoned creature you control.
Phantom Steed, Communal (Sorcerer/Wizard Spell) Conjuration Summon up to 6 Phantom Steeds, dividing the duration among them.
Pillar of Fire (Sorcerer/Wizard Spell) Evocation Creates deadly columns of flame.
Ride the Waves (Sorcerer/Wizard Spell) Transmutation Target can breathe water and swim.
Secure Shelter (Sorcerer/Wizard Spell) Conjuration Creates sturdy cottage.
Shout (Sorcerer/Wizard Spell) Evocation Damages creatures and objects within cone with Sonic damage.
Solid Fog (Sorcerer/Wizard Spell) Conjuration Blocks vision, slows movement, stops some ranged attacks.
Summon Monster IV (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Touch of Slime (Sorcerer/Wizard Spell) Conjuration Touch infests a target with slime, doing heavy damage.

5th-Level Spells

Spell Name School Description
Acidic Spray (Sorcerer/Wizard Spell) Conjuration Deals heavy Acid damage and inflicts the Singed condition.
Blood Boil (Sorcerer/Wizard Spell) Evocation Ray attack heats target creature, causing damage, Ability Dilution, and a Synergy risk.
Caustic Blood (Sorcerer/Wizard Spell) Transmutation You imbue your blood with corrosive acid.
Cloudkill (Sorcerer/Wizard Spell) Conjuration Obscures vision and inflicts poison damage.
Cone of Cold (Sorcerer/Wizard Spell) Evocation Inflicts intense cold damage in a large cone.
Corrosive Consumption (Sorcerer/Wizard Spell) Transmutation Ray causes targets form to transform into acid...with dire results.
Echolocation (Sorcerer/Wizard Spell) Transmutation Grants you Echolocation.
Elemental Body II (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Hostile Juxtaposition (Sorcerer/Wizard Spell) Conjuration You create a dimensional link with a targeted creature, and switch spots with it.
Hungry Earth (Sorcerer/Wizard Spell) Transmutation All solid surfaces bite savagely at creatures adjacent to them.
Icy Prison (Sorcerer/Wizard Spell) Evocation Thick ice hampers and damages the target.
Interposing Hand of the Magus (Sorcerer/Wizard Spell) Evocation Hand provides cover against 1 opponent, or damage against several.
Overland Flight (Sorcerer/Wizard Spell) Transmutation You fly with tremendous stability and power, and are able to cruise long distances with ease.
Pillar of Stone (Sorcerer/Wizard Spell) Conjuration Creates durable stone pillars.
Planar Adaptation (Sorcerer/Wizard Spell) Transmutation Resist harmful effects of environmental damage of another plane.
Polymorph (Sorcerer/Wizard Spell) Transmutation Assume form of a Small or Medium Monster of any sort, with weak Ranged abilities.
Sending (Sorcerer/Wizard Spell) Evocation Delivers short message anywhere, instantly.
Summon Monster V (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Teleport (Sorcerer/Wizard Spell) Conjuration Instantly transports you as far as 50 miles per hour you spend casting.

6th-Level Spells

Spell Name School Description
Acid Fog (Sorcerer/Wizard Spell) Conjuration Dense Fog deals acid damage and slows movement.
Chain Lightning (Sorcerer/Wizard Spell) Evocation Unleash a spectacular crackling corona of lightning bolts.
Contagious Flame (Sorcerer/Wizard Spell) Evocation Blast of deadly fire eats away harder and harder at enemies.
Disintegrate (Sorcerer/Wizard Spell) Transmutation Reduces one creature or object to dust.
Elemental Assessor (Sorcerer/Wizard Spell) Transmutation Elemental ray transforms parts of the victim into a damaging canker.
Elemental Body III (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Fluid Form (Sorcerer/Wizard Spell) Transmutation Become a living liquid, gaining many bonus effects.
Forceful Hand of the Magus (Sorcerer/Wizard Spell) Evocation Hand carries your stuff and pushes creatures away, doing heavy damage in the process.
Form of the Dragon I (Sorcerer/Wizard Spell) Transmutation Turns you into a draconic creature.
Hellfire Ray (Sorcerer/Wizard Spell) Evocation A blast of hellfire deals damage, and if it kills the victim, then things get...interesting.
Impulsive Burst (Sorcerer/Wizard Spell) Conjuration An emanation of the Essence of Force damages and moves creatures.
Move Earth (Sorcerer/Wizard Spell) Transmutation Digs enormous trenches and builds hills.
Oasis (Sorcerer/Wizard Spell) Transmutation Create a comfortable and secured place in the wilderness.
Pillar of Iron (Sorcerer/Wizard Spell) Conjuration Creates extremely durable pillars of solid Iron.
Resilient Sphere (Sorcerer/Wizard Spell) Conjuration Flying sphere of forceful air deals Scouring or Thundercrash Damage.
Summon Monster VI (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
True Seeing (Sorcerer/Wizard Spell) Universal Lets you see things as they really are.

7th-Level Spells

Spell Name School Description
Caustic Eruption (Sorcerer/Wizard Spell) Evocation Burst deals heavy acid damage.
Constricting Coils (Sorcerer/Wizard Spell) Conjuration Eldritch muscular coils deal crushing damage to the target while holding it still.
Create Demiplane, Lesser (Sorcerer/Wizard Spell) Conjuration Create your own Demiplane, nice and cozy.
Elemental Body IV (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Ethereal Jaunt (Sorcerer/Wizard Spell) Transmutation You become ethereal until your next combat ends.
Firebrand (Sorcerer/Wizard Spell) Evocation Affected creatures gain flaming weapons and a one-use ray of fire attack.
Fly, Mass (Sorcerer/Wizard Spell) Universal One or more creatures gains ability to fly.
Form of the Dragon II (Sorcerer/Wizard Spell) Transmutation Turns you into a huge draconic creature.
Grasping Hand of the Magus (Sorcerer/Wizard Spell) Evocation Hand carries items and allies without effort.
Mage's Magnificent Mansion (Sorcerer/Wizard Spell) Conjuration Door leads to extradimensional mansion.
Mage's Sword (Sorcerer/Wizard Spell) Evocation Floating magic blades strike opponents.
Planar Adaptation, Mass (Sorcerer/Wizard Spell) Transmutation This spell functions like Planar Adaptation, except affecting multiple targets.
Planar Refuge (Sorcerer/Wizard Spell) Conjuration Enforces the rules of the Material Plane on other planes of existence.
Plane Shift (Sorcerer/Wizard Spell) Conjuration You and your allies can travel to another plane.
Polymorph, Greater (Sorcerer/Wizard Spell) Transmutation Assume form of a Small, Medium or Large Monster of any sort, with weak Ranged abilities.
Prismatic Spray (Sorcerer/Wizard Spell) Evocation Rays hit subjects with variety of effects.
Resonating Word (Sorcerer/Wizard Spell) Transmutation Target is damaged, and suffers ongoing sonic damage.
Reverse Gravity (Sorcerer/Wizard Spell) Transmutation Ray attack causes objects and creatures to fall upward, or suffer heavy ripping damage..
Scouring Winds (Sorcerer/Wizard Spell) Evocation Winds deal scouring damage.
Statue (Sorcerer/Wizard Spell) Transmutation Subject can become a statue at will, being subject only to Sunders.
Summon Monster VII (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Teleport, Greater (Sorcerer/Wizard Spell) Conjuration This spell functions like teleport, except that there is no range limit.
Walk through Space (Sorcerer/Wizard Spell) Conjuration You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
Wall of Force (Sorcerer/Wizard Spell) Transmutation Creates an invisible, immobile wall of pure force.
Wish, Limited (Sorcerer/Wizard Spell) Universal Alters reality (within limits).

8th-Level Spells

Spell Name School Description
Clenched Fist of the Magus (Sorcerer/Wizard Spell) Evocation Large hand clenched into a brutal fist smashes your foes as a ray attack, leaving them wobbling.
Corrosive Touch (Sorcerer/Wizard Spell) Conjuration Touch Attack deals Acid Damage.
Create Demiplane (Sorcerer/Wizard Spell) Conjuration As Lesser Create Demiplane, but larger and with better decorating.
Disassemble (Sorcerer/Wizard Spell) Transmutation Tear your foes to pieces.
Dust Form (Sorcerer/Wizard Spell) Transmutation You become an incorporeal creature of dust for a short period of time.
Flying Fingernails (Sorcerer/Wizard Spell) Transmutation Blast forth your own fingernails as deadly ray attacks.
Form of the Dragon III (Sorcerer/Wizard Spell) Transmutation Turns you into a huge draconic creature.
Frost Fingers (Sorcerer/Wizard Spell) Transmutation Transform your targets with extreme Cold (energy, common), the frostbite potentially rendering them Crippled.
Greater Oculus Electricum (Sorcerer/Wizard Spell) Evocation Your eyes glow electric blue, granting you eldritch vision and a terrible splash attack.
Heart of Glass (Sorcerer/Wizard Spell) Transmutation Target enemy is rendered Defenseless or Vulnerable to a single class of damage chosen by the caster.
Impulsive Burst, Mass (Sorcerer/Wizard Spell) Conjuration An emanation of the Essence of Force damages and moves creatures.
Molten Orb (Sorcerer/Wizard Spell) Conjuration Molten metal ray attack acts as a splash weapon, dealing Fire Damage plus ongoing damage.
Pillar of Lava (Sorcerer/Wizard Spell) Evocation Pillars of lava impede movement and deal damage.
Plumbumgaol (Sorcerer/Wizard Spell) Conjuration Leaden bonds impair your chosen victims, and lays a deadly Synergy.
Polar Ray (Sorcerer/Wizard Spell) Evocation Ray attack deals cold (energy, common) damage and Ability Dilution.
Rain of Arrows (Sorcerer/Wizard Spell) Conjuration You conjure a cloud of magical arrows that rain down on any creatures and objects in an area.
Seamantle (Sorcerer/Wizard Spell) Conjuration Sheathes you in protective water.
Shout, Greater (Sorcerer/Wizard Spell) Evocation Devastating yell deals Sonic damage.
Static Burst (Sorcerer/Wizard Spell) Evocation Blast foes in your melee reach with heavy lightning damage, make them dazzled, and push them away.
Stormbolts (Sorcerer/Wizard Spell) Evocation You are struck by a massive lightning bolt...and share.
Summon Monster VIII (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Sunburst (Sorcerer/Wizard Spell) Evocation Deals heavy light damage to a large area within range.
Telekinetic Sphere (Sorcerer/Wizard Spell) Conjuration Conjure a flying sphere that deals damage, and can knock creatures Prone.

9th-Level Spells

Spell Name School Description
Bilocation (Sorcerer/Wizard Spell) Conjuration Exist in two places at once, gaining tremendous mobility and durability.
Chaos Engine (Sorcerer/Wizard Spell) Transmutation Transmute an area into Real Reality, causing all creatures caught within to suffer damage.
Clashing Rocks (Sorcerer/Wizard Spell) Conjuration Heavy obliterating damage to target creatures close to, or inside of, an earthy or stony surface.
Consumptum Feurium Magnifica (Sorcerer/Wizard Spell) Evocation Point-blank blast of terrible darkfire energy, powered by the caster's life-force.
Create Demiplane, Greater (Sorcerer/Wizard Spell) Conjuration As Create Demiplane, but much larger.
Crushing Hand of the Magus (Sorcerer/Wizard Spell) Evocation A really large hand crushes your foes.
Deadly Juxtaposition (Sorcerer/Wizard Spell) Conjuration You swap places with an enemy creature, dealing heavy interstice damage to it, and its allies.
Emblazon Crest (Sorcerer/Wizard Spell) Transmutation Your distinct symbol is magically displayed on any suitable item you carry.
Essence of Motion (Sorcerer/Wizard Spell) Conjuration Touching an enemy catapults them away from you, or they may fall Prone and suffer damage to resist.
Etherealness (Sorcerer/Wizard Spell) Transmutation Travel to an Ethereal Plane with companions.
Foresight (Sorcerer/Wizard Spell) Universal "Sixth sense" warns of impending danger and grants many benefits.
Furnace Bones (Sorcerer/Wizard Spell) Evocation Infuses allies you touch with fiery abilities.
Gate (Sorcerer/Wizard Spell) Conjuration Connects two planes for travel by any creatures, in either direction.
Gloria Mundi (Sorcerer/Wizard Spell) Transmutation Allies you choose are transmuted into their perfect forms, gaining many benefits.
Hearts of Glass (Sorcerer/Wizard Spell) Transmutation Target enemies are rendered Defenseless or Vulnerable to a single class of damage chosen by the caster.
Icy Prison, Mass (Sorcerer/Wizard Spell) Evocation Thick ice hampers and damages several targets.
Meteor Swarm (Sorcerer/Wizard Spell) Evocation Four exploding spheres each deal Fire and Bludgeoning Damage.
Refuge (Sorcerer/Wizard Spell) Conjuration Alters item to transport its possessor to a safe place.
Ride the Lightning (Sorcerer/Wizard Spell) Evocation Transform into electricity and race forth, blasting all in your path.
Shapechange (Sorcerer/Wizard Spell) Transmutation Assume form of a Small to Huge Monster of any sort, with strong Ranged abilities.
Stone Fist (Sorcerer/Wizard Spell) Transmutation Your unarmed strikes are lethal.
Summon Monster IX (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Teleportation Circle (Sorcerer/Wizard Spell) Conjuration Teleports creatures inside circle.
Thunderblast (Sorcerer/Wizard Spell) Evocation Inflicts massive thundercrash damage upon many foes you choose.
Time Stop (Sorcerer/Wizard Spell) Transmutation You act freely for 1d4+1 rounds.
Transmute Blood to Acid (Sorcerer/Wizard Spell) Transmutation Target takes Acid Damage, and suffers the Immolated condition each round.
Tsunami (Sorcerer/Wizard Spell) Conjuration Huge wave damages and sweeps up all in its path.
Volcano (Sorcerer/Wizard Spell) Evocation Create a Huge, incredibly destructive volcano that burns everything around it.
Winds of Vengeance (Sorcerer/Wizard Spell) Evocation Gives you the ability to fly and attack with wind.
Wish (Sorcerer/Wizard Spell) Universal Reshape reality at your whim, within limits, and at a cost.
Wrack (Sorcerer/Wizard Spell) Transmutation Hurl a ray of utter horrifying agony at your enemies.