Enchantment School

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

0th-Level Spells (Cantrips)

Spell Name School Description
Bleed (Sorcerer/Wizard Spell) Necromancy Cause bludgeoning damage and a Bruised condition.
Dancing Lights (Sorcerer/Wizard Spell) Illusion Creates illusory torches or other lights.
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.
Disrupt Undead (Sorcerer/Wizard Spell) Necromancy Ray deals Positive Energy Damage to one Undead in range.
Ghost Sound (Sorcerer/Wizard Spell) Illusion Create figment sounds in a location.
Message (Sorcerer/Wizard Spell) Enchantment Whisper conversation at distance.
Prestidigitation (Sorcerer/Wizard Spell) Universal Performs minor tricks.
Read Magic (Sorcerer/Wizard Spell) Universal Read scrolls and spellbooks.


1st-Level Spells

Spell Name School Description
Anticipate Peril (Sorcerer/Wizard Spell) Enchantment Targets gain a scaling bonus on their next initiative check.
Bed of Iron (Sorcerer/Wizard Spell) Necromancy Armor Check penalties are reduced, and you can sleep comfortably in armor without suffering fatigue.
Blend (Sorcerer/Wizard Spell) Illusion Gain a bonus to Stealth, and initiate a Stealth stance without cover or concealment.
Blurred Movement (Sorcerer/Wizard Spell) Illusion As Blur (Sorcerer/Wizard Spell), but only while you are moving, unless you move twice in a single round.
Bungle (Sorcerer/Wizard Spell) Enchantment Inflict a penalty on a target's d20 roll as an immediate action.
Cause Fear (Sorcerer/Wizard Spell) Necromancy One creature gains the Cringing condition.
Charm Person (Sorcerer/Wizard Spell) Enchantment Makes one Humanoid creature or person your friend.
Chill Touch (Sorcerer/Wizard Spell) Necromancy You dark powers touch victims in a small cone, inflicting necrotic damage and making undead humbled.
Color Spray (Sorcerer/Wizard Spell) Illusion dazzles, blinds, or fogs affected creatures.
Dancing Lantern (Sorcerer/Wizard Spell) Enchantment Animates a lantern-flame that follows you and can be used as a ray attack.
Deja Vu (Sorcerer/Wizard Spell) Enchantment Make a creature realize that things aren't so bad after all.
Disguise Self (Sorcerer/Wizard Spell) Illusion Changes your appearance.
Ear-Piercing Scream (Sorcerer/Wizard Spell) Illusion Deal Sonic Damage to an enemy target, or deafen an ally to all but yourself.
Expeditious Retreat (Sorcerer/Wizard Spell) Enchantment Your Walk speed increases.
Hideous Laughter (Sorcerer/Wizard Spell) Enchantment Subject becomes wobbly due to gales of forced mirth.
Hypnotism (Sorcerer/Wizard Spell) Enchantment Distracts and inflicts psychic damage.
Illusion of Calm (Sorcerer/Wizard Spell) Illusion You appear to be standing calmly, even when you take some actions.
Lock Gaze (Sorcerer/Wizard Spell) Enchantment Compel the target to look at you and only you, no matter how painful.
Memory Lapse (Sorcerer/Wizard Spell) Enchantment Subject forgets events back to last turn.
Nauseating Trail (Sorcerer/Wizard Spell) Enchantment Creature leaves a trail of Stinking Cloud (Sorcerer/Wizard Spell) squares.
Phantom Blood (Sorcerer/Wizard Spell) Necromancy When struck in combat, gain temporary hp's and a phantom copy.
Ray of Enfeeblement (Sorcerer/Wizard Spell) Necromancy Ray causes Withered, and threatens a Synergy.
Shadow Weapon (Sorcerer/Wizard Spell) Illusion Create a quasi-real weapon for yourself or for allies.
Shield (Sorcerer/Wizard Spell) Enchantment Invisible disc gives +4 Arcane Bonus to AC.
Silent Image (Sorcerer/Wizard Spell) Illusion Creates a visual-based illusion of your design.
Snowball (Sorcerer/Wizard Spell) Necromancy Ranged touch delivers Cold Damage and might inflict torpid.
Summon Monster I (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
True Strike (Sorcerer/Wizard Spell) Universal Gain a bonus on your next attack roll.
Vanish (Sorcerer/Wizard Spell) Illusion Immediately become Invisible for 1 round.
Ventriloquism (Sorcerer/Wizard Spell) Illusion Make your voice seem to issue from someplace else.


2nd-Level Spells

Spell Name School Description
Blindness/Deafness (Sorcerer/Wizard Spell) Necromancy Makes subject blind to sight or sound, dazzled if they make their save, and at risk of a Synergy.
Blur (Sorcerer/Wizard Spell) Illusion Subject gains partial concealment if they displace at least 15 feet from their starting space each round.
Burst of Radiance (Sorcerer/Wizard Spell) Illusion Fills area with shimmering light, blinding (or dazzling) creatures for 1 round and damaging them.
Codespeak (Sorcerer/Wizard Spell) Enchantment Recipients gain the ability to speak, read, and write a new, coded language.
Compassionate Ally (Sorcerer/Wizard Spell) Enchantment Target is compelled to help injured ally or suffer the Antagonized condition.
Disguise Other (Sorcerer/Wizard Spell) Illusion As Disguise Self (Sorcerer/Wizard Spell), but affects you or another.
Embrace Destiny (Sorcerer/Wizard Spell) Universal Dice with Fate, for good or ill.
Euphoric Cloud (Sorcerer/Wizard Spell) Enchantment Fog intoxicates living creatures.
False Life (Sorcerer/Wizard Spell) Necromancy Gain 1d10 temporary hp + 1/lvl (max +10).
Ghoul Touch (Sorcerer/Wizard Spell) Necromancy Damages one living target you touch.
Glitterdust (Sorcerer/Wizard Spell) Enchantment Inflicts Light damage, blinds creatures, and outlines invisible creatures or objects.
Haunting Mists (Sorcerer/Wizard Spell) Illusion Creatures are shaken and take gnashing damage...or DO they?
Invisibility (Sorcerer/Wizard Spell) Illusion Subject is invisible until the end of its next encounter.
Life Pact (Sorcerer/Wizard Spell) Necromancy Affected creatures automatically donate hp to stabilize fallen ally.
Magic Mouth (Sorcerer/Wizard Spell) Illusion Objects speaks once when triggered.
Minor Image (Sorcerer/Wizard Spell) Illusion Creates a visual and audible illusion of your design that can cause harm to believers.
Mirror Image (Sorcerer/Wizard Spell) Illusion Creates a decoy duplicate of you.
Qualm (Sorcerer/Wizard Spell) Enchantment Target gains Burned or Singed and is at risk of a Synergy until it spends actions doing nothing.
Scare (Sorcerer/Wizard Spell) Necromancy Inflict psychic damage and Cringing on one or two targets.
Scorching Ray (Sorcerer/Wizard Spell) Enchantment Ray Attack deals Fire Damage.
Seducer's Eyes (Sorcerer/Wizard Spell) Enchantment You first flirt with, then brutally reject, targets, inflicting terrible rugosic damage upon them.
See Invisibility (Sorcerer/Wizard Spell) Universal Reveals invisible creatures or objects.
Share Memory (Sorcerer/Wizard Spell) Universal Share or inflict one memory upon the target.
Spell Gauge (Sorcerer/Wizard Spell) Universal You learn the nature of, and disable, a target creature's supernatural or spell-like ability.
Stricken Heart (Sorcerer/Wizard Spell) Necromancy Clenching agonies inflict Necrotic damage and Jostled.
Summon Monster II (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Tactical Acumen (Sorcerer/Wizard Spell) Enchantment Your or your allies gain an additional bonus on attack rolls or to AC due to battlefield positioning.
Touch of Bloodletting (Sorcerer/Wizard Spell) Necromancy This spell causes any existing wounds that the target possesses to bleed profusely.
Touch of Mercy (Sorcerer/Wizard Spell) Enchantment The target creature gains the Secured condition.
Twilight Haze (Sorcerer/Wizard Spell) Illusion Illusory fog obscures vision.


3rd-Level Spells

Spell Name School Description
Accursed Glare (Sorcerer/Wizard Spell) Necromancy Inflicts Cursed or Hexed on victims, and places them at risk of a Synergy.
Adjustable Disguise (Sorcerer/Wizard Spell) Illusion As Disguise Self (Sorcerer/Wizard Spell), but you can change the disguise as a swift action.
Aqueous Orb (Sorcerer/Wizard Spell) Enchantment Rolling ball of water deals Buffeting or Winded Damage.
Arcane Sight (Sorcerer/Wizard Spell) Enchantment Magical auras become visible, a ray attack becomes available.
Barrow Haze (Sorcerer/Wizard Spell) Necromancy Fog obscures vision and inflicts negative energy.
Bells (Sorcerer/Wizard Spell) Enchantment A silvery tinkle distracts your foes...or destroys them.
Blot (Sorcerer/Wizard Spell) Illusion Ruins writings and wipes creatures out of existence.
Chain of Perdition (Sorcerer/Wizard Spell) Enchantment Creates a floating chain of force that damages your foes most terribly.
Displacement (Sorcerer/Wizard Spell) Illusion Attacks miss subject on a natural roll of 12 or less, if the subject moves at least 30 feet each round.
Fly (Sorcerer/Wizard Spell) Universal Subject gains Lesser Flight equal to its normal Walk speed.
Gentle Repose (Sorcerer/Wizard Spell) Necromancy Preserves one corpse.
Halt Undead (Sorcerer/Wizard Spell) Necromancy Immobilizes several undead that are near each other.
Heroism (Sorcerer/Wizard Spell) Enchantment Gives +2 bonus on attack rolls, saving throws, and skill checks.
Hold Person (Sorcerer/Wizard Spell) Enchantment Paralyzes one humanoid creature for a brief time.
Invisibility Sphere (Sorcerer/Wizard Spell) Illusion Makes creatures within 10 ft. of the touched recipient invisible.
Isolate (Sorcerer/Wizard Spell) Illusion Your ray attack causes a target to become Exiled.
Major Image (Sorcerer/Wizard Spell) Illusion As Minor Image (Sorcerer/Wizard Spell), plus bigger, more damaging, and has sound, smell and thermal effects.
Malediction (Sorcerer/Wizard Spell) Necromancy Fell magic damages your foes, and gifts you their strength as an Action Point if you kill any of them.
Protection from Energy (Sorcerer/Wizard Spell) Enchantment Grants 3 temp hit points/lvl, only against one kind of common energy.
Ray of Exhaustion (Sorcerer/Wizard Spell) Necromancy Ray makes subject fatigued and places it at risk of a synergy.
Stinking Cloud (Sorcerer/Wizard Spell) Enchantment Vile vapors inflict damage and the Gagging condition..
Stoneskin (Sorcerer/Wizard Spell) Enchantment Ignores a scaling number of points of damage per attack from a specified Common Physical damage type.
Suggestion (Sorcerer/Wizard Spell) Enchantment Compels subject to follow stated course of action.
Summon Monster III (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Unravel Destiny (Sorcerer/Wizard Spell) Universal A target suffers if it has Action Points.


4th-Level Spells

Spell Name School Description
Bestow Curse (Sorcerer/Wizard Spell) Enchantment Immediately inflict Cursed or Jinxed on a creature within your melee reach.
Charm Monster (Sorcerer/Wizard Spell) Enchantment Makes monster believe it is your ally.
Confusion (Sorcerer/Wizard Spell) Enchantment Subjects struck by ray behave oddly and are at risk of a synergy.
Crushing Despair (Sorcerer/Wizard Spell) Enchantment Subjects struggle to keep living against the assault of quiescent damage.
Enervation (Sorcerer/Wizard Spell) Necromancy Subject gains 1d4 points of Essence Suppression and is at risk of a synergy.
False Life, Greater (Sorcerer/Wizard Spell) Necromancy Gain 2d10 temporary hp + 1/lvl.
Fear (Sorcerer/Wizard Spell) Necromancy Subjects within cone suffer Psychic damage and gain the Cringing condition.
Illusory Wall (Sorcerer/Wizard Spell) Illusion Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater (Sorcerer/Wizard Spell) Illusion As Invisibility (Sorcerer/Wizard Spell), but works against all senses.
Overwhelming Grief (Sorcerer/Wizard Spell) Enchantment Grieving targets suffer psychic damage and are Dazzled by tears unless a save is made for half effect.
Phantasmal Killer (Sorcerer/Wizard Spell) Illusion Fearsome phantom image damages a foe.
Pillar of Ice (Sorcerer/Wizard Spell) Necromancy Creates confounding pillars of ice.
Rainbow Pattern (Sorcerer/Wizard Spell) Illusion Lights fascinate and inflict Light damage on chosen creatures.
Shadow Barbs (Sorcerer/Wizard Spell) Illusion 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 (Sorcerer/Wizard Spell) Illusion As Mirror Image (Sorcerer/Wizard Spell), but the duplicates emit electrical damage when destroyed.
Summon Monster IV (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Unbearable Brightness (Sorcerer/Wizard Spell) Enchantment Your enchantment blasts an area with destroying light (energy, uncommon).
Wall of Blindness (Sorcerer/Wizard Spell) Illusion Creatures that pass through a translucent wall suffer fictive damage and an assault on their senses.
Wandering Star Motes (Sorcerer/Wizard Spell) Illusion Outlines subject, creating bright light, making concealment and stealth impossible and dealing Stellar damage.


5th-Level Spells

Spell Name School Description
Absorb Toxicity (Sorcerer/Wizard Spell) Necromancy You become immune to poisons, absorb one, and then spread it to others.
Astral Projection, Lesser (Sorcerer/Wizard Spell) Necromancy Limited astral travel.
Blight (Sorcerer/Wizard Spell) Necromancy Inflicts heavy Necrotic damage, to which Animals and Plants have a penalty.
Damnation Stride (Sorcerer/Wizard Spell) Enchantment Teleports you a short distance and leaves behind a burst of fire.
Daywalker (Sorcerer/Wizard Spell) Necromancy Turns an ally into a pseudo-undead, with potent benefits.
Dismissal (Sorcerer/Wizard Spell) Enchantment Your scorn hurts. Make a ray attack with dire consequences.
Dominate Person (Sorcerer/Wizard Spell) Enchantment Controls Humanoid telepathically.
Feeblemind (Sorcerer/Wizard Spell) Enchantment Subject's INT and CHA are destroyed, inflicting heavy Psychic damage and Ability Drain.
Hold Monster (Sorcerer/Wizard Spell) Enchantment Briefly paralyzes one creature of any type.
Mind Fog (Sorcerer/Wizard Spell) Illusion Illusory fog obscures vision and causes fictive damage.
Nightmare (Sorcerer/Wizard Spell) Illusion Sends vision dealing heavy psychic damage and fatigue.
Persistent Image (Sorcerer/Wizard Spell) Illusion As Minor Image (Sorcerer/Wizard Spell), but much stronger.
Phantasmal Web (Sorcerer/Wizard Spell) Illusion Catches subjects in an illusory web.
Stoneskin, Communal (Sorcerer/Wizard Spell) Enchantment As Stoneskin, but you may protect multiple creatures.
Suffocation (Sorcerer/Wizard Spell) Necromancy Target suffers heavy winded damage.
Summon Monster V (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Uncommon Stoneskin (Sorcerer/Wizard Spell) Enchantment Ignores a scaling number of points of damage per attack from a specified Uncommon Physical damage type.
Wall of Sound (Sorcerer/Wizard Spell) Enchantment Sonic wall damages creatures.


6th-Level Spells

Spell Name School Description
Apparition (Sorcerer/Wizard Spell) Illusion The caster creates a short-lived illusory thing, that traces a 30 foot line and makes touch attacks.
Banshee Blast (Sorcerer/Wizard Spell) Necromancy Cone deals severe damage and induces fear.
Circle of Death (Sorcerer/Wizard Spell) Necromancy Dark forces attempt to slay all living creatures.
Cloak of Dreams (Sorcerer/Wizard Spell) Enchantment Ray causes living creatures to fall asleep and risk a Synergy.
Deadly Necrosis (Sorcerer/Wizard Spell) Necromancy Strikes a creature you choose with necrotic damage and are Impaired...at a minimum.
Envious Urge (Sorcerer/Wizard Spell) Enchantment Targets suffer damage and want what you have. A lot.
Eyebite (Sorcerer/Wizard Spell) Necromancy Targets suffer rugosic damage and are dazzled.
Freezing Sphere (Sorcerer/Wizard Spell) Enchantment Freezes water or deals cold damage.
Hallucinatory Terrain (Sorcerer/Wizard Spell) Illusion Appears like any sort of natural terrain, but does not conceal structures or creatures.
Heroism, Greater (Sorcerer/Wizard Spell) Enchantment Gives +3 bonus on attack rolls, saves, and skill checks, and temporary hit points.
Programmed Image (Sorcerer/Wizard Spell) Illusion As Minor Image, but dormant until triggered by event.
Serenity (Sorcerer/Wizard Spell) Enchantment Peaceful feelings harm those attempting violence.
Shadow Walk (Sorcerer/Wizard Spell) Illusion Step into shadow to travel rapidly.
Suggestion, Mass (Sorcerer/Wizard Spell) Enchantment As Suggestion, affects multiple targets.
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.
Undeath to Death (Sorcerer/Wizard Spell) Necromancy Inflicts heavy light (energy, uncommon) damage to the unliving in your sight.
Utter Contempt (Sorcerer/Wizard Spell) Enchantment Targets suffer heavy Soul (energy, rare) damage as you deride them.


7th-Level Spells

Spell Name School Description
Apparition Insidiae (Sorcerer/Wizard Spell) Illusion The caster creates a short-lived illusory thing, that traces a 40 foot line and makes touch attacks.
Arcane Sight, Greater (Sorcerer/Wizard Spell) Enchantment As Arcane Sight, but faster, and the ray attack is stronger.
Archon's Trumpet (Sorcerer/Wizard Spell) Enchantment Inflicts heavy thundercrash damage to all targets in a 30 foot cone.
Finger of Death (Sorcerer/Wizard Spell) Necromancy Deals heavy necrotic (energy, uncommon) damage to one subject.
Fly, Mass (Sorcerer/Wizard Spell) Universal One or more creatures gains ability to fly.
Hold Person, Mass (Sorcerer/Wizard Spell) Enchantment This spell briefly paralyzes several humanoid targets.
Insanity (Sorcerer/Wizard Spell) Enchantment Subject suffers continuous confusion.
Invisibility, Mass (Sorcerer/Wizard Spell) Illusion As Greater Invisibility, but affects multiple creatures.
Mirage Arcana (Sorcerer/Wizard Spell) Illusion As Hallucinatory Terrain, plus structures.
Plague Storm (Sorcerer/Wizard Spell) Necromancy Cloud inflicts Necrotic damage
Project Image (Sorcerer/Wizard Spell) Illusion Illusory double can talk and cast spells.
Rare Stoneskin (Sorcerer/Wizard Spell) Enchantment Ignores a scaling number of points of damage per attack from a specified Rare Physical damage type.
Standing Wave (Sorcerer/Wizard Spell) Enchantment Rolling ball of water deals Buffeting or Winded Damage.
Sudden Necrosis (Sorcerer/Wizard Spell) Necromancy Strikes a creature you choose with necrotic damage and inflicts Impaired...at a minimum.
Summon Monster VII (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Wall of Light (Sorcerer/Wizard Spell) Enchantment An immobile curtain of deadly light that blocks line of sight.
Wish, Limited (Sorcerer/Wizard Spell) Universal Alters reality (within limits).


8th-Level Spells

Spell Name School Description
Apparition Dirus (Sorcerer/Wizard Spell) Illusion The caster creates a short-lived illusory thing, that traces a 60 foot line and makes touch attacks.
Bestow Curse, Greater (Sorcerer/Wizard Spell) Enchantment Inflicts Cursed or Hexed upon multiple creatures you choose.
Burst of Revelation (Sorcerer/Wizard Spell) Enchantment Enemies you choose at long range suffer terrible damage of a type you choose.
Charm Monster, Mass (Sorcerer/Wizard Spell) Enchantment As Charm Monster, but multiple targets within 30 feet of each other.
Deadly Image (Sorcerer/Wizard Spell) Illusion As Minor Image, much bigger, more damaging, and may affect multiple senses.
Deathneedle (Sorcerer/Wizard Spell) Necromancy A needle of shadow darts out as a ray and inflicts heavy negative energy damage to a target.
Demand (Sorcerer/Wizard Spell) Enchantment As Sending, plus you can send a Suggestion.
Destruction of Self (Sorcerer/Wizard Spell) Illusion You create a ray attack of lies, that knocks your target loose from reality.
Ghosthowl (Sorcerer/Wizard Spell) Illusion Damages insubstantial creatures without a saving throw, and all others with a saving throw.
Horrid Wilting (Sorcerer/Wizard Spell) Necromancy Deals terrible Desiccation damage to creatures chosen.
Incendiary Cloud (Sorcerer/Wizard Spell) Enchantment Cloud obscures vision and inflicts Darkfire damage.
Instant Necrosis (Sorcerer/Wizard Spell) Necromancy Strikes a creature you choose with necrotic damage and inflicts Crippled...at a minimum.
Orb of the Void (Sorcerer/Wizard Spell) Necromancy Flying sphere of darkness deals Necrotic damage and Essence Destruction.
Power Word Stun (Sorcerer/Wizard Spell) Enchantment Ray attack stuns creature and places them at risk of a Synergy.
Screen (Sorcerer/Wizard Spell) Illusion Illusion hides area from both vision and scrying.
Summon Monster VIII (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Thundermane (Sorcerer/Wizard Spell) Illusion You put on a spectacle, dealing heavy, albeit illusory, damage to victims you choose.


9th-Level Spells

Spell Name School Description
Apparition Atrox (Sorcerer/Wizard Spell) Illusion The caster creates a short-lived illusory thing, that traces a 120 foot line and makes touch attacks.
Astral Projection (Sorcerer/Wizard Spell) Necromancy Projects you and others onto Astral Plane.
Bruxism (Sorcerer/Wizard Spell) Enchantment Locks the form of affected enemy creatures into rigid spasms, causing damage if they try to escape.
Canopic Conversion (Sorcerer/Wizard Spell) Necromancy Turns your allies into pseudo-undead, with potent benefits.
Censorium (Sorcerer/Wizard Spell) Illusion Chose 1 enemy per ten caster levels, maximum 4, to suffer extreme dimensional damage.
Dominate Monster (Sorcerer/Wizard Spell) Enchantment As Dominate Person, but any creature.
Elitist (Sorcerer/Wizard Spell) Enchantment Ally creatures, which may include yourself, gain many potent boosts when affected by Elitist.
Energy Drain (Sorcerer/Wizard Spell) Necromancy Subject gains 2d4 points of Essence Omission and is at risk of a synergy.
Fleshblight (Sorcerer/Wizard Spell) Necromancy Calls forth a long-range 7x7 cone of necrotic (energy, uncommon) damage, affecting both friend and foe.
Forced Quiet (Sorcerer/Wizard Spell) Enchantment Muffle sound around the target.
Foresight (Sorcerer/Wizard Spell) Universal "Sixth sense" warns of impending danger and grants many benefits.
Ghost Dance (Sorcerer/Wizard Spell) Illusion Movement does not provoke an attack of opportunity, unless you wish it, and then you can mete out...punishment.
Gift of the Rider (Sorcerer/Wizard Spell) Illusion Allied recipients may use their actions and movements far more efficiently.
Heroic Invocation (Sorcerer/Wizard Spell) Enchantment Grants a number of creatures bonuses on attacks and damage, temporary hit points, and a Vaulting speed.
Hold Monster, Mass (Sorcerer/Wizard Spell) Enchantment Paralyzes multiple creatures for a short time.
Mad Hallucination (Sorcerer/Wizard Spell) Illusion Target is locked into an illusionary world of madness, or suffers fictive damage, and is at risk of a Synergy.
Mass Instant Necrosis (Sorcerer/Wizard Spell) Necromancy Strikes all creatures you choose with tenebrous damage and inflicts Crippled...at a minimum.
Overwhelming Presence (Sorcerer/Wizard Spell) Enchantment Creatures prostrate themselves before you as if you were divine and are at risk of a Synergy.
Parliament of Selves (Sorcerer/Wizard Spell) Illusion Creates a decoy duplicate of your allies.
Perfect Stoneskin (Sorcerer/Wizard Spell) Enchantment Ignores a scaling number of points of damage per attack from all Physical damage types.
Power Word Kill (Sorcerer/Wizard Spell) Enchantment Ray which deals massive eldritch damage with no saving throw allowed.
Shades (Sorcerer/Wizard Spell) Illusion As Shadow Walk, but with no miss chance and a Teleport combat move.
Soul Bind (Sorcerer/Wizard Spell) Necromancy Bind your enemies and allies together, granting bonus AC and damage.
Soulburn (Sorcerer/Wizard Spell) Necromancy Immolate your chosen enemies with precise blasts of void damage, searing their bodies and sight.
Storm of Revelation (Sorcerer/Wizard Spell) Enchantment A huge storm of magic inflicts Eldritch damage and renders the world transparent and glowing.
Suffocation, Mass (Sorcerer/Wizard Spell) Necromancy Multiple creatures suffer heavy winded damage.
Summon Monster IX (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Sundering Shards (Sorcerer/Wizard Spell) Illusion All creatures and objects in a 30-foot (6x6) cone suffer damage.
Wail of the Banshee (Sorcerer/Wizard Spell) Necromancy Deals heavy threnodic damage to a forty-foot area with you in the center.
Weird (Sorcerer/Wizard Spell) Illusion Changes allies into enemies and enemies into allies in a most confusing fashion.
Wish (Sorcerer/Wizard Spell) Universal Reshape reality at your whim, within limits, and at a cost.