Sorcerer/Wizard Spells: Difference between revisions

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! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
! width="160" | Spell Name || width="100" | School || width="120" | Spell Level || width="90" | Components || Description
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| [[Ablative Barrier (Spell)|Ablative Barrier]] || Conjuration || Sorcerer/Wizard 3 || || Surrounds the target with layers of force.
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| [[Ablative Sphere (Spell)|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.
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| [[Accursed Glare (Spell)|Accursed Glare]] || Necromancy || Sorcerer/Wizard 3 || || Cause one creature to reroll attacks and saving throws, taking the worse result
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| [[Adjustable Disguise (Spell)|Adjustable Disguise]] || Illusion || Sorcerer/Wizard 3 || || As disguise self, but you can change the disguise as a swift action.
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| [[Air Breathing (Spell)|Air Breathing]] || Transmutation || Sorcerer/Wizard 3 || || The transmuted creatures can breathe air freely.
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| [[Air Geyser (Spell)|Air Geyser]] || Evocation || Sorcerer/Wizard 3 || || Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.
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| [[Ancestral Regression (Spell)|Ancestral Regression]] || Transmutation || Sorcerer/Wizard 3 || || Transform a drow into a surface elf.
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| [[Anchored Step (Spell)|Anchored Step]] || Transmutation || Sorcerer/Wizard 3 || || Vines beneath your feet stabilize you but slow you down.
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| [[Animate Dead, Lesser (Spell)|Animate Dead, Lesser]] || Necromancy || Sorcerer/Wizard 3 || || Create one skeleton or zombie.
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| [[Anthropomorphic Animal (Spell)|Anthropomorphic Animal]] || Transmutation || Sorcerer/Wizard 3 || || Animal becomes bipedal.
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| [[Ape Walk (Spell)|Ape Walk]] || Transmutation || Sorcerer/Wizard 3 || || Target gains climb 30 and +8 racial bonus on Climb skill checks.
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| [[Aqueous Orb (Spell)|Aqueous Orb]] || Conjuration || Sorcerer/Wizard 3 || || Creates rolling sphere of water.
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| [[Arcane Sight (Spell)|Arcane Sight]] || Divination || Sorcerer/Wizard 3 || || Magical auras become visible to you.
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| [[Armor Lock (Spell)|Armor Lock]] || Transmutation || Sorcerer/Wizard 3 || || You lock up an opponent in their own armor, entangling or staggering them.
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| [[Ash Storm (Spell)|Ash Storm]] || Conjuration || Sorcerer/Wizard 3 || || Hamper vision and movement.
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| [[Aura of Cannibalism (Spell)|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.
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| [[Aura Sight (Spell)|Aura Sight]] || Divination || Sorcerer/Wizard 3 || || Alignment auras become visible to you.
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| [[Barrow Haze (Spell)|Barrow Haze]] || Necromancy || Sorcerer/Wizard 3 || || Fog obscures the vision of others and extends the range of your hexes.
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| [[Battering Blast (Spell)|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.
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| [[Beast Shape I (Spell)|Beast Shape I]] || Transmutation || Sorcerer/Wizard 3 || || You take the form and some of the powers of a Small or Medium animal.
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| [[BlackLight (Spell)|BlackLight]] || Evocation || Sorcerer/Wizard 3 || || You create an area of darkness impenetrable even to darkvision, but you can see normally within it.
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| [[Blade Snare (Spell)|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.
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| [[Blast Barrier (Spell)|Blast Barrier]] || Transmutation || Sorcerer/Wizard 3 || || Creates unstable wall for cover that eventually explodes for 2d6 slashing damage plus 1d6 sonic/3 levels.
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| [[Blink (Spell)|Blink]] || Transmutation || Sorcerer/Wizard 3 || || You randomly vanish and reappear for 1 round per level.
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| [[Blood Biography (Spell)|Blood Biography]] || Divination || Sorcerer/Wizard 3 || || Learn about a creature with its blood.
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| [[Blood Scent (Spell)|Blood Scent]] || Transmutation || Sorcerer/Wizard 3 || || Gain scent ability against injured creatures.
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| [[Blood Sentinel (Spell)|Blood Sentinel]] || Transmutation || Sorcerer/Wizard 3 || || Animate an animal sculpture to be your temporary familiar.
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| [[Blot (Spell)|Blot]] || Transmutation || Sorcerer/Wizard 3 || || Ruins writing.
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| [[Burdened Thoughts (Spell)|Burdened Thoughts]] || Enchantment || Sorcerer/Wizard 3 || || Target creature gains heavy encumbrance and is cannot fly.
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| [[Burrow (Spell)|Burrow]] || Transmutation || Sorcerer/Wizard 3 || || Target gains a burrow speed of 15.
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| [[Call the Void (Spell)|Call the Void]] || Evocation || Sorcerer/Wizard 3 || || An aura of nothingness damages and suffocates creatures adjacent to you.
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| [[Campfire Wall (Spell)|Campfire Wall]] || Evocation || Sorcerer/Wizard 3 || || Creates a shelter around a campfire.
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| [[Chain of Perdition (Spell)|Chain of Perdition]] || Evocation || Sorcerer/Wizard 3 || || Creates a floating chain of force.
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| [[Channel the Gift (Spell)|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.
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| [[Charitable Impulse (Spell)|Charitable Impulse]] || Enchantment || Sorcerer/Wizard 3 || || Affected creature practices nonviolent combat behaviors according to a list of priorities.
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| [[Clairaudience/Clairvoyance (Spell)|Clairaudience/Clairvoyance]] || Divination || Sorcerer/Wizard 3 || || Hear or see at a distance for 1 min./level.
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| [[Cloak of Winds (Spell)|Cloak of Winds]] || Abjuration || Sorcerer/Wizard 3 || || Creates a screen of wind around you.
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| [[Contingent Action (Spell)|Contingent Action]] || Evocation || Sorcerer/Wizard 3 || || Set the condition for triggering a target's readied standard, move, or swift action.
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| [[Control Vermin (Spell)|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.
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| [[Countless Eyes (Spell)|Countless Eyes]] || Transmutation || Sorcerer/Wizard 3 || || Extra eyes give all-around vision.
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| [[Darkvision, Communal (Spell)|Darkvision, Communal]] || Transmutation || Sorcerer/Wizard 3 || || As darkvision, but you may divide the duration among creatures touched.
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| [[Daylight (Spell)|Daylight]] || Evocation || Sorcerer/Wizard 3 || || 60-ft. radius of bright light.
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| [[Dazzling Blade, Mass (Spell)|Dazzling Blade, Mass]] || Illusion || Sorcerer/Wizard 3 || || Multiple weapons become shiny, granting bonuses to combat maneuvers.
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| [[Deathwine (Spell)|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.
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| [[Deep Slumber (Spell)|Deep Slumber]] || Enchantment || Sorcerer/Wizard 3 || || Puts 10 HD of creatures to sleep.
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| [[Devolution (Spell)|Devolution]] || Transmutation || Sorcerer/Wizard 3 || || Target eidolon temporarily loses 1 evolution +1/five levels.
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| [[Diamond Spray (Spell)|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.
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| [[Disable Construct (Spell)|Disable Construct]] || Transmutation || Sorcerer/Wizard 3 || || Touch attack makes a construct helpless for 1 round/level.
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| [[Discern Value (Spell)|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.
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| [[Dispel Magic (Spell)|Dispel Magic]] || Abjuration || Sorcerer/Wizard 3 || || Cancels one magical spell or effect.
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| [[Displacement (Spell)|Displacement]] || Illusion || Sorcerer/Wizard 3 || || Attacks miss subject 50% of the time.
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| [[Distracting Cacophony (Spell)|Distracting Cacophony]] || Evocation || Sorcerer/Wizard 3 || || Noise makes it difficult to cast.
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| [[Draconic Reservoir (Spell)|Draconic Reservoir]] || Evocation || Sorcerer/Wizard 3 || || Subject can absorb energy damage and enhance melee attacks with it.
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| [[Eldritch Fever (Spell)|Eldritch Fever]] || Necromancy || Sorcerer/Wizard 3 || || Target gains the eldritch ague spellblight.
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| [[Elemental Aura (Spell)|Elemental Aura]] || Evocation || Sorcerer/Wizard 3 || || Creates an aura of energy around you.
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| [[Enter Image (Spell)|Enter Image]] || Transmutation || Sorcerer/Wizard 3 || || Transfers your consciousness to an object bearing your likeness.
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| [[Eruptive Pustules (Spell)|Eruptive Pustules]] || Transmutation || Sorcerer/Wizard 3 || || Acid boils burst when you are attacked.
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| [[Excruciating Deformation (Spell)|Excruciating Deformation]] || Transmutation || Sorcerer/Wizard 3 || || Target takes Dex and Con damage.
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| [[Explosive Runes (Spell)|Explosive Runes]] || Abjuration || Sorcerer/Wizard 3 || || Deals 6d6 damage when read.
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| [[Fearsome Duplicate (Spell)|Fearsome Duplicate]] || Illusion || Sorcerer/Wizard 3 || || Make a monstrously distorted duplicate of you and control it.
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| [[Final Sacrifice (Spell)|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
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| [[Fins to Feet (Spell)|Fins to Feet]] || Transmutation || Sorcerer/Wizard 3 || || Transform the target's fins, flippers, or tail into legs and feet.
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| [[Fire Trail (Spell)|Fire Trail]] || Transmutation || Sorcerer/Wizard 3 || || Trail of flame that follows your movements and deal 1d6+1 per CL (max +10).
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| [[Fireball (Spell)|Fireball]] || Evocation || Sorcerer/Wizard 3 || || 1d6 damage per level, 20-ft. radius.
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| [[Firestream (Spell)|Firestream]] || Evocation || Sorcerer/Wizard 3 || || 2d6 points of fire damage in a 20-ft. line, that can change each round.
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| [[Flame Arrow (Spell)|Flame Arrow]] || Transmutation || Sorcerer/Wizard 3 || || Arrows deal +1d6 fire damage.
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| [[Flash Fire (Spell)|Flash Fire]] || Transmutation || Sorcerer/Wizard 3 || || Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon’s bearer and those around him.
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| [[Fly (Spell)|Fly]] || Transmutation || Sorcerer/Wizard 3 || || Subject flies at speed of 60 ft.
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| [[Force Anchor (Spell)|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.
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| [[Force Punch (Spell)|Force Punch]] || Evocation || Sorcerer/Wizard 3 || || Target takes force damage and is pushed away.
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| [[Fractions of Heal and Harm (Spell)|Fractions of Heal and Harm]] || Transmutation || Sorcerer/Wizard 3 || || Heal yourself when you cast your next damaging spell.
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| [[Gaseous Form (Spell)|Gaseous Form]] || Transmutation || Sorcerer/Wizard 3 || || Subject becomes insubstantial and can fly slowly.
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| [[Gentle Repose (Spell)|Gentle Repose]] || Necromancy || Sorcerer/Wizard 3 || || Preserves one corpse.
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| [[Gloomblind Bolts (Spell)|Gloomblind Bolts]] || Conjuration || Sorcerer/Wizard 3 || || Ranged touch attack that deals 4d6 negative energy, 1 bolt +1/four levels (max 3).
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| [[Halt Undead (Spell)|Halt Undead]] || Necromancy || Sorcerer/Wizard 3 || || Immobilizes undead for 1 round/level.
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| [[Harrowing (Spell)|Harrowing]] || Divination || Sorcerer/Wizard 3 || || You use a Harrow deck to tell a fortune for yourself or someone else.
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| [[Haste (Spell)|Haste]] || Transmutation || Sorcerer/Wizard 3 || || One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
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| [[Healing Thief (Spell)|Healing Thief]] || Necromancy || Sorcerer/Wizard 3 || || You siphon half of all magical healing that the targeted creature receives.
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| [[Heart of the Metal (Spell)|Heart of the Metal]] || Transmutation || Sorcerer/Wizard 3 || || Enable weapons to overcome DR like adamantine, cold iron, or silver.
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| [[Heatstroke (Spell)|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.
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| [[Heroism (Spell)|Heroism]] || Enchantment || Sorcerer/Wizard 3 || || Gives +2 bonus on attack rolls, saves, skill checks.
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| [[Hold Person (Spell)|Hold Person]] || Enchantment || Sorcerer/Wizard 3 || || Paralyzes one humanoid for 1 round/level.
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| [[Hollow Blades (Spell)|Hollow Blades]] || Transmutation || Sorcerer/Wizard 3 || || Target creature's melee and natural attacks deal damage as if it were one size category smaller.
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| [[Hostile Levitation (Spell)|Hostile Levitation]] || Transmutation || Sorcerer/Wizard 3 || || Levitates the targeted creature up off the ground.
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| [[Howling Agony (Spell)|Howling Agony]] || Necromancy || Sorcerer/Wizard 3 || || Screaming pain limits the target's actions.
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| [[Hydraulic Torrent (Spell)|Hydraulic Torrent]] || Evocation || Sorcerer/Wizard 3 || || Creates torrent of water that bull rushes any creature in its path.
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| [[Hydrophobia (Spell)|Hydrophobia]] || Necromancy || Sorcerer/Wizard 3 || || Targets in the area must succeed at a Will save or become deathly afraid of drowning.
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| [[Ice Spears (Spell)|Ice Spears]] || Conjuration || Sorcerer/Wizard 3 || || Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down.
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| [[Illusory Poison (Spell)|Illusory Poison]] || Illusion || Sorcerer/Wizard 3 || || Coat a weapon with phantasmal poison.
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| [[Illusory Script (Spell)|Illusory Script]] || Illusion || Sorcerer/Wizard 3 || || Only select creatures can read text.
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| [[Imbue With Addiction (Spell)|Imbue With Addiction]] || Transmutation || Sorcerer/Wizard 3 || || Target becomes addicted to drug used in casting; if target was addicted to the drug in the past, it takes a –4 penalty on its saving throw.
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| [[Improve trap (Spell)|Improve trap]] || Transmutation || Sorcerer/Wizard 3 || || Improve one specific element of a trap.
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| [[Invisibility Sphere (Spell)|Invisibility Sphere]] || Illusion || Sorcerer/Wizard 3 || || Makes everyone within 10 ft. invisible.
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| [[Isolate (Spell)|Isolate]] || Illusion || Sorcerer/Wizard 3 || || You cause the target to become invisible and silent, but only to his allies.
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| [[Keen Edge (Spell)|Keen Edge]] || Transmutation || Sorcerer/Wizard 3 || || Doubles normal weapon's threat range.
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| [[Ki Leech (Spell)|Ki Leech]] || Necromancy || Sorcerer/Wizard 3 || || Add to your ki pool when you critically hit.
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| [[Lightning Bolt (Spell)|Lightning Bolt]] || Evocation || Sorcerer/Wizard 3 || || Electricity deals 1d6/level damage.
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| [[Loathsome Veil (Spell)|Loathsome Veil]] || Illusion || Sorcerer/Wizard 3 || || Nauseate and/or sicken weak creatures.
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| [[Locate Weakness (Spell)|Locate Weakness]] || Divination || Sorcerer/Wizard 3 || || You roll damage twice when you roll damage for a critical hit and take the best damage.
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| [[Lover's Vengeance (Spell)|Lover's Vengeance]] || Enchantment || Sorcerer/Wizard 3 || || You inspire yourself or a lover to a vengeful rage against a chosen enemy.
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| [[Mad Monkeys (Spell)|Mad Monkeys]] || Conjuration || Sorcerer/Wizard 3 || || Summon a swarm of mischievous monkeys.
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| [[Magic Circle against Chaos/Evil/Good/Law (Spell)|Magic Circle against Chaos/Evil/Good/Law]] || Abjuration || Sorcerer/Wizard 3 || || As protection spells, but 10-ft. radius and 10 min./level.
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| [[Magic Weapon, Greater (Spell)|Magic Weapon, Greater]] || Transmutation || Sorcerer/Wizard 3 || || Weapon gains +1 bonus/four levels (max +5).
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| [[Major Image (Spell)|Major Image]] || Illusion || Sorcerer/Wizard 3 || || As silent image, plus sound, smell and thermal effects.
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| [[Malediction (Spell)|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.
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| [[Marionette Possession (Spell)|Marionette Possession]] || Necromancy || Sorcerer/Wizard 3 || || As magic jar, but limited to line of sight.
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| [[Mindlocked Messenger (Spell)|Mindlocked Messenger]] || Enchantment || Sorcerer/Wizard 3 || || Target gains a message that can be given only to its intended recipient.
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| [[Minor Dream (Spell)|Minor Dream]] || Illusion || Sorcerer/Wizard 3 || || As dream but messenger is you or a gnome, and the message cannot be longer than 20 words.
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| [[Monstrous Extremities (Spell)|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.
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| [[Monstrous Physique I (Spell)|Monstrous Physique I]] || Transmutation || Sorcerer/Wizard 3 || || Take the form and some of the powers of a Small or Medium monstrous humanoid.
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| [[Nauseating Trail (Spell)|Nauseating Trail]] || Conjuration || Sorcerer/Wizard 3 || || Creature leaves a trail of stinking cloud squares.
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| [[Nixie's lure (Spell)|Nixie's lure]] || Enchantment || Sorcerer/Wizard 3 || || Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them.
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| [[Nondetection (Spell)|Nondetection]] || Abjuration || Sorcerer/Wizard 3 || || Hides subject from divination, scrying.
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| [[Pain Strike (Spell)|Pain Strike]] || Evocation || Sorcerer/Wizard 3 || || Inflicts 1d6 nonlethal damage 1 round/level.
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| [[Paragon Surge (Spell)|Paragon Surge]] || Transmutation || Sorcerer/Wizard 3 || || Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites.
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| [[Pellet Blast (Spell)|Pellet Blast]] || Conjuration || Sorcerer/Wizard 3 || || Creates an explosion of conjured metal pellets.
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| [[Phantom Driver (Spell)|Phantom Driver]] || Conjuration || Sorcerer/Wizard 3 || || Conjures a phantom to drive vehicles.
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| [[Phantom Steed (Spell)|Phantom Steed]] || Conjuration || Sorcerer/Wizard 3 || || Magic horse appears for 1 hour/level.
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| [[Pierce Disguise (Spell)|Pierce Disguise]] || Divination || Sorcerer/Wizard 3 || || See through low-level magical disguises.
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| [[Polymorph Familiar (Spell)|Polymorph Familiar]] || Transmutation || Sorcerer/Wizard 3 || || Give your familiar the shape of another animal.
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| [[Prehensile Pilfer (Spell)|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.
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| [[Protection from Arrows, Communal (Spell)|Protection from Arrows, Communal]] || Abjuration || Sorcerer/Wizard 3 || || As protection from arrows, but you may divide the duration among creatures touched.
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| [[Protection from Energy (Spell)|Protection from Energy]] || Abjuration || Sorcerer/Wizard 3 || || Absorbs 12 points/level of damage from one kind of energy.
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| [[Pugwampi’s Grace (Spell)|Pugwampi’s Grace]] || Enchantment || Sorcerer/Wizard 3 || || One creature rolls 2d20 whenever it needs to roll a d20, and must take the lower result.
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| [[Pup Shape (Spell)|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.
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| [[Rage (Spell)|Rage]] || Enchantment || Sorcerer/Wizard 3 || || Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
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| [[Raging Rubble (Spell)|Raging Rubble]] || Transmutation || Sorcerer/Wizard 3 || || Swarm of stones damaging (1d6) and distracting anything within it.
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| [[Rain of Frogs (Spell)|Rain of Frogs]] || Conjuration || Sorcerer/Wizard 3 || || Summon a swarm of poisonous frogs.
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| [[Ray of Exhaustion (Spell)|Ray of Exhaustion]] || Necromancy || Sorcerer/Wizard 3 || || Ray makes subject exhausted.
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| [[Reckless Infatuation (Spell)|Reckless Infatuation]] || Enchantment || Sorcerer/Wizard 3 || || Target is compelled to stay near another.
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| [[Resinous Skin (Spell)|Resinous Skin]] || Transmutation || Sorcerer/Wizard 3 || || You gain DR 5/piercing and +4 to CMD against disarm attempts.
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| [[Resist Energy, Communal (Spell)|Resist Energy, Communal]] || Abjuration || Sorcerer/Wizard 3 || || As resist energy, but you may divide the duration among creatures touched.
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| [[Returning Weapon, Communal (Spell)|Returning Weapon, Communal]] || Conjuration || Sorcerer/Wizard 3 || || As returning weapon, but you may divide the duration among weapons touched.
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| [[Sands of Time (Spell)|Sands of Time]] || Necromancy || Sorcerer/Wizard 3 || || Target temporarily ages.
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| [[Scale Spikes, Greater (Spell)|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.
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| [[Secret Page (Spell)|Secret Page]] || Transmutation || Sorcerer/Wizard 3 || || Changes one page to hide its real content.
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| [[Seek Thoughts (Spell)|Seek Thoughts]] || Divination || Sorcerer/Wizard 3 || || Detects thinking creatures’ thoughts.
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| [[Sepia Snake Sigil (Spell)|Sepia Snake Sigil]] || Conjuration || Sorcerer/Wizard 3 || || Creates text symbol that immobilizes reader.
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| [[Share Language, Communal (Spell)|Share Language, Communal]] || Divination || Sorcerer/Wizard 3 || || As share language, but you may divide the duration among creatures touched.
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| [[Sheet Lightning (Spell)|Sheet Lightning]] || Evocation || Sorcerer/Wizard 3 || || Deal electricity damage and daze creatures in a 20-foot spread.
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| [[Shield Companion (Spell)|Shield Companion]] || Abjuration || Sorcerer/Wizard 3 || || As shield other, but affecting your companion creature.
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| [[Shifting Sand (Spell)|Shifting Sand]] || Transmutation || Sorcerer/Wizard 3 || || Creates difficult terrain and erases tracks, can carry along some creatures and objects.
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| [[Shrink Item (Spell)|Shrink Item]] || Transmutation || Sorcerer/Wizard 3 || || Object shrinks to one-sixteenth size.
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| [[Silver Darts (Spell)|Silver Darts]] || Conjuration || Sorcerer/Wizard 3 || || Cone of silver darts deals 1d6 piercing damage/level, less against armored targets.
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| [[Sleet Storm (Spell)|Sleet Storm]] || Conjuration || Sorcerer/Wizard 3 || || Hampers vision and movement.
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| [[Slow (Spell)|Slow]] || Transmutation || Sorcerer/Wizard 3 || || One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
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| [[Spherescry (Spell)|Spherescry]] || Divination || Sorcerer/Wizard 3 || || Remotely view through spheres that have consumed some portion of the caster's body.
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| [[Spider Climb, Communal (Spell)|Spider Climb, Communal]] || Transmutation || Sorcerer/Wizard 3 || || As spider climb, but you may divide the duration among creatures touched.
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| [[Spiked Pit (Spell)|Spiked Pit]] || Conjuration || Sorcerer/Wizard 3 || || As create pit, but filled with spikes.
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| [[Stinking Cloud (Spell)|Stinking Cloud]] || Conjuration || Sorcerer/Wizard 3 || || Nauseating vapors, 1 round/level.
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| [[Storm Step (Spell)|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.
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| [[Strangling Hair (Spell)|Strangling Hair]] || Transmutation || Sorcerer/Wizard 3 || || Your hair animates and grapples.
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| [[Stunning Barrier, Greater (Spell)|Stunning Barrier, Greater]] || Abjuration || Sorcerer/Wizard 3 || || Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.
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| [[Suggestion (Spell)|Suggestion]] || Enchantment || Sorcerer/Wizard 3 || || Compels a subject to follow stated course of action.
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| [[Summon Monster III (Spell)|Summon Monster III]] || Conjuration || Sorcerer/Wizard 3 || || Summons extraplanar creature to fight for you.
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| [[Summon Totem Creature (Spell)|Summon Totem Creature]] || Conjuration || Sorcerer/Wizard 3 || || As summon nature's ally III except for different creatures as options.
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| [[Sundered Serpent Coil (Spell)|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.
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| [[Swarm of Fangs (Spell)|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.
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| [[Thunderstomp, Greater (Spell)|Thunderstomp, Greater]] || Evocation || Sorcerer/Wizard 3 || || Trip multiple creatures within range.
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| [[Tiny Hut (Spell)|Tiny Hut]] || Evocation || Sorcerer/Wizard 3 || || Creates shelter for 10 creatures.
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| [[Tongues (Spell)|Tongues]] || Divination || Sorcerer/Wizard 3 || || Speak and understand any language.
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| [[Touch Injection (Spell)|Touch Injection]] || Transmutation || Sorcerer/Wizard 3 || || You can deliver an infusion, elixir, poison, or potion as a touch attack.
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| [[Toxic Gift (Spell)|Toxic Gift]] || Necromancy || Sorcerer/Wizard 3 || || Target suffers the effect of the poison in you.
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| [[Trial of Fire and Acid (Spell)|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.
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| [[Twilight Knife (Spell)|Twilight Knife]] || Evocation || Sorcerer/Wizard 3 || || Floating knife attacks with you.
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| [[Unadulterated Loathing (Spell)|Unadulterated Loathing]] || Enchantment || Sorcerer/Wizard 3 || || Target is compelled to avoid another creature.
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| [[Undead Anatomy I (Spell)|Undead Anatomy I]] || Transmutation || Sorcerer/Wizard 3 || || Take the form and some of the powers of a Small or Medium undead.
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| [[Unliving Rage (Spell)|Unliving Rage]] || Necromancy || Sorcerer/Wizard 3 || || As rage, except affecting only undead.
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| [[Unravel Destiny (Spell)|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.
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| [[Vampiric Touch (Spell)|Vampiric Touch]] || Necromancy || Sorcerer/Wizard 3 || || Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.
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| [[Vengeful Comets (Spell)|Vengeful Comets]] || Evocation || Sorcerer/Wizard 3 || || Creates 1 comet/4 levels; provides fire protection and shoots comets at spellcasting foes.
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| [[Versatile Weapon (Spell)|Versatile Weapon]] || Transmutation || Sorcerer/Wizard 3 || || Weapon bypasses some DR.
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| [[Vision of Hell (Spell)|Vision of Hell]] || Illusion || Sorcerer/Wizard 3 || || Illusory hellscape makes creatures shaken.
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| [[Wall of Nausea (Spell)|Wall of Nausea]] || Illusion || Sorcerer/Wizard 3 || || Creatures that pass through the wall are nauseated and might fall prone.
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| [[Water Breathing (Spell)|Water Breathing]] || Transmutation || Sorcerer/Wizard 3 || || Subjects can breathe underwater.
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| [[Web Bolt (Spell)|Web Bolt]] || Conjuration || Sorcerer/Wizard 3 || || 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.
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| [[Wind Wall (Spell)|Wind Wall]] || Evocation || Sorcerer/Wizard 3 || || Deflects arrows, smaller creatures, and gases.
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|}


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==4th Level Sorcerer/Wizard Spells==
==4th Level Sorcerer/Wizard Spells==

Revision as of 01:45, 23 October 2015


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0th Level Sorcerer/Wizard Spells (Cantrips)

Spell Name School Spell Level Components Description
Acid Splash Conjuration Sorcerer/Wizard 0 Orb 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.
Breeze Evocation Sorcerer/Wizard 0 Create a light wind that blows against target from direction of your choice.
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.
Drench Conjuration Sorcerer/Wizard 0 A sudden downpour soaks a target creature or object.
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.


1st Level 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/level.
Alchemical Tinkering Transmutation Sorcerer/Wizard 1 Transform one firearm or 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/level 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/level 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/level.
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
Damp Powder Transmutation Sorcerer/Wizard 1 Ruins ammunition loaded in the targeted firearm.
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.
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./level.
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.
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 Masterwork 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/level.
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/Evil/Good/Law Abjuration Sorcerer/Wizard 1 +2 to AC and saves, plus additional protection against selected alignment.
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 masterwork 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/level (max +5).
Restore Corpse Necromancy Sorcerer/Wizard 1 Skeletal corpse grows flesh.
Sculpt Corpse Necromancy Sorcerer/Wizard 1 Makes corpse look like another creature.
See Alignment Divination Sorcerer/Wizard 1 Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Shadow Weapon Illusion Sorcerer/Wizard 1 Create a quasi-real masterwork 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/level 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/level.
Snowball Conjuration Sorcerer/Wizard 1 Ranged touch delivers 1d6/level cold damage (max 5d6) and might stagger a foe.
Stone Fist Transmutation Sorcerer/Wizard 1 Your unarmed strikes are lethal.
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
Technomancy Divination Sorcerer/Wizard 1 As detect magic, except detects the presence of technological objects instead of magical objects and grants the Technologist feat for attempting Knowledge (engineering) checks to identify the properties of technological items. If you already possess this feat, you gain a +10 bonus on Knowledge (engineering) checks to identify item properties.
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 round/level (5 max).
Ventriloquism Illusion Sorcerer/Wizard 1 Throws voice for 1 min./level.
Vocal Alteration Transmutation Sorcerer/Wizard 1 Disguise target's voice.
Wave Shield Abjuration Sorcerer/Wizard 1 Water blunts one incoming attack or fire effect.
Weaken Powder Transmutation Sorcerer/Wizard 1 Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
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.


2nd Level 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.
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./level.
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./level.
Bullet Shield Abjuration Sorcerer/Wizard 2 You gain a +4 deflection bonus to AC against firearm attacks.
Bullet Ward Abjuration Sorcerer/Wizard 2 Adamantine bullets intercept firearm attacks.
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 Conjuration Sorcerer/Wizard 2 If your familiar takes hp 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./level.
Certain Grip Transmutation Sorcerer/Wizard 2 You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.
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/level.
Destabilize Powder Transmutation Sorcerer/Wizard 2 Ammunition in the targeted firearm is prone to misfire.
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./level.
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/level (max +10).
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./level.
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.
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 round/level.
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.
Imbue with Elemental Might Evocation Sorcerer/Wizard 2 As imbue with spell ability except it transfers the use of elemental assault ability.
Instant Weapon Conjuration Sorcerer/Wizard 2 You create a masterwork 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./level 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.
Masterwork Transformation Transmutation Sorcerer/Wizard 2 Make a normal item into a masterwork one.
Merge with Familiar Transmutation 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./level.
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.
Recoil Fire Transmutation Sorcerer/Wizard 2 Ammunition in the targeted firearm generates excessive recoil.
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.
Stabilize Powder Transmutation Sorcerer/Wizard 2 Ammunition in the targeted firearm is less likely to misfire.
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 Shield Conjuration Sorcerer/Wizard 2 A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
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.
Strong Wings Transmutation Sorcerer/Wizard 2 Touched target's wings grow more powerful, increasing its fly speed by +10 ft. and maneuverability by one category (to a maximum of good).
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.
Thunder Fire Transmutation Sorcerer/Wizard 2 Ammunition in the targeted firearm deafens opponents.
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/level.


3rd Level 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.
Ancestral Regression Transmutation Sorcerer/Wizard 3 Transform a drow into a surface elf.
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 Climb skill checks.
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.
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.
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 Transmutation Sorcerer/Wizard 3 Animate an animal sculpture to be your temporary 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.
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./level.
Cloak of Winds Abjuration Sorcerer/Wizard 3 Creates a screen of wind around you.
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.
Devolution Transmutation Sorcerer/Wizard 3 Target eidolon temporarily loses 1 evolution +1/five levels.
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 round/level.
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
Fins to Feet Transmutation Sorcerer/Wizard 3 Transform the target's fins, flippers, or tail into legs and feet.
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.
Flash Fire Transmutation Sorcerer/Wizard 3 Ammunition in the targeted firearm creates a tremendous flash capable of blinding the weapon’s bearer and those around him.
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 round/level.
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/level 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 round/level.
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.
Imbue With Addiction Transmutation Sorcerer/Wizard 3 Target becomes addicted to drug used in casting; if target was addicted to the drug in the past, it takes a –4 penalty on its saving throw.
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/level 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./level.
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.
Nixie's lure Enchantment Sorcerer/Wizard 3 Unearthly and infectious song that seductively summons up to 24 HD of creatures and fascinate them.
Nondetection Abjuration Sorcerer/Wizard 3 Hides subject from divination, scrying.
Pain Strike Evocation Sorcerer/Wizard 3 Inflicts 1d6 nonlethal damage 1 round/level.
Paragon Surge Transmutation Sorcerer/Wizard 3 Gain +2 enhancement bonus to Dex and Int and gain one feat for which you meet the prerequisites.
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/level.
Pierce Disguise Divination Sorcerer/Wizard 3 See through low-level magical disguises.
Polymorph Familiar Transmutation Sorcerer/Wizard 3 Give your familiar the shape of another 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/level 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.
Raging Rubble Transmutation Sorcerer/Wizard 3 Swarm of stones damaging (1d6) and distracting anything within it.
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 CMD 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.
Shield Companion Abjuration Sorcerer/Wizard 3 As shield other, but affecting your companion creature.
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/level, less against armored targets.
Sleet Storm Conjuration Sorcerer/Wizard 3 Hampers vision and movement.
Slow Transmutation Sorcerer/Wizard 3 One subject/level 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 round/level.
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.
Web Bolt Conjuration Sorcerer/Wizard 3 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.
Wind Wall Evocation Sorcerer/Wizard 3 Deflects arrows, smaller creatures, and gases.

4th Level Sorcerer/Wizard Spells

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5th Level Sorcerer/Wizard Spells

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6th Level Sorcerer/Wizard Spells

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7th Level Sorcerer/Wizard Spells

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8th Level Sorcerer/Wizard Spells

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9th Level Sorcerer/Wizard Spells

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