1ST-LEVEL SORCERER/WIZARD SPELLS

Abjur Dispel Ward:                                          As dispel magic, but affects only wards.

Ectoplasmic Armor:                                        Gain armor bonus against incorporeal touch attacks.

Ironguts:                                                         Subject gains +5 bonus on saving throws against poison.

Nightshield:                                                    You gain resistance bonus on saves, and spell absorbs magic missile damage.

Resist Planar Alignment:                                 Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.

Conj Benign Transposition:                              Two willing subjects switch places.

Blades of Fire:                                                Your melee weapons deal +1d8 fire damage for 1 round.

Buzzing Bee:                                                  Bee gives subject –10 penalty on Move Silently and hinders Concentration checks.

Corrosive Grasp:                                             1 touch/level deals 1d8 acid damage.

Deep Breath:                                                  Your lungs are filled with air.

Hail of StoneM:                                                Stones deal 1d4 points of damage/ level to creatures in the area (max 5d4).

Orb of Acid, Lesser:                                        Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).

Orb of Cold, Lesser:                                        Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).

Orb of Electricity, Lesser:                                Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8).

Orb of Fire, Lesser:                                         Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).

Orb of Sound, Lesser:                                     Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).

Summon Undead I:                                         Summons undead to fight for you.

Wall of Smoke:                                               Wall of black smoke obscures vision and nauseates those who pass through.

Div Appraising Touch:                                      Gain +10 bonus on Appraise checks.

Arrow Mind:                                                    You threaten nearby squares with your bow and fire without provoking attacks of opportunity.

Critical Strike:                                                 For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.

Golem Strike:                                                 You can sneak attack constructs for 1 round.

Guided Shot:                                                  You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.

Insightful Feint:                                               Gain +10 on your next Bluff check to feint in combat.

Instant Locksmith:                                          Make Disable Device or Open Lock check at +2 as free action.

Instant Search:                                               Make Search check at +2 as free action.

Master’s Touch:                                              You gain proficiency in a weapon or shield touched for 1 minute/level.

Sniper’s Shot:                                                 No range limit on next ranged sneak attack.

Spontaneous Search:                                      Instantly Search area as if having taken 10.

Targeting Ray:                                                You and allies are +1 to hit/3 levels against subject.

Ench Distract:                                                Subjects take –4 on Concentration, Listen, Search, and Spot.

Distract Assailant:                                          One creature is flat-footed for 1 round.

Incite:                                                            Subjects can’t ready actions or delay.

Inhibit:                                                            Subject delays until next round.

Shock and Awe:                                             Flat-footed creatures get –10 on initiative.

Evoc Blood Wind:                                           Subject uses natural weapons at range.

Guiding Light:                                                 +2 on ranged attacks against creatures in illuminated area.

Ice Dagger:                                                     Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.

Light of Lunia:                                                 You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.

Luminous Gaze:                                             Your eyes emit light, dazzle creatures.

Persistent Blade:                                            Blade of force attacks subject, automatically flanks.

Ray of Flame:                                                 Ray deals 1d6/2 levels fire damage, ignites subject.

Sonic Blast:                                                   Subject takes 1d4/2 levels sonic damage plus deafness.

Thunderhead:                                                  Small lightning bolts deal 1 damage/round.

Illus Dead End:                                               Removes spoor of one creature/level.

Net of Shadows:                                             Ordinary shadows that provide concealment to all in the area.

Serene Visage:                                               Gain insight bonus on Bluff checks equal to half your level.

Necro Backbiter:                                             Weapon strikes wielder.

Spirit Worm:                                                   Subject takes 1 point Con damage every round for 1 round/level.

Trans Accelerated Movement:                          Balance, Climb, or Move Silently at normal speed with no penalty on skill check.

Babau Slime:                                                  Secrete a body-covering acid that damages attacking foes.

Breath Flare:                                                  Your breath weapon dazzles subjects.

Cheat:                                                            Caster rerolls when determining the success of a game of chance.

Cutting Hand:                                                 Your hand gains a +2 enhancement bonus and deals 1d6 damage.

Ebon Eyes:                                                    Subject can see through magical darkness.

Expeditious Retreat, Swift:                               Your speed increases by 30 ft. for 1 round.

Fist of Stone:                                                  Gain +6 Str and natural slam attack.

Horrible Taste:                                                Touched creature or object nauseates biting or swallowing foes.

Low-Light Vision:                                            See twice as far as a human in poor illumination.

Mage Hand, Greater:                                       As mage hand, but medium range and up to 40 lb.

Nerveskitter:                                                   Subject gains +5 bonus on initiative checks.

Portal Beacon:                                                You grant others knowledge of a magic portal’s location.

Raging Flame:                                                Fires burn twice as hot, half as long.

Ray of Clumsiness:                                         Victim takes 1d6 Dexterity penalty +1/2 levels.

Remove Scent:                                               Hides touched creature’s scent.

Repair Light Damage:                                      Repairs 1d8 damage +1 / level (max +5) to any construct.

Scatterspray:                                                  Group of small objects flies apart in a burst.

Shieldbearer:                                                  Shield floats near subject to offer protection.

Slide:                                                             Move subject 5 feet.

Slow Burn:                                                     Fires burn twice as long.

Spell Flower:                                                  Hold the charge on one touch spell per forelimb.

Weapon Shift:                                                 Touched weapon changes form.

Wings of the Sea:                                           +30 ft. to subject’s swim speed.

Univ Familiar Pocket:                                      Garment or container becomes extradimensional safe haven for your familiar.

2ND-LEVEL

SORCERER/WIZARD SPELLS

Abjur Aiming at the Target:                              +10 bonus on Concentration checks for previously cast spell.

Alarm, GreaterF:                                              As alarm, and it works on coexistent planes.

Daggerspell Stance:                                        You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defense action.

Dissonant Chant:                                            Concentration checks more difficult within area of spell.

Distracting Ray:                                              Ray forces spellcaster to make Concentration check.

Earth LockM:                                                   Constricts tunnel, preventing access.

Ectoplasmic Feedback:                                   Incorporeal attackers take 1d6 damage + 1/level.

Portal Alarm:                                                  You are alerted when a creature passes through a warded portal.

Scintillating Scales:                                        Your natural armor bonus turns into a deflection bonus.

Conj Baleful Transposition:                               Two subjects switch places.

Cloud of Bewilderment:                                    Generates a nauseating 10-ft. cube.

Create Magic TattooM:                                     Subject receives a magic tattoo with various effects.

Ice Knife:                                                        Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.

Inky Cloud:                                                     Obscures sight underwater beyond 5 ft.

Malevolent Miasma:                                        Cloud of fog deals 1d4 nonlethal damage/level.

Summon Undead II:                                         Summons undead to fight for you.

Div Balancing Lorecall:                                    You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.

Chain of Eyes:                                                See through other creatures’ eyes.

Discern ShapechangerM:                                  Penetrates disguises and identifies shapechanging creatures.

Marked Object:                                               You gain bonus to track a specific being.

Ench Entice Gift:                                            Subject gives caster what it’s holding.

Mechanus Mind:                                             Reformat subject’s mind to be coldly calculating.

Mindless Rage:                                               Subject compelled to attack you physically for 1 round/level.

Ray of Stupidity:                                             Victim takes 1d4+1 Intelligence damage.

Rebuke:                                                         Subject is dazed 1 round, then shaken.

Sting Ray:                                                      Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.

Evoc Battering Ram:                                       Deals 1d6 damage plus bull rush.

Blast of Force:                                                Attack deals 1d6 damage/2 levels (max 5d6).

Burning Sword:                                               Weapon gains flaming burst special ability.

Combust:                                                       Subject takes 1d8/level fire damage and might catch fire.

Electric Loop:                                                 Deals 1d6/2 levels electricity damage plus stunning to a single creature.

Ethereal Chamber:                                          You entrap an ethereal subject in a chamber of force.

Fireburst:                                                       Creatures within 10 feet take 1d8/level fire damage.

Flame Dagger:                                                Beam of fire deals 1d4 damage +1/ level.

Force LadderF:                                                Creates an immobile ladder of force.

Frost Breath:                                                  Icy breath deals 1d4 damage/2 levels.

Light of Mercuria:                                            You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.

Rainbow BeamF:                                             Ray dazzles and deals 1d12 damage/3 levels of random type.

Ray of Ice:                                                      Ray deals 1d6 cold damage/2 levels.

Scorch:                                                          Jet of flame deals 1d8/2 levels (max 5d8).

Slapping Hand:                                               Hand makes creature provoke attacks of opportunity.

Snowball Swarm:                                            Snowballs deal 2d6 points of cold damage in 10-ft. burst.

Veil of Shadow:                                               Darkness grants you concealment.

Illus Bladeweave:                                            Your melee attack dazes your opponent.

Cloak Pool:                                                    Hide a color pool on the Astral Plane from view.

Dark Way:                                                      Creates temporary unbreakable bridge supporting up to 200 lb./level.

Delusions of Grandeur:                                    Subject thinks it is better than it is.

Discolor Pool:                                                 Change the color of a color pool on the Astral Plane.

Disguise Undead:                                            Change appearance of one corporeal undead.

Phantasmal Assailants:                                   Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.

Phantom FoeM:                                               Subject is always flanked by one creature.

Reflective Disguise:                                         Viewers see you as their own species and gender.

Shadow Mask:                                                Grants +4 on saves against light spells, protection from gaze attacks.

Shadow Radiance:                                          Area filled with intense light that grows brighter.

Shadow Spray:                                               Deals 4 points of Str damage and dazes.

Wall of Gloom:                                                Shadow barrier obscures vision.

Necro BonefiddleF:                                          Spectral fiddle bow deals 3d6 damage/round.

Curse of Impending Blades:                             Subject takes –2 penalty to AC.

Death ArmorF:                                                 Black aura damages creatures attacking you.

Desiccating Bubble:                                        Globe of air damages by evaporating moisture from subject.

Ghoul Glyph:                                                  Glyph wards area, paralyzes victims.

Life Bolt:                                                        1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.

Ray of Sickness:                                            Subject becomes sickened.

Ray of Weakness:                                          Subject takes –2 on attacks, –10 ft. speed.

Shroud of Undeath:                                         Negative energy shroud makes undead perceive you as undead.

Spawn Screen:                                               Subject resists being transformed into an undead spawn if slain.

Stolen Breath:                                                Subject has wind knocked out of it.

Wracking Touch:                                             Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.

Trans Augment Familiar:                                  Your familiar becomes more powerful.

Balor Nimbus:                                                 Your flaming body damages foes in grapple.

Belker Claws:                                                 Touch attack deals 2d12 damage and lingers +1 round/3 levels.

Body of the Sun:                                             Your body emanates fire, dealing 1d4 fire damage/2 levels.

Bristle:                                                           Armor spikes attack with wearer.

Earthbind:                                                      Subject creature can’t fly.

Earthen Grasp:                                               Arm made of earth and soil grapples foes.

Extend Tentacles:                                           +5 ft. to reach of tentacle attack.

Fearsome Grapple:                                         You grow tentacles that help you grapple.

Fins to Feet:                                                   Transforms tails and fins into legs and feet.

Fly, Swift:                                                       Gain fly speed of 60 ft. for 1 round.

Fuse Arms:                                                    Multiple arms/tentacles become one pair of stronger limbs.

Ghost Touch Armor:                                        Armor works normally against incorporeal attacks.

Heroics:                                                         Fighter gains one fighter bonus feat.

Hurl:                                                              Thrown weapon returns to thrower.

Infernal Wound:                                               Weapon deals persistent, bleeding wounds.

Ironthunder Horn:                                            Intense vibrations trip those in area.

Lively Step:                                                    You and allies gain +10 increase to speed.

Mountain Stance:                                            Subject becomes hard to move.

Quick Potion:                                                 Creates a potion that must be used within 1 hour/level.

Razorfangs:                                                    Your bite or claw attack threatens a critical hit on a 19 or 20.

Repair Moderate Damage:                               Repairs 2d8 damage +1/level (max +10) to any construct.

Scale Weakening:                                           Subject’s natural armor weakens.

Slide, Greater:                                                Move subject 20 feet.

Snake’s Swiftness:                                         Subject immediately makes one attack.

Sonic Weapon:                                               Weapon touched deals +1d6 sonic damage with each hit.

Speak to Allies:                                              Subjects can converse at distance without moving lips.

Stone Bones:                                                 Corporeal undead gains +3 natural armor bonus.

Surefooted Stride:                                           You can move over rubble as easily as you can over open ground.

Swim:                                                            Subject gains swim speed, +8 bonus on Swim checks.

Whirling Blade:                                               Hurled slashing weapon magically attacks all foes in 60-ft. line.

Wings of Air:                                                  Subject’s flight maneuverability improves by one step.

Wraithstrike:                                                   Your melee attacks strike as touch attacks for 1 round.

3RD-LEVEL

SORCERER/WIZARD SPELL

Abjur Anticipate TeleportationF:                        Predict and delay the arrival of creatures teleporting into range by 1 round.

Antidragon AuraM:                                           Allies gain bonus to AC and saves against dragons.

Avoid Planar Effects:                                       Provides temporary protection against overtly damaging planar traits.

Earthen Grace:                                               Subject takes only nonlethal damage from stone and earth.

Eradicate Earth:                                              Deals 1d8 points of damage/level to earth creatures (max 10d8).

Reverse Arrows:                                              As protection from arrows, but negated arrows turn back upon their source.

Sign of SealingM:                                             Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.

Conj Acid Breath:                                            Cone of acid deals 1d6 damage/level (max 10d6).

Bands of Steel:                                               Metallic bands immobilize or entangle subject for 1 round/level.

Contagious Fog:                                             20-ft.-radius cloud of fog inflicts disease.

Corpse Candle:                                               Ghostly hand and candle sheds light, affects incorporeal creatures.

IcelanceF:                                                       Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.

Mage Armor, Greater:                                      Gives subject +6 armor bonus.

Mage Armor, Mass:                                        As mage armor, but one creature/level.

Nauseating Breath:                                         Exhale a cone of nauseating gas.

Regal Procession:                                           As mount, but you summon several mounts.

Servant Horde:                                                Create 2d6 unseen servants +1/ level (max +15).

Summon Undead III:                                        Summons undead to fight for you.

Vipergout:                                                      You spit forth celestial or fiendish vipers that attack your foes.

Div Analyze Portal:                                          Find a nearby portal and discover its properties.

Circle Dance:                                                  Indicates direction to known individual.

Telepathic Bond, Lesser:                                 Link with subject within 30 ft. for 10 minutes/level.

Unluck:                                                          Subject remakes all rolls, uses worse result for 1 round/level.

Ench Mesmerizing Glare:                                Your gaze fascinates creatures.

Miser’s Envy:                                                  Subject jealously covets nearby object.

Ray of Dizziness:                                            Subject can take only move or standard actions.

Suppress Breath Weapon:                               Subject can’t use its breath weapon.

Evoc Blacklight:                                              Create an area of total darkness.

Blade of Pain and Fear:                                   Creates blade of gnashing teeth.

Capricious Zephyr:                                          Gale-force winds push creatures.

Chain Missile:                                                 Multiple missiles deal 1d4+1 damage each, then strike secondary targets.

Flashburst:                                                     Flash of light dazzles and blinds creatures in area.

Glowing OrbF:                                                 Creates permanent magical light; you control brightness.

Great Thunderclap:                                          Loud noise causes stunning, deafness, and knocks prone in a large area.

Hailstones:                                                     Frigid globes deal 5d6 cold damage.

Light of Venya:                                               You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.

Manyjaws:                                                      One set of jaws/level attacks enemies for 1d6 damage.

Rainbow BlastF:                                              Line deals 1d6 damage of each energy type.

Resonating Bolt:                                             Sonic energy deals 1d4 damage / level (max 10d4).

Scintillating Sphere:                                        20-ft.-radius burst deals 1d6 electricity/level.

Shatterfloor:                                                    Deals 1d4 sonic/level plus damages floor surface.

Sonorous Hum:                                               Removes need to concentrate to maintain next spell cast.

Sound Lance:                                                 Sonic energy deals 1d8/level damage.

Wall of Light:                                                  Creates wall of light, can dazzle creatures.

Illus Claws of Darkness:                                  Claws deal 1d8 cold damage and have reach.

Cone of Dimness:                                           Subjects believe they are engulfed in magical darkness.

Shadow Binding:                                             Ribbonlike shadows entangle creatures in 10-ft.-radius burst.

Shadow Cache:                                              You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.

Spectral Weapon:                                           Use quasi-real weapon to make touch attacks.

Suspended SilenceM:                                      Object becomes programmed to create an area of silence at your command.

Necro Curse of Impending Blades, Mass:          Enemies take –2 penalty to AC.

Disrupt Undead, Greater:                                 As disrupt undead, but 1d8 damage/level.

Healing Touch:                                                Heal subject 1d6/2 levels, but take damage equal to half.

Incorporeal Enhancement:                               Grant bonuses to incorporeal undead.

Junglerazer:                                                    Fey, vermin, plants, and animals take 1d10 damage/level.

Mind Poison:                                                  Your poisonous touch deals Wis damage.

Skull Watch:                                                  Skull shrieks when creature enters warded area.

Spider Poison:                                                Touch deals 1d6 Str damage, repeats in 1 minute.

Undead Lieutenant:                                         Chosen undead can give orders to undead in your control.

Undead Torch:                                                Undead creature gains blue aura that gives +2d6 damage against living creatures.

Trans Air Breathing:                                        Subjects can breathe air freely.

Amorphous Form:                                           Subject becomes puddlelike and can slip through cracks quickly.

Bite of the Wererat:                                         You gain the Dexterity and attacks of a wererat.

Deeper Darkvision:                                          Subject can see 90 ft. in magical darkness.

Demon Dirge:                                                 Demons are stunned and take 3d6 damage/round for 1d4 rounds.

Devil Blight:                                                    Damage and stun baatezu; damage other lawful and evil creatures.

DiamondsteelM:                                               Metal armor provides damage reduction.

Dolorous Blow:                                               Weapon’s threat range is doubled and threats are automatically confirmed.

Dragonskin:                                                    You gain a bonus to natural armor plus energy resistance 10.

False Gravity:                                                 Travel on a solid surface as if that surface had its own gravity.

Giant’s Wrath:                                                Pebbles you throw become boulders.

Girallon’s Blessing:                                         Subject gains one additional pair of arms.

Hamatula Barbs:                                             Subjects grow barbs, which damage foes that attack subject in melee.

Primal Form:                                                  You change into elemental, gain some abilities.

Repair Serious Damage:                                  Repairs 3d8 damage +1/ level (max +15) to any construct.

Rust Ray:                                                       Metal objects take 2d6 damage +1/2 levels.

Shadow Phase:                                              Subject becomes partially incorporeal.

Snake’s Swiftness, Mass:                               Allies each immediately make one attack.

Spell Vulnerability:                                          Reduce creature’s spell resistance by 1/caster level (max reduction 15).

Spiderskin:                                                     Subject gains increasing bonus to natural armor, saves against poison, and Hide checks.

Steeldance:                                                    Blades hover around you and attack foes.

Stony Grasp:                                                  Arm made of soil and rock grapples foes.

Tremorsense:                                                 Grants tremorsense to a range of 30 feet.

Weapon of Energy:                                         Weapon deals extra energy damage.

Weapon of Impact:                                          As keen edge, but aids bludgeoning weapons.

Univ Enhance Familiar:                                    Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.

Fortify Familiar:                                               Your familiar gains 2d8 temporary hp, +2 to armor, 25% chance to avoid extra sneak attack and critical hit damage.

4TH-LEVEL

SORCERER/WIZARD SPELLS

Abjur Dispelling Screen:                                  Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.

Forceward:                                                     Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.

Portal Alarm, Improved:                                   Warded portal alerts you or a creature designated by you to creatures passing through it.

Ray Deflection:                                               Ray attacks are reflected away.

Ray of Deanimation:                                        Ray deals 1d6 damage/level to constructs.

Resistance, Greater:                                       Subject gains +3 on saving throws.

Resist Energy, Mass:                                      Creatures ignore damage from specified energy type.

Wall of Chaos/Evil/Good/LawM:                         Wall blocks creatures of opposite alignment.

Conj Blast of Flame:                                        60-ft. cone of fire (1d6/level damage).

BloodstarF:                                                     Hovering construct does Con damage each time foe is damaged.

Ethereal Mount:                                              You conjure swift mounts on the Ethereal Plane.

Orb of Acid:                                                    Ranged touch, 1d6/level acid damage and subject might be sickened.

Orb of Cold:                                                    Ranged touch, 1d6/level cold damage and subject might be blinded.

Orb of Electricity:                                            Ranged touch, 1d6/level electricity damage and subject might be entangled.

Orb of Fire:                                                     Ranged touch, 1d6/level fire damage and subject might be dazed.

Orb of Force:                                                  Globe of force deals 1d6/level damage (max 10d6).

Orb of Sound:                                                 Ranged touch, 1d4/level sonic damage and subject might be deafened.

Summon Undead IV:                                       Summons undead to fight for you.

Translocation Trick:                                         You and subject switch places and appear as each other.

Wall of Sand:                                                  Swirling sand blocks ranged attacks, slows movement through.

Wall of Water:                                                Creates shapeable transparent wall of water.

Div Assay Spell Resistance:                            +10 bonus on caster level checks to defeat one creature’s spell resistance.

Know Vulnerabilities:                                       Determine subject’s vulnerabilities and resistances.

Treasure Scent:                                              You detect valuable metals and gems.

Ench Battle Hymn:                                          Allies can reroll one Will save/ round.

Rebuke, Greater:                                            Subject cowers for 1d4 rounds

Evoc Blistering Radiance:                                Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.

Defenestrating SphereF:                                   Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

Dragon Breath:                                               You choose a dragon type and mimic its breath weapon.

Energy Spheres:                                             Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy.

Explosive Cascade:                                         Bouncing flame ball deals 1d6/level fire damage.

Floating Disk, Greater:                                    As floating disk, but you can ride it.

Force Chest:                                                  2-ft-cube chest made of force.

Force Claw:                                                    Claw of force guards an area, making opportunity attacks.

Force Missiles:                                               Unerring missiles of force strike for 2d6 damage and explode in a burst.

Forcewave:                                                     Bull rushes all creatures within 10 ft. Stone Sphere: 3-ft.-diameter stone sphere rolls over your enemies.

Sword of Deception:                                        Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.

Thunderlance:                                                 Lance of force deals 3d6 damage and might dispel force effects.

Vortex of Teeth:                                              3d8 points of damage due to force per round to all creatures in the area.

Wingbind:                                                       A net of force entangles the subject, causing it to fall from the sky.

Illus Sensory Deprivation:                                 All of subject’s senses are blocked.

Shadow Well:                                                 Subject enters gloomy pocket plane and emerges frightened.

Necro Burning Blood:                                      Subject takes 1d8 acid damage plus 1d8 fire damage/round.

Rebuking Breath:                                            Your breath weapon rebukes undead.

Trans Attune Form:                                         Grant creature temporary protection against overtly damaging planar traits.

Backlash:                                                       Subject takes damage if it uses spells against another creature.

Bite of the Werewolf:                                       You gain the Strength and attacks of a werewolf.

Blinding Breath:                                              Your breath weapon blinds subjects.

Corporeal Instability:                                        Transform a creature into an amorphous mass.

Darkvision, Mass:                                           As darkvision, but affects one/ level subjects.

Displacer Form:                                              You change into displacer beast, gain some abilities.

Entangling Staff:                                             Quarterstaff can grapple and constrict foes.

Fire Stride:                                                     Teleport from one fire to another.

Flame Whips:                                                 Your forelimbs deal 6d6 fire damage.

Flight of the Dragon:                                        You grow dragon wings.

Iron Bones:                                                     Corporeal undead gains +6 natural armor bonus.

Metal Melt:                                                     Melts metal object without heat.

Perinarch:                                                      Gain greater control over Limbo’s morphic essence.

Raise from the Deep:                                       Creature or sunken ship made buoyant.

Repair Critical Damage:                                   Repairs 4d8 damage +1/ level (max +20) to any construct.

Ruin Delver’s Fortune:                                     Cast on another creature’s turn and choose one of several benefits.

Scramble Portal:                                             You randomize the destination of a magic portal.

Sharptooth:                                                    One of your natural weapons deals damage as if you were one size larger.

Spell Enhancer:                                              Lets you cast another spell in the same round at +2 caster level.

Voice of the Dragon:                                        +10 on Bluff, Diplomacy, and Intimidate checks; can use one suggestion.

Wings of Air, Greater:                                      Subject’s flight maneuverability improves by two steps.

5TH-LEVEL

SORCERER/WIZARD SPELLS

Abjur Anticold Sphere:                                     Sphere hedges out cold creatures and protects you from cold.

Contingent Energy Resistance:                        Energy damage triggers a resist energy spell.

Dispelling Breath:                                            Your breath weapon acts as a targeted dispel magic to all creatures in its area.

Duelward:                                                       +4 on Spellcraft checks, counterspell as an immediate action.

Ironguard, Lesser:                                           Subject becomes immune to nonmagical metal.

Indomitability:                                                 Subject can’t be reduced below 1 hp.

Planar Tolerance:                                            Provides long-term protection against overtly damaging planar traits.

Reciprocal Gyre:                                             Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).

Refusal:                                                         Spellcasters and creatures with spell-like abilities are prevented from entering an area.

Symbol of Spell Loss:                                     Triggered rune absorbs spells yet to be cast.

Wall of Dispel Magic:                                      Creatures passing through a transparent wall becomes subjects of targeted dispel magic.

Zone of Respite:                                              Prevents teleportation and similar effects from functioning in the area.

Conj Acid SheathF:                                          Sheath of acid damages those who attack you, enhances acid spells.

Arc of Lightning:                                              Line of electricity arcs between two creatures (1d6/level damage).

Call ZelekhutX:                                                A zelekhut performs one duty for you.

Dimension Door, Greater:                                Short-range, multiple use dimension door.

Dragon Ally, LesserX:                                      Exchange services with a 9 HD dragon.

Hidden Lodge:                                                Creates sturdy cottage camouflaged to blend into natural surroundings.

Phantasmal Thief:                                           Creates an unseen force that steals from others.

Summon Undead V:                                        Summons undead to fight for you.

Viscid Glob:                                                   Ranged touch attack hurls 5-ft.- diameter glob of glue at subject.

Vitriolic Sphere:                                              Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.

Evoc Ball Lightning:                                         Energy ball deals 1d6/level electricity damage.

Cacophonic Burst:                                          Noise deals 1d6/level sonic damage to all within area.

Cacophonic Shield:                                         Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.

Cyclonic Blast:                                               Deals 1d6 damage/level, knocks down creatures.

Fire Shield, Mass:                                           Creatures attacking allies take damage; allies are protected from fire or cold.

FirebrandM:                                                     One 5-ft. burst/level deals 1d6 fire/ level plus burning for 1 round.

Fireburst, Greater:                                           Subjects within 15 ft. take 1d10/level fire damage.

Moonbow:                                                      Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.

Prismatic Ray:                                                Ray of light blinds subject, deals random effect.

Shard Storm:                                                  Blast deals 3d6 damage to creatures in area.

Shroud of Flame:                                            Subject bursts into flames, taking 2d6 fire damage/round.

Sonic RumbleF:                                               Cone of sound deals damage.

Wall of Limbs:                                                Whirling limbs deal 5d6 damage and grab creatures passing through.

Illus Illusory Feast:                                          Subjects become dazed by illusory food.

Shadow Form:                                                Gain +4 on Hide, Move Silently, and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.

Shadow Hand:                                                Medium hand blocks opponents or carries items.

Shadowfade:                                                   Opens a portal to the Plane of Shadow.

Necro Death Throes:                                       Your body explodes when you die.

Graymantle:                                                   Inhibits creature’s ability to heal and regenerate for 1 round/level.

Miasma of Entropy:                                         Rot all natural materials in 30-ft. cone-shaped burst.

Night’s Caress:                                               Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.

Spiritwall:                                                       Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.

Wrack:                                                           Renders creature helpless with pain.

Trans Bite of the Wereboar:                             You gain the Strength and attacks of a wereboar.

Blink, Greater:                                                Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.

Breath Weapon Substitution:                           Your breath weapon deals a different kind of damage than normal.

Draconic Might:                                              Gain +5 to Str, Con, Cha; +4 natural armor; immunity to magic sleep and paralysis effects.

Draconic Polymorph:                                       As polymorph, but improved.

Dragonsight:                                                   Gain low-light vision, darkvision, and blindsense.

Earth Reaver:                                                  Eruption deals 7d6 damage to all in area.

Enlarge Person, Greater:                                 Subject remains enlarged for 1 hour/level.

Ethereal Breath:                                              Your breath weapon manifests on the Ethereal Plane.

Fiendform:                                                      Assume form and abilities of fiendish creature, demon, or devil.

Fly, Mass:                                                      One creature/level flies at speed of 60 ft.

Gutsnake:                                                      10-ft. tentacle grows from your stomach and attacks your enemies.

Lucent Lance:                                                 Ambient light forms lance, deals various damage.

Nightstalker’s TransformationM:                        Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves, +3d6 sneak attack, and evasion.

Reduce Person, Greater:                                 Subject remains reduced for 10 minutes/level.

Spell Matrix, LesserF:                                      Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.

Stunning Breath:                                             Your breath weapon also stuns creatures for 1 round.

Surefooted Stride, Mass:                                 As surefooted stride but multiple subjects.

Vulnerability:                                                  Reduces an opponent’s damage reduction.

Xorn Movement:                                              Touched creature swims through earth like a xorn.

6TH-LEVEL SORCERER/WIZARD SPELLS

Abjur Anticipate Teleportation, GreaterF:            Predict and delay the arrival of creatures teleporting into range by 3 rounds.

Aura of EvasionM:                                            All within 10 ft. gain evasion against breath weapons.

Ruby Ray of ReversalF:                                    Ray negates magical or mundane hazards.

Seal PortalM:                                                  Seal an interplanar portal or gate.

Sign of Sealing, GreaterM:                                Magical sigil protects door, chest, or open space, deals 1d6/level damage (max 20d6) if opened.

Conj Resistance, Superior:                              Subject gains +6 on saving throws.

Transcribe Symbol:                                         Safely moves an untriggered magical symbol to another location.

Tunnel Swallow:                                              Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).

Wall of Gears:                                                Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.

Div Probe Thoughts:                                        Read subject’s memories, one question/round.

Interplanar Telepathic Bond:                             Link lets allies communicate across planes.

Conj Acid StormM:                                           Deals 1d6/level acid damage (max 15d6) in a 20-ft. radius.

Fire Spiders:                                                   Swarm of Fine fire elementals deals fire damage in an area.

Freezing Fog:                                                 Fog slows creatures, obscures vision, hinders movement.

GemjumpF:                                                     Teleport to the location of a specially prepared gem.

Evoc Fires of Purity:                                        Subject bursts into magical flame, becoming a dangerous weapon.

Howling ChainF:                                              Chain of force trips and attacks opponents.

Ray of Light:                                                   Ray blinds subject.

Illus Dream Casting:                                        Alter subject’s dreams to produce desired effect.

Illusory Pit:                                                     Creatures in area are knocked prone while believing they’re falling.

Reflective Disguise, Mass:                               Viewers see subjects as their own species and gender.

Shadowy Grappler:                                          Illusory force grapples subject.

Necro Aura of Terror:                                       You gain an aura of fear, or your frightful presence becomes more effective.

Contagion, Mass:                                            As contagion, but 20-ft. radius.

Fleshshiver:                                                    Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.

Ghoul Gauntlet:                                              Convert victim to a ghoul under your control.

Imperious Glare:                                             You cause subjects to cower in fear.

Incorporeal Nova:                                            Destroy incorporeal undead.

Opalescent Glare:                                           Kill creatures with a look, or make them very afraid.

Ray of Entropy:                                               Subject takes –4 Strength, Dexterity, and Constitution.

Revive UndeadM:                                             Restores undeath to undead that was destroyed up to 1 day/level ago.

Spectral Touch:                                              Your touch bestows one negative level/round.

Trans Bite of the Weretiger:                             You gain the Strength and attacks of a weretiger.

Brilliant Blade:                                                Weapon or projectiles shed light, ignore armor.

Cloak of the Sea:                                            Gain blur, freedom of movement, and water breathing while in water.

Extract Water Elemental:                                Pulls water from victim, forms water elemental.

HardeningM:                                                    Increases object’s hardness by 1 point/2 levels.

Make Manifest:                                               You cause a creature on a coexistent plane to appear on your plane.

Ooze Puppet:                                                 You telekinetically control an ooze.

Stone Body:                                                   Your body becomes living stone.

Subvert Planar Essence:                                 Reduces subject’s damage reduction and spell resistance.

Univ Imbue Familiar with Spell Ability:               You transfer spells and casting ability into your familiar.

7TH-LEVEL SORCERER/WIZARD SPELL

Abjur Antimagic RayM:                                     Subject loses all magical powers.

Dispelling Screen, Greater:                              Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.

Energy Immunity:                                            Subject and equipment gain immunity to damage of specified energy type.

Ghost Trap:                                                    Incorporeal creatures turn corporeal.

Hide from Dragons:                                         Dragons can’t perceive one subject/2 levels.

IronguardF:                                                      Subject becomes immune to all metal.

Planar Bubble:                                                Create bubble around creature that emulates its native planar environment.

Conj Call KolyarutX:                                         A kolyarut performs one duty for you.

Dragon AllyX:                                                  As lesser dragon ally, but up to 15 HD.

Stun Ray:                                                       Subject stunned 1d4+1 rounds.

Ench Hiss of Sleep:                                        You induce comatose slumber in subjects.

Rebuke, Final:                                                As rebuke, except the subject must save or die.

Symphonic NightmareM:                                  Discordant noise haunts subject’s sleep.

Transfix:                                                         Humanoids freeze in place until condition you specify is met.

Evoc Emerald Flame Fist:                                Touch attack deals 3d6 + fire damage 1/level (max +20); subject can be engulfed by flame for additional damage.

Ice Claw:                                                        Claw of ice grapples and deals cold damage.

Prismatic Eye:                                                Orb produces individual prismatic rays as touch attacks.

Radiant Assault:                                             1d6 damage/level, victims dazed or dazzled.

Submerge Ship:                                              You control ship mentally while it travels underwater.

Illus Solipsism:                                               Subject believes it alone exists.

Necro Arrow of BoneM:                                     Missile or thrown weapon gains +4 bonus, subject takes 3d6 damage +1/level (max +20) or is slain.

Avasculate:                                                    Reduce foe to half hp and stun.

Awaken UndeadX:                                           Grant sentience to otherwise mindless undead.

Barghest’s FeastM:                                          Destroy corpse, potentially preventing its return to life.

Energy Ebb:                                                   Give subject one negative level/round for 1 round/level.

Evil Glare:                                                      Paralyze creatures with your glare.

Kiss of the VampireM:                                      You gain vampirelike supernatural abilities, but are vulnerable to attacks that harm undead.

Sword of Darkness:                                         Blade of negative energy bestows one or more negative levels.

Trans Animate Breath:                                     Your breath weapon becomes an elemental.

Bite of the Werebear:                                      You gain the Strength and attacks of a werebear.

Body of War:                                                  You change into warforged titan, gain some abilities.

Brilliant Aura:                                                  Allies’ weapons become brilliant energy, ignoring armor.

Elemental Body:                                             You take on the qualities of a type of elemental.

Energy Transformation FieldMX:                         Area absorbs magic energy to power a predetermined spell.

Glass Strike:                                                  Turns subject into glass.

Spell MatrixF:                                                  Stores up to two spells of 3rd level or lower to be released later.

Stone Shape, Greater:                                     Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.

Synostodweomer:                                           Channel a spell into positive energy to cure 1d8/spell level.

8TH-LEVEL SORCERER/WIZARD SPELLS

Abjur Spell EngineMX:                                      Wizard only. Swap out prepared spells for other spells in your spellbook.

Wall of Greater Dispel Magic:                           Creatures passing through a transparent wall become subjects of targeted greater dispel magic.

Conj Fierce Pride of the Beastlands:                 Summon celestial lions and celestial dire lions to follow your commands.

Plane Shift, Greater:                                        Plane shift accurately to your desired destination.

Ench Maddening Whispers:                             You induce confusion and madness in subjects.

Wrathful Castigation:                                       Subject dies or is dazed and –4 on saves for 1 round/level.

Evoc Field of Icy RazorsF:                                Creatures in area take normal and cold damage, might be slowed.

Lightning Ring:                                                Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.

Illus Shifting Paths:                                         Illusion hides path, creates false new path.

Invisibility, Superior:                                        Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.

Necro Avascular Mass:                                    Reduce foe to half hp and stun, entangle in 20-ft. radius from victim.

Bestow Curse, Greater:                                   As bestow curse, but more severe penalties.

Blackfire:                                                        Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.

Heart of StoneFX:                                             Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.

Skeletal GuardM:                                             Create one skeleton/level with turn resistance.

Veil of Undeath:                                              You gain undead traits.

Trans Excavate:                                              Creates a permanent passage in earth and walls.

Flensing:                                                        Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.

Ghostform:                                                     You assume incorporeal form and gain some incorporeal traits and bonuses.

Make Manifest, Mass:                                     As make manifest but affecting all creatures in the area.

Stunning Breath, Greater:                                Your breath weapon also stuns creatures for 2d4 rounds.

9TH-LEVEL SORCERER/WIZARD SPELLS

Abjur Absorption:                                            You absorb spell energy to power spells of your own.

Effulgent Epuration:                                         Creates one sphere/level to negate hostile magic.

Magic Miasma:                                               Solid fog reduces caster level by –4.

Maw of Chaos:                                                Chaotic energy dazes, deals damage, impedes concentration.

Reaving Dispel:                                               On a targeted dispel, steal spell power and effects for yourself.

Unbinding:                                                      Frees everyone in range from spells that constrain or bind.

Conj Abyssal Army:                                        Summons demons to fight for you.

Black Blade of Disaster:                                  Floating magic weapon disintegrates subjects.

Call MarutX:                                                    A marut performs one duty for you.

Dragon Ally, GreaterX:                                     As lesser dragon ally, but up to 21 HD.

Heavenly Host:                                               Summons archons to fight for you.

Hellish Horde:                                                 Summons devils to fight for you.

Obedient Avalanche:                                       Snowy avalanche crushes and buries your foes.

Sphere of Ultimate Destruction:                        Featureless black sphere does 2d6/level damage, disintegrates.

Summon Elemental MonolithM:                         Calls powerful elemental creature to fight for you.

Vile DeathMX:                                                  Undead creature gains fiendish template.

Eye of Power:                                                 As arcane eye, but you can cast spells of 3rd level or lower through it.

Div HindsightM:                                                You see into the past.

Ench Programmed AmnesiaM:                          Destroy, alter, or replace memories in subject creature.

Evoc Instant RefugeMX:                                    Transport to a safe location of your choice.

Reality Maelstrom:                                          Hole in reality sends creatures and objects to another plane.

Necro Enervating Breath:                                 Your breath weapon also bestows 2d4 negative levels.

Plague of UndeadM:                                         Animates horde of undead.

Trans Awaken ConstructX:                               Construct gains humanlike sentience.

Breath Weapon Admixture:                              Add a second kind of energy to your breath weapon.

Perinarch, Planar:                                           Gain control over a small area of any divinely morphic plane.

Replicate Casting:                                           Duplicate observed spell or spell-like ability.

Spell Matrix, GreaterF:                                     Stores up to three spells of 3rd level or lower to be released later.

Transmute Rock to Lava:                                 Transforms one 10-ft. cube with subsequent fire damage and effects.

UndermasterM:                                                You gain earth-related spell-like abilities.