Wizard Spells

0-Level Wizard Spells (Cantrips)

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Resistance: Subject gains +1 on saving throws. {PH}

Conjuration

Acid Splash: Orb deals 1d3 acid damage. {PH}

Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5). {SC}

Divination

Detect Poison: Detects poison in one creature or small object. {PH}

Detect Magic: Detects spells and magic items within 60 ft. {PH}

Read Magic: Read scrolls and spellbooks. {PH}

Enchantment

Daze: Humanoid creature of 4 HD or less loses next action. {PH}

Evocation

Dancing Lights: Creates torches or other lights. {PH}

Electric Jolt: Ranged touch attack deals 1d3 electricity damage. {SC}

Flare: Dazzles one creature (–1 on attack rolls). {PH}

Light: Object shines like a torch. {PH}

Ray of Frost: Ray deals 1d3 cold damage. {PH}

Sonic Snap: Subject takes 1 point of sonic damage and is deafened 1 round. ﴾⁠Horizikaul’s cough⁠﴿ {SC}

Illusion

Ghost Sound: Figment sounds. {PH}

Silent Portal: Negates sound from door or window. {SC}

Necromancy

Disrupt Undead: Deals 1d6 damage to one undead. {PH}

Touch of Fatigue: Touch attack fatigues target. {PH}

Transmutation

Amanuensis: Copy nonmagical text. {SC}

Launch Bolt: Launches a crossbow bolt up to 80 ft. {SC}

Launch Item: Hurls Fine item up to Medium range. {SC}

Mage Hand: 5-pound telekinesis. {PH}

Mending: Makes minor repairs on an object. {PH}

Message: Whispered conversation at distance. {PH}

Open/Close: Opens or closes small or light things. {PH}

Repair Minor Damage: Repairs 1 point of damage to any construct. {SC}

Stick: Glues an object weighing 5 pounds or less to another object. {SC}

Universal

Arcane Mark: Inscribes a personal rune (visible or invisible). {PH}

Prestidigitation: Performs minor tricks. {PH}

1st-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Alarm: Wards an area for 2 hours/level. {PH}

Deflect, Lesser: Gain a deflection bonus of +1/3 levels (min +1; max +5) against one attack. {PH2}

Dispel Ward: As dispel magic, but affects only wards. {SC}

Ectoplasmic Armor: Gain armor bonus against incorporeal touch attacks. {SC}

Endure Elements: Exist comfortably in hot or cold environments. {PH}

Hold Portal: Holds door shut. {PH}

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

Karmic Aura: Any creature damaging you becomes fatigued for 3 rounds. {CM}

Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage. ﴾⁠Vaeraun’s nightshield⁠﴿ {SC}

Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. {PH}

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

Shield: Invisible disc gives +4 to AC, blocks magic missiles. {PH}

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Benign Transposition: Two willing subjects switch places. {SC}

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

Blockade: Fill 5-ft. square with enormous block of wood. {CS}

Buzzing Bee: Bee gives subject –⁠10 penalty on Move Silently and hinders Concentration checks. ﴾⁠Mordenkainen’s buzzing bee⁠﴿ {SC}

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

Create Trap: Creates a CR 1 trap. {RoDr}

Deep Breath: Your lungs are filled with air. ﴾⁠air bubble⁠﴿ {SC}

Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR. ﴾⁠Kelgore’s fire bolt⁠﴿ {PH2}

Glaze Lock: Jams locks with snow and ice, raising Open Lock DC by 10 and lock’s hardness by 5. {Fr}

Grease: Makes 10-ft. square or one object slippery. {PH}

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

Mage Armor: Gives subject +4 armor bonus. {PH}

Mount: Summons riding horse for 2 hours/level. {PH}

Obscuring Mist: Fog surrounds you. {PH}

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

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

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

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

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

Resinous Tar: Sticky substance slows movement or renders object difficult to drop. {CM}

Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. {DrM}

Stand: Subject stands up from prone. {PH2}

Sticky Floor: Entangles and immobilizes creatures in affected area. {RoDr}

Summon Component: Create a noncostly spell component. {CM}

Summon Monster I: Calls extraplanar creature to fight for you. {PH}

Summon Undead IF: Summons undead to fight for you. {SC}

Unseen Servant: Invisible force obeys your commands. {PH}

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

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Appraising Touch: Gain +10 bonus on Appraise checks. {SC}

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

Comprehend Languages: You understand all spoken and written languages. {PH}

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

Detect Dragonblood: Detect dragons and dragonblooded creatures within 60 ft. {DrM}

Detect Secret Doors: Reveals hidden doors within 60 ft. {PH}

Detect Undead: Reveals undead within 60 ft. {PH}

Detect Weaponry: Reveals weapons within 60 feet. {Ci}

Discern Bloodline: Know the race of one creature/level. {RoDe}

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

Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round. ﴾⁠Guided arrow⁠﴿ {SC}

IdentifyM: Determines properties of magic item. {PH}

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

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

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

Locate City: Find nearest city. {RoDe}

Locate Touchstone: Find nearest planar touchstone on the plane you currently inhabit.

Locate WaterF: Reveals location, size, and quality of water sources. {Sa}

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

Spontaneous Search: Instantly Search area as if having taken 10. {SC}

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

True Casting: +10 on your next spell penetration roll. {CM}

True Strike: +20 on your next attack roll. {PH}

Vigilant Slumber: Set specific conditions under which you immediately wake up. {CM}

Weaponmaster’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level. ﴾⁠Master’s touch⁠﴿ {SC}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Charm Person: Makes one person your friend. {PH}

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

Distract: Subjects take –⁠4 on Concentration, Listen, Search, and Spot. {SC}

Hypnotism: Fascinates 2d4 HD of creatures. {PH}

Incite: Subjects can’t ready actions or delay. {SC}

Inhibit: Subject delays until next round. {SC}

Power Word Fatigue: Makes one creature with 100 hp or less fatigued. {RoDr}

Power Word Pain: Deal 1d6 points of damage per round to one creature with 100 hp or less. {RoDr}

Rouse: Awakens creatures in area. {PH2}

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

Sleep: Puts 4 HD of creatures into magical slumber. {PH}

Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6). {PH2}

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Blood Wind: Subject uses natural weapons at range. {SC}

Burning Hands: 1d4/level fire damage (max 5d4). {PH}

Dawn Burst: Illuminate all creatures in 10-foot radius; deal damage to light-sensitive creatures. {CM}

Fire Bolt: 1d6 fire damage/level (max 5d6), partially ignore SR. ﴾⁠Kelgore’s fire bolt⁠﴿ {PH2}

Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. ﴾⁠Tenser’s floating disk⁠﴿ {PH}

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

Helpful Hand: A hand of force aids in tasks. ﴾⁠Bigby’s helpful hand⁠﴿ {PH2}

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

Jet of Steam: 30-foot line of steam deals 1d4 fire damage/level (max. 5d4). {CM}

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

Luminous Gaze: Your eyes emit light, dazzle creatures. {SC}

Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). {PH}

Persistent Blade: Blade of force attacks subject, automatically flanks. ﴾⁠Shelgarn’s persistent blade⁠﴿ {SC}

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

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). {PH}

Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness. ﴾⁠Horizikaul’s boom⁠﴿ {SC}

Thunderhead: Small lightning bolts deal 1 damage/round. {SC}

Tripping Hand: Hand trips subject. ﴾⁠Bigby’s tripping hand⁠﴿ {PH2}

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures. {PH}

Dead End: Removes spoor of one creature/level. {SC}

Disguise Self: Changes your appearance. {PH}

Friendly Face: Gain +5 bonus on Diplomacy and Gather Information checks. {RoDe}

Instant Diversion: Creates illusory doubles of you. {RoDr}

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

Magic Aura: Alters object’s magic aura. ﴾⁠Nystul’s magic aura⁠﴿ {PH}

Impeding Stones: Earthen ground and cobblestones crack and shift, hampering foes. {Ci}

Secret Weapon: Makes hidden weapon almost impossible to detect. {Ci}

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

Silent Image: Creates minor illusion of your design. {PH}

Ventriloquism: Throws voice for 1 minute/level. {PH}

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Backbiter: Weapon strikes wielder. {SC}

Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage. {PH2}

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. {PH}

Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. {PH}

Death’s Call: Scream deals 1 point of damage/level (more to swarms), fatigues all within 10 feet. {CM}

Necrotic AwarenessF: Sense encysted subjects. {LM}

Parching Touch: One touch/level deals 1d6 desiccation damage and possibly 1 Con damage. {Sa}

Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. {PH}

Reaving Aura: All creatures below 0 hit points within 10 feet of you take 1 point of damage. {CM}

Rot of Ages: Cloud of rotting debris sickens or nauseates one creature, provides concealment for others. {DrM}

Shivering Touch, Lesser: Touch deals 1d6 Dex damage. {Fr}

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

Sunstroke: Target takes 2d6 nonlethal damage and is fatigued. {Sa}

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

Animate Rope: Makes a rope move at your command. {PH}

Armor Lock: Target’s armor becomes restrictive, slowing movement to 10 ft. {CS}

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

Bestow WoundM: Transfer 1 hp/level of wounds to another. {HH}

Breath Flare: Your breath weapon dazzles subjects. {SC}

Burning Rage: Subject takes 4 points of damage/round, gains attack bonus and DR. {PH2}

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

Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage. ﴾⁠Laeral’s cutting hand⁠﴿ {SC}

Ebon Eyes: Subject can see through magical darkness. {SC}

Enlarge Person: Humanoid creature doubles in size. {PH}

Erase: Mundane or magical writing vanishes. {PH}

Expeditious Retreat: Your speed increases by 30 ft. {PH}

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

Feather Fall: Objects or creatures fall slowly. {PH}

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

Float: Subject becomes buoyant. {Fr}

Ghostly Reload: Automatically pulls crossbow string into catch. {RoDr}

Hoard Gullet: Gain a second stomach to store objects in, similar to a bag of holding. {DrM}

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

Jump: Subject gets bonus on Jump checks. {PH}

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

Mage Burr: Double arcane spell failure chance for target’s armor. {CS}

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

Magic Weapon: Weapon gains +1 bonus. {PH}

Mighty Wallop: +1 size category of bludgeoning weapon. {RoDr}

Nerveskitter: Subject gains +5 bonus on initiative checks. ﴾⁠Kaupaer’s skittish nerves⁠﴿ {SC}

Path of Frost: Create a frozen path on the ground that slows movement and deals cold damage. {DrM}

Peacebond: Weapon is impossible to draw. {Ci}

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

Quickswim: Your swim speed increases by 10 ft. {Sto}

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

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

Reduce Person: Humanoid creature halves in size. {PH}

Remove Scent: Hides touched creature’s scent. {SC}

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

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

Shieldbearer: Shield floats near subject to offer protection. {SC}

Slide: Move subject 5 feet. {SC}

Slow Burn: Fires burn twice as long. {SC}

Snowdrift: Forms existing snow into another shape. {Fr}

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

Weapon Shift: Touched weapon changes form. {SC}

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

Wave Blessing: Keeps one creature/level from sinking. {Sto}

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar. {SC}

2nd-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Aerial Alarm: Wards an area for 2 hours/level. {HB}

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

Alarm, GreaterF: As alarm, and it works on coexistent planes. ﴾⁠Alarm, improved⁠﴿ {SC}

Arcane LockM: Magically locks a portal or chest. {PH}

Arcane Turmoil: Targeted dispel magic on one subject, and subject loses one spell. {CM}

Attentive Alarm: As alarm, plus learn type and number of creatures that triggered alarm. {CM}

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. {SC}

Deflect: Gain bonus to AC for one attack. {PH2}

Dispelling Touch: Dispel one magical effect on touched subject. {PH2}

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

Distracting Ray: Ray forces spellcaster to make Concentration check. {SC}

Earth LockM: Constricts tunnel, preventing access. {SC}

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

Icicle: Magical trap hangs from ceiling, dealing 4d6 damage when triggered. {Fr}

Obscure Object: Masks object against scrying. {PH}

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

Protection from Arrows: Subject immune to most ranged attacks. {PH}

Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. {PH}

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

Stormrunner’s Ward: Add +4 (+1/4 levels) to ship’s checks to weather storms. {Sto}

Turbidity: Water surrounding you becomes cloudy, granting concealment. {Sto}

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. ﴾⁠Melf’s acid arrow⁠﴿ {PH}

Ashstar: Hovering construct dehydrates a wounded creature. {Sa}

Baleful Transposition: Two subjects switch places. {SC}

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

Cloud of Knives: Release one knife/round, 1d6 damage +1/3 levels (max +5). {PH2}

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

Dimension Hop: Teleport subject short distance. {PH2}

Fog Cloud: Fog obscures vision. {PH}

Glitterdust: Blinds creatures, outlines invisible creatures. {PH}

Gnome Blight: Cloud of itchy debilitating pollen sickens living creatures. {RoDr}

Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR. ﴾⁠Kelgore’s grave mist⁠﴿ {PH2}

Ice Darts: Icicle missiles deal 2d4 damage, half of which is cold. {Fr}

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

Incendiary Slime: Create slippery substance like grease, but highly flammable. {CM}

Inky Cloud: Obscures sight underwater beyond 5 ft. {SC}

Malevolent Miasma: Cloud of fog deals 1d4 nonlethal damage/level. ﴾⁠Igedrazaar’s miasma⁠﴿ {SC}

Obscuring Snow: Obscures sight in a 30-ft. radius around the caster. {Fr}

Summon Monster II: Calls extraplanar creature to fight for you. {PH}

Summon Swarm: Summons swarm of bats, rats, or spiders. {PH}

Summon Undead IIF: Summons undead to fight for you. {SC}

Web: Fills 20-ft.-radius spread with sticky spiderwebs. {PH}

Zone of Glacial Cold: Deals 1d6 cold damage to all creatures in area. {Fr}

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Allied Footsteps: Subject knows direction and distance to your location. {CM}

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. {SC}

Chain of Eyes: See through other creatures’ eyes. {SC}

Detect Aberration: Detect the presence of aberrations. {LoM}

Detect Thoughts: Allows “listening” to surface thoughts. {PH}

Discern ShapechangerM: Penetrates disguises and identifies shapechanging creatures. {SC}

Insight of Good FortuneM: Subject rolls twice, takes best result. {PH2}

Locate Object: Senses direction toward object (specific or type). {PH}

Marked ObjectF: You gain bonus to track a specific being. {SC}

Master’s Touch: Subject gains immediate +4 bonus on a skill check. {PH2}

See Invisibility: Reveals invisible creatures or objects. {PH}

Spymaster’s Coin: Hide a scrying sensor in a coin or other Tiny object for later activation. {CS}

Sure Strike: Gain +1 bonus/3 levels on next attack. {PH2}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Black Karma Curse: Subject damages self with melee attack. {PH2}

Daze Monster: Living creature of 6 HD or less loses next action. {PH}

Entice Gift: Subject gives caster what it’s holding. {SC}

Hideous Laughter: Subject loses actions for 1 round/level. ﴾⁠Tasha’s hideous laughter⁠﴿ {PH}

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

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

Power Word Sicken: Sickens one creature with 100 hp or less. {RoDr}

Proud Arrogance: Targets gain +4 bonus on saves against charm, compulsion, and fear. {RoDe}

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

Rebuke: Subject is dazed 1 round, then shaken. ﴾⁠Nybor’s gentle reminder⁠﴿ {SC}

Stay the Hand: Change subject creature’s attitude to helpful for 1 round. {PH2}

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

Torrent of Tears: Subject is temporarily blinded and emotionally distraught. {CM}

Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. {PH}

Unfettered Grasp: Grappling creature immediately gains free attempt to escape. {RoDr}

Whelming Blast: 30-foot cone deals 1d6 nonlethal damage/2 levels (max 5d6). {PH2}

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Battering Ram: Deals 1d6 damage plus bull rush. ﴾⁠Force ram⁠﴿ {SC}

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

Burning Sword: Weapon gains flaming burst special ability. {SC}

City Lights: Absorb nearby light to release as blinding flare. {RoDe}

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

Continual FlameM: Makes a permanent, heatless torch. {PH}

Darkness: 20-ft. radius of supernatural shadow. {PH}

Dreadbolt: Deals 1d8 damage/2 levels and stuns 1 round. ﴾⁠Darkbolt⁠﴿ {LoM}

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

Electric Vengeance: 2d8 damage +1/level (max +10) to opponent who damages you in melee. {PH2}

Ethereal Chamber: You entrap an ethereal subject in a chamber of force. ﴾⁠Chamber⁠﴿ {SC}

Fatal Flame: Target’s body bursts into flame upon its death. {CS}

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

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

Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. {PH}

Force LadderF: Creates an immobile ladder of force. {SC}

Frost Breath: Icy breath deals 1d4 damage/2 levels. ﴾⁠Frost fingers⁠﴿ {SC}

Gust of Wind: Blows away or knocks down smaller creatures. {PH}

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

Local Tremor: Light tremor shakes in a 30-ft. line. {RoDr}

Luminous Swarm: Target takes 1d6 damage/round, has 20% miss chance on attacks. {CM}

Molten Strike: 5-ft.-radius burst deals 2d6 fire damage, ignites nearby targets. {HB}

Numbing Sphere: Creates rolling ball of intense cold that deals 1d6 cold damage plus 1d4 Dex damage, lasts 1 round/level. {Fr}

Pressure Sphere: Water pressure deals 4d6 damage to submerged targets. {Sto}

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

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

Scimitar of Sand: Sand sword deals 1d6 damage +1/2 levels and renders target dehydrated. {Sa}

Scorch: Jet of flame deals 1d8/2 levels (max 5d8). ﴾⁠Aganazzar’s scorcher⁠﴿ {SC}

Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels beyond 3rd (max 3). {PH}

Seeking Ray: Ray deals 4d6 electricity damage, ignores concealment and cover; you gain +4 on attacks with rays against the subject. {PH2}

Shatter: Sonic vibration damages objects or crystalline creatures. {PH}

Slapping Hand: Hand makes creature provoke attacks of opportunity. ﴾⁠Bigby’s slapping hand⁠﴿ {SC}

Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst. ﴾⁠Snilloc’s snowball swarm⁠﴿ {SC}

Striking Fist: Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back. ﴾⁠Bigby’s striking fist⁠﴿ {PH2}

Tiny Igloo: Creates igloo that lasts for 2 hours/level. ﴾⁠Leomund’s tiny igloo⁠﴿ {Fr}

Veil of Shadow: Darkness grants you concealment. {SC}

Warding Hand: Hand of force slows opponent. ﴾⁠Bigby’s warding hand⁠﴿ {PH2}

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Bladeweave: Your melee attack dazes your opponent. {SC}

Blinding Color Surge: Blind subject for 1 round, gain invisibility. {PH2}

Blur: Attacks miss subject 20% of the time. {PH}

Claws of Darkness: Claws deal 1d8 cold damage and have reach. {SC}

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

Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level. ﴾⁠Bridge of sound⁠﴿ {SC}

Delusions of Grandeur: Subject thinks it is better than it is. {SC}

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

Disguise Undead: Change appearance of one corporeal undead. {SC}

Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. {PH}

Invisibility: Subject is invisible for 1 minute/level or until it attacks. {PH}

Magic MouthM: Speaks once when triggered. {PH}

Minor Image: As silent image, plus some sound. {PH}

Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). {PH}

Misdirection: Misleads divinations for one creature or object. {PH}

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

Phantom FoeM: Subject is always flanked by one creature. {SC}

Phantom TrapM: Makes item seem trapped. ﴾⁠Leomund’s trap⁠﴿ {PH}

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

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

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

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

Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round. {PH2}

Wall of Gloom: Shadow barrier obscures vision. {SC}

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Blindness/Deafness: Makes subject blinded or deafened. {PH}

Bone Chill: Corporeal undead are held by a thick layer of frost. {Fr}

BonefiddleF: Spectral fiddle bow deals 3d6 damage/round. {SC}

Command Undead: Undead creature obeys your commands. {PH}

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

Death ArmorF: Black aura damages creatures attacking you. {SC}

Desiccate: Deals 1d6/2 levels dessication damage and dehydrates living creature. {Sa}

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

Escalating Enfeeblement: As ray of enfeeblement, but greater effect against already weakened target. {CM}

False Life: Gain 1d10 temporary hp +1/level (max +10). {PH}

Ghoul Glyph: Glyph wards area, paralyzes victims. {SC}

Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. {PH}

Grave Mist: 1d6 cold damage/level, cause fatigue, partially ignore SR. ﴾⁠Kelgore’s grave mist⁠﴿ {PH2}

Heat Leech: Subject takes 1d8 points of cold damage/round. {Fr}

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

Necrotic CystF: Encyst undead sac of tissue in subject. {LM}

Necrotic ScryingF: Hear or see encysted subject at a distance. {LM}

Ray of Sickness: Subject becomes sickened. {SC}

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

Scare: Panics creatures of less than 6 HD. {PH}

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

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

Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. {PH}

Stolen Breath: Subject has wind knocked out of it. {SC}

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

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Alter Self: Assume form of a similar creature. {PH}

Animalistic Power: Subject gains +2 bonus to Str, Dex, and Con. {PH2}

Augment Familiar: Your familiar becomes more powerful. {SC}

Balor Nimbus: Your flaming body damages foes in grapple. {SC}

Bear’s Endurance: Subject gains +4 to Con for 1 minute/level. {PH}

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

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

Boiling Blood: Deal 2d6 fire damage per round; second casting sickens target. {CM}

Bristle: Armor spikes attack with wearer. {SC}

Brumal Stiffening: Brittle weapon’s hardness reduced by 5. {Fr}

Bull’s Strength: Subject gains +4 to Str for 1 minute/level. {PH}

Catapult: Magically propel an object from your hand. {CS}

Cat’s Grace: Subject gains +4 to Dex for 1 minute/level. {PH}

Celerity, Lesser: Take a move action immediately, but be dazed for 1 round. {PH2}

Crystalline Memories: Read subject’s surface thoughts, deal hit point and Int damage. {CM}

Darkvision: See 60 ft. in total darkness. {PH}

Eagle’s Splendor: Subject gains +4 to Cha for 1 minute/level. {PH}

Earthbind: Subject creature can’t fly. ﴾⁠Undeniable gravity⁠﴿ {SC}

Earthen Grasp: Arm made of earth and soil grapples foes. ﴾⁠Maximillian’s earthen grasp⁠﴿ {SC}

Energy Surge, Lesser: One attack deals an extra 1d6 energy damage. {PH2}

Enlarge Weapon: Your weapon grows one size category. {CS}

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

False Peacebond: As peacebond, but subject can draw weapon freely. {Ci}

Fearsome Grapple: You grow tentacles that help you grapple. {SC}

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

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

Fox’s Cunning: Subject gains +4 Int for 1 minute/level. {PH}

Frost Weapon: Weapon gains frost property, +1d6 cold damage. {Fr}

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

Ghost Touch Armor: Armor works normally against incorporeal attacks. {SC}

Heart of Air: Gain +10 on Jump checks, +10 ft. to fly speed, feather fall once. {CM}

Heroics: Subject gains one fighter bonus feat. {SC}

Hurl: Thrown weapon returns to thrower. {SC}

Increase Virulence: Poison’s DC increases by 2. {PH2}

Infernal Wound: Weapon deals persistent, bleeding wounds. {SC}

Ironthunder Horn: Intense vibrations trip those in area. ﴾⁠Balagarn’s iron horn⁠﴿ {SC}

Jaws of the Moray: Subject gains a bite attack. {Sto}

Knock: Opens locked or magically sealed door. {PH}

Kuo-Toa Skin: Subject gains +8 on Escape Artist checks and cannot be snared by webs. {Sto}

Levitate: Subject moves up and down at your direction. {PH}

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

Lucky Streak: Subject gains +2 luck bonus on rerolls made with luck feats. {CS}

Mountain Stance: Subject becomes hard to move. {SC}

Owl’s Wisdom: Subject gains +4 to Wis for 1 minute/level. {PH}

Pyrotechnics: Turns fire into blinding light or choking smoke. {PH}

Quick Potion: Creates a potion that must be used within 1 hour/level. ﴾⁠Darsson’s potion⁠﴿ {SC}

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

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

Returning Weapon: Thrown weapon returns to thrower. (RoW)

Rope Trick: As many as eight creatures hide in extradimensional space. {PH}

Scale Weakening: Subject’s natural armor weakens. {SC}

Share Talents: Subjects gain +2 bonus on skill checks. {PH2}

Sink: Subject loses buoyancy. {Sto}

Slide, Greater: Move subject 20 feet. {SC}

Snake’s Swiftness: Subject immediately makes one attack. {SC}

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

Soul of Anarchy: Gain +5 on Escape Artist checks and grapple checks to avoid being grappled, your natural weapons are chaotic-aligned, and you are treated as being chaotic-aligned for adjudicating effects. {DrM}

Soul of Order: Gain +2 on Will saves to resist enchantments, your natural weapons are lawful aligned, and you are treated as being lawful aligned for adjudicating effects. {DrM}

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

Spider Climb: Grants ability to walk on walls and ceilings. {PH}

Steal Size: Humanoid creature doubles in size as targeted humanoid halves in size. {RoDr}

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

Stretch Weapon: Melee weapon gains 5 ft. of reach for one attack. {PH2}

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

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

Tern’s Persistence: Subject can travel overland 50% longer without fatigue. {Sto}

Urchin’s Spines: Target grows spines that damage opponents. {Sto}

Whirling BladeF: Hurled slashing weapon magically attacks all foes in 60-ft. line. {SC}

Whispering Wind: Sends a short message 1 mile/level. {PH}

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

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

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Dragoneye Rune: Create an invisible draconic mark on an object or creature. {DrM}

3rd-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

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

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

Disobedience: Subject is shielded from mind control. {CS}

Dispel Magic: Cancels magical spells and effects. {PH}

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

Energy Aegis: Subject gains resistance 20 against one energy type for one attack. {PH2}

Energy Vulnerability: Subjects gain vulnerability to the specified energy. {PH2}

Explosive Runes: Deals 6d6 damage when read. {PH}

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

Glacial Globe of Invulnerability: Stops 1st- through 3rd-level fire spell effects and provides concealment. {Fr}

Karmic Backlash: Any creature damaging you becomes exhausted for 2 rounds. {CM}

Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 minute/level. {PH}

Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 minute/level. {PH}

Magic Circle against Good: As protection from good, but 10-ft. radius and 10 minute/level. {PH}

Magic Circle against Law: As protection from law, but 10-ft. radius and 10 minute/level. {PH}

NondetectionM: Hides subject from divination, scrying. {PH}

Protection from Desiccation: Absorb 10 points/level of desiccation damage. {Sa}

Protection from Energy: Absorb 12 points/level of damage from one kind of energy. {PH}

Repelling Shield: Invisible disc gives +4 to AC, blocks magic missiles, pushes away attackers. {CM}

Resist Taint: Bestows +4 bonus on saves against taint. {HH}

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

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

Tenacious Dispelling: As targeted dispel magic, but second consecutive casting is more potent. {CM}

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6). ﴾⁠Mestil’s acid breath⁠﴿ {SC}

Arctic Haze: Fog obscures vision and deals 4 cold damage/round. {Fr}

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

Caustic Smoke: Cloud deals 1d6 acid damage/round, blinds creatures. {CM}

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

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

Dimension Step: Allies can immediately teleport a distance equal to their speed. {PH2}

Grasping Wall: Wall sprouts hands that entangle enemies, help allies climb. {CS}

Haboob: Cloud of dust obscures sight and abrades those passing through it. {Sa}

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

Luminous Assassin, Lesser: Summons an assassin to attack the subject. {PH2}

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

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

Nauseating Breath: Exhale a cone of nauseating gas. ﴾⁠Laogzed’s breath⁠﴿ {SC}

Phantom Steed: Magic horse appears for 1 hour/level. {PH}

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

Regroup: Teleports nearby allies to your side. {PH2}

Scattering Trap: Imbue one 5-ft. square/2 levels with teleportation trap. {PH2}

Sepia Snake SigilM: Creates text symbol that immobilizes reader. {PH}

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

Sleet Storm: Hampers vision and movement. {PH}

Stinking Cloud: Nauseating vapors, 1 round/level. {PH}

Summon Monster III: Calls extraplanar creature to fight for you. {PH}

Summon Undead IIIF: Summons undead to fight for you. {SC}

Unicorn ArrowF: 1d8+8 damage and bull rush; +1 unicorn arrow/3 levels beyond 5th. ﴾⁠Melf’s unicorn arrow⁠﴿ {PH2}

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

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Alter FortuneX: Cause one creature to reroll any die roll. {PH2}

Analyze Portal: Find a nearby portal and discover its properties. {SC}

Analyze Touchstone: Find a nearby planar touchstone and discover its properties.

Arcane Sight: Magical auras become visible to you. {PH}

Battlemagic Perception: Sense and counter spellcasting within 100 feet. {HB}

Circle Dance: Indicates direction to known individual. {SC}

Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute/level. {PH}

Crown of Clarity: +2 to Listen and Spot, discharge spell to gain +8. {PH2}

Detect Ship: Detect and identify ships. {Sto}

Enduring Scrutiny: Become aware when target performs designated action. {CM}

Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike. {DrM}

Spellcaster’s Bane: Gain +2 on dispel, counterspell checks; recognize cast spell and caster level. {CM}

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

Tongues: Speak any language. {PH}

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

Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. {DrM}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Adoration of the Frightful: Make fearful creatures friendly to you. {DrM}

Bothersome Babble: Subject’s speech becomes incoherent; second casting makes speech painful. {CM}

Deep Slumber: Puts 10 HD of creatures to sleep. {PH}

Heroism: Gives +2 bonus on attack rolls, saves, skill checks. {PH}

Hesitate: Force subject to lose actions. {PH2}

Hold Person: Paralyzes one humanoid for 1 round/level. {PH}

Inevitable Defeat: Subject takes 3d6 nonlethal damage/round. {PH2}

Mesmerizing Glare: Your gaze fascinates creatures. {SC}

Miser’s Envy: Subject jealously covets nearby object. {SC}

Power Word Deafen: Deafens one creature with 100 hp or less. {RoDr}

Power Word Maladroit: Deals 2 points Dex damage to one creature with 75 hp or less. {RoDr}

Power Word Weaken: Deals 2 points Str damage to one creature with 75 hp or less. {RoDr}

Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –⁠2 to AC. {PH}

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

Suggestion: Compels subject to follow stated course of action. {PH}

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

Tormenting Thirst: Subject is overwhelmed by thirst. {Sa}

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Blacklight: Create an area of total darkness. {SC}

Blade of Pain and Fear: Creates blade of gnashing teeth. {SC}

Body Blaze: You are surrounded by fire and leave a wall-like trail of flame in your wake. {Sa}

Capricious Zephyr: Gale-force winds push creatures. {SC}

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

Crack IceM: Shatters ice structures or ice creatures. {Fr}

Daylight: 60-ft. radius of bright light. {PH}

Disrupting Hand: Hand disrupts opponent’s spellcasting. ﴾⁠Bigby’s disrupting hand⁠﴿ {PH2}

Favorable Wind: Produces a strong wind that lasts 10 minute/level. {Sto}

Fireball: 1d6 damage per level, 20-ft. radius. {PH}

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

Ghost Lantern: Generate light that only you and companions can see. {CM}

Glowing OrbF: Creates permanent magical light; you control brightness. ﴾⁠Nchaser’s glowing orb⁠﴿ {SC}

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

Hailstones: Frigid globes deal 5d6 cold damage. {SC}

Invoke the Cerulean Sign: Aberrations become sickened, nauseated, dazed, or stunned. {LoM}

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

Lightning Bolt: Electricity deals 1d6/level damage. {PH}

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

Prismatic Mist: Multicolored mist has random effect. {PH2}

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

Ray of the Python: Creature can only attack once per round, cannot make attacks of opportunity, –⁠10 ft. penalty to speed. {PH2}

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

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

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

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

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

Storm Mote: Dust devil of flensing sand. {Sa}

Tiny Hut: Creates shelter for ten creatures. ﴾⁠Leomund’s tiny hut⁠﴿ {PH}

Vision of the Omniscient Eye: Gain +10 bonus on Spot checks, immunity to being dazzled or blinded, and one use of faerie fire. {DrM}

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

Wind Wall: Deflects arrows, smaller creatures, and gases. {PH}

Wingblast: Create wings that can transform into a gust of wind or obscuring mist. {DrM}

Wreath of Flames: Flames around you deal 1d6 damage to adjacent foes; your melee attacks deal +1d6 fire damage. {DrM}

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8. {PH2}

Deceptive Façade: Disguise appearance of another creature or object. {CM}

Displacement: Attacks miss subject 50%. {PH}

Hood of the Cobra: You appear serpentine to target, and can deliver illusory poison bites. {CM}

Illusory ScriptM: Only intended reader can decipher. {PH}

Invisibility Sphere: Makes everyone within 10 ft. invisible. {PH}

Legion of Sentinels: Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5). {PH2}

Major Image: As silent image, plus sound, smell and thermal effects. {PH}

Mask of the Ideal: Gain +4 bonus on skill checks, checks to influence enchanted or conjured creatures. {CM}

Pall of Twilight: Veil of shadow impedes sight and sound. {CM}

Phantasmal Strangler: Nightmare grapples and strangles one foe. {CM}

Phantom Guardians: Create illusion of group of guards. {RoDe}

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

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

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

Suspended SilenceM: Object becomes programmed to create an area of silence at your command. ﴾⁠Khelben’s suspended silence⁠﴿ {SC}

Vertigo Field: Creatures have 20% miss chance and possibly become nauseated. {PH2}

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Blood Snow: Area of fallen snow drains 1d2 points of Con/round and causes nausea. {Fr}

Crown of the Grave: Command undead, discharge to gain +4 on turn or rebuke. {PH2}

Curse of Impending Blades, Mass: Enemies take –⁠2 penalty to AC. {SC}

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

Gentle Repose: Preserves one corpse. {PH}

Halt Undead: Immobilizes undead for 1 round/level. {PH}

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

Incorporeal Enhancement: Grant bonuses to incorporeal undead. {SC}

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

Mind Poison: Your poisonous touch deals Wis damage. {SC}

Necrotic BloatF: Encysted subject takes 1d6 damage/level. {LM}

Prickling Torment: Target is sickened, takes damage whenever it acts. {CM}

Ray of Exhaustion: Ray makes subject exhausted. {PH}

Shivering Touch: Touch deals 3d6 Dex damage. {Fr}

Skull Watch: Skull shrieks when creature enters warded area. {SC}

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

Thin Air: Creatures suffer from altitude sickness. {Fr}

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

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

Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp. {PH}

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Air Breathing: Subjects can breathe air freely. {SC}

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

Animate Weapon: A weapon animates and fights for you. {CM}

Arms of Plenty: Grow two additional arms. {LoM}

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

Blink: You randomly vanish and reappear for 1 round/level. {PH}

Control Temperature: Raise or lower temperature by one band/5 levels. {Fr}

Crown of Might: Gain +2 Strength, discharge to gain +8 bonus for 1 round. {PH2}

Crown of Protection: +1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round. {PH2}

Curse of Arrow Attraction: Subject takes –⁠5 penalty to AC against ranged attacks. {PH2}

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

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

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

DiamondsteelM: Metal armor provides damage reduction. {SC}

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

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

Energy Surge: One attack deals an extra 2d6 energy damage. {PH2}

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

Ferocity of Sanguine Rage: Gain bonus on melee damage rolls and one use of true strike. {DrM}

Flame Arrow: Arrows deal +1d6 fire damage. {PH}

Fly: Subject flies at speed of 60 ft. {PH}

Gaseous Form: Subject becomes insubstantial and can fly slowly. {PH}

Giant’s Wrath: Pebbles you throw become boulders. {SC}

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

Halt: Subject’s feet become stuck to ground. {PH2}

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

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. {PH}

Heart of Water: Gain swim speed, ability to breathe water, +5 on Escape Artist checks, freedom of movement once. {CM}

Keen Edge: Doubles normal weapon’s threat range. {PH}

Least Dragonshape: Take the form of a pseudodragon. {DrM}

Magic Weapon, Greater: +1/four levels (max +5). {PH}

Menacing Tentacles: Grow two tentacles with 10-ft. reach that deal 1d8 damage each. ﴾⁠Evard’s menacing tentacles⁠﴿ {PH2}

Mighty Wallop, Greater: +1 size category of bludgeoning weapon/four levels (maximum 5). {RoDr}

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

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

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

Secret Page: Changes one page to hide its real content. {PH}

Sense of the Dragon: Nonvisual senses out to 30 ft. that pinpoints creatures. {RoDr}

Shadow Phase: Subject becomes partially incorporeal. {SC}

Shape of the Hellspawned Stalker: You take the form of a hell hound. {CM}

Shrink Item: Object shrinks to one-sixteenth size. {PH}

Siphon: Drain 5 or more charges from wand or staff to replace one or more cast spells. {CS}

Slow: One subject/level takes only 1 action/round, –⁠2 to AC, –⁠2 on attack rolls. {PH}

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

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

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

Steeldance: Blades hover around you and attack foes. {SC}

Stony Grasp: Arm made of soil and rock grapples foes. ﴾⁠Maximilian’s stony grasp⁠﴿ {SC}

Tremorsense: Grants tremorsense to a range of 30 feet. {SC}

Undulant Innards: Gain immunity to extra damage from critical hits and sneak attacks. {LoM}

Unicorn Horn: You grow a horn that functions as a natural weapon. {CM}

Walk the Mountain’s Path: Subject not slowed by slopes, gains a climb speed equal to land speed and +10 on Jump and Balance checks. {RoS}

Wand Modulation: Temporarily change wand to cast another, weaker spell. {CS}

Water Breathing: Subjects can breathe underwater. {PH}

Water to Acid: Transforms 1 cu. ft./level of water into acid. {Sto}

Weapon of Energy: Weapon deals extra energy damage. {SC}

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

Whispering SandF: Sand delivers your message. {Sa}

Wingblast: Create wings that can transform into a gust of wind or obscuring mist. {DrM}

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

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

4th-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Condemnation: Lowers subject outsider’s SR and stuns for 1 round. {PH2}

Dimensional Anchor: Bars extradimensional movement. {PH}

Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check. ﴾⁠Otiluke’s dispelling screen⁠﴿ {SC}

Fire TrapM: Opened object deals 1d4 damage +1/ level. {PH}

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

Glacial Ward: Subject gains SR 18 against fire spells and effects. {Fr}

Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. {PH}

Ice ShieldM: Subject gains damage reduction 15/—. {Fr}

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

Ray Deflection: Ray attacks are reflected away. ﴾⁠Minor reflection⁠﴿ {SC}

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

Remove Curse: Frees object or person from curse. {PH}

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

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

Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled. {PH2}

Stifle Spell: Subject must concentrate or botch spell. {PH2}

StoneskinM: Ignore 10 points of damage per attack. {PH}

Suppressing Field: Spells of a designated school or subtype are suppressed. ﴾⁠Otiluke’s impressing field, Otiluke’s suppressing field⁠﴿ {CM}

Wall of ChaosM: Wall blocks creatures of lawful alignment. {SC}

Wall of EvilM: Wall blocks creatures of good alignment. {SC}

Wall of GoodM: Wall blocks creatures of evil alignment. {SC}

Wall of LawM: Wall blocks creatures of chaotic alignment. {SC}

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Black Tentacles: Tentacles grapple all within 20-ft. spread. ﴾⁠Evard’s black tentacles⁠﴿ {PH}

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

Blast of Sand: Cone deals 1d6 damage/level. {Sa}

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

Boiling Oil: 10-ft. cylinder deals 4d6 damage, +2d6 damage per round for 1 round/3 levels. {HB}

Bright Worms: Fiery worms damage enemies within 20-ft. spread. {PH2}

Caustic Mire: Acidic sludge slows progress, deals damage. {CM}

Column of Ice: Column of ice erupts from ground, lifting anything in its area into the air. {Fr}

Create Fetch: Craft a temporary duplicate of yourself that follows telepathic orders. {CS}

Desert Diversion: Those attempting planar travel are diverted to a random wasteland. {Sa}

Dimension Door: Teleports you short distance. {PH}

Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points. {PH2}

Ethereal Mount: You conjure swift mounts on the Ethereal Plane. {SC}

Explosive Rune FieldM: Area is covered with runes that explode on contact with creatures. {PH2}

Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area. {DrM}

Ice ShipM: Creates ice runner or ice galleon. {Fr}

Ice WebM: Creates webs of coldfire that entangle and deal 1d6 frostburn damage/round. {Fr}

Minor Creation: Creates one cloth or wood object. {PH}

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

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

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

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

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

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

Secure Shelter: Creates sturdy cottage. ﴾⁠Leomund’s secure shelter⁠﴿ {PH}

Solid Fog: Blocks vision and slows movement. {PH}

Spacious Carriage: Summons carriage and horses to pull it. ﴾⁠Leomund’s spacious carriage⁠﴿ {Ci}

Summon Monster IV: Calls extraplanar creature to fight for you. {PH}

Summon Pest Swarm: Summons swarm of urban animals and vermin. {Ci}

Summon Undead IVF: Summons undead to fight for you. {SC}

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

Unseen Servant, Mass: As unseen servant except creates one servant/level. {RoDe}

Wall of Salt: Wall of salt that can be shaped. {Sa}

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

Wall of Water: Creates shapeable transparent wall of water. {SC}

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Arcane Eye: Invisible floating eye moves 30 ft./round. {PH}

Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance. ﴾⁠Assay resistance⁠﴿ {SC}

Detect Scrying: Alerts you of magical eavesdropping. {PH}

Know Vulnerabilities: Determine subject’s vulnerabilities and resistances. {SC}

Locate Creature: Indicates direction to familiar creature. {PH}

ScryingF: Spies on subject from a distance. {PH}

Treasure Scent: You detect valuable metals and gems. {SC}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Battle Hymn: Allies can reroll one Will save/round. {SC}

Charm Monster: Makes monster believe it is your ally. {PH}

Confusion: Subjects behave oddly for 1 round/level. {PH}

Crushing Despair: Subjects take –⁠2 on attack rolls, damage rolls, saves, and checks. {PH}

Geas, Lesser: Commands subject of 7 HD or less. {PH}

Malevolent Whisper: Reduces living creature with 10 hp or lower to –⁠9 hp. ﴾⁠Vecna’s malevolent whisper⁠﴿ {CM}

Power Word Distract: Makes one creature with 150 hp or less flat-footed. {RoDr}

Rebuke, Greater: Subject cowers for 1d4 rounds. ﴾⁠Nybor’s mild admonishment⁠﴿ {SC}

Siren’s Call: Compel one creature/2 levels to submerse itself. {Sto}

Slumber Arrows: Your arrows cause the subject to fall asleep for 1 hour. ﴾⁠Melf’s slumber arrows⁠﴿ {CM}

Trance of the Verdant Domain: Fascinate a single foe for 3 rounds, and make target vulnerable to your mind-affecting abilities. {DrM}

Whelm, Mass: 1d6 nonlethal damage/level (max 10d6) to 1 creature/level. {PH2}

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Bleakness: 1d6 damage/round to living creatures, grants undead turn resistance and fast healing. {PH2}

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

Channeled Pyroburst: Deal fire damage, amount and radius based on casting time. {PH2}

Crushing Grip: Subject takes –⁠2 on attacks, checks, saves, and AC and –⁠20 ft. penalty to speed, might be paralyzed. {PH2}

Damning Darkness: Darkness deals either 2d6 or 1d6 damage per round. {LoM}

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

Early Twilight: Reduce light in 80-ft.-radius cylinder. {HB}

Energy Spheres: Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic energy. ﴾⁠Tvash-Prull’s energy spheres⁠﴿ {SC}

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

Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. {PH}

Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area. {DrM}

Floating Disk, Greater: As floating disk, but you can ride it. ﴾⁠Tenser’s floating disk, greater⁠﴿ {SC}

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

Force Claw: Claw of force guards an area, making opportunity attacks. ﴾⁠Caligarde’s claw⁠﴿ {SC}

Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst. ﴾⁠Mordenkainen’s force missiles⁠﴿ {SC}

Forcewave: Bull rushes all creatures within 10 ft. {SC}

Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. {PH}

Incendiary Surge: Cone of fire deals 1d6/level damage, 1d8/level damage on consecutive casting. {CM}

Parboil: Flash-heats air dealing fire and Intelligence damage to one or more creatures. {Sa}

Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind. {DrM}

Resilient Sphere: Force globe protects but traps one subject. ﴾⁠Otiluke’s resilient sphere⁠﴿ {PH}

Searing Exposure: Target suffers hours of wasteland exposure in a moment. {Sa}

Shout: Deafens all within cone and deals 5d6 sonic damage. {PH}

Slashing Dispel: As dispel magic, but creatures take damage for spells dispelled. {PH2}

Stone Sphere: 3-ft.-diameter stone sphere rolls over your enemies. {SC}

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

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

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

Wall of ColdfireM: Deals 2d4 of cold damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 frostburn damage +1/level. {Fr}

Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level. {PH}

Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. {PH}

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

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8. {PH2}

Disguise Ship: Disguises a ship. {Sto}

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like). {PH}

Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through. {PH}

Invisibility, Greater: As invisibility, but subject can attack and stay invisible. {PH}

Mirror Image, Greater: As mirror image, but gain an additional image each round. {PH2}

Nightmare Terrain: Create patch of illusory terrain that hinders foes and allows you to hide. {CM}

Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage. {PH}

Phantom Battle: Illusion of battle flanks creatures and denies attacks of opportunity. {PH2}

Rainbow Pattern: Lights fascinate 24 HD of creatures. {PH}

Sensory Deprivation: All of subject’s senses are blocked. {SC}

Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real. {PH}

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

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Aboleth Curse: Subject’s skin undergoes a horrible transformation. {Sto}

Animate DeadM: Creates undead skeletons and zombies. {PH}

Bestow Curse: –⁠6 to an ability score; –⁠4 on attack rolls, saves, and checks; or 50% chance of losing each action. {PH}

Contagion: Infects subject with chosen disease. {PH}

Curse of the Elemental LordsA: Bestow a curse on enemies, making them more susceptible to your energy damage. {DrM}

Doom Scarabs: Scarab swarm deals 1d6/2 levels, gives you temporary hit points. {PH2}

Enervation: Subject gains 1d4 negative levels. {PH}

Fear: Subjects within cone flee for 1 round/level. {PH}

Finger of Agony: Deals 3d6 damage per round and nauseates or sickens target. {CM}

Horrid Sickness: Subjects are nauseated or sickened. {CM}

Mindfrost: Deals 5d6 cold damage, 1d4 Int damage. {Fr}

Necrotic DominationF: Completely control encysted subject. {LM}

Seed of UndeathM: Subject that dies before spell expires rises as a zombie under your command. {CM}

Touch of Years: Target loses 3 points of Str, Dex, and Con daily; second casting blinds and deafens. {CM}

Wither: Deals 1d6/level desiccation damage and dehydrates living creature. {Sa}

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category. (RoW)

Aspect of the Icy Hunter: You take the form of a winter wolf. {CM}

Attune Form: Grant creature temporary protection against overtly damaging planar traits. {SC}

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

Baleful Blink: Subject has 50% chance of failure on attacks and spells. {PH2}

Battlefield Fortification: Create trench or berm. {HB}

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

Blinding Breath: Your breath weapon blinds subjects. {SC}

Burning Blood: Subject takes 1d8 acid damage plus 1d8 fire damage/round. {SC}

Call of Stone: Slowly turn subject to stone. {PH2}

Celerity: Take a standard action immediately, but be dazed for a round. {PH2}

Corporeal Instability: Transform a creature into an amorphous mass. ﴾⁠Simbul’s skeletal deliquescence⁠﴿ {SC}

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

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

Enduring Flight: Carry medium loads at full fly speed; flight duration is doubled. (RoW)

Enlarge Person, Mass: Enlarges several creatures. {PH}

Entangling Staff: Quarterstaff can grapple and constrict foes. {SC}

Fire Stride: Teleport from one fire to another. {SC}

Flame Whips: Your forelimbs deal 6d6 fire damage. {SC}

Flight of the Dragon: You grow dragon wings. {SC}

Fuse Sand: Hardens sand and may trap creatures. {Sa}

Heart of Earth: Gain temporary hit points; +8 to resist bull rush, overrun, and trip; use stoneskin once. {CM}

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

Mark of the Enlightened SoulA: Spells gain the good descriptor and deal extra damage to evil creatures. {DrM}

Metal Melt: Melts metal object without heat. ﴾⁠Ghorus Toth’s metal melt⁠﴿ {SC}

Mnemonic EnhancerF: Prepares extra spells or retains one just cast. ﴾⁠Rary’s mnemonic enhancer⁠﴿ {PH}

Passage of the Shifting Sands: Become a swirling sand cloud; gain one use of gust of wind. {DrM}

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

Polymorph: Gives one willing subject a new form. {PH}

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

Rebirth of Iron: Completely restores any metal item destroyed by rust, even if reduced to powder. {CM}

Rebuking Breath: Your breath weapon rebukes undead. {SC}

Reduce Person, Mass: Reduces several creatures. {PH}

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

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

Rusted Blade: Touched weapon delivers filth fever. {CM}

Sandform: You become an oozelike being of sand. {Sa}

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

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

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

Stone Shape: Sculpts stone into any shape. {PH}

Touch of the Blackened SoulA: Spells gain the evil descriptor and deal extra damage to good creatures. {DrM}

Trollshape: You take on the form and abilities of a troll. {PH2}

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

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

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Mystic Surge: Ally’s spell gains +2 DC and +1 caster level. {PH2}

5th-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Anticold Sphere: Sphere hedges out cold creatures and protects you from cold. {SC}

Antifire Sphere: Creatures within sphere gain immunity to fire damage. {Sa}

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. {PH}

Contingent Energy Resistance: Energy damage triggers a resist energy spell. {SC}

Dismissal: Forces a creature to return to native plane. {PH}

Dispel Water: Cancels water spells and effects or dismisses water creatures. {Sa}

Dispelling Breath: Your breath weapon acts as an area dispel magic to all creatures in its area. {SC}

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

Field of Resistance: Zone provides SR 11 + caster level. {PH2}

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

Ironguard, Lesser: Subject becomes immune to nonmagical metal. {SC}

Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. ﴾⁠Mordenkainen’s private sanctum⁠﴿ {PH}

Mana Flux: Magic in area has 20% failure chance. {PH2}

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

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

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

Spell Theft: Dispel spells on target and gain their benefit for yourself. {CS}

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

Wall of Dispel Magic: Creatures passing through a transparent wall become subjects of targeted dispel magic. {SC}

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

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Acid RainM: 20-ft.-radius cylinder deals 7d6 acid damage. {HB}

Acid SheathF: Sheath of acid damages those who attack you, enhances acid spells. ﴾⁠Mestil’s acid sheath⁠﴿ {SC}

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

Billet: Creates sturdy barracks. ﴾⁠Leomund’s billet⁠﴿ {HB}

Blackwater Tentacle: Create blackwater tentacle that attacks your foe. {Sto}

Call ZelekhutX: A zelekhut performs one duty for you. {SC}

Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage. {PH}

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

Dimension Jumper: Teleport up to 30 feet 1/round. {CM}

Dimension Shuffle: Teleport multiple creatures short distances within line of sight. {PH2}

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

Evacuation Rune: Create invisible rune that you can teleport to as swift action. {CS}

Fire and Brimstone: Subject takes fire damage, might be sickened. {CM}

Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings. ﴾⁠Leomund’s hidden lodge⁠﴿ {SC}

Luminous Assassin: As lesser luminous assassin, but the assassin is more powerful. {PH2}

Mage’s Faithful Hound: Phantom dog can guard, attack. ﴾⁠Mordenkainen’s faithful hound⁠﴿ {PH}

Major Creation: As minor creation, plus stone and metal. {PH}

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

Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task. {PH}

Precipitate BreachM: You can force planar boundaries to rip, creating a planar breach.

Secret ChestF: Hides expensive chest on Ethereal Plane; you retrieve it at will. ﴾⁠Leomund’s secret chest⁠﴿ {PH}

Summon Monster V: Calls extraplanar creature to fight for you. {PH}

Summon Undead VF: Summons undead to fight for you. {SC}

Teleport: Instantly transports you as far as 100 miles/level. {PH}

Toxic Weapon: Coats weapon with poison. {PH2}

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

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

Wall of Magma: Deals 2d6 fire damage out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals 5d6 damage +1/level. {Sa}

Wall of Stone: Creates a stone wall that can be shaped. {PH}

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Contact Other Plane: Lets you ask question of extraplanar entity. {PH}

Flowsight: You can scry creatures in contact with a body of water. {Sto}

Prying Eyes: 1d4 +1/level floating eyes scout for you. {PH}

Telepathic Bond: Link lets allies communicate. ﴾⁠Rary’s telepathic bond⁠﴿ {PH}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Charm Person, Mass: As charm person, but all within 30 feet. {RoDe}

Dominate Person: Controls humanoid telepathically. {PH}

Feeblemind: Subject’s Int and Cha drop to 1. {PH}

Hold Monster: As hold person, but any creature. {PH}

Incite Riot: Subjects attack nearest creature. {PH2}

Mind Fog: Subjects in fog get –⁠10 to Wis and Will checks. {PH}

Power Word Disable: Reduces living creature with 50 hp or less to 0 hp. {RoDr}

Sleep Mote: Dust devil of magic sand puts foes to sleep. {Sa}

Symbol of SleepM: Triggered rune puts nearby creatures into catatonic slumber. {PH}

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Ball Lightning: Energy ball deals 1d6/level electricity damage. {SC}

Boreal Wind: Gust of cold wind deals 1d4 cold damage/level and knocks creatures back. {Fr}

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

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

Channeled Sound Blast: Deal sonic damage in cone; area and damage increase based on casting time. {CM}

Coat of Arms: Surround yourself with blades of force. {CM}

Cone of Cold: 1d6/level cold damage. {PH}

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

Electric Vengeance, Greater: As electric vengeance, but 5d8 damage +1/level (max +15) and daze subject. {PH2}

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

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

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

Flaywind Burst: Blows away and knocks down smaller creatures and deals 1d6 damage/level. {Sa}

Interposing Hand: Hand provides cover against one opponent. ﴾⁠Bigby’s interposing hand⁠﴿ {PH}

Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures. {DrM}

Moonbow: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects. ﴾⁠Presper’s moonbow⁠﴿ {SC}

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

Radiance: Creates daylight that dazzles undead. {PH2}

Resounding Thunder: Lasting sound deals 4d6 sonic damage per round, deafens creatures within area. {CM}

Sending: Delivers short message anywhere, instantly. {PH}

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

Shrieking Blast: 40-ft. radius burst deafens and deals 8d6 sonic damage. {HB}

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

Sonic RumbleF: Cone of sound deals damage. ﴾⁠Horizikaul’s versatile vibration⁠﴿ {SC}

Sonic Shield: +4 deflection bonus to AC; 1d8 sonic damage and push back creatures that hit you in melee. {PH2}

Wall of Force: Wall is immune to damage. {PH}

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

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Dream: Sends message to anyone sleeping. {PH}

False VisionM: Fools scrying with an illusion. {PH}

Fever Dream: Illusory vision fatigues or exhausts target, makes spellcasting difficult. {CM}

Friend to Foe: Make subject creature believe its allies are its enemies. {PH2}

Illusory Feast: Subjects become dazed by illusory food. {SC}

Mirage Arcana: As hallucinatory terrain, plus structures. {PH}

Nightmare: Sends vision dealing 1d10 damage, fatigue. {PH}

Persistent Image: As major image, but no concentration required. {PH}

Retributive Image: Created illusion deals damage to those who disbelieve it. {CM}

Seeming: Changes appearance of one person per two levels. {PH}

Shadow Evocation: Mimics evocation below 5th level, but only 20% real. {PH}

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. {SC}

Shadow Guardians: Create group of shadowy warriors. {RoDe}

Shadow Hand: Medium hand blocks opponents or carries items. {SC}

Shadowfade: Opens a portal to the Plane of Shadow. {SC}

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Animate LegionM: Creates skeletons or zombies. {HB}

Blight: Withers one plant or deals 1d6/level damage to plant creature. {PH}

Channeled Lifetheft: Fatigue, exhaust, and deal damage to target, depending on casting time. {CM}

Choking SandsM: Touched creature begins to suffocate on sand. {Sa}

Cryptwarden’s Grasp: Bestow mummy rot with your touch. {CM}

Death Throes: Your body explodes when you die. {SC}

Gelid Blood: Subject takes –⁠4 penalty on attacks, AC, and Str- and Dex-related checks, 50% failure of spells with somatic components. {Fr}

Graymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level. ﴾⁠Grimwald’s greymantle⁠﴿ {SC}

Haunt Shift: Turn corporeal and incorporeal undead into haunting presences. {LM}

Magic JarF: Enables possession of another creature. {PH}

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

Necrotic BurstF: Encysted subject killed, cyst begins to roam. {LM}

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

Oath of Blood: Extends a geas beyond death that compels the target to animate and continue her quest as undead. {HH}

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

Symbol of PainM: Triggered rune wracks nearby creatures with pain. {PH}

Thalassemia: Turns blood to seawater, dealing 1d6/level damage. {Sto}

Touch of the Lich: Deal negative energy damage and paralysis with your touch. ﴾⁠Touch of Vecna⁠﴿ {CM}

Waves of Fatigue: Several targets become fatigued. {PH}

Wrack: Renders creature helpless with pain. {SC}

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Airy Water: Turn normal water into a breathable substance; negate underwater movement and melee attack penalties. {Sto}

Animal Growth: One animal/two levels doubles in size. {PH}

Baleful Polymorph: Transforms subject into harmless animal. {PH}

Bite of the Wereboar: You gain the Strength and attacks of a wereboar. {SC}

Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level. ﴾⁠Improved blink⁠﴿ {SC}

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

Dancing Blade: A weapon attacks on its own. ﴾⁠Dance of blades⁠﴿ {PH2}

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

Draconic Polymorph: As polymorph, but improved. {Dr}

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

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

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

Ethereal Breath: Your breath weapon manifests on the Ethereal Plane. {SC}

Etherealness, Swift: Subject momentarily becomes ethereal. {PH2}

Fabricate: Transforms raw materials into finished items. {PH}

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

Flaying Tendrils: You grow mind flayer tentacles, which you can use to attack your foes. {CM}

Flesh to Ice: Turns subject into statue of ice. {Fr}

Flesh to Salt: Turns creature into a statue of salt. {Sa}

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

Form of the Desert Hunter: Take the form of a dragonne. {DrM}

Form of the Threefold Beast: You take the form of a chimera. {CM}

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

Heart of Fire: Gain +10 ft. to land speed, resistance to fire 10, use fire shield once. {CM}

Ice Shape: Sculpts ice into any shape. {Fr}

Ice to Flesh: Restores frozen creature. {Fr}

Lightning Leap: Transform into bolt of lightning, damaging foes and transporting yourself. {CM}

Lord of the Sky: Gain flight and one use of lightning bolt; slow airborne creatures. {DrM}

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

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

Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. {PH}

Passwall: Creates passage through wood or stone wall. {PH}

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

Spell Matrix, LesserF: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell. ﴾⁠Simbul’s spell matrix⁠﴿ {SC}

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

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

Telekinesis: Moves object, attacks creature, or hurls object or creature. {PH}

Transformation of the Deeps: Grant water breathing, darkvision, and pressure immunity to one creature/3 levels. {Sto}

Transmute Mud to Rock: Transforms two 10-ft. cubes per level. {PH}

Transmute Rock to Mud: Transforms two 10-ft. cubes per level. {PH}

Transmute Sand to Glass: Transforms two 10-ft. cubes per level. {Sa}

Transmute Sand to Stone: Transforms two 10-ft. cubes per level. {Sa}

Transmute Stone to Sand: Transforms two 10-ft. cubes per level. {Sa}

Unicorn Blood: Gain immunity to poison, compulsion, charm effects; bestow temporary hp once. {CM}

Unearthly Heat: Target is subjected to unearthly heat for 1 round/level. {Sa}

Vulnerability: Reduces an opponent’s damage reduction. {SC}

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

Zone of Peace: As peacebond, but affects all weapons in area. {Ci}

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

PermanencyX: Makes certain spells permanent. {PH}

6th-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

Antimagic Field: Negates magic within 10 ft. {PH}

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

Dispel Magic, Greater: As dispel magic, but up to +20 on check. {PH}

Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. {PH}

Guards and Wards: Array of magic effects protect area. {PH}

Karmic Retribution: Any creature damaging you becomes stunned for 1 round. {CM}

Prismatic Aura: Shield of colors offers concealment and damages your attackers. {CM}

Repulsion: Creatures can’t approach you. {PH}

Resistance, Superior: Subject gains +6 on saving throws. {SC}

Ruby Ray of ReversalF: Ray negates magical or mundane hazards. {SC}

Seal PortalM: Seal an interplanar portal or gate. ﴾⁠Gate seal⁠﴿ {SC}

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

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

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Acid Fog: Fog deals acid damage. {PH}

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

Call of the Twilight Defender: Summon a twilight guardian to fight for you. {DrM}

Familiar Refuge: Safely teleport self to familiar or familiar to self as a swift action. {CM}

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

Freezing Fog: Fog slows creatures, obscures vision, hinders movement. {SC}

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

Mage’s Trusted Bloodhound: Create a ferocious hound that tracks and attacks foes. ﴾⁠Mordenkainen’s trusted bloodhound⁠﴿ {CM}

Mudslide: Landslide buries, mires creatures within a 40-ft. radius. {Sto}

Planar Binding: As lesser planar binding, but up to 12 HD. {PH}

Steal Summoning: Take control of another caster’s summoned monster. {CM}

Stormwalk: Teleport yourself and one creature/2 levels from a storm. {Sto}

Summon Monster VI: Calls extraplanar creature to fight for you. {PH}

Tactical Teleportation: Teleport one creature/3 levels a short distance. {CM}

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

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

Wall of IronM: 30 hp/four levels; can topple onto foes. {PH}

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Analyze DweomerF: Reveals magical aspects of subject. {PH}

Eye of Stone: Like arcane eye, but can move through stone. {RoS}

Eyes of the Oracle: Gain +2 bonus to AC and on Reflex saves; ready one extra action. {DrM}

Interplanar Telepathic Bond: Link lets allies communicate across planes. ﴾⁠Rary’s interplanar telepathic bond⁠﴿ {SC}

Legend LoreMF: Lets you learn tales about a person, place, or thing. {PH}

Probe Thoughts: Read subject’s memories, one question/round. {SC}

Scry Location: Spy on a distant location. {CS}

True SeeingM: Lets you see all things as they really are. {PH}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Cloak of Hate: Target provokes hostile reactions, takes –⁠10 penalty on Diplomacy checks. {HH}

Endless Slumber: Subject falls asleep and is not easily roused. {CM}

Freezing Glance: Gaze freezes subjects in place. {Fr}

Geas/Quest: As lesser geas, plus it affects any creature. {PH}

Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. {PH}

Overwhelm: Nonlethal damage knocks out subject. {PH2}

Power Word Nauseate: Makes one creature with 150 hp or less nauseated. {RoDr}

Suggestion, Mass: As suggestion, plus one subject/level. {PH}

Symbol of PersuasionM: Triggered rune charms nearby creatures. {PH}

Symbol of ThirstM: Triggered rune overwhelms nearby creatures with thirst. {Sa}

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. {PH}

ContingencyF: Sets trigger condition for another spell. {PH}

EntombM: Captures subjects in blocks of ice, suffocating them. {Fr}

Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon. {SC}

Forceful Hand: Hand pushes creatures away. ﴾⁠Bigby’s forceful hand⁠﴿ {PH}

Freezing Sphere: Freezes water or deals cold damage. ﴾⁠Otiluke’s freezing sphere⁠﴿ {PH}

Haze of Smoldering Stone: Volcanic stones deal 4d6 bludgeoning and 8d6 fire damage in a 60-foot cone. {DrM}

Howling ChainF: Chain of force trips and attacks opponents. {SC}

Ice Rift: Intense quake shakes 40-ft. radius spread of ice. {Fr}

Lingering Flames: Eruption of fire deals 1d6 damage per caster level each round for 3 rounds. {CM}

Ray of Light: Ray blinds subject. {SC}

Storm of Fire and Ice: Storm provides concealment, slows movement, deals cold and fire damage. {CM}

Thunder Field: Creatures in area take 1d8 sonic damage/round, knocked prone. {PH2}

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Dream Casting: Alter subject’s dreams to produce desired effect. {SC}

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

Mislead: Turns you invisible and creates illusory double. {PH}

Permanent ImageM: Includes sight, sound, and smell. {PH}

Programmed ImageM: As major image, plus triggered by event. {PH}

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

Shadow Walk: Step into shadow to travel rapidly. {PH}

Shadowy Grappler: Illusory force grapples subject. {SC}

Veil: Changes appearance of group of creatures. {PH}

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Ashen Union: Drains moisture from a creature, possibly killing it and destroying its body. {Sa}

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

Blackwater Taint: Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level. {Sto}

Circle of DeathM: Kills 1d4/level HD of creatures. {PH}

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

Create UndeadM: Creates ghouls, ghasts, mummies, or mohrgs. {PH}

Desiccate, Mass: Desiccates several creatures. {Sa}

Eyebite: Target becomes panicked, sickened, and comatose. {PH}

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

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

Heartfreeze: Subject exhausted, dies in 1d3+2 rounds. {Fr}

Imperious Glare: You cause subjects to cower in fear. {SC}

Incorporeal Nova: Destroy incorporeal undead. {SC}

Mummify: Touched living creature dies and is mummified. {Sa}

Necrotic EruptionF: Encysted subject killed, those nearby damaged and possibly encysted. {LM}

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

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

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

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

Symbol of FearM: Triggered rune panics nearby creatures. {PH}

Undeath to DeathM: Destroys 1d4/level HD of undead (max 20d4). {PH}

Waves of ColdM: Fire creatures become shaken and cold creatures lose immunity to cold. {Fr}

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. {PH}

Bite of the Weretiger: You gain the Strength and attacks of a weretiger. {SC}

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

Bull’s Strength, Mass: As bull’s strength, affects one subject/level. {PH}

Cat’s Grace, Mass: As cat’s grace, affects one subject/level. {PH}

Chasing PerfectionM: Subject gains +4 to all abilities. {PH2}

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

Control Water: Raises or lowers bodies of water. {PH}

Disintegrate: Makes one creature or object vanish. {PH}

Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level. {PH}

Energy Surge, Greater: One attack deals an extra 3d6 energy damage. {PH2}

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

Flesh to Stone: Turns subject creature into statue. {PH}

Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level. {PH}

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

Lesser Dragonshape: Take the form of a Large red dragon. {DrM}

Mage’s Lucubration: Recalls spell of 5th level or lower. ﴾⁠Mordenkainen’s lucubration⁠﴿ {PH}

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

Move Earth: Digs trenches and build hills. {PH}

Move Snow and Ice: Digs trenches and builds hills in ice and snow. {Fr}

Ooze Puppet: You telekinetically control an ooze. {SC}

Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level. {PH}

Scalding Mud: Transmute rock or earth into boiling muck. {Sa}

Smoky ConfinementF: Subject is imprisoned within a Tiny receptacle. {CM}

Stone Body: Your body becomes living stone. {SC}

Stone to Flesh: Restores petrified creature. {PH}

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

Suppress FlameM: Reduces damage and illumination from fire. {Fr}

TransformationM: You gain combat bonuses. ﴾⁠Tenser’s (or fighter’s) transformation⁠﴿ {PH}

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Arcane Conversion: Instantly lose a prepared wizard spell and replace it with another spell from your spellbook. ﴾⁠Rary’s arcane conversion⁠﴿ {CM}

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

7th-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Antimagic RayM: Subject loses all magical powers. {SC}

Banishment: Banishes 2 HD/level of extraplanar creatures. {PH}

Dispelling Screen, Greater: Targeted greater dispel magic on any creatures and unattended items, +20 max on caster level check. ﴾⁠Otiluke’s greater dispelling screen⁠﴿ {SC}

Energy Absorption: Target gains resistance 10 to energy; can turn one energy attack into healing. {CM}

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

Ghost Trap: Incorporeal creatures turn corporeal. {SC}

Glacial Ward, GreaterM: Area around you provides SR 25 against fire spells and effects. {Fr}

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

IronguardF: Subject becomes immune to all metal. ﴾⁠Ironguard, greater⁠﴿ {SC}

Justice of the Wyrm KingA: Create a field of arcane force that deals 4d6 damage to melee attackers. {DrM}

Kiss of Draconic Defiance: Hinder nearby spellcasters; counter one spell automatically. {DrM}

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

Sequester: Subject is invisible to sight and scrying; renders creature comatose. {PH}

Spell Turning: Reflect 1d4+6 spell levels back at caster. {PH}

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Call KolyarutX: A kolyarut performs one duty for you. {SC}

Choking Cobwebs: Cobwebs provide concealment, slow movement, sicken creatures. {CM}

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

Ice CastleF: Creates castle of snow and ice with an array of magical effects. {Fr}

Instant SummonsM: Prepared object appears in your hand. ﴾⁠Drawmij’s instant summons⁠﴿ {PH}

Luminous Assassin, Greater: As luminous assassin, but the assassin is more powerful. {PH2}

Mage’s Magnificent MansionF: Door leads to extradimensional mansion. ﴾⁠Mordenkainen’s magnificent mansion⁠﴿ {PH}

Phase Door: Creates an invisible passage through wood or stone. {PH}

Plane ShiftF: As many as eight subjects travel to another plane. {PH}

Stun Ray: Subject stunned 1d4+1 rounds. {SC}

Summon Aspect of Bahamut: Summon an aspect of Bahamut. {RoDr}

Summon Monster VII: Calls extraplanar creature to fight for you. {PH}

Teleport Object: As teleport, but affects a touched object. {PH}

Teleport, Greater: As teleport, but no range limit and no off-target arrival. {PH}

Waterspout: Water rises up into a whirling vortex that deals 3d8 damage and sucks creatures in. {Sto}

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. {PH}

Scrying, GreaterF: As scrying, but faster and longer. {PH}

VisionMX: As legend lore, but quicker and strenuous. {PH}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Hiss of Sleep: You induce comatose slumber in subjects. {SC}

Hold Person, Mass: As hold person, but all within 30 ft. {PH}

Insanity: Subject suffers continuous confusion. {PH}

Power Word Blind: Blinds creature with 200 hp or less. {PH}

Rebuke, Final: As rebuke, except the subject must save or die. ﴾⁠Nybor’s stern reproof⁠﴿ {SC}

Symbol of StunningM: Triggered rune stuns nearby creatures. {PH}

Symphonic NightmareM: Discordant noise haunts subject’s sleep. {SC}

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

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. {PH}

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

ForcecageM: Cube or cage of force imprisons all inside. {PH}

Glorious Master of the Elements: Channel acid, cold, electricity, or fire damage into ranged touch attacks. {DrM}

Grasping Hand: Hand provides cover, pushes, or grapples. ﴾⁠Bigby’s grasping hand⁠﴿ {PH}

Ice Claw: Claw of ice grapples and deals cold damage. ﴾⁠Zajimarn’s ice claw prison⁠﴿ {SC}

Mage’s SwordF: Floating magic blade strikes opponents. ﴾⁠Mordenkainen’s sword⁠﴿ {PH}

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

Prismatic Spray: Rays hit subjects with variety of effects. {PH}

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

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

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Invisibility, Mass: As invisibility, but affects all in range. {PH}

Project Image: Illusory double can talk and cast spells. {PH}

Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real. {PH}

SimulacrumMX: Creates partially real double of a creature. {PH}

Solipsism: Subject believes it alone exists. {SC}

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

Avasculate: Reduce foe to half hp and stun. {SC}

Awaken UndeadX: Grant sentience to otherwise mindless undead. {SC}

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

Control Undead: Undead don’t attack you while under your command. {PH}

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

Evil Glare: Paralyze creatures with your glare. {SC}

Finger of Death: Kills one subject. {PH}

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

Necrotic Curse: Cure spells in area deal damage, living beings don’t heal with rest. {CM}

Necrotic TumorF: Permanently control encysted subject. {LM}

Pulse of Hate: Nearby enemies take 2d6 damage/round. {PH2}

Retributive Enervation: Any living creature that strikes you in melee gains a negative level. {CM}

Seed of Undeath, GreaterM: As seed of undeath, but affects an area. {CM}

Sword of DarknessM: Blade of negative energy bestows one or more negative levels. {SC}

Symbol of WeaknessM: Triggered rune weakens nearby creatures. {PH}

Waves of Exhaustion: Several targets become exhausted. {PH}

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Adamantine Wings: Wings grant fly 60 ft., provide natural attacks. {CM}

Animalistic Power, Mass: Affected subjects gain +2 bonus to Str, Dex, and Con. {PH2}

Animate Breath: Your breath weapon becomes an elemental. {SC}

As the Frost: Transform into a creature of cold. {PH2}

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

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

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

Control Weather: Changes weather in local area. {PH}

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

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

Ethereal Jaunt: You become ethereal for 1 round/level. {PH}

Flesh to Salt, Mass: Turns several creatures into statues of salt. {Sa}

Glass Strike: Turns subject into glass. ﴾⁠Dhulark’s glassstrike⁠﴿ {SC}

Reverse Gravity: Objects and creatures fall upward. {PH}

Spell MatrixF: Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell. ﴾⁠Simbul’s spell sequencer⁠﴿ {SC}

Statue: Subject can become a statue at will. {PH}

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

Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level. ﴾⁠Simbul’s synostodweomer⁠﴿ {SC}

Unicorn Heart: Gain speed 60 ft., +4 on Str-, Dex-, and Con-based checks; use dimension door once. {CM}

Vitrify: Melts sand into glass. {Sa}

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Arcane Spellsurge: Reduce the casting time of your arcane spells. {DrM}

Limited WishX: Alters reality—within spell limits. {PH}

8th-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Chain Dispel: Dispel multiple magical effects in multiple creatures. {PH2}

Dimensional Lock: Teleportation and interplanar travel blocked for one day/level. {PH}

Mind Blank: Subject is immune to mental or emotional magic and scrying. {PH}

Mysterious Redirection: Attacks against you have 50% chance to strike adjacent target instead. {CM}

Prismatic Wall: Wall’s colors have array of effects. {PH}

Protection from SpellsMF: Confers +8 resistance bonus. {PH}

Spell EngineMX: Swap out prepared spells for other spells in your spellbook. {SC}

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

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures. {CM}

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

Incendiary Cloud: Cloud deals 4d6 fire damage/round. {PH}

Mage’s Capable Caravel: Creates magical ship with extradimensional staterooms. ﴾⁠Mordenkainen’s capable caravel⁠﴿ {Sto}

Maze: Traps subject in extradimensional maze. {PH}

Planar Binding, Greater: As lesser planar binding, but up to 18 HD. {PH}

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

Summon Monster VIII: Calls extraplanar creature to fight for you. {PH}

Trap the SoulMF: Imprisons subject within gem. {PH}

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Discern Location: Reveals exact location of creature or object. {PH}

Moment of Prescience: You gain insight bonus on single attack roll, check, or save. {PH}

Prying Eyes, Greater: As prying eyes, but eyes have true seeing. {PH}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Antipathy: Object or location affected by spell repels certain creatures. {PH}

BindingM: Utilizes an array of techniques to imprison a creature. {PH}

Charm Monster, Mass: As charm monster, but all within 30 ft. {PH}

Demand: As sending, plus you can send suggestion. {PH}

Desert BindingM: Imprisons creature as sand in an hourglass or wind in the waste. {Sa}

Familial Geas: Commands subject to undertake a task, which passes to his nearest kin if he dies. {HH}

Irresistible Dance: Forces subject to dance. ﴾⁠Otto’s irresistible dance⁠﴿ {PH}

Maddening Whispers: You induce confusion and madness in subjects. {SC}

Mind of the Labyrinth: Confuse enemies who try to affect your mind; dominate one such attacker. {DrM}

Power Word Petrify: Petrifies one creature with 100 hp or less. {RoDr}

Power Word Stun: Stuns creature with 150 hp or less. {PH}

Symbol of InsanityM: Triggered rune renders nearby creatures insane. {PH}

SympathyM: Object or location attracts certain creatures. {PH}

Wrathful Castigation: Subject dies or is dazed and –⁠4 on saves for 1 round/level. ﴾⁠Nybor’s wrathful castigation⁠﴿ {SC}

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Clenched Fist: Large hand provides cover, pushes, or attacks your foes. ﴾⁠Bigby’s clenched fist⁠﴿ {PH}

Depthsurge: Water slam deals 2d6 + caster level damage to all within 20-ft. radius, pushes targets back, sinks ships. {Sto}

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

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

Polar Ray: Ranged touch attack deals 1d6/level cold damage. {PH}

Prismatic Bow: Creates bow that allows seven attacks, each with a different prismatic effect. {CM}

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. {PH}

Sunburst: Blinds all within 80 ft., deals 6d6 damage. {PH}

Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically. ﴾⁠Otiluke’s telekinetic sphere⁠﴿ {PH}

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

Scintillating Pattern: Twisting colors confuse, stun, or render unconscious. {PH}

Screen: Illusion hides area from vision, scrying. {PH}

Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real. {PH}

Shifting Paths: Illusion hides path, creates false new path. {SC}

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

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

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

CloneMF: Duplicate awakens when original dies. {PH}

Create Greater UndeadM: Create shadows, wraiths, spectres, or devourers. {PH}

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

Horrid Wilting: Deals 1d6/level damage within 30 ft. {PH}

Necrotic EmpowermentF: Draw vigor from mother cyst. {LM}

Plague: One creature/level contracts quickly terminal disease. {PH2}

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

Symbol of DeathM: Triggered rune slays nearby creatures. {PH}

Touch of the Graveborn: Melee touch attack deals 10d6 damage or controls undead creature. {CM}

Veil of Undeath: You gain undead traits. {SC}

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Celerity, Greater: Take a full-round action immediately, but be dazed for a round. {PH2}

Dreaded Form of the Eye Tyrant: You take the form of a beholder. {CM}

Earth Glide: Subject can glide through earth like an earth elemental for 1 minute/level. {RoS}

Excavate: Creates a permanent passage in earth and walls. {SC}

FimbulwinterX: Creates winter weather for miles around you that lasts for months. {Fr}

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

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

Iron Body: Your body becomes living iron. {PH}

Make Manifest, Mass: As make manifest but affecting all creatures in the area. ﴾⁠Manifest, mass⁠﴿ {SC}

Polymorph Any Object: Changes any subject into anything else. {PH}

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

Temporal StasisM: Puts subject into suspended animation. {PH}

Unyielding Form of Inevitable Death: You take the form of a marut. {CM}

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

9th-Level Wizard Spells

Top 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Abjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Absorption: You absorb spell energy to power spells of your own. {SC}

Effulgent Epuration: Creates one sphere/level to negate hostile magic. ﴾⁠Elminster’s effulgent epuration⁠﴿ {SC}

Freedom: Releases creature from imprisonment. {PH}

Imprisonment: Entombs subject beneath the earth. {PH}

Mage’s Disjunction: Dispels magic, disenchants magic items. ﴾⁠Mordenkainen’s disjunction⁠﴿ {PH}

Magic Miasma: Solid fog reduces caster level by –⁠4. ﴾⁠Mystra’s miasma⁠﴿ {SC}

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

Prismatic Sphere: As prismatic wall, but surrounds on all sides. {PH}

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

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

Conjuration

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Abyssal Army: Summons demons to fight for you. {SC}

Black Blade of Disaster: Floating magic weapon disintegrates subjects. {SC}

Call MarutX: A marut performs one duty for you. {SC}

Dimension Jumper, Greater: Teleport yourself up to 60 feet once per round. {CM}

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

GateX: Connects two planes for travel or summoning. {PH}

Genius LociM: Create a guardian spirit for a specific location. {CM}

Heavenly Host: Summons archons to fight for you. {SC}

Hellish Horde: Summons devils to fight for you. {SC}

Obedient Avalanche: Snowy avalanche crushes and buries your foes. ﴾⁠Zajimarn’s avalanche⁠﴿ {SC}

Planar Navigation: Send a whole ship to another plane. {Sto}

Precipitate Complete BreachMX: You rip wide the boundary between two planes.

RefugeM: Alters item to transport its possessor to you. {PH}

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

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

Summon Golem: Summon a clay, flesh, iron, or stone golem from a small amount of like material. {PH2}

Summon Monster IX: Calls extraplanar creature to fight for you. {PH}

Teleportation CircleM: Circle teleports any creature inside to designated spot. {PH}

Towering Thunderhead: Clouds provide concealment, block ranged attacks, empower sonic or electricity spells. {CM}

Utterdark: 100-ft./level radius of darkness that evil creatures can see through. {LoM}

Vile DeathMX: Undead creature gains fiendish template. {SC}

Divination

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

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

Foresight: “Sixth sense” warns of impending danger. {PH}

HindsightM: You see into the past. {SC}

Enchantment

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Dominate Monster: As dominate person, but any creature. {PH}

Hold Monster, Mass: As hold monster, but all within 30 ft. {PH}

Power Word Kill: Kills one creature with 100 hp or less. {PH}

Programmed AmnesiaM: Destroy, alter, or replace memories in subject creature. {SC}

Evocation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Burst of Glacial Wrath: Freeze nearby creatures, turning them into solid blocks of ice. {DrM}

Crushing Hand: Large hand provides cover, pushes, or crushes your foes. ﴾⁠Bigby’s crushing hand⁠﴿ {PH}

Deadly Sunstroke: Creatures take 1d6 fire damage/level and become fatigued. {CM}

Detonate: Slays subject and creates 20-ft.-radius explosion that deals 1d6 damage/level (max 20d6). {PH2}

Iceberg: Block of ice falls from sky, dealing 20d6 damage and burying subjects. {Fr}

Instant RefugeMX: Transport to a safe location of your choice. ﴾⁠Elminster’s evasion⁠﴿ {SC}

Invoke Magic: Momentarily negate antimagic effects. {LoM}

Lash of Force: Whip of force strikes for 5d6 damage; can become a 15d6 line attack. {CM}

Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. {PH}

Prismatic Deluge: Call down a prismatic effect over a wide area. {CM}

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

Illusion

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Ice AssassinMX: Creates duplicate of creature with sole purpose to slay original. {Fr}

Shades: As shadow conjuration, but up to 8th level and 80% real. {PH}

Weird: As phantasmal killer, but affects all within 30 ft. {PH}

Necromancy

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Astral ProjectionM: Projects you and companions onto Astral Plane. {PH}

Energy Drain: Subject gains 2d4 negative levels. {PH}

Enervating Breath: Your breath weapon also bestows 2d4 negative levels. {SC}

Necrotic TerminationFX: Permanently eliminates encysted subject. {LM}

Plague of UndeadM: Animates horde of undead. {SC}

Soul BindF: Traps newly dead soul to prevent resurrection. {PH}

Wail of the Banshee: Kills one creature/level. {PH}

Transmutation

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

Awaken ConstructX: Construct gains humanlike sentience. ﴾⁠Minor servitor⁠﴿ {SC}

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

Burst of Glacial Wrath: Freeze nearby creatures, turning them into solid blocks of ice. {DrM}

Dragonshape: You take on the form and abilities of a Huge red dragon. {PH2}

Etherealness: Travel to Ethereal Plane with companions. {PH}

Frostfell: Intense cold turns all subjects in area into ice. {Fr}

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

Replicate Casting: Duplicate observed spell or spell-like ability. ﴾⁠Alamanther’s return⁠﴿ {SC}

ShapechangeF: Transforms you into any creature, and change forms once per round. {PH}

Spell Matrix, GreaterF: Stores up to three spells of 3rd level or lower to be released later. ﴾⁠Simbul’s spell trigger⁠﴿ {SC}

Time Stop: You act freely for 1d4+1 rounds. {PH}

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

UndermasterM: You gain earth-related spell-like abilities. {SC}

Universal

Top Abjur Conj Div Ench Evoc Illus Necro Trans Univ

WishX: As limited wish, but with fewer limits. {PH}