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Sorcerer/Wizard (3pp)

0-Level Sorcerer/Wizard Spells (Cantrips- 3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Idyllic Sleep Willing target sleeps 8 hours regardless of conditions. RP:101-0
Layer of Ice Does 1 cold damage to a target but absorbs up to 5 fire damage before melting away. RP:101-0
Magic Spike, Lesser Bolt of energy inflicts a -1 circumstance penalty to spell, spell-like ability and supernatural DCs. RP:101-0
Parry Shot Caster gains a +2 deflection bonus to AC against the next ranged attack against her. RP:101-0
Parry Strike Caster gains a +2 deflection bonus to AC against the next melee attack against him. RP:101-0
Resistance to Fear The subject gains a +2 morale bonus against fear effects for 1 minute. RP:101-0
Shield Open Flame Protects small fire from being extinguished. RP:101-0
Conjuration
Cleanse of Alcohol Subject is completely cured of alcohol effects. RP:101-0
Conjurer’s Toolbelt Conjures any small tool for 1 min./level. RP:101-0
Create Ice Creates a 5′ square sheet of ice on the ground, causing it to become difficult terrain. SGG:IM
Elemental Sample You create a 1-foot cubic block of an elemental substance. RP:101-0
Guardian Mote Absorbs 1d3 damage from the next attack. RP:101-0
Quill Creates a writing quill with limitless ink. RP:101-0
Sand in Your Eyes Deal 1 point of slashing damage and blind target for 1 round. RP:101-0
Snuff Extinguish non-magical light sources. AG:PS
Spider’s Thread Creates ropeilike strand that is sticky on one end. RP:101-0
Unruly Bolt Ray deals 1d2 points of damage of random energy type over time. RP:101-0
Wooden Club You create and can proficiently wield a club. RP:101-0
Divination
Bash Caster gets a +2 insight bonus to next melee attack roll. RP:101-0
Canny Effort Caster gains a +2 competence bonus on next skill check. RP:101-0
Decrypt Helps decipher a coded message or cipher. RP:101-0
Detect Alchemy As detect poison, but it detects objects created through alchemy and alchemical reagents rather than magic. SGG:110SV
Detect Charm Determines whether a creature is under a charm effect. RP:101-0
Eyes of the Augur Gain a +10 bonus to Spellcraft checks to identify a spell. RP:101-0
Omen Casting If your target opponent made his previous save, your next spell DC improves by 1. RP:101-0
Seeker Caster gets a +2 insight bonus to next ranged attack roll. RP:101-0
Sign of Discovery Grant +2 insight bonus to your next knowledge, perception or sense motive check. RP:101-0
Stonesense Gain stonecunning ability as a dwarf. RP:101-0
Summarize Quickly summarize a text of up to 250 pages. RP:101-0
Enchantment
Awaken Wake up one living creature. RP:101-0
Dawdle The target suffers a -4 penalty to initiative. RP:101-0
Pause Decrease target’s initiative by 4. RP:101-0
Restlessness Target cannot sleep for 24 hours. RP:101-0
Shadow Snag Single shadow-casting target touched is entangled. RP:101-0
Subconscious Aggression Causes Critical Fumble to become an attack on an ally. RP:101-0
Touch of Fascination Touch leaves target fascinated for 1 round. RP:101-0
Evocation
Boom TO:FF
Cauterize Stabilizes but damages target. RP:101-0
Dancing Shadows As dancing lights, but it creates 1 to 4 motes of darkness, each reducing light by 1 step. SGG:110SV
Dark Baubles Object casts deep shadows in 20 ft. radius. RP:101-0
Dim Dims light sources within 100 feet of object touched. RP:101-0
Disorienting Quake One creature is shaken and must make a Acrobatics check or fall prone. RP:101-0
Irksome Weapon Weapon of force threatens RP:101-0
Light My Fire Starts a fire quickly. RP:101-0
Moment of Darkness TO:FF
Pointer Shines a beam of light from your finger. RP:101-0
Ray of Mercy Ray deals 1d4 nonlethal damage. RP:101-0
Shelve Returns a book to its shelf in the proper place. RP:101-0
Signal Creates a loud sound. RP:101-0
Slapping Hand Disembodied hand slaps target for 1 point of damage. RP:101-0
Trip Line Creates a line of force, often used to trip creatures. RP:101-0
Ultrasonic Ray Ranged touch attack inflicts 1d3 points of sonic damage. RP:101-0
Unarm Foe Disarms subject. RP:101-0
Illusion
Alter Taste Changes the taste of one meal to a taste that is pleasant for the creature consuming it. RP:101-0
Clandestine Conversation Allows two subjects to speak without being overheard. RP:101-0
False Blink TO:FF
Gnome’s Gold Touched object appears more valuable than it is. RP:101-0
Overlook Hides a small object in plain sight. RP:101-0
Phantasmal Tripwire Illusion causes subject to fall prone and suffer 1d3 nonlethal damage. RP:101-0
Timer Creates a single sound after a preset amount of time. RP:101-0
Trifling Image Creates tiny and immobile image. RP:101-0
Necromancy
Antagonize Wound Touch deals 1 point of damage each round to an injured creature. RP:101-0
Askew Balance Target creature falls prone. RP:101-0
Capture Alive Target’s non-magical melee attacks inflict only nonlethal damage. RP:101-0
Low Blow Target takes 1 point of bludgeoning damage, and becomes sickened for 1 round. RP:101-0
Ray of Decay TO:FF
Spook Animal Target animal is panicked. RP:101-0
Touch of Fatigue Target becomes fatigued. RP:101-0
Touch of Lethargy Target is staggered for one round. RP:101-0
Touch of Torment Touch attack inflicts –1 penalty on attack rolls, skill checks, and ability checks. RP:101-0
Transmutation
Animate Tools Tools automatically perform simple tasks. RP:101-0
Balance Weapon Weapon becomes easier to use. RP:101-0
Blossom Causes flowering plant to blossom. RP:101-0
Bone Spurs Spikes of the target’s bones grow dealing 1d6 and +1 damage to its unarmed attacks. RP:101-0
Clean Thoroughly scour one object or small room. RP:101-0
Cloth Armor Unworn clothing becomes armor. RP:101-0
Crack Inflicts damage to a single object, undead or construct creature. RP:101-0
Double Take TO:FF
Encrypt Encode a message to protect it from view. RP:101-0
Guide Vessel A ship, cart, or wagon moves as you command. RP:101-0
Infuse Weapon Touched weapon deals +1 damage of a chosen energy type. RP:101-0
Iounic Transportation Object orbits your head. RP:101-0
Lightning Sand Earth entangles foe. RP:101-0
Lightsight Negate penalties caused by light. RP:101-0
Long Range Weapon Thrown weapon or projectile gains 50% more range. RP:101-0
Mishap You create a minor mishap. RP:101-0
Pants Removes target’s pants. RP:101-0
Quicken Stride Increase touched creature’s land speed. RP:101-0
Rigged Coin Causes target coin to always land on face you choose. RP:101-0
Sanguine Focus Sorcerer Only. Gain +4 inherent bonus to effective level for level 1 bloodline powers. Sanguine Spell. SGG:SOBB
Shape Shadows Increase or decrease the dimensions of natural shadows. AG:PS
Simple Bed Creates a comfortable place to sleep giving caster +1 hp to normal healing rate for bed rest. RP:101-0
Smoke Image Caster creates any shape out of existing smoke. RP:101-0
Tie/Unfasten As open/close, but it affects rope, string, lacing, straps, and similar objects that hold knots. SGG:110SV
Universal
1st-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Anchor Anchor a ship against the currents, holding up to 10 tons per caster level. NG:DMC
Dispel Magic, Lesser As dispel magic except maximum +5. RP:101-1
Flank Shield Subject cannot be flanked. RP:101-1
Flashy Defenses Chaos defends you against random types of attacks. RP:101-1
Foul Flesh Caster’s foul taste dissuades living creatures from biting him. RP:101-1
Harden Increases object’s hardness by 50%. RP:101-1
Reactive Armor You gain a +2 deflection bonus to Armor Class (Immediate). RP:101-1
True Shield Caster gains a +20 deflection bonus to AC against the next attack. RP:101-1
Valiant Resolve Subject gains DR 10/lethal. RP:101-1
Ward, Lesser Inscription harms those who pass it. RP:101-1
Conjuration
Blue Touch Creates a blue glow that heals burn damage or cold subtype creatures for 1d4 hp +1 per caster level. SGG:IM
Brimstone Fiery stone deals 1d4 fire damage/level (max 5d4) plus nauseates targets, as melee touch attack or splash weapon. RP:101-1
Jam Barrel Your successful melee touch attack causes a jam in the targeted firearm. AE:ToS
Pearl of Brilliance Silvery sphere deals 1d6 + 1 point/level damage plus dazzles targets (undead take more damage and are blinded), as melee touch attack or splash weapon. RP:101-1
Plunging Hood Conjure a hood that renders its wearer blind and deaf, but immune to fear. PFU:W1
Poison Weapon As magic weapon, but weapon becomes coated with poison. RP:101-1
Precipitate Driving rain, sleet, or snow blocks sight and grants concealment, plus quenches fires, impedes movement. RP:101-1
Rejuvenate Familiar As rejuvenate eidolon, except it applies to the caster’s familiar. SGG:110SV
Repair Light Damage As cure light wounds, but it repairs objects and constructs that aren’t destroyed rather than healing living creatures. SGG:110SV
Summon Horror I Summons horrific creature to fight for you. AG:PS
Summon Minion I As summon monster I, but summons npcs. SGG:110SV
Summon Weapon Melee or ranged weapon of your choice (Immediate). RP:101-1
Torchbearer You conjure a creature that carries a torch, sunrod, lantern or daylight spell. RP:101-1
Transcribe Record a conversation on a scroll, book, or tablet LPJ:NEM
Divination
Briefly Visible Invisible creatures or objects within 10 feet become visible to caster for one round. RP:101-1
Discerning Eye Reveals the exact monetary value of a single item RP:101-1
Down and Out Empowers you to make trip and disarm attempts (Swift). RP:101-1
Foes’ Measure Learn the class and level or creature type and hit dice of all creatures in a 30’ radius. RP:101-1
Inspired Initiative Subjects gain +2 bonus on their next initiative check. RP:101-1
Mental Sentinel Gain a +2 perception bonus or expend the spell for a +2 bonus to initiative RP:101-1
Skill Lore Target gains an insight bonus of +1/two caster levels one skill check. RP:101-1
Enchantment
Clarity of Thought Grants +4 insight bonus to Concentration checks. RP:101-1
Clear Conscience Caster loses all memory of events just prior to casting the spell. RP:101-1
Cock’s Crow Creatures immediately awaken. RP:101-1
Contrariness Target must lie and be generally disagreeable and difficult. RP:101-1
Distract Subject becomes flat-footed. RP:101-1
Fight or Flight Target gains temporary bonus to hit or to speed. 4W:S&T
Guilt One evil target is denied an action. RP:101-1
Hesitation Target’s initiative count drops by your caster level (Swift). RP:101-1
Id Seizure Disorienting thoughts limit actions in target creature. RP:101-1
Ignore Distracted creature suffers a –5 penalty to Perception checks. RP:101-1
Malicious Intent Subjects take –1 or –2 on saves. RP:101-1
Pacifist 4W:BoDM
Pacifist TO:FF
Unspeakable Tongue Target cannot speak intelligibly. RP:101-1
Evocation
Airblast Make a ranged combat maneuver against one foe. SGG:AM
Biting Wind Blast of continual wind deals 1d6 subdual and may cause target to become shaken. SGG:IM
Brilliant Arc Arcing ray of electricity deals 1d4/2 levels (max 5d4). RP:101-1
Caustic Cloud As sound burst but it deals 1d6 acid, +1 per 2 levels, and targets save or are blinded for 1 round. SGG:110SV
Cutting Flame Creates a flame capable of cutting through steel. RP:101-1
Energy Missile Ranged touch attack deals 1d6+1 damage of the chosen energy type; +1 missile/2 levels above 1st (max 5). RP:101-1
Grasp of Darkness Shadowy touch deals 1d6 cold damage/level, clouds target’s vision. AG:PS
Heat Lightning Vertical strokes of lightning deal 1d6 nonlethal damage +1/level (max +5), plus dazzle and set creatures on fire. RP:101-1
Hidden Illumination Invisible field enhances low-light vision and darkvision. AG:PS
Hot Foot TO:FF
Magic Mace As magic missile, but it deals d8s rather than d4s. SGG:110SV
Pressure Spray Deals 1d6 non-lethal damage and may knock down targets. RP:101-1
Self-Loading Bolts Target bolts automatically load. RP:101-1
Sky Bolt TO:FF
Shadow Stream Chilling shadows deal 1d4 cold damage/level (max 5d4) in a 30 ft. line. AG:PS
Sword Shock Deals 1d4 damage/level, and target may drop object held. RP:101-1
Torchbearer As dancing lights, but effects a creature touched. SGG:110SV
White Noise Creates a loud sound and white light causing a –20 penalty to Perception checks. RP:101-1
Wind Tunnel Use curtains of air to aid your allies’ movement, and hinder your foes’ SGG:AM
Illusion
Animate Tattoo Creates a moving image on a subject’s body that can attack. RP:101-1
Awe TO:FF
Deep Shadows Enhances shadows so they grant minor concealment bonus. RP:101-1
Glamour Caster becomes physically attractive. RP:101-1
Gloomlight Grant creatures with darkvision the ability to perceive color in the area. RP:101-1
Invisible Familiar Familiar becomes invisible. RP:101-1
Minor Lasting Image Creates permanent, tiny, immobile image. RP:101-1
Pins and Needles Victim suffers a –1 circumstance penalty on all attack rolls and skill checks, and requires a Concentration check to cast spells. RP:101-1
Shadow Ammunition Create quasi-real masterwork ammunition. AG:PS
Shadow Weapon Create a quasi-real melee weapon. RP:101-1
Necromancy
Animate Skeleton Animate and control one skeletal servant. RP:101-1
Bleeding Wounds Attack on target deals +1d6 damage. RP:101-1
Curse of Ineptitude Target experiences clumsiness and bad luck (Swift). RP:101-1
Hex of the Bull’s Eye Target suffers a 20% hit chance. RP:101-1
Inflict Pain Causes 2d6+1/level nonlethal damage and a -1 penalty to attack rolls, ability and skill checks for 1 minute. RP:101-1
Lash Fey Cloud of cold iron filings and negative energy deals 1d6/level to fey (max 5d6). RP:101-1
Missteps Subject’s speed and Dexterity are temporarily reduced. RP:101-1
Virulence Weakens the innate resistance of its target making him more susceptible to poison and disease effects. RP:101-0
Transmutation
Adjust Armor, shield, weapon, jewelry, or clothing resizes to fit caster. RP:101-1
Alter Liquid Transmute 1 pint/level of liquid (max 5 pints). RP:101-1
Alter Poison Damage Type Changes poison’s damage type for 1 min./level. RP:101-1
Awesome Strike Melee attack knocks back foe (Swift). RP:101-1
Borrow Skill Use target creature’s ranks in one skill. RP:101-1
Breathtwist You change the nature of your energy breath weapon so that it deals a different type of energy (acid, cold, electricity, fire, or sonic). RP:101-1
Clear Jam Any barrel jams in the target firearm are cleared.  AE:ToS
Climb Gain a +5 bonus to Climb checks. SGG:AH1
Color Changes the color of a creature or object. RP:101-1
Energy Weapon One weapon deals an additional 1d6 damage of the chosen energy type. RP:101-1
Escape Grapple Improves grapple and Escape RP:101-1
Eyes of Eventide Subject gains low-light vision, bonus on saves that would hinder vision. AG:PS
Color Changes the color of a creature or object. RP:101-1
Energy Weapon One weapon deals an additional 1d6 damage of the chosen energy type. RP:101-1
Erase Tattoo Erase a mundane tattoo from a target RP:WY
Escape Grapple Improves grapple and Escape RP:101-1
Fireshape 4W:BoDM
Fool’s Gold TO:FF
Ice Arm Touch attack deals 1d8 +1/ level (maximum +20) and protects arm from fire. RP:101-1
Overcompensation Weapon increases size and damage. RP:101-1
Peephole Creates a small opening through a wooden, plaster, or stone wall. RP:101-1
Pseudopod Grow a limb with a 10 ft. reach that can deliver slam and touch attacks. SMG:QN13
Sanguine Enhancement Sorcerer Only. Gain +6 inherent bonus to level for determining bloodline powers. Sanguine Spell. SGG:SOBB
Shadow Hands Causes 1d4/level cold damage (max 5d4). RP:101-1
Spikes of the Locust Tree Improves grapple and Escape Artist checks (Immediate). RP:101-1
Universal
Dead Man’s Ink Transfer an enchanted tattoo from a corpse to a willing target. RP:WY
2nd-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Arcane Seal, Lesser Magic seal protects door or other closure, can deal energy damage if broken. SGG:AH1
Baleful Shield As shield, but AC applies only against efforts by allies to heal or aid the target. SGG:110SV
Earthskin Gain DR 5/magic for 1 min./level or until discharged. SGG:AH1
Ice Aegis Gain deflection bonus and fire resistance. SGG:AH1
Protection from Aberrations +2 to AC and saves, plus additional protection against aberrations AP:RR
Shift Aim Target becomes difficult to successfully target with ranged attacks and spell attacks cast at range. SGG:AH1
Supernatural Ward Subject gains +4 bonus on saves against supernatural abilities (Immediate). RP:101-1
Thief Ward Sleight of Hand and Stealth checks are made at a -10 penalty. SGG:AH1
Touch Me Not TO:FF
Conjuration
Amber Globes Up to five globes of energy deal 1d6 electricity damage total (max. 10d6) as splash weapons, or can be detonated remotely. SGG:AH1
Brightmatter Sticky phosphorescent mass sheds light where ifs attached. SGG:AH1
Chaotic Bolt One or more energy bolts cause 2d4 damage of random energy type. SGG:AH1
Chilling Mist (2) Icy vapor grants concealment and deals 1d6 damage per round of nonlethal damage. SGG:AH1
Dimension Hop You, touched objects, and your familiar or companion teleport to any spot within close range. SGG:AH1
Guardian Beast Absorbs 1d6/level of damage (max 8d6) from the first attack. SGG:AH1
Readied Pistol Target firearm is loaded and can be fired immediately. AE:ToS
Serac SGG:IM
Shooting Star You cause a fiery hot stone to fall from the sky doing 2d6 per level damage to a single target. SGG:AH1
Shunt Place target into the Ethereal Plane for 1 round. SGG:AH1
Summon Arcane Bond Object Summon your arcane bond object. SGG:V
Summon Horror II Summons horrific creature to fight for you. AG:PS
Support Beam You instantly conjure a cluster of pillars that temporarily supports a collapsing ceiling. SGG:AH1
Divination
Examine Coffin Allows the caster to probe the contents of a sealed coffin. SGG:AH1
Memory Crystal Permanently store a memory in a crystal or gem. SGG:AH1
Oathbind Willing participants immediately gain awareness that another party has violated the terms of a written contract. SGG:AH1
Speak with Objects You communicate telepathically with manufactured objects. SGG:AH1
True Casting The save DC of your spells improve consecutively until your target fails a save. SGG:AH1
Enchantment
Autocannibalism Forces subject to bite itself. 4W:S&T
Burning Gaze TO:FF
Curse of Prevarication Subject can’t tell the truth. SGG:AH1
Fit of Pique Force target to attack its ally. SGG:AH1
Friendly Face TO:FF
Heartache TO:FF
Hesitate One subject per level goes last in the initiative order and does not take its first attack of opportunity each round. SGG:AH1
Insomnia Subject is unable to sleep, suffers from fatigue and is unable to heal naturally. SGG:AH1
One Track Mind 4W:BoDM
One Track Mind TO:FF
Scatterbrained TO:FF
Slip of the Tongue TO:FF
Touch of Frailty As touch of idiocy but it reduces Strength, Dexterity, and Constitution. SGG:110SV
Utter Failure Target takes -20 on next attack roll, automatically misses concealed targets. SGG:AH1
Evocation
Acid Salt Fills a 30 ft./level wide and 100 ft. high cylinder with acidic salt, dealing 1d3+1 acid damage to those within. SGG:AH1
Distortion Field Grants total concealment against blindsight and tremorsense. SGG:AH1
Dust Wall Curtain of airborne dust grants soft cover, blinds living creatures. SGG:AH1
Force Club You create and can proficiently wield a club made of force energy. SGG:AH1
Frostfield Creates a field of frost that extinguishes normal fires, damages creatures with the fire subtype, and can be used to counter spells with the fire descriptor. SGG:IM
Phantom Limb Mimic the sensation of a limb. 4W:S&T
Recipricocity You significantly damage another, but take half of that damage yourself. SGG:AH1
Rolling Boulder Boulder knocking creatures prone, dealing 3d6 bludgeoning damage. SGG:AH1
Shadow Ball Hovering ball of darkness deals 3d6 cold damage. AG:PS
Spectral Sail Create a shimmering sail of pure magical energy that performs like a standard sail. NG:DMC
Staffstrike, Lesser Shockwaves from your staff deal bludgeoning and sonic damage and deafen creatures when you slam your staff. SGG:AH1
Stonefist Stony shell encases your hand, grants bonuses on unarmed strikes. SGG:AH1
Subduing Ray You shoot up to 3 rays of nonlethal force causing 5d6 nonlethal damage each. SGG:AH1
Thunderfist Make unarmed attacks at range. SGG:AM
Undertow TO:FF
Water Jet High-pressure water extinguishes fires, deals 1d6/level damage (max. 5D6), can knock creatures back. SGG:AH1
Illusion
Approaching Wizard Traps a book to create illusory sounds of an approaching wizard when touched. BP:I&Q
Dark Confinement Subjects are unable to leave  dimly lit areas. AG:PS
Delude Divination Divination attempts against target may fail and produce random results. SGG:AH1
Disguise Wounds You cause the subject to appear resilient to various forms of damage. SGG:AH1
Night Shield Shadow forms into shield that deflects ranged attacks, blocks magic missiles. AG:PS
Obscure Text Magical or mundane writing appears illegible. SGG:AH1
Phantasmal Foe Fearsome illusion inflicts cowering or shaken condition on subject. SGG:AH1
Phantasmal Pit Fearsome illusion inflicts prone and/or stunned condition on subject. SGG:AH1
Phantasmal Swarm Fearsome illusion inflicts nauseated or sickened condition on subject. SGG:AH1
Phantom Familiar You alter the appearance of your familiar. SGG:AH1
Shadow Binding Target’s shadow restricts it, entangling and causing attacks to miss. AG:PS
Shadow Conjuration, Lesser As shadow conjuration, but up to 1st level and 20% real. AG:PS
Shadow Necromancy, Lesser As shadow necromancy, but up to 1st level and 20% real. AG:PS
Shadow Ribbons Ranged touch attack inflicts entangled condition, + 1 ray/four levels (max 3). SGG:AH1
Shadow Sentry A shadowy warrior guards, patrols or attacks on your command. SGG:AH1
Undetectable Poison Allows you to mask the presence of poisons. RP:101-1
Vertigo You cause creatures to become dizzy to the point of being sickened and perhaps fall prone. SGG:AH1
Wall of Shadow Wall blocks line of sight, grants concealment, and total concealment; passing through the wall entangles subjects. SGG:AH1
Necromancy
Angry Wound Touch deals 1d6 damage each round. SGG:AH1
Bear’s Curse Subject suffers a permanent -4 or -2 circumstance penalty to Con. SGG:AH1
Bull’s Curse Subject suffers a permanent -4 or -2 circumstance penalty to Str. SGG:AH1
Cat’s Curse Subject suffers a permanent -4 or -2 circumstance penalty to Dex. SGG:AH1
Damage Loins Target takes 1d6 damage/2 levels, moves at half speed, becomes sickened for 1d4 rounds. SGG:AH1
Eagle’s Curse Subject suffers a permanent -4 or -2 circumstance penalty to Cha. SGG:AH1
Exhaustion Target becomes exhausted. SGG:AH1
Fox’s Curse Subject suffers a permanent -4 or -2 circumstance penalty to Int. SGG:AH1
Frigid Slowness Causes 1d4/level points of cold damage (max 10d4) and the target is slowed. SGG:AH1
Hex of Chaos Target suffers a random curse every round. SGG:AH1
Languor Touch attack inflicts one temporary negative level. SGG:AH1
Mute Subject cannot produce sounds from its mouth. SGG:AH1
Necrophage Pale yellow slime devours the flesh of an undead target. SGG:AH1
Necrotic Claws TO:FF
Owl’s Curse Subject suffers a permanent -4 or -2 circumstance penalty to Wis. SGG:AH1
Torn Muscle One living creature is flat-footed, cannot run, and suffers a -4 penalty to attacks, skills and ability checks. SGG:AH1
Transmutation
Ant’s Strength As bull’s strength, but it grants a +6 bonus to Strength for all purposes except the target’s attack and damage bonuses. SGG:110SV
Augment Poison Changes a poison‘s DC, adds +1 to ability damage, and adds 1 round to its duration. SGG:AH1
Beneficent Breeze Target’s movement is aided by friendly winds. SGG:AM
Break Object Inflicts damage and broken condition on a single object or damages a construct creature. SGG:AH1
Caustic Weapon SGG:AH1
Chinook Create a warm wind that raised the temperature and can dispel cold effects. SGG:AM
Code Skill Gives a construct ranks in a single skill. SGG:AH1
Dire Form Animals or magical beasts become feral and more powerful. SGG:AH1
Earthmaw Gaping maw in the ground bites to grapple and swallow any creature in its space. SGG:AH1
Energy Loop Create a hoop that gives energy resistance to creatures that pass through it PFU:W1
Envenomed Skin The caster’s skin becomes mottled with poison-filled pustules that can burst in a 5-ft. radius. SGG:AH1
Expeditious Charge You temporarily are faster and more agile. SGG:AH1
Exploding Critical A weapon’s criticals deal additional force damage. SGG:AH1
Eyes of Eventide, Communal As eyes of eventide, but you may divide the duration among creatures touched. AG:PS
Fall Up You reverse gravity for yourself. SGG:AH1
Flexarmor You reduce the armor check penalty and arcane spell failure chance for a single set of armor or a shield. SGG:AH1
Fool’s Luck Touched creature is briefly luckier against traps, hazards, poisons and diseases. SGG:AH1
Giant Boulder Magical stones are hurled and strike targets as boulders. SGG:AH1
Khazri Create a cold wind that lowers the temperature and can dispel fire effects. SGG:AM
Launching Perch Creatures that perch on your arm can launch a special flying charge attack. PFU:W1
Magnify Vision Double the range of your vision LPJ:NEM
Program Feat Gives one construct the benefits of a single feat. SGG:AH1
Ride Winds Fall safely, levitate, or fly by floating on the air. SGG:AH1
Sanguine Focus, Greater Sorcerer Only. Gain +10 inherent bonus to effective level for level 1 bloodline powers. Sanguine Spell. SGG:SOBB
Scout’s Hike Target receives +2 to Dex, +4 to Stealth checks, and base land speed increases by 10 feet. SGG:AH1
Totem I You turn your familiar into a creature from the summon monster I chart. SGG:110SV
War Staff As magic weapon but your staff makes 1 attack/round as a free action. SGG:110SV
Universal
3rd-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Armor of Light Creates a shimmering armor that grants a +1 deflection bonus, dazzles attackers, and causes attacks to miss 20% of the time. RP:101-3
Blackout Blocks darkvision. RP:101-3
Counterattack You make a free melee attack when threatened by an opponent. RP:101-3
Demon Flesh, Lesser The subject gains damage reduction 5/cold iron and good. RP:101-3
Fey Ward Barrier keeps out fey creatures. RP:101-3
Glass House You create a protective cube of magical glass. RP:101-3
Magic Spike Bolt of energy inflicts a -2 penalty to spell, spell-like ability and supernatural DCs. RP:101-3
Share Armor Caster transfers natural armor to subject. RP:101-3
True Aspect As true form, but it applies to illusions concealing appearance, including invisibility, rather than the normal benefit. SGG:110SV
Conjuration
Black Ray of Fleshparting An obsidian ray deals 1d6 physical damage per caster level BP:VR
Blinding Ash Obscure vision and cause 2d6 fire damage per round. RP:101-3
Bridge of Crystal Create a crystal bridge that extends over a large gap. RP:101-3
Chilling Mist Icy vapor grants concealment, deals 1d6/round nonlethal damage. RP:101-3
Cresting Waves Continually blows away or knocks down creatures and objects. RP:101-3
Crushing Pressure A band of water crushes subject, dealing damage and disrupting spells with verbal components. RP:101-3
Filch Teleport one unattended object anywhere within range. RP:101-3
Force Marbles Invisible spheres of force impede movement and increase strength of any surface. RP:101-3
Frictionless Sheet Slippery liquid reduces movement cause creatures to fall prone. RP:101-3
Fumes As obscuring mist, but creatures take 2d6 fire damage each turn they are in area. SGG:110SV
Magic Shop You conjure a sturdy merchant’s shop. RP:101-3
River of Blood Trap a spellbook to conjure a river of nasueating blood BP:I&Q
Sulfurous Stench Cloud of sulfurous gas nauseates victims. RP:101-3
Summon Firearm You summon a loaded firearm or crossbow directly to your hand. RP:101-3
Summon Horror III Summons horrific creature to fight for you. AG:PS
Sunglobe Searing globe deals 1d8 fire damage/level (max. 10d8) plus blinds targets, as melee touch attack or splash weapon. RP:101-3
Teleporting Strike Temporarily teleport a short distance. 4W:S&T
Trade Wind Summon favorable winds to increase a ship’s speed or a creature’s flight. SGG:AM
Divination
Combat Awareness You gain a +2 insight bonus to AC and on Reflex saves. RP:101-3
Dream Learning Gain a bonus to one skill check. RP:101-3
Glimpse of Knowledge Use a bard’s knowledge. RP:101-3
Hand of the Marksman Your firearm or crossbow attack is an automatic critical threat. RP:101-3
Perilous Strike Grant +20 bonus to your attack roll and potential critical. RP:101-3
Plant Spy Turn a plant into a recording device. RP:101-3
Psychic Twin You and target share skill ranks, neither can be surprised nor flanked unless both are. RP:101-3
Remembrance You instantly recall something specific from your past that you want to remember. RP:101-3
Touch of History PFU:W4
Tracer Know the location and direction of an object. RP:101-3
Enchantment
Animal Mind Subject believes it’s a specific kind of animal. RP:101-3
Aura of Peace Creatures near caster have combat penalties. RP:101-3
Curse of Truth Target is incapable of speaking falsehoods. RP:101-3
Euphoria Subject feels good despite danger or pain. RP:101-3
Glossolalia Target’s speech becomes random and inappropriate. RP:101-3
Indecision Target delays action and must succeed on a Will save to take any actions. RP:101-3
Indisputable Fact the subject believes something you tell them to believe. RP:101-3
Lost Subject moves at half speed in a random direction each round. RP:101-3
Memory of Love TO:FF
Night Terror Subjects become terrified of darkness. AG:PS
Surge Target creature gains +20 to initiative. RP:101-3
Uncontrollable Rage Target gains rage bonuses and penalties but must attack nearest creature; attacks can cause targets to rage as well. RP:101-3
Evocation
Acid Spit Spit deals 1d6 points of acid damage and blinds target. RP:101-3
Arctic Air Creates a 20 ft. radius sphere of cold air that damages. SGG:IM
Bands of Force You entangle and squeeze a single opponent. RP:101-3
Flaming Bolt Imbue ammunition with a to deal fire damage LPJ:NEM
Force Spikes Spikes of force deal 1d6 points of damage and entangle, grapple, or pin targets in place. RP:101-3
Molten Melts metal object and deals damage to creatures in contact with molten metal object. RP:101-3
Object Grenade Thrown object explodes inflicting 1d4/level piercing damage in a 20-foot radius burst. RP:101-3
Piercing Bolt Bolt of force destroys abjurations and force protections and inflicts 1d8 points of damage/two levels. RP:101-3
Shadow Vortex Whirlwind of shadowy energy deals 1d6/level in 15-ft. radius, dazzles creatures. AG:PS
Temporary Enchantment I Temporarily enchant a weapon. AE:ToS
Wall of Darkness Wall of shadows grants concealment, fatigues those passing through. AG:PS
Wall of Water Create a thick curtain of water that provides concealment and can damage fire-based creatures. RP:101-3
Water Blast Burst of water deals 1d6 points of nonlethal damage per level and may knock down targets. RP:101-3
Weapons Storm You create force duplicates of your weapon that hit what you hit. RP:101-3
Illusion
False Feather Screen Harass and distract a target with a flock of illusionary birds PFU:W1
False Pain Target creature takes 1d6 nonlethal damage per round and suffers a –2 penalty on attack rolls, skill checks and ability checks. RP:101-3
Illusory Glue Affected creatures believe the pages of a spellbook are glued together. BP:I&Q
Mask Limb Convinces the subject they have lost a limb. 4W:S&T
Oozing Script Trap a book so that affected creatures believe the ink is trying to eat them. BP:I&Q
Phantasmal Foe Subject believes it is always flanked by illusory opponent. AG:PS
Phantasmal Fog You cause the target creature to instantly believe that a cloud of fog has suddenly enveloped her. RP:101-3
Phantom Hawker You create a disembodied voice that repeats a message continuously for the spell’s duration. RP:101-3
Play Along Makes casters believe spells were effective when they were not. RP:101-3
Predatory Stealth Target creatures become harder to detect. RP:101-3
Secret Speech You and creatures you select conceal hidden messages in your normal speech. RP:101-3
Shadow Evocation, Lesser As shadow evocation, but up to 2nd level spells and 20% real. AG:PS
Shadow Healing Illusion of cure moderate wounds grants 2d8 temp hp plus 1 temp hp/level (max +10); target has attitude improved by one-step, takes –2 a penalty on saves against your enchantment spells. RP:101-3
Shadow Sentry, Greater A shadowy warrior guards, patrols or attacks on your command. RP:101-3
Shadow Structure Illusory structure supports or impedes creatures. AG:PS
Weapon of Nightmares You infuse a dagger with energy that delivers horrid visions that deal +1d8/level nonlethal damage and renders the victim unconscious. RP:101-3
Necromancy
Abhorrent Blight Target suffers 1d6 hit points/level and suffers 1 point of Charisma damage/2 levels. RP:101-3
Beast’s Curse Target is incessantly hounded by animals. RP:101-3
Bone Tattoo Grants spell resistance of 10 + level against cold, polymorph , and mind- affecting attacks. RP:101-3
Cause/Cure Bends TO:FF
Curse of Capturing Target inflicts only nonlethal damage and conditions. RP:101-3
Curse of Chaos Target suffers random changes each day to appearance, abilities, etc. RP:101-3
Curse of Item Rebellion A single item acts as if cursed. RP:101-3
Foehn Cone-shaped area filled with wind that sickens those within. SGG:AM
Hemophilia Target’s wounds bleed profusely, suffering Con damage. RP:101-3
Seek the Soulless Deals nonliving creatures and objects 1d6 points of damage/level. RP:101-3
Siphoning Touch, Lesser Receive the effects of a 2nd level or lower touch spell as though your target cast it on you. 4W:S&T
Skull Sight You can see through the eyes of an enchanted skull. RP:101-3
Transmutation
Animate Chassis Take control of an android’s body JBE: BoHR:AC
Arcane Bow As gravity bow, but the effect is to gain the arcane archer‘s imbue arrow power. SGG:110SV
Awesome Striker One melee attack per round knocks back foes. RP:101-3
Black and Blue TO:FF
Blood Crystals Subject’s blood crystallizes and rips through veins causing 4d6 points of damage. RP:101-3
Corrosive Blood Piercing and slashing weapons take acid damage. RP:101-3
Deepsight Extend darkvision by 60 ft. RP:101-3
Delayed Reaction 4W:BoDM
Desiccate Cause an ooze to become vulnerable to critical hits and precision damage. SGG:AH1
Enhance Item Magic item DC increases by +2. RP:101-3
Free Hand Hand detaches and moves independently. RP:101-3
Glide As spider climb, but you don’t need any free limbs to move, and you ignore difficult terrain rather than climb up walls. SGG:110SV
Halt Constructs Render up to three constructs immobile. RP:101-3
Holding the Viper Transforms weapon into Medium viper. RP:101-3
Immobilize Object Target object cannot move. RP:101-3
Intelligent Object Item gains semblance of intelligence. RP:101-3
Mud Pit As the “overgrowth” option of plant growth but no plants are needed. SGG:110SV
Reverse Gender TO:FF
Sanguine Boon Sorcerer Only. Gain +4 inherent bonus to effective level for level 1 bloodline powers. Sanguine Spell. SGG:SOBB
Secret Pockets As greater magic weapon, but it turns containers into bags of holding rather than the normal benefit. SGG:110SV
Sensory Deprivation Creature has its extraordinary senses negated. AG:PS
Shelter Out of Time All creatures and objects within a 5 ft. square are instantly transferred to a temporary extradimensional space in which time does not pass. AP:RR
Talon Tagalong You are weightless for a flying creature that is carrying you. PFU:W1
Toady Temporarily turns subject into a small, harmless animal. RP:101-3
Troll Arms Creature gains increased Strength and reach. RP:101-3
Vermin Kiss Vermin creatures are drawn to and nest in and upon the cursed subject. RP:101-3
Universal
4th-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Conjuration
Acid Touch Deal acid damage with a touch SMG:IOB
Cavalry As mount, but you summon 1 mount/level, and summoned mounts serve anyone you designate. SGG:110SV
Crush Create an exploding boulder. SGG:AH1
Extraction As king’s castle, except you don’t move, and the target arrives in a space adjacent to you. SGG:110SV
Frost Fighters Summons four small ice elementals to fight for you. SGG:IM
Iceshockle Creates an ice weapon with reach attached to one of your arms that deals 2d6 damage and can attack adjacent foes or can be used once as a ranged attack. SGG:IM
Phineus’ Writhing Tentacles Trap a spellbook to conjure multiple tentacles to drive away creatures other than the caster. BP:I&Q
Sirocco Summon a sandstorm that grants concealment, blows around small items, and deals 1d3 points of damage a round. SGG:AM
Summon Horror IV Summons horrific creature to fight for you. AG:PS
Divination
Barrage As true strike, but the effect is the arcane archer‘s ‘hail of arrows ’ power rather than the normal benefit. SGG:110SV
Ice Mirror Functions like scrying but requires a sheet of ice as a focus. SGG:IM
Enchantment
Phobia 4W:BoDM
Phobia TO:FF
Evocation
Comet Swarm As scorching ray, but bolts deal 4d4 damage, and you get 1 bolt/3 caster levels. In the next round, if you miss, you can redirect the bolt at a new target within range. SGG:110SV
Gale Scythe Create a whirling blade of air to harm and trip your foes. SGG:AM
Negative Image F Light becomes darkness and darkness becomes light within 60 ft. of object. AG:PS
Scalding Sea TO:FF
Shadow Ball, Greater Hovering ball of darkness deals 6d6 cold damage and hampers vision. AG:PS
Temporary Enchantment II Temporarily enchant a weapon. AE:ToS
Thunderfist, Greater Make unarmed attacks and related special attacks at range. SGG:AM
Illusion
Illusory Edge As greater magic weapon, but with quasi-real special weapon abilities. AG:PS
Illusory Strike Illusion spell you control attacks as if it were real. AG:PS
Illusory Vestment As magic vestment, but with quasi-real special armor abilities. AG:PS
Mute As silence, but effecting a single target. SGG:110SV
Night Armor Shadow forms into armor that grants DR 5/silver and deflects ranged attacks. AG:PS
Plumage Lure Cause a flying creature to emit pulses of light that fascinate observers PFU:W1
Shadow Courier F Turn an object into shadowstuff to meld it into a creature’s shadow. AG:PS
Shadow Necromancy Mimics necromancy spells below 4th level, but only 20% real. AG:PS
Necromancy
Extract Knowledge Learn details about one thing from target disembodied brain AP:RR
Shadow Touch Necrotic touch attack deals 1d4+1 Strength damage. AG:PS
Symbol of Blinding M Triggered rune permanently blinds creatures. AG:PS
Venomous Pages Trap a spellbook with a contact poison that affects creatures other than the caster BP:I&Q
Transmutation
Arcane Forge As greater magic weapon, but you can forgo some of the enhancement bonus granted for special weapon abilities for which you meet the prerequisites to craft. SGG:110SV
Aspect of the Dragon As aspect of the wolf, but you take on a draconic appearance and the bonuses granted are +4 to Constitution and Charisma, and +2 tocaster level checks. SGG:110SV
Body Heat Ray Deals 1d6/level cold damage to one target and 1d6/level fire damage to another. 4W:S&T
Burning Ink Turn mundane tattoo ink in a target into acid RP:WY
Fill the Sails Create a localized rush of air that fills the sails of one ship. NG:DMC
Foot/Hand Burst Severs target’s hand or foot. 4W:S&T
Mnemonic Alteration Sorcerer Only. Temporarily swap spell known with written source. SGG:SOBB
Polymorph Weapon As polymorph any object, but you can polymorph weapons into other weapons with the same magic abilities only. SGG:110SV
Reduce Monster As reduce animal, but targets one living creature. SGG:110SV
Shadow Form Subject becomes a natural shadow. AG:PS
Universal
Halt Plants Holds plant creatures immobile. RP:101-3
5th-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Algid Aura You gain the cold subtype, snow falls where you walk, and enemies may become frozen if they strike you in melee combat. SGG:IM
Covetous Aura TO:FF
Faux Find As nondetection, but failed divinations also create random false detection of target elsewhere within the divination spell’s range. SGG:110SV
Sea Lord As freedom of movement, except it does not grant the benefits of that spell’s first paragraph, and it does grant the power to breath underwater for the spell’s duration. SGG:110SV
Conjuration
Aegis As sepia snake sigil, except it is cast on a shield and targets a creature that knocks-out or kills the shield-bearer with a sepia snake sigil. SGG:110SV
Arcane Nova As summon monster I but it summons a lantern archon with 10 hp/caster level. SGG:110SV
Ethereal Library M Conceal your spellbook on the Ethereal Plane. BP:I&Q
Summon Arcane Bond Object, Greater M Summon your arcane bond object. SGG:V
Summon Horror V Summons horrific creature to fight for you. AG:PS
Updraft Launches a foe 10 ft. per caster level straight up. 4W:S&T
Wall of Disease PFU:W4
Divination
Enchantment
Kiss of Unrequited Love Target must make a Will save or attempt to coup-de-grace itself BP:VR
Evocation
Mage Fire As flame blade, but it deals 1d4 damage per 3 levels. SGG:110SV
Rain of Darts Magical darts target creatures in an area. 4W:S&T
Tempest Hammer Control a massive blast of damaging air. SGG:AM
Temporary Enchantment III Temporarily enchant a weapon. AE:ToS
Wall of Darkness, Greater As wall of darkness, but exhausts creatures that pass through and cannot be seen through with darkvision. AG:PS
Illusion
Shadow Gate Teleport multiple creatures within your stretched-out shadow. AG:PS
Necromancy
Deathwings Shadowy wings can be used to attack or create burst of negative energy. AG:PS
Shadow Field Area of shadows and negative energy deals 1d4 Strength damage each round. AG:PS
The Spreading Mark Create a spreading tattoo that kills its bearer when it covers their entire body. RP:WY
Transmutation
Arm/Leg Burst Severs target’s arm or leg. 4W:S&T
Break, Mass As break, but effecting multiple targets. SGG:110SV
Control Winds, Lesser Make minor changes to wind direction and speed. SGG:AM
Falcon Flag Animate a flag to guide creatures untiringly to a destination. PFU:W1
Impotency TO:FF
Ooze Shape I Shapeshift into an ooze SMG:QN13
Resistant Sorcery Sorcerer Only. Bloodline spells become harder to suppress, dispel, or counter. SGG:SOBB
Universal
6th-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Scry Trap As alarm, but when the alarm goes off it automatically shows you a vision of the area alarmed, as the scry spell. SGG:110SV
Conjuration
Delayed Teleport Teleport as an immediate action. 4W:S&T
Molten Glass Bolt As acid arrow but it deals 5d6 fire/round and target is slowed. SGG:110SV
Summon Horror VI Summons horrific creature to fight for you. AG:PS
Tidal Wave As aqueous orb, but colossal, deals 6d6, passes 30-foot walls, and affects gargantuan targets. SGG:110SV
Winter Warrior Summons an ice elemental to aid you in combat. SGG:IM
Divination
Enchantment
Unconscious Agenda TO:FF
Evocation
Floating Sphere As telekinetic sphere, but the sphere is only as tough as a wall of stone, and it takes a move action to direct it to fly. SGG:110SV
Ring of Fire As the ‘circle option’ of wall of fire. SGG:110SV
Shadow Blast Powerful blast of shadowy energy deals 1d6/level in 60-ft. cone, blinds creatures. AG:PS
Temporary Enchantment IV Temporarily enchant a weapon. AE:ToS
Illusion
Phantasmal Polymorph Subject believes it has been transformed into something else. AG:PS
Shadow Binding, Mass As shadow binding, but affects 1 creature/level. AG:PS
Necromancy
Curse of the Lightless F Target no longer casts a shadow, becomes vulnerable to light like a vampire. AG:PS
Grave Influence As mass suggestion, but effects undead. SGG:110SV
Siphoning Touch Receive the effects of a 5th level or lower touch spell as though your target cast it on you. 4W:S&T
Transmutation
Crystallize M The target becomes encased in magical crystal and petrified. AP:RR
Farvision Imbue glass with farvision, allowing those who look through it to see as with darkvision NG:DMC
Form of Madness As beast shape IV, except it allows you to become a small, medium, or large aberration. SGG:110SV
Ooze Shape II Shapeshift into an ooze SMG:QN13
Powerful Sorcery Sorcerer Only. Cast 0th, 1st, or 2nd level as swift action when casting bloodline spells. SGG:SOBB
Sensory Deprivation, Greater As sensory deprivation, but also negates magical and supernatural senses. AG:PS
Universal
7th-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Banish Light Creates total darkness within 30 ft., negates light and fire magic. AG:PS
Banish Shadows Creates brilliant light within 30 ft., negates darkness and shadow magic. AG:PS
Conjuration
Avalanche Create an avalanche anywhere you can see that deals 1d8 cold damage per 2 caster levels and bull rushes those it strikes. SGG:IM
Champion of the Tome Conjure a magical guardian to protect a spellbook. BP:I&Q
Portal As transport via plants, except travel is from doorway to doorway rather than plant to plant. SGG:110SV
Summon Horror VII Summons horrific creature to fight for you. AG:PS
Summon Siren As summon monster VI, except you summon one succubus who has pied piper as if you cast it. SGG:110SV
Teleport Attack You teleport a target creature or object into a solid surface or object to deal Constitution damage RP:101-MWP
Divination
Enchantment
Sleepwalker TO:FF
Evocation
Symbol of Sorcery Sorcerer Only. As symbol of death, but the symbol triggers a bloodline spell. SGG:SOBB
Illusion
Shadow Necromancy, Greater As shadow necromancy, but up to 6th level and 60% real. AG:PS
Shadow Space Overlap real world with Plane of Shadow, causing area to distort randomly. AG:PS
Shadow Terrain As mirage arcana, but created structures are quasi-real. AG:PS
Necromancy
Transmutation
Embody M As reincarnate, except dead creature is brought back in a specific dead body you have, which acts as the focus. SGG:110SV
Glassiron This spell grants any ordinary, non-magical glass the strong, indestructible qualities of iron. NG:DMC
Ooze Form As gaseous form. SGG:110SV
Ooze Shape III Shapeshift into an ooze SMG:QN13
Time Stop, Lesser 4W:BoDM
Universal
8th-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Prismatic Shield As shield, but foes striking you with a melee attack are hit by one ray from the prismatic ray table. SGG:110SV
Conjuration
Maw of the Nightwave M Giant shark’s jaws tear at enemies and inflict negative levels. AG:PS
Pestilence As summon swarm but any creature damaged by the swarm is targeted by a contagion spell cast at your caster level. SGG:110SV
Summon Horror VIII Summons horrific creature to fight for you. AG:PS
Divination
Ice Mirror, Greater SGG:IM
Enchantment
Alystin’s Puppet Army Dominate multiple creatures as per the dominate monster spell, with the effect passing from one creature to the next NG:DMC
Evocation
Vortex Create a Medium cyclone that attacks your foes. SGG:AM
Illusion
Alter Reality M As limited wish, but it creates effects that could exist without magic only. SGG:110SV
Necromancy
Blood Curse Sorcerer Only. Curse target with penalties against your spells known and bloodline powers. SGG:SOBB
Transmutation
Universal
9th-Level Sorcerer/Wizard Spells (3rd Party Publishers)
Spell Name Comp. Description Source
Abjuration
Conjuration
Flying Castle As secure shelter, except the area is 100-square-feet/level, and the structure has a 60-foot fly speed and moves as you direct. SGG:110SV
Pudding Mob Summon 1d4+1 behemoth puddings SMG:QN13
Ray of Ending Fire a ray that erases a target from existence. BP:VR
Summon Horror VIII Summons horrific creature to fight for you. AG:PS
Divination
Enchantment
Infiltrator As charm monster, but the target is also affected by share senses and telepathic bond. SGG:110SV
Evocation
Cyclone Barrier Create a wall of hurricane-force winds. SGG:AM
Glacier Creates a truly massive glacier that can be used for many purposes. SGG:IM
Prismatic Blade As flame blade, except each successful attack produces one effect from the prismatic ray table instead of the normal damage. SGG:110SV
Prismatic Ray Fire a prismatic ray at a target BP:VR
Storm of Vitriol TO:FF
Illusion
Spectres As shadow necromancy, but up to 8th level and 80% real. AG:PS
Necromancy
Analogue As clone, but you can create a duplicate of yourself only and the clone acts as a simulacrum (as the spell) until used to resurrect you. SGG:110SV
Entropic Storm Entropic energies rapidly decay creatures and objects in the area. AG:PS
Siphoning Touch, Greater Receive the effects of a 8th level or lower touch spell as though your target cast it on you. 4W:S&T
Transmutation
Jotunblood Form Turn into a powerful giant SMG:IOB
Transfiguration Sorcerer Only. Temporarily gain the spell list from another class. SGG:SOBB
Typhoon Create a supercyclone over a radius of several miles. SGG:AM
Universal