Category:Sorcerer / Wizard spells

Warning: numerical effects may not coincide with DDO's exact implementation. See here for details.

Abjuration

 * Protection from Evil: Creates a magical barrier that wards a target from attacks by evil creatures. It grants a +2 deflection bonus to AC and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from evil magical controls and compulsions.
 * Shield: for 1 min/level.
 * Nightshield: Grants a resistance bonus to saves and protection from Magic missiles for 1 min/level.

Conjuration

 * Grease: Covers the ground with a 10-ft square layer of slippery grease, forcing targets to make a reflex save or fall (affects party members).
 * Mage Armor: An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 min + 1 min/caster level . Because mage armor is made of force, incorporeal attackers cannot bypass it like normal armor.
 * Niac's Cold Ray: Shoots a ray of ice at your foes; does 1d10 per caster level, max 5d10 (reflex save negates) cold damage to a single target ..
 * Obscuring Mist: creates a 20-ft radius fog at point of casting; obscures vision beyond 5-ft . Affects party members.
 * Summon Monster I: Summons a celestial dog to fight for you for 10 minutes. During 1 minute, no other summon monster spell can be cast.

Divination

 * Detect Secret Doors: Reveals hidden doors within 60 ft.
 * Master's Touch: Grants proficiency with simple and martial weapons.

Enchantment

 * Charm Person: Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds.
 * Hypnotism: Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged.
 * Sleep: Induces a magical slumber to come upon enemies within a 10-ft radius, rendering them helpless until attacked. Ineffective on undead, constructs or oozes.

Evocation

 * Burning Hands:.


 * Acid Spray:.


 * Magic Missile: A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 damage. For every 2 caster levels beyond first you gain an additional missile, up to a maximum of 5 missiles at 9-th level and higher. Magic missile at level 9, will do 5d4+5, per missile 1d4+1..


 * Shocking Grasp: Delivers a jolt of 1d6 per caster level (max 5d6) electricity damage. Some people have reported an actual estimated damage of 1d3+3/level (max: 5d3+15).


 * Sonic Blast: Blasts an enemy with loud, high-pitched sounds, doing 1 to 4 sonic damage per two caster levels (up to a max of 20 damage at caster level 10). The target must make a successful Will save or be dazed for a short period of time or until they take damage.

Illusion

 * none

Necromancy

 * Cause Fear: Enemy becomes frightened. If the target fails a will save it flees for up to 30s, otherwise it becomes shaken for 5s.
 * Chill Touch: Makes a touch echo with the chill of death causing 1d6 per caster level (max 5d6) of negative damage. Chill Touch causes fear in the undead instead of damage. . Some people have reported that the damage may actually be 1d3+3 negative energy damage per level (max: 5d3+15), and that Constructs are immune.
 * Ray of Enfeeblement: A coruscating ray springs towards the target, inflicting a 1d6+1, +1 per 2 caster levels, penalty to strength.

Transmutation

 * Expeditious Retreat: Increases base run speed by 25%.
 * Feather Fall: Allows nearby allies (1 per caster level) to be able to fall slowly, without taking any falling damage.
 * Jump: Gives an ally a +10 enhancement bonus to Jump skill. This bonus increases to +20 at 5th level and +30 at 9th level (however players will see no improvement after obtaining a jump skill of 40).
 * Merfolk's Blessing: Gives an ally a +10 enhancement bonus to Swim skill. plus one for every 2 caster levels.
 * Repair Light Damage: Transmutes the structure of a living construct (i.e. Warforged) ally to repair 1d8 +1 per caster level damage.
 * Tumble: Gives an ally a +10 enhancement bonus to the Tumble (skill).

Abjuration

 * Resist Energy: Gives an ally limited protection from the chosen energy type, reducing damage/attack by 10 (20 at caster level 7th, 30 at 11th). Energy types available are: fire, sonic, electricity, cold and acid.

Conjuration

 * Fog Cloud: A bank of fog billows out, obscuring the sight of all targets within its effect, similar to a targetable, ranged version of Obscuring mist. Affects party members.
 * Glitterdust: A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures (-40 to hide checks).
 * Melf's Acid Arrow: Deals 2d4 acid damage to a target with a magical arrow of acid. The arrow does an additional 2d4 damage every 2 seconds for every 3 caster levels.
 * Summon Monster II: Summons a fiendish scorpion to aid the caster in battle for 2 minutes. Casting this spell locks out casting any other Summon Monster spell for 2 minutes.
 * Web: Fills 20-ft.-radius spread with sticky spider webs. Reveals stealthing and invisible creatures inside. Also enemies within the web who fail a reflex save cannot act.

Divination

 * See Invisibility: Reveals invisible creatures or objects.

Enchantment

 * Daze Monster: Clouds the mind of an enemy so that it takes no actions for 6 seconds.
 * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage. Believed to be 1d6/level (max ??)
 * Otto's Resistible Dance: Forces one enemy to dance, preventing it from doing anything else.

Evocation

 * Electric Loop: Zap one or more targets for electric damage per 2 levels (max 5d6), and possibly daze them.
 * Flaming Sphere: Creates a rolling ball of fire, dealing fire damage (reflex save negates).
 * Scorching Ray: Blasts a target for fire damage, +1 ray/four levels beyond 3rd (max 3)..
 * Snowball Swarm: Chunks of ice surround an enemy, doing cold damage per 2 levels (max 5d6) to nearby opponents (Reflex half).

Illusion

 * Blur: An ally's outline becomes slightly blurred, granted a 20% miss chance.
 * Hypnotic Pattern: A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it.
 * Invisibility: The recipient of the spell becomes invisible for 1 min./level, vanishing from sight including darkvision. Attacking a target or using an object (door, lever) removes this effect.

Necromancy

 * Blindness: Renders an enemy permanently blinded . A successful Fortitude save negates this effect.
 * Command Undead: Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 3d100 seconds, while other undead get an additional saving throw every 20 seconds.
 * False life: Gives to self 10 + 1 temporary hit points per caster level (max +10 for a total of 20 temporary hit points).
 * Ghoul Touch: This spell imbues your hand with negative energy, allowing you to paralyze any single living humanoid that you touch. A successful Fortitude save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more.
 * Lesser Death Aura: Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1 to 4 damage as long as they remain within it. Undead are instead healed by the aura.
 * Spawn Screen Prevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.
 * Scare: Casts Cause fear on multiple targets of less than 6 HD.

Transmutation

 * Bear's Endurance: An ally gains a +4 enhancement bonus to Constitution for 1 min./level.
 * Bull's Strength: An ally gains a +4 enhancement bonus to Strength for 1 min./level.
 * Cat's Grace: An ally gains a +4 enhancement bonus to Dexterity for 1 min./level.
 * Eagle's Splendor: An ally gains a +4 enhancement bonus to Charisma for 1 min./level.
 * Fox's Cunning: An ally gains a +4 enhancement bonus to Intelligence for 1 min./level.
 * Owl's Wisdom: An ally gains a +4 enhancement bonus to Wisdom for 1 min./level.
 * Knock: Unlocks locked doors and chests as if a rogue with a pick locks skill of caster level + casting ability modifier (Int for wizards and Cha for sorcerers) was attempting to pick the lock.
 * Ooze Puppet: Telekinetically controls the actions of an enemy ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the ooze cannot split.
 * Repair Moderate Damage: Repairs damage to constructs.

Abjuration

 * Dispel Magic: Removes ongoing spells that have been cast on a target by make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect.
 * Magic Circle Against Evil: Casts Protection from evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions
 * Protection from Energy: Grants immunity to damage from one kind of energy to one person. Energy types available: fire, sonic, electricity, cold, and acid.

Conjuration

 * Sleet Storm: Hampers vision and movement. (Affect party members)
 * Stinking Cloud: 20-ft cloud of nauseating vapors for 1 round/level. Remains nauseated for additional 1d4+1 rounds after escaping cloud.
 * Summon Monster III: Summons a Hell Hound to aid the caster in battle for a brief time. Casting this spell locks out casting any other Summon Monster spell for 3 minutes.

Divination

 * (none)

Enchantment

 * Deep Slumber: Induces a magical slumber to come upon 10 HD of targets, rendering them helpless until attacked. The spell is ineffective against undead and constructs.
 * Heroism: Heroism imbues a single ally with great bravery and morale in battle. The ally gains a +2 bonus on attacks, saves and skill checks.
 * Hold Person: The enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for 6 seconds/level. The enemy may attempt to make a new Will save every 3 seconds.
 * Rage: Subjects gains +2 bonus to Str and Con, +1 on Will saves, and a -2 penalty to AC.
 * Suggestion: Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level.

Evocation

 * Acid Blast: 1d6/level (max 10) acid damage, 20-ft radius.
 * Chain Missiles:A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles(at lvl 20). After striking your target, the missiles explode outwards, striking other creatures near the primary target.
 * Fireball: 1d6/level (max 10) fire damage, 20-ft radius.
 * Frost Lance: Freezing rays strike a target for 4d10 cold damage (Fortitude half). A second ray at 7th level and a third at 11th.
 * Lightning Bolt: 1d6/level (max 10) electricity damage, 120-ft line.

Illusion

 * Displacement: An ally's outline becomes blurred, granting a 50% miss chance.

Necromancy

 * Halt Undead: Immobilizes up to three undead for 6 seconds/level.
 * Ray of Exhaustion: Causes a ray to shoot towards the target, that immediately becomes exhausted. Exhausted characters take a -6 penalty on Strength and Dexterity. A successful Fortitude save means the creature is only Fatigued.

Transmutation

 * Flame Arrow: ✅
 * Haste: Quickens allies, causing them to move 40% faster and attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. Dispels/counters Slow.
 * Repair Serious Damage: Repairs 3d8 damage to constructs; +1 damage/level (max +15).
 * Slow: Causes an enemy to move 50% slower and attack at a 30% slowed rate and have a -1 penalty on attck rolls, AC, and Reflex saves. A successful Will save negates this effect. Dispels/counters Haste.
 * Water Breathing: This spell grants the ability to breathe underwater to the caster and its allies for the duration of the spell.

Abjuration

 * Lesser Globe of Invulnerability: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe.
 * Remove Curse: Removes all curses on an ally.
 * Stoneskin: Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level (maximum 150 points) it is discharged. Otherwise it lasts 1 minute/level. (Special material component)
 * Fire Trap:Creates a trap that wards an area. When an enemy triggers the spell by entering the area, the spell creates a fiery explosion.

Conjuration

 * Acid Rain: You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 3d4 acid damage every 2 seconds for the duration of the storm. The duration starts at 6 seconds and increases by 2 seconds at level 9 and every 3 caster levels thereafter.
 * Dimension Door: Creates a door of magical energy in a dungeon or adventure area. Any member of your party may use the door to return to the inside entrance of the area.
 * Solid Fog: Obscures vision like Fog Cloud, but additional slows movement to 5-ft/round. -2 on melee attack/damage rolls within, prevents ranged missile attacks(not currently working correctly).
 * Summon Monster IV: Calls a fiendish large monstrous spider to fight for you. Casting this spell locks out casting any other Summon Monster spell for 4 minutes.

Divination

 * (none)

Enchantment

 * Charm Monster: An enemy monster is charmed and will fight as a trusted friend and ally.
 * Crushing Despair: An invisible cone of despair gives the targets -2 penalties to attack, saving throws, ability checks, skill checks and weapon damage.

Evocation

 * Fire Shield: Wreaths the caster in hot or cold flames, deals a small amount of damage to melee attackers (damage type depends on flame type), and grants protection against Web.
 * Ice Storm: Hail deals 3d6 bludgeoning damage and 2d6 cold damage in cylinder 40 ft. across. Halves movement speed, -4 to listen checks.
 * Shout: Emits an ear-splitting yell that deafens targets and deals them 5d6 sonic damage.
 * Wall of Fire: Creates a wall of flames, damaging enemies running into it: deals 2d4 fire damage to creatures within 10', 1d4 fire damage to creatures between 10' and 20', and 2d6 +1 point of fire damage per caster level (maximum +20) to any creature passing through it. Double damage is dealt to undead.
 * Force Missiles: A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d6+2 points of force damage. You gain one missile for every four caster levels..
 * Symbol of Flame: You scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 5d6 fire damage to that target. A successful Reflex save reduces damage by half.

Illusion

 * Phantasmal Killer: Fearsome illusion kills subject who fails a Will saving throw followed by a failed Fortitude saving throw. A successful Fortitude save still results in 3d6 damage.

Necromancy

 * Bestow Curse: Causes the enemy to become cursed, reducing their attack power. The enemy suffers -4 on attack rolls, saves, and checks.
 * Burning Blood: You taint a living creature's blood with a hot, corrosive infusion, dealing both 1d8 points of acid damage and 1d8 points of fire damage
 * Contagion: Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes.
 * Death Aura: Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1 to 4 damage +1 per caster level as long as they remain within it. Undead are instead healed by the aura.
 * Enervation: A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 1d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack
 * Fear: Subjects within cone flee for 1 round/level, or becomes shaken for 1 round if they succeed their Will save.
 * Negative Energy Burst: Negative energy expands from the caster, doing 1 to 8 damage per two caster levels (max 5 to 40) to all living enemies caught in the blast. Undead are instead healed by the attack. A successful Fortitude save reduces the damage by half.

Transmutation

 * Repair Critical Damage: Repairs 4d8 damage to constructs; +1 damage/level (max 20).

Abjuration

 * Break Enchantment: Allows 1 ally/level to be freed from enchantments, transmutations and curses. Enemies have beneficial effects removed. Also clears any cloud effect in the targeted area.
 * Dismissal: Instantly forces an extraplanar enemy back to its proper plane of existence.
 * Protection from Elements: Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed.

Conjuration

 * Cloudkill: Slow moving poisonous cloud. Kills 3 HD or less; 4-6 HD save or die, 6+ HD take 1d4 Con damage. Con damage is halved on a successful Fortitude saving throw.
 * Summon Monster V: Summons an earth elemental to aid the caster in battle for a short time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.


 * Teleport: Lets you pick from several destinations (in town only) useful to wizards and sorcerers (the marketplace, your class trainers, etc), with a 3% failure rate.

Divination

 * (none)

Enchantment

 * Dominate Person: Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm Person, but the victim will follow your travels and only gains an additional Will saving throw every 10d6+30 seconds and has less chance to break free.
 * Feeblemind: Subject’s Int and Cha drop to . A successful Will saving throw negates this effect.
 * Hold Monster: Same as Hold Person, but for any creature.
 * Mind Fog: Subjects in fog get -10 to Wis and Will checks. A successful Will saving throw negates the penalty from the fog.

Evocation

 * Ball Lightning: Launch 3-ft spheres of lightning, 1/two levels (max 15) each dealing 2d6 electricity damage.
 * Cone of Cold: Creates an area of extreme cold originating at the casters hands and spreading outward in a cone. Deals /level (max ) cold damage, 60-ft.
 * Prismatic Ray: A shining ray of multicolored light does one of eight harmful things to a target.

Illusion

 * (none)

Necromancy

 * Waves of Fatigue: Waves of negative energy render living creatures fatigued; 30-ft cone. Fatigued creatures take a -2 penalty to strength and dexterity.
 * Symbol oF Pain:

Transmutation

 * Repair Light Damage, Mass

Abjuration

 * Globe of Invulnerability: As Lesser Globe of Invulnerability, but spells of level 4 and under are affected.
 * Greater Dispel Magic: As Dispel Magic (Sor/Wiz 3), except caster level check is 1d20 + your caster level (Maximum +20).

Conjuration

 * Acid Fog: A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2d6 acid damage per round to targets within the cloud.


 * Summon Monster VI: Summons a fiendish troll to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 6 minutes.

Divination

 * True Seeing: You confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally.

Enchantment

 * Greater Heroism: Imbues a single ally with great bravery and morale in battle, gaining a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.


 * Mass Suggestion: Casts Suggestion on multiple enemies.


 * Symbol of Persuasion: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 1 round per caster level or until the Symbol expires. A successful Will save negates this effect.

Evocation

 * Chain Lightning: An electrical discharge strikes a primary target for 1d6 per caster level electrical damage then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.
 * Otiluke's Freezing Sphere:

Illusion

 * Shadow Walk: Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.

Necromancy

 * Circle of Death: Snuffs the life force out of living creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Fortitude save negates this effect.


 * Create Undead: This evil spell allows you to create several powerful sorts of undead: ghouls, ghasts, or mummies. Created undead are automatically under the control of their creator, but have a chance to resist every 3d12+12 seconds.


 * Necrotic Ray: Blasts a target with a negative energy ray that does 1 to 8 damage per caster level (max 80) to a living enemy. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it a negative level.


 * Symbol of Fear: You create a purple symbol of power in the air. When an enemy comes into range it activates, applying a Fear effect to all nearby opponents. Each enemy can make a Will save to negate the effect. The symbol dissolves 10 seconds after being triggered, or in 5 minutes otherwise.


 * Undeath to Death: Destroys undead creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Will save negates this effect.

Transmutation

 * Bear's Endurance, Mass: Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them.


 * Bull's Strength, Mass: Casts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each.


 * Cat's Grace, Mass: Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each.


 * Disintegrate: A sickly green ray emanates forth, doing 2d6 damage per caster level to the target. Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 5d6.


 * Eagle's Splendor, Mass: Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each.


 * Flesh to Stone: Turns a single fleshy target into a mindless, inert statue. In stone form, creatures are much more difficult to damage (DR 10), but are helpless and are automatically critically hit. Only creatures made of flesh are affected by this spell. This effect is permanent, but the target has a chance to remake its Fortitude saving throw every 2d6+6 seconds.


 * Fox's Cunning, Mass: Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each.


 * Owl's Wisdom, Mass: Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each.


 * Tenser's Transformation: Cannot cast but gain: +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level.


 * Reconstruct: Greatly repairs the ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.
 * Repair Moderate Damage:
 * Stone to Flesh:

Abjuration

 * Banishment: As Dismissal, but on multiple targets.
 * Protection from Elements, Mass: Grants Protection from Elements on multiple targets.

Conjuration

 * Greater Teleport: Transports nearby party-members to one of six location choices. Does not currently function in public areas.


 * Summon Monster VII: Summons an efreet to fight for you for a brief time.

Enchantment

 * Hold Person, Mass: As Hold Person, but on multiple targets.


 * Otto's Sphere of Dancing: Globe of sparkling light and rhythmic music compels enemies to dance. Will save negates.


 * Power Word Blind: Blind a creature, according to its hit point total.


 * Symbol of Stunning: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby enemies are stunned. A Fortitude save negates this effect.

Evocation

 * Delayed Blast Fireball: A more powerful version of Fireball with a damage limit of 20d6, and which can be optionally cast as a trap to explode later.
 * Prismatic Spray: A shining cone of multicolored light does one of eight harmful things to enemy targets.

Illusion

 * Invisibility, Mass: As Invisibility, but on multiple targets.

Necromancy

 * Control Undead: You bring a single undead under your control for a long time. A Will save negates this effect.


 * Finger of Death: You point to an enemy and it instantly dies. A Fortitude save negates this effect.


 * Symbol of Weakness: You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby enemies take a 3d6 strength penalty. A Fortitude save negates this effect.


 * Waves of Exhaustion: Waves of negative energy cause all living creatures in the spell’s area to become exhausted.

Transmutation

 * Repair Serious, Mass: Repairs a living construct 3d8 +1 per caster level damage.

Conjuration

 * Incendiary Cloud: A cloud of roiling smoke and white-hot embers, obscures sight and deals fire damage.


 * Summon Monster VIII: Summons a bezekira to fight for you for a brief time.


 * Trap the Soul: Permanently trap a creature's body and soul in a Khyber dragonshard. The spell has three versions which use different sizes of dragonshards depending on the HD of the target (1-10, 11-20, or 20-30).

Enchantment

 * Mass Charm Monster: As Charm Monster, but on multiple targets.


 * Otto's Irresistible Dance: As Otto's resistible dance, except there is no save.


 * Power Word Stun: Stun a target, according to its hit points.

Evocation

 * Polar Ray: Strike a creature for 1d6/level (max 25d6) cold damage.


 * Sunburst: Blast of light blinds targets and does 6d6 damage. Oozes and undead may take additional damage. A successful Reflex saving throw negates the blindness.


 * Greater Shout: Nearby creatures are stunned and take 10d6 sonic damage. A Fortitude save halves damage and negates stun.

Necromancy

 * Horrid Wilting: Deal 1d8/level evaporation damage to living creature. Plants and water creatures take extra damage.


 * Symbol of Death: You scribe a potent rune of power in the air that kills 150 hit points worth of foes.

Transmutation

 * Repair Critical, Mass: Repairs a living construct 4d8 +1 per caster level damage.

Abjuration

 * Mordenkainen's Disjunction: Spells on the target are removed, and even their magic items may stop functioning.

Conjuration

 * Summon Monster IX: Summons a hezrou to fight for you for a brief time.

Enchantment

 * Dominate Monster: Telepathically controls the actions of a living enemy, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 10d6+30 seconds and has less chance to break free.
 * Hold Monster, Mass: As Hold Monster, but for multiple targets.

Evocation

 * Meteor Swarm: Chunks of flaming stone crush and burn your enemies.

Necromancy

 * Energy Drain: A terrible ray applies many negative levels to a target.
 * Power Word Kill: A single word causes the death of an opponent with 300 hit points or less.
 * Wail of the Banshee: Your ghastly scream kills nearby enemies (Fortitude negates).