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Sorcerer / Wizard spells

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

Sorcerer / Wizard Spells List[edit]

Sorcerers and Wizards cast arcane spells.

Consult the table below to know the number of Sorcerer / Wizard spells available per spell level, and per spell school.

(Note that the Wild Mage archetype has a modified spell list, as described on this page.)


  Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Total
Level 1 35239146 33
Level 2 15136379 35
Level 3 34055124 24
Level 4 44026171 25
Level 5 33046021 19
Level 6 221321512 28
Level 7 22042141 16
Level 8 04034021 14
Level 9 12033030 12
Total 19 31 4 30 43 8 36 35 206

Check here if you're looking for a list of spells affected by the elemental savant prestige enhancements.

See also[edit]

The Rare Arcane Scroll List

Level 1[edit]

Sorcerer level 1 / Wizard level 1

Name School Description S.C. Metamagics
                     
Acid Spray Evocation A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d6+1 acid damage per caster level (up to a maximum of 5d6+5 damage at caster level 5). A successful Reflex save reduces the damage by half.
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Burning Hands Evocation A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d6+1 points of fire damage per caster level (maximum 5d6+5 at caster level 5). A successful Reflex save reduces the damage by half. Flammable materials burn if the flames touch them.
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Embolden
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Cause Fear Necromancy An enemy becomes frightened. Necrotic energy slows the target slightly (-35% run speed). A successful will save causes the target to become shaken instead and negates the slow effect.
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Embolden
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Caustic Bolt Evocation Fires a small orb of acid at a target, doing 1d6+2 acid damage per caster level (max 10d6+20 at caster level 10).
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Charm Person Enchantment Charms an enemy humanoid, which then fights as an ally. Charmed humanoids get an additional saving throw every 3d6+12 seconds.
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Chill Touch Necromancy Makes a touch echo with the chill of death causing 1d6+2 negative energy damage per caster level (Max 5d6+10 at caster level 5) and 1 point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect. Undead who fail their Will save will be feared as if panicked for 6d4 seconds.
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Color Spray Illusion Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect.
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Detect Secret Doors Divination Allows you to find secret and hidden doors with a DC 5 or less. This increases by 3 for every two caster levels.
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Disrupt Undead Necromancy This ray deals 2d3+6 positive energy damage plus an additional 1d3+3 for every 2 caster levels to an enemy undead. A successful Will save reduces the damage by half.
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Expeditious Retreat Transmutation You gain +25% enhancement bonus to run speed for 1 minute per caster level.
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Feather Fall Transmutation Allows nearby allies (1 per caster level) to be able to fall slowly, without taking any falling damage.
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Flaming Bolt Evocation Fires a small orb of fire at a target, doing 1d6+2 fire damage per caster level (max 10d6+20 at caster level 10).
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Freezing Bolt Evocation Fires a small orb of frost at a target, doing 1d6+2 cold damage per caster level (max 10d6+20 at caster level 10).
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Grease Conjuration Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2d6 damage per two caster levels (no max caster level) fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful (DC 10+spell level+ability modifier+items+feats) Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away.
Pinch of Fine Sand
Pinch of Fine Sand
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Hypnotism Enchantment Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly for 6 seconds or until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentarily weakened (-3 to will) for 8 seconds (Applies Weakened - Will effect).
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Jump Transmutation Gives an allied creature a +10 enhancement bonus to Jump skill for 1 minute per caster level. This bonus increases to +20 at 5th level, and +30 at 9th level. This stacks with the typical competence bonus found on items.
Pinch of Fine Sand
Pinch of Fine Sand
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Mage Armor Conjuration An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC for 5 minutes plus 1 minute per caster level.
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Magic Missile Evocation A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. Unlike most spells, magic missile can pass through other monsters to reach your intended target.
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Master's Touch Divination Enchants the items currently equipped in the target's right and left hands to grant their wielder proficiency if the items are simple or martial weapons or shields, and lasts until the target rests.
Merfolk's Blessing Transmutation Grants nearby allies +10 enhancement bonus in the Swim skill plus 1 for every 2 caster levels. This stacks with the typical competence bonus found on items.
Pinch of Fine Sand
Pinch of Fine Sand
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Niac's Cold Ray Conjuration A ray of freezing ice and air projects from your finger dealing 1d5+5 cold damage per caster level (Maximum damage 5d5+25 at caster level 5). This ray has double spell range. A successful Reflex save negates damage.
Pinch of Fine Sand
Pinch of Fine Sand
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Nightshield Abjuration Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from Magic Missiles, Force Missiles and Chain Missiles.
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Obscuring Mist Conjuration Creates an obscuring, misty vapor around the caster, giving creatures inside the mist a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside.
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Protection from Evil Abjuration Creates a magical barrier that wards a target from attacks by Evil creatures. It grants a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves versus attacks from evil creatures. The target is also warded from magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment).
Pinch of Fine Sand
Pinch of Fine Sand
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Ray of Enfeeblement Necromancy A coruscating ray springs towards the target, inflicting a 1d6 Strength penalty plus 1 additional per 2 caster levels. Maximum Strength penalty 1d6+5 at caster level 10. This spell has double range.
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Repair Light Damage Transmutation Transmutes the structure of a Construct ally to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 5.)
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Shield Abjuration Grants a +4 shield bonus to Armor Class, and protection from Magic Missiles, Chain Missiles and Force Missiles.
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Shocking Bolt Evocation Fires a small orb of electricity at a target, doing 1d6+2 electric damage per caster level (max 10d6+20 at caster level 10).
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Shocking Grasp Evocation Delivers a jolt of 1d6+2 electricity damage per caster level (Maximum damage 5d6+10.) to any enemy you touch.
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Sleep Enchantment Induces an area of effects magical slumber, sending creatures to sleep (which renders them helpless) until attacked. Ineffective on Elves, Undead, Constructs, Ooze or other creatures that do not sleep. A successful Will save negates this effect. Special spell DC = spell's save DC - creature's HD + your caster level.
Pinch of Fine Sand
Pinch of Fine Sand
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Sonic Blast Evocation Blasts an enemy with loud high-pitched sounds, dealing 1d6+1 sonic damage per caster level. (Maximum sonic damage 8d6+8.) The target must make a successful Will save to avoid being dazed for 2 seconds, or until they take damage. This spell has double range.
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Summon Monster Conjuration Summons 1 monster from 3 choices: Celestial Dog, Brown Rat, Small Brown Spider, to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
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Tumble Transmutation Grants an ally a +10 enhancement bonus to the Skill Tumble. Also Enables tumbling without skill points allocated to it.
Pinch of Fine Sand
Pinch of Fine Sand
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Level 2[edit]

Sorcerer level 4 / Wizard level 3

Name School Description S.C. Metamagics
                     
Bear's Endurance Transmutation An ally gains a +4 enhancement bonus to Constitution for 1 minute per caster level.
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Blindness Necromancy The power of unlife renders an enemy blinded for 30 seconds per caster level. A successful Fortitude save negates this effect.
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Blur Illusion The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
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Bull's Strength Transmutation An ally gains a +4 enhancement bonus to Strength for 1 minute per caster level.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Cat's Grace Transmutation An ally gains a +4 enhancement bonus to Dexterity for 1 minute per caster level.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Command Undead Necromancy Control is granted over the enemy Undead, forcing it to fight for you. Mindless Undead are controlled for 1 to 4 minutes. Other Undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Daze Monster Enchantment Dazes an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Targets of this spell have their will weakened against future mental attacks for 16 seconds even if they success against the Will save (applies Vulnerable - Will effect).
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Eagle's Splendor Transmutation An ally gains a +4 enhancement bonus to Charisma for 1 minute per caster level.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Electric Loop Evocation An electrical discharge strikes a primary target for 1d3+3 electrical damage per two caster levels (max 5d3+15 at caster level 10). It then may leap erratically about to other nearby targets, hitting each of them with a similar shock. A successful Reflex save reduces the damage to 1d2+1 per 2 caster levels. On a failed Reflex save, the target must make a successful Will save to avoid being Dazed for 1d6+6 seconds or until they take damage.
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False Life Necromancy Harnesses the power of unlife granting to the caster 10 plus 1 per caster level temporary hit points. Maximum caster level 10, for a total of 20.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Flaming Sphere Evocation Creates a rolling ball of fire, dealing 2d6 fire damage. A Reflex save negates the damage.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Fog Cloud Conjuration A bank of fog billows out, obscuring the sight of all targets within its effect and giving all creatures in the fog concealment (Attackers have 20% miss chance due to creatures enhancement bonus to concealment).
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Fox's Cunning Transmutation An ally gains a +4 enhancement bonus to Intelligence for 1 minute per caster level.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Ghoul Touch Necromancy 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 and targets get a new save to break free every 6 seconds. Humanoids include player Races except for Warforged, Kobolds, Goblinoids, Bugbears, Troglodytes, and more. See the Humanoid page for a full list.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Glitterdust Conjuration A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible or stealthy creatures (-40 to Hide checks to any creature covered by the dust, and visually affects party members). A successful will save negates blinded.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Gust of Wind Evocation This spell creates a severe blast of air that originates from you, and passes through all enemies in its path. Small or tiny enemies must make a STR or DEX check (whichever is higher) against a DC equal to 12 + your casting Ability's modifier or be knocked prone for 6 seconds. Medium enemies are slowed (-25% movement, -30% attack) by the winds for 10 seconds on a failed save. Large or larger enemies are unaffected. This spell clears away all lingering effects in its path (even friendly/useful ones), such as Cloudkill, Otto's Sphere of Dancing and Wall of Fire.
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Hypnotic Pattern Illusion A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful will save negates this effect. Creatures exposed to this effect will have their will save momentarily weakened by 3 for 8 seconds (applies Weakened - Will effect).
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Invisibility Illusion An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target or interacts with objects, the effect is removed.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Knock Transmutation Unlocks locked doors and chests as if a Rogue with an Open Lock skill of caster level+casting ability modifier (Intelligence for Wizards, and Charisma for Sorcerers) was attempting to pick the lock.
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Lesser Death Aura Necromancy Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative damage every 3 seconds as long as they remain within it.
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Melf's Acid Arrow Conjuration Deals 1d6 acid damage per caster level (max 18d6 at caster level 18) to a target with a magical arrow of acid, and the damage ticks twice again over 6 seconds (3 times in total). The arrow has double spell range.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Ooze Puppet Transmutation Telekinetically controls the actions of an enemy Ooze, forcing it to change sides for 1 minute plus 6 seconds per caster level (No maximum). The ooze tries Fortitude saves every 60 seconds to break free. While under the effect of this spell, the Ooze can't split. This spell is incredibly useful in Enter the Kobold and other areas with abundant amounts of living spells, like The Subterrane - Central. (It is also useful as a situation Charm spell for casters that don't have very good Enchantment DCs, as Oozes typically have terrible saves.)
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Otto's Resistible Dance Enchantment At your touch, the enemy feels an undeniable urge to dance, that prevents it from doing anything else. A successful Will save negates this effect.
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Owl's Wisdom Transmutation An ally gains a +4 enhancement bonus to Wisdom for 1 minute per caster level.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Repair Moderate Damage Transmutation Transmutes the structure of a living Construct ally to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 10.)
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Resist Energy Abjuration Gives an ally an Enhancement bonus against an elemental damage type (acid, cold, electricity, fire, or sonic), reducing that type of damage taken by 10. The bonus increases to 20 at caster level 7 and 30 at caster level 11.
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Scare Necromancy This spell functions as Cause Fear on multiple targets. Affected enemies become frightened. A successful will save causes the target to become shaken instead. Targets subject to the full fear effect will be slowed slightly by necrotic energy.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Scorch Evocation A jet of roaring flame bursts from your outstretched hand, dealing 1d6+2 fire damage per caster level (maximum 10d6+20 at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.
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Scorching Ray Evocation Blasts a target with fiery rays, each doing 4d3+12 fire damage on impact. The number of rays increases to two at caster level 7, then to a maximum of three at caster level 11.
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See Invisibility Divination You can see any objects or creatures that are Invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, Invisible, and ethereal creatures.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Snowball Swarm Evocation A flurry of magical snowballs erupt near your target, dealing 1d6+2 cold damage per caster level. Maximum damage 10d6+20 at caster level 10. A successful Reflex save reduces the damage by half.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Spawn Screen Necromancy Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection.
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Summon Monster II Conjuration Summons 1 monster from 3 choices: a Black Widow, a Fiendish Bat, or a Fiendish Monstrous Scorpion to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
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Touch of Idiocy Enchantment Reduces an enemy's mental faculties, giving a 1d6 penalty to Intelligence, Wisdom and Charisma scores. Also briefly renders your target vulnerable to future mental attacks (Will -5) for 15 seconds. Target's Abilities scores may not be reduced to less than 1.
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Web Conjuration Creates a many-layered mass of strong, sticky strands that entangle targets within and those who enter them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs.
Eyelash in Gum Arabic
Eyelash in Gum Arabic
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Level 3[edit]

Sorcerer level 6 / Wizard level 5

Name School Description S.C. Metamagics
                     
Acid Blast Conjuration Creates a gout of acid that explodes on impact, dealing 1d6+3 acid damage per caster level. Maximum damage 10d6+30 at caster level 10.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Chain Missiles Evocation A missile of magical energy darts forth and unerringly strikes its target inflicting 1d2+3 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles. After striking your target, the missiles explode outwards, striking other creatures near the primary target.
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Deep Slumber Enchantment This area of effect spell functions like Sleep (spell), inducing a magical slumber, sending a group of enemies to sleep (which renders them helpless) until damaged or for a duration of 20 seconds + 2 per caster level (no maximum). Ineffective on Undead, Constructs, Elves and other creatures immune to sleep. A successful will save negates this effect. Also allows a recurring will save to negate the effect every 12 seconds.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Dispel Magic Abjuration Removes ongoing spells that have been cast on a target, on a successful caster level check 1d20+caster level (Maximum caster level 10.) of DC 11+spell's caster level. This check is made per spell, for every ongoing spell on a target.
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Displacement Illusion Your appearance becomes extremely blurred, giving enemies a 50% concealment miss chance when attacking.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Fireball Evocation Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+3 points of fire damage per caster level up to a maximum damage of 10d6+30 at caster level 10 to all targets around it.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Flame Arrow Evocation Creates 500 flaming missiles within the caster's inventory, each one dealing an extra 1d6 fire damage on a successful hit.
1 Normal Ammo
1 Normal Ammo
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Frost Lance Evocation Blasts a target with a lance of freezing energy, dealing 4d5+20 cold damage on impact. The number of lances increases to two at caster level 7, then to to a maximum of three at caster level 11. A successful Fortitude save reduces the damage by half. Each lance requires it's own individual save.
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Halt Undead Necromancy This spell renders as many as three Undead creatures immobile. A non-intelligent Undead creature gets no saving throw, and an intelligent Undead creature can attempt a Will save to negate the effects. If the spell is successful, it renders the Undead creature immobile and helpless for the duration of the spell. Intelligent Undead also break free upon taking any damage, non-intelligent undead do not.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Embolden
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Enlarge
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Eschew
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Heighten
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Quicken
Haste Transmutation Creatures in the area are quickened and gain a 32% enhancement bonus to run speed, and a 15% enhancement bonus to attack speed. In addition, the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to reflex saving throws, and +1% Dodge. Dispels and counters Slow.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Enlarge
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Eschew
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Extend
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Quicken
Heroism Enchantment This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saving throws, and skill checks.
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Enlarge
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Extend
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Quicken
Hold Person Enchantment The enemy humanoid becomes paralyzed and freezes in place. It is aware, but it can take no actions for a maximum of 6 seconds per caster level. A successful Will save negates this effect. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include Kobolds, Goblinoids, player races except for Warforged, and more creatures. Attacks against a held opponent no longer result in automatic critical hits but rather follow the rules of helpless opponents.
Embolden
Embolden
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Enlarge
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Heighten
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Quicken
Lightning Bolt Evocation You release a powerful bolt of electrical energy that deals 1d6+3 points of electricity damage per caster level (Maximum damage 10d6+30.) to each target in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can happen once or twice. This spell is a bolt and has double range.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
Embolden
Embolden
Empower
Empower
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Eschew
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Heighten
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Intensify
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Maximize
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Quicken
Magic Circle Against Evil Abjuration Casts Protection from Evil on multiple targets, granting a +2 deflection bonus to Armor Class, and a +2 resistance bonus to saves against attacks from Evil creatures. The target is also warded from magical mental controls and compulsions (immunity to the majority of Charm spells, Dominate spells, Command and Greater Command regardless of the caster's alignment).
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Eschew
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Extend
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Quicken
Protection from Energy Abjuration Protection from Energy grants temporary immunity to one chosen type of energy you specify when you cast it (Acid, cold, electricity, fire, or sonic.) for 1 minute per caster level, or until 12 points of energy per caster level (Maximum caster level 10.) from the chosen kind of energy type has been absorbed.
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Quicken
Rage Enchantment Each affected creature in the area of effect gains a +2 morale bonus to Strength and to Constitution, a +1 morale bonus on Will saves, and a -2 penalty to Armor Class. This is a standard aoe spell.
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Enlarge
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Extend
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Ray of Exhaustion Necromancy A black ray projects from your pointing finger. The target is immediately exhausted for the spell’s duration. Exhausted creatures take a -6 penalty on Strength and Dexterity, and suffer a -25% penalty to movement speed. A successful Fortitude save means the creature is only fatigued.
Duration of the Ray is 60 seconds base+6 seconds per caster level.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Embolden
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Eschew
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Heighten
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Quicken
Repair Serious Damage Transmutation Transmutes the structure of a living Construct ally to repair 3d6+6 Hit Points plus 1 per caster level. Maximum caster level 15.
Empower
Empower
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Maximize
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Sleet Storm Conjuration Driving sleet blocks all sight (attackers are blinded, even those with darkvision) within it and causes the ground in the area to be icy, slowing targets within it by 50%. Also creates a slippery icy surface, which creatures within (including allies) must succeed on a DC 10 Reflex check or be knocked prone for 6 seconds. It also prevents creatures from tumbling or jumping while within it.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Slow Transmutation Creatures in the affected area of effect are slowed. Slowed creatures get 25% penalty to movement speed, a 30% penalty to attack speed, a -10 penalty to Jump skill, a -1 penalty to Attack rolls, Armor Class, and Reflex saves. A successful will save negates this effect.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Embolden
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Enlarge
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Eschew
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Heighten
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Stinking Cloud Conjuration Stinking Cloud creates a bank of fog like that created by Fog Cloud, except that the vapors are nauseating. Living creatures in the cloud become Nauseated. A successful Fortitude save negates the Nauseated condition. This condition lasts as long as the creature remain in the cloud, and offers a recurring save every 6 seconds to negate the effects.

Nauseated creatures experience stomach distress. They are unable to attack, cast spells or do anything else requiring attention. The only thing a Nauseated creature may do is move about or block.

The cloud also obscures sight, giving all creatures in the fog concealment. Attackers have 20% miss chance. This occurs regardless of if the creature makes it's fortitude saving throw.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Embolden
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Eschew
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Suggestion Enchantment Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 30+2 seconds per caster level. A successful will save negates this effect.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Embolden
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Enlarge
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Eschew
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Heighten
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Quicken
Summon Monster III Conjuration Summons 1 Monster from 3 choices: Summoned Hellhound, Winter Wolf, Air Mephit to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
Quicken
Quicken
Water Breathing Transmutation Grants the ability to breathe water to you and your allies.
Ball of Bat Guano and Sulfur
Ball of Bat Guano and Sulfur
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Level 4[edit]

Sorcerer level 8 / Wizard level 7

Name School Description S.C. Metamagics
                     
Acid Rain Conjuration You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1d4 per caster level (max 15d4 at caster level 15) in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain they will take damage with no saving throw.
Heart of a Hen
Heart of a Hen
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Empower
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Eschew
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Maximize
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Bestow Curse Necromancy The target is cursed, inflicting a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
Embolden
Embolden
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Quicken
Burning Blood Necromancy You taint a living creature's blood with a hot, corrosive infusion, dealing both 2d4 points of acid damage + 1 per 2 caster levels and 2d4 points of fire damage + 1 per 2 caster levels every 2 seconds for a duration of 10 seconds.
Heart of a Hen
Heart of a Hen
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Empower
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Enlarge
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Eschew
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Maximize
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Charm Monster Enchantment This spell functions like Charm Person, except that the effect is not restricted by creature type. Monsters that fail its Will save are charmed and get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
Embolden
Embolden
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Heighten
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Quicken
Contagion Necromancy Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves. The choices are: Blinding SicknessBlinding Sickness: Infects a living enemy with Blinding Sickness which blinds targets and deals 1d4 Strength and Dexterity damage., Cackle FeverCackle Fever: Infects a living enemy with Cackle Fever, whose symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Target is stunned for 6 seconds and takes 1d6 Wisdom damage., and Slimy DoomSlimy Doom: Infects a living enemy with Slimy Doom, which causes an enemy to turn into an infectious goo from the inside out and deals 4d6 acid damage + 1 per caster level every 3 seconds.
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Embolden
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Quicken
Crushing Despair Enchantment An invisible sphere of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls. A successful Will save negates this effect. In addition all targets within the area of effect suffer a will save penalty for 16 seconds regardless of whether a target makes their saving throw (applies Vulnerable - Will effect). Crushing Despair counters and dispels Good Hope.
Heart of a Hen
Heart of a Hen
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Embolden
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Eschew
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Death Aura Necromancy Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2d4 damage plus 1 per 2 caster levels (to a maximum of +10 at level 20) every 3 seconds as long as they remain within it. Friendly Undead are instead healed by the aura, and don't trigger spell resistance. This aura can affect up to one creature per caster level.
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Dimension Door Conjuration Dimension door (also known as DDoor or simply DD) creates a white, translucent door in a dungeon or wilderness. Players can click it to return to the location where they actually entered the dungeon or wilderness.
Quicken
Quicken
Enervation Necromancy You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. The subject hit suffers 1d4 negative levels.
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Empower
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Fear Necromancy An area of effect of terror in the shape of a cone causes each living enemy in an area to become panicked. A successful will save causes enemies to become shaken. Creatures that fail their save are also slowed 35% by necrotic energy.
Heart of a Hen
Heart of a Hen
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Embolden
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Eschew
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Heighten
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Quicken
Fire Shield Evocation Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d3+3 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you.
Heart of a Hen
Heart of a Hen
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Eschew
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Extend
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Quicken
Fire Trap Abjuration Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d6+4 fire damage per caster level (max 20d6+60 at caster level 20). A successful Reflex save reduces the damage by half. The trap lasts 60 seconds, or until triggered.
Heart of a Hen
Heart of a Hen
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Embolden
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Empower
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Force Missiles Evocation A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d3+8 points of force damage. You fire one additional missile for every four caster levels, up to a maximum of four missiles at caster level 12.
Empower
Empower
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Ice Storm Evocation Great magical hailstones pound down creating a persistent area of effect, slowing enemies movement speed by -50% and deals 1d6 cold damage + 1 per level, (maximum 1d6+10 at caster level 10), with an additional 2d6 of bludgeoning damage. Deals damage every 2 seconds, for a total of 30 seconds. 15 total tics as there is no initial tic.
Heart of a Hen
Heart of a Hen
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Empower
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Lesser Globe of Invulnerability Abjuration 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.
Heart of a Hen
Heart of a Hen
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Eschew
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Quicken
Negative Energy Burst Necromancy Negative energy expands from the caster, doing 1d6+4 negative energy damage per caster level (Maximum damage 10d6+40 at CL:10) to all living enemies and friendly undead caught in the blast. A successful fortitude save reduces the damage by half. Undead are instead healed by the attack. Undead don't make the fortitude save for half healing.
Heart of a Hen
Heart of a Hen
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Embolden
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Empower
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Phantasmal Killer Illusion You create a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies can make a Will save to disbelieve the spell and suffer no ill effects. If that save fails, they then must make a Fortitude save or die from fear. A successful Fortitude save still results in 1d3+1 points of bane damage per caster level.
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Embolden
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Remove Curse Abjuration Removes all curses on caster or on an ally.
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Repair Critical Damage Transmutation Transmutes the structure of a living Construct ally to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 20.)
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Shout Evocation Emits an ear-splitting yell that does 1d6+3 sonic damage per caster level to a max of 15d6+45 at level 15 to all targets in its path. A successful Fortitude save halves the damage.
Embolden
Embolden
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Empower
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Maximize
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Solid Fog Conjuration A bank of fog slows movement by 40% and obscures sight (20% concealment miss chance to all creatures within it.), inflicting a -2 penalty on all attack and damage rolls. The spell also has a secondary effect called "Trapped in Fog" which causes enemies within the fog to suffer a -5 penalty to their reflex save.
Heart of a Hen
Heart of a Hen
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Stoneskin Abjuration The warded creature gains resistance to physical damage granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise it lasts 1 minute per caster level.
Pouch of Granite and Diamond Dust
Pouch of Granite and Diamond Dust
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Summon Monster IV Conjuration Summons 1 Monster from 3 choices: Fiendish Monstrous Spider, Greater Ice Mephit, Lantern Archon, to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
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Symbol of Flame Evocation You scribe a potent rune of power in the air, and it's activated by an enemy who comes into range of it dealing 5d3+15 fire damage to that target. A successful Reflex save reduces damage by half. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
Heart of a Hen
Heart of a Hen
Embolden
Embolden
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Empower
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Wall of Fire Evocation This wall deals 2d6 points of fire damage plus 1 point of fire damage per caster level (Maximum caster level 15.) to targets within the wall, and does 2d6 additional fire damage against Undead creatures.
Heart of a Hen
Heart of a Hen
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Empower
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Level 5[edit]

Sorcerer level 10 / Wizard level 9

Name School Description S.C. Metamagics
                     
Ball Lightning Evocation Fills an area with deadly energy that deals 1d6+5 electrical damage per caster level. (Maximum damage 15d6+75.) A successful Reflex save reduces the damage by half.
Crystal Cone
Crystal Cone
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Embolden
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Empower
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Enlarge
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Eschew
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Heighten
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Maximize
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Break Enchantment Abjuration This spell frees victims from harmful enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect.
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Cloudkill Conjuration A bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud while inflicting on stronger targets 1d4 Constitution damage and 2d6 acid damage plus an additional 1 acid damage for every caster level (no max caster level). Successful Fortitude save reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell.
Embolden
Embolden
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Cone of Cold Evocation Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a large cone. It drains heat, dealing 1d6+5 points of cold damage per caster level. Maximum damage 15d6+75 at caster level 15. A successful Reflex save reduces the damage by half.
Crystal Cone
Crystal Cone
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Embolden
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Empower
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Eschew
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Cyclonic Blast Evocation You send a twisting torrent of wind toward your enemies that deals 1d3+3 bane damage per caster level (Max 20d3+60) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or Dexterity check to negate being knocked prone for 6 seconds. The spell also clears away all lingering effects in its path (including friendly effects), such as clouds, Wall of Fire, and Otto's Dancing Sphere.
Crystal Cone
Crystal Cone
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Embolden
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Empower
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Eschew
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Heighten
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Maximize
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Dismissal Abjuration This spell forces an extraplanar creature back to its proper plane if it fails a special Will save. (DC = spell’s save DC - creature’s Hit Die + your caster level.) Even on a successful save, the target still suffers 1d6+10 untyped damage per caster level.
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Dominate Person Enchantment Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm Person, except the creature will have blue graphic above it's head, and will follow you throughout the dungeon. This spell allows a recurring Will saves every 15 to 30 seconds to break free.
Embolden
Embolden
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Eladar's Electric Surge Evocation The target's body is wracked with powerful electric shocks, dealing 1d6 electric damage + 1 per caster level every 2 seconds for a duration of 16 seconds. Up to a maximum of 1d6 + 20 at caster level 20. This spell can stack on the target up to 3 times, increasing the damage with each stack.
Crystal Cone
Crystal Cone
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Empower
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Feeblemind Enchantment This spell sets the Intelligence and Charisma of the victim to 1. A successful Will save negates this effect. It is useful to disable a spell caster. The override defeats enhancement bonuses. (So Fox's Cunning cannot temporarily bring the victim up to 5.)
Crystal Cone
Crystal Cone
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Embolden
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Hold Monster Enchantment This spell functions like Hold Person affecting any living creature that fails its Will save. The enemy is aware, but it can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Crystal Cone
Crystal Cone
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Embolden
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Mind Fog Enchantment Mind Fog produces a bank of mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a -10 competence penalty on Will saves. A successful Will save negates this effect. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog.
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Embolden
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Niac's Biting Cold Evocation A deep and chilling cold settles into the target's body, dealing 1d6 cold damage + 1 per caster level every 2 seconds for a duration of 16 seconds. Up to a maximum of 1d6 + 20 at caster level 20. This spell can stack on the target up to 3 times, increasing the damage with each stack.
Crystal Cone
Crystal Cone
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Empower
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Prismatic Ray Evocation A shining ray of multicolored light blinds creatures with 6 Hit Die or less for 4 to 16 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7.
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Embolden
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Protection from Elements Abjuration Grants temporary immunity to five forms of energy damage for 1 minute per caster level, or until 12 points of energy per caster level (Maximum 120 points at caster level 10) for each energy type has been absorbed. Protects against: Acid, Cold, Lightning, Fire and Sonic.
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Repair Light Damage, Mass Transmutation Transmutes the structure of living Construct allies to repair 1d6+2 Hit Points plus 1 per caster level. (Maximum caster level 25.)
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Empower
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Maximize
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Summon Monster V Conjuration Summons 1 Monster from 3 choices: Bearded Devil, Medium Earth Elemental, Umbral Worg to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
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Symbol of Pain Necromancy You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, ability checks, skill checks, and saving throws for a duration of 30 seconds plus 12 seconds per caster level (No maximum). Each enemy can make a Fortitude save to negate the effect each time they pass through the symbol.
The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
Crystal Cone
Crystal Cone
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Embolden
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Teleport Conjuration Lets you pick from several destinations (Most public areas in Stormreach, plus The Portable Hole, an area only accessible with Teleportation spells), and instantly transports you there with a 3% failure rate.
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Waves of Fatigue Necromancy Waves of negative energy render all living creatures in the spell’s area fatigued. A fatigued creature takes a -2 penalty to Strength and Dexterity, and suffers a -10% penalty to movement speed.
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Quicken

Level 6[edit]

Sorcerer level 12 / Wizard level 11

Name School Description S.C. Metamagics
                     
Acid Fog Conjuration A billowing mass of misty vapors slows movement (-40%), obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2d6 acid damage every 2 seconds to targets within the cloud. Enemies within this cloud also suffer a -4 penalty to their armor class.
Crushed Black Pearl
Crushed Black Pearl
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Empower
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Bear's Endurance, Mass Transmutation Casts Bear's Endurance on multiple targets, giving a +4 enhancement bonus to Constitution to each of them for 1 minute per caster level.
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Bull's Strength, Mass Transmutation Casts Bull's Strength on multiple targets, giving a +4 enhancement bonus to Strength to each of them.
Crushed Black Pearl
Crushed Black Pearl
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Eschew
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Cat's Grace, Mass Transmutation Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each target for 1 minute per caster level.
Crushed Black Pearl
Crushed Black Pearl
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Chain Lightning Evocation An electrical discharge strikes a primary target for 1d6+6 electrical damage per caster level, up to a maximum of 20d6+120 at caster level 20. It then arcs to up to 5 other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.
Crushed Black Pearl
Crushed Black Pearl
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Circle of Death Necromancy Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitude save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who succeed on the fortitude save still suffer 1d4 negative levels.
Crushed Black Pearl
Crushed Black Pearl
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Create Undead Necromancy This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator. They are subject to the same restrictions as summons conjured by summoning spells.
Black Onyx
Black Onyx
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Disintegrate Transmutation A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d3+6 points of untyped damage per caster level up to to a maximum of 40d3+120 at caster level 20. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A successful fortitude save reduces this damage to 5d3+15.
Crushed Black Pearl
Crushed Black Pearl
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Empower
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Eagle's Splendor, Mass Transmutation Casts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each target for 1 minute per caster level.
Crushed Black Pearl
Crushed Black Pearl
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Flesh to Stone Transmutation Turns a single fleshy target into a mindless, inert statue in a Petrified condition. In stone form, creatures are much more difficult to damage (Damage Reduction 10/Adamantine), but are Helpless and receive 50% more damage because of it. Only creatures made of flesh are affected by this spell. This effect lasts 60 seconds plus 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds.
Crushed Black Pearl
Crushed Black Pearl
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Fox's Cunning, Mass Transmutation Casts Fox's Cunning on multiple targets, giving a +4 enhancement bonus to Intelligence to each target for 1 minute per caster level.
Crushed Black Pearl
Crushed Black Pearl
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Globe of Invulnerability Abjuration An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 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.
Crushed Black Pearl
Crushed Black Pearl
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Greater Dispel Magic Abjuration Removes ongoing spell effects that are on a target. You must make a caster level check of 1d20 + your caster level (max caster level 20) versus 11 + spell's caster level to remove an effect. If cast on a spell ward trap, this spell will reduce the trap's level by 10d3 levels. If the level of the trap is reduced to 0, the trap is disabled. This spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
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Greater Heroism Enchantment This spell imbues a single ally creature with great bravery and morale in battle. The target gains a +4 morale bonus on attack rolls, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
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Mass Suggestion Enchantment Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level (no maximum). A successful Will save negates this effect.
Crushed Black Pearl
Crushed Black Pearl
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Necrotic Ray Necromancy Blast a living enemy with 1d6+12 negative energy damage per caster level up to 25d6+300 at caster level 25. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it 1 negative level.
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Otiluke's Freezing Sphere Evocation A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d6+6 cold damage per caster level (max 20d6+120 at caster level 20) to targets in the area. A successful Reflex save reduces the damage by half.
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Owl's Wisdom, Mass Transmutation Casts Owl's Wisdom on multiple targets, giving a +4 enhancement bonus to Wisdom to each of them for 1 minute per caster level.
Crushed Black Pearl
Crushed Black Pearl
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Reconstruct Transmutation Greatly repairs an ally Construct, restoring 10 Hit Points per caster level (max 15d10 at caster level 15), while simultaneously granting it a +15% Enhancement bonus to melee and ranged attack speed for a short time (30 seconds).
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Repair Moderate Damage, Mass Transmutation Transmutes the structure of living Construct allies to repair 2d6+4 Hit Points plus 1 per caster level. (Maximum caster level 30.)
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Shadow Walk Illusion 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 (40% enhancement bonus to run speed), your outline appears faint, and you are harder to hit (50% Concealment). Attacking another creature, or otherwise interacting with objects, shunts you back to the Material Plane.
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Stone to Flesh Transmutation Restores a petrified creature, such as one affected by the Flesh to Stone spell to its normal state.
Crushed Black Pearl
Crushed Black Pearl
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Summon Monster VI Conjuration Summons 1 Monster from 3 choices: Eladrin Bralani, Fiendish Troll, Large Water Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time.
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Symbol of Fear Necromancy You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition panicked to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise.
Crushed Black Pearl
Crushed Black Pearl
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Symbol of Persuasion Enchantment You create a pinkish symbol of power in the air, and it's activated by an enemy who comes into range of it, applying a charm effect to all nearby targets for 6 seconds per caster level. Each target can make a Will save to negate the effect. The symbol dissipates 20 seconds after being triggered, or in 5 minutes otherwise.
Crushed Black Pearl
Crushed Black Pearl
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Tenser's Transformation Transmutation Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells.
Potion of Bull's Strength
Potion of Bull's Strength
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True Seeing Divination You confer on the subject the ability to see things as they actually are. This allows the target to find secret doors that have a Search DC of 30 or less, see the exact location of creatures hidden by Blur or Displacement effects, and see Invisible creatures or objects normally.
Crushed Black Pearl
Crushed Black Pearl
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Undeath to Death Necromancy Destroys undead creatures in an area of effect. This spell affects 1 undead and an additional undead target for every 4 caster levels after the first (for a maximum of 4 undead at caster level 13). A successful Will save negates this effect.
Crushed Black Pearl
Crushed Black Pearl
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Level 7[edit]

Sorcerer level 14 / Wizard level 13

Name School Description S.C. Metamagics
                     
Banishment Abjuration Allows casting a more powerful version of the Dismissal spell on multiple targets. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Die + caster level.) In addition banishment deals 1d3+3 untyped damage per caster level to all targets on a successful will save.
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Control Undead Necromancy Control is granted over the enemy undead, forcing it to fight for you. A successful will save negates this effect. Controlled undead get an additional will save every 2 minutes.
Powdered Ruby
Powdered Ruby
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Delayed Blast Fireball Evocation Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6+7 points of fire damage per caster level up to a maximum damage of 20d6+140 at caster level 20 to all targets around it.
Powdered Ruby
Powdered Ruby
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Finger of Death Necromancy You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 2d3+6 negative energy damage per caster level (max 50d3+150 at caster level 25).
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Greater Teleport Conjuration Confers to the Player Characters in the area of effect the option to be transported to 1 of a variety of locations. This spell has self and group option for each location.
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Hold Person, Mass Enchantment Casts Hold Person on multiple targets. Affected enemies that fail his will save become held and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new will save every 3 seconds.
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Invisibility, Mass Illusion Casts Invisibility on multiple allied creatures, rendering the creatures Invisible for 1 minute per caster level. This spell simply considers the creatures are hidden with a Hide score of 20, but it isn't a bonus to Hide. Attacking a target, or using an object (Door, lever, etc.) removes this condition.
Powdered Ruby
Powdered Ruby
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Otto's Sphere of Dancing Enchantment A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
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Power Word: Blind Enchantment A single word of power is uttered, causing your target to become Blinded. Creatures are Blinded for at least 6+6d4 seconds, and players are Blinded for at least 4+1d6 seconds. Creatures with more than 100,000 Hit Points are unaffected by Power Word: Blind.
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Prismatic Spray Evocation A shining blast of multicolored light blinds creatures with 6 Hit Die or less for 4 to 16 seconds, and does 1 of 7 harmful effects at random to one target, with a 12.5% of inflicting a second different effect from that 7.
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Protection from Elements, Mass Abjuration Casts Protection from Elements on multiple targets, granting targets 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.
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Repair Serious Damage, Mass Transmutation Transmutes the structure of Construct allies to repair 3d6+6 Hit Points plus 1 per caster level. (Maximum caster level 35.)
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Summon Monster VII Conjuration Summons 1 Monster from 3 choices: Djinn, Efreet, Huge Earth Elemental to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Symbol of Stunning Enchantment You create a symbol of power in the air, and it's activated by a target approaching. All targets entering the area of effect are Dazed (effect may be called stunned, but unlike a real stun this effect does not make the targets helpless) for 6d6 seconds. A successful Will save negates this condition. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
Powdered Ruby
Powdered Ruby
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Symbol of Weakness Necromancy You create a greenish symbol of power in the air, and it's activated by an enemy who comes into range of it, weakening all nearby enemies by inflicting a 3d6 penalty to Strength. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
Powdered Ruby
Powdered Ruby
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Waves of Exhaustion Necromancy Waves of negative energy cause all living creatures to become Exhausted. Exhausted creatures take a -25% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble.
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Level 8[edit]

Sorcerer level 16 / Wizard level 15

Name School Description S.C. Metamagics
                     
Arcane Tempest Evocation You create a storm of arcane energy that rains shards of force energy upon your foes. Any creatures caught within the storm take 1d6+6 force damage per caster level (max 15d6+90) every 2 seconds for a duration of 8 seconds. Targets first entering the storm may take a reflex save for half, but remaining in the storm they take damage with no saving throw.
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Black Dragon Bolt Conjuration A powerful green bolt of corrosive acid springs from your hand. The bolt deals 1d10 acid damage per caster level, (Maximum 25d10 at caster level 25). Applies damage and ticks three times again over 8 seconds.
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Greater Shout Evocation Emits an ear-splitting yell that deafens and deals 1d6+3 sonic damage per caster level (max 20d6+60 at caster level 20) and stuns the targets in its path for 6 seconds. A successful Fortitude save halves the damage and negates the stun effect.
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Horrid Wilting Necromancy This spell evaporates moisture from the body of each subject living creature, dealing 1d3+3 points of damage per caster level. (Maximum damage 20d3+60.) This spell is especially devastating to water type outsiders like Water Elementals, and to Plants which instead take 1d4+4 points of damage per caster level. (Maximum damage 20d4+80.)
Bit of Sunstone
Bit of Sunstone
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Incendiary Cloud Conjuration Creates a cloud of roiling smoke shot through with white-hot embers, obscuring sight and dealing 2d4 fire damage + 1 per caster level every 2 seconds (no initial tick, max 2d4+25 at caster level 25). Creatures entering the cloud save vs reflex or become blind for 4d6 seconds.
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Mass Charm Monster Enchantment A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
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Otto's Irresistible Dance Enchantment The Foe feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the Foe to do anything other than caper and prance in place. It lasts for 5d3+12 seconds (17 to 27 seconds).
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Polar Ray Evocation A blue-white ray of freezing air and ice springs from your hand. The ray deals 1d6+8 points of cold damage per caster level (max 25d6+200 at caster level 25).
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Power Word: Stun Enchantment A single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 12 to 24 seconds, creatures with 151 to 300 HP are stunned for 10 to 16 seconds, and creatures with 301 HP or more are stunned for 8 seconds.
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Repair Critical Damage, Mass Transmutation Transmutes the structure of living Construct allies to repair 4d6+8 Hit Points plus 1 per caster level. (Maximum caster level 40.)
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Summon Monster VIII Conjuration Summons 1 Monster from 3 choices: Bezekira, Greater Air Elemental, Orthon to fight for you for 10 minutes. You can only have 1 summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Sunburst Evocation Sunburst causes a globe of searing radiance to explode silently from a point you select dealing to all creatures 1d6+4 points of light damage per caster level (Maximum caster level 25) in addition to blinding them. Oozes and Undead take double damage. A successful Reflex save reduces the damage by half and negates the condition Blinded. Light-fearing UndeadLight-fearing undead in DDO include: Vampires, Shadows, Spectres, Wraiths, and Forgewraiths. Although some other undead do take increased damage from light they will not be instantly destroyed by this spell. may be instantly destroyed by this spell if it fails its save.
Bit of Sunstone
Bit of Sunstone
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Symbol of Death Necromancy You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level.
Bit of Sunstone
Bit of Sunstone
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Trap the Soul Conjuration Forces a creature's life force and its material body into a gem on a failed Will save.
Khyber Dragonshard
Khyber Dragonshard
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Level 9[edit]

Sorcerer level 18 / Wizard level 17

Name School Description S.C. Metamagics
                     
Acid Well Conjuration Acid bursts forth from the ground in an area of effect. This area Conjuration spell does 1d6+18 damage per Caster Level (max 20d6+360). A successful fortitude save reduces damage by half.
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Dominate Monster Enchantment Telepathically controls the actions of a living enemy that fails its Will save, causing it to change sides. Dominate acts like Charm Monster, but the target only gains an additional Will saving throw every 15 to 30 seconds. The creature has less chance to break free and will follow you throughout the dungeon.
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Energy Drain Necromancy A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2d4 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 -2 penalty on attack rolls, saves, skill checks, ability checks. Also inflicts a -1 penalty to effective level (affects things like spells and abilities which rely on caster level or character level). Negative levels stack.
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Hold Monster, Mass Enchantment As Hold Monster, but for multiple targets. Enemies that fail its Will save become held in place and are thus considered helpless for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Snakeskin Glove
Snakeskin Glove
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Iceberg Evocation Drops a gigantic shard of glacial ice on your target, which deals 1d6+28 Cold damage for every caster level (max 20d6+560 at caster level 20). A successful reflex save reduces damage by half.
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Meteor Swarm Evocation Causes four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 1d3+1 fire damage per caster level (a successful Reflex save reduces the fire damage by half) and 1d2+1 bludgeoning damage per caster level (no save) to targets in the area. This spell has double range. Max. caster level 20.
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Mordenkainen's Disjunction Abjuration A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20+your caster level (No maximum) versus 11+the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled for 2 minutes.

If cast on a Spell Ward trap, this spell will reduce the trap by 50 levels. If the level of the trap is reduced to 0, the trap is disabled.
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Power Word: Kill Enchantment You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not.
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Rend the Soul Necromancy Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 1d6+4 damage every 2 seconds for 10 seconds (max 20d6+80 at caster level 20). A successful fortitude save reduces damage by half.
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Summon Monster IX Conjuration Summons one Monster from three choices (Eladrin Ghaele, Elder Fire Elemental, or Hezrou) to fight for you for 10 minutes. You can only have one summoned creature of any type serving you at a time. Summoning a new creature of any type will return the previous one to its home plane.
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Thunderstroke Evocation Calls forth a tremendous bolt of lightning and thunder, which strikes your chosen target for 1d6+28 Electricity damage for every caster level (max 20d6+560 at caster level 20). A successful reflex save reduces damage by half.
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Wail of the Banshee Necromancy You emit a terrible scream, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active.
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