List of wizard spells

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Level 0 wizard spells

  • Acid Splash: You fire a small orb of acid at the target dealing 1d3 points of acid damage.
  • Arcane Mark: This spell allows you to inscribe your personal rune or mark.
  • Bleed: You cause a living creature that is below 0 hit points but stabilized to resume dying.
  • Dancing Lights: You create up to four lights that resemble lanterns or torches.
  • Daze: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions.
  • Detect Magic: You detect magical auras.
  • Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous.
  • Disrupt Undead: You direct a ray of positive energy dealing 1d6 points of damage to Undead.
  • Flare: This cantrip creates a burst of light.
  • Ghost Sound: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
  • Light: This spell causes a touched object to glow like a torch.
  • Mage Hand: You point your finger at an object and can lift it and move it at will from a distance.
  • Mending: This spell repairs damaged objects, restoring 1d4 hit points to the object.
  • Message: You can whisper messages and receive whispered replies.
  • Open/Close: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
  • Prestidigitation: Prestidigitations are minor tricks that novice spellcasters use for practice.
  • Ray of Frost: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
  • Read Magic: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
  • Resistance: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
  • Spark: Ignites flammable objects. PFAPG
  • Touch of Fatigue: You channel negative energy through your touch, fatiguing the target.


Level 1 wizard spells

  • Alarm: Alarm creates a subtle ward on an area you select.
  • Alter Winds: Increase/decrease strength of natural winds. PFAPG
  • Animate Rope: You can animate a nonliving rope-like object.
  • Ant Haul: Triples carrying capacity of a creature. PFAPG
  • Break: Gives an object the broken condition. PFAPG
  • Burning Hands: A cone of searing flame shoots from your fingertips dealing (min(5,Caster Level))d4 points of fire damage to any creature in the effect area.
  • Cause Fear: The affected creature becomes frightened.
  • Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally.
  • Chill Touch: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures dealing 1d6 points of damage.
  • Color Spray: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
  • Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.
  • Crafter's Curse: Subject takes -5 on Craft skill checks. PFAPG
  • Crafter's Fortune: Subject gains +5 on next Craft check. PFAPG
  • Dancing Lantern: Animates a lantern that follows you. PFAPG
  • Detect Secret Doors: You can detect secret doors, compartments, caches, and so forth.
  • Detect Undead: You can detect the aura that surrounds undead creatures.
  • Disguise Self: You make yourself--including clothing, armor, weapons, and equipment--look different.
  • Endure Elements: A creature protected by endure elements suffers no harm from being in a hot or cold environment.
  • Enlarge Person: This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.
  • Erase: Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.
  • Expeditious Excavation: Moves 5-ft. cubes of earth. PFAPG
  • Expeditious Retreat: This spell increases your base land speed by 30 feet.
  • Feather Fall: The affected creatures or objects fall slowly.
  • Flare Burst: This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point. PFAPG
  • Floating Disk: You create a slightly concave, circular plane of force that follows you about and carries loads for you.
  • Gravity Bow: Arrows do damage as though one size category bigger. PFAPG
  • Grease: A grease spell covers a solid surface with a layer of slippery grease.
  • Hold Portal: This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone.
  • Hydraulic Push: Wave of water bull rushes an enemy. PFAPG
  • Hypnotism: Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
  • Identify: This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession.
  • Jump: The subject gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps.
  • Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
  • Magic Aura: You alter an item's aura so that it registers to detect spells as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
  • Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
  • Magic Weapon: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls.
  • Memory Lapse: Subject forgets events back to last turn. PFAPG
  • Mount: You summon a light horse or a pony (your choice) to serve you as a mount.
  • Obscuring Mist: A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
  • Protection from Chaos: This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.
  • Protection from Evil: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
  • Protection from Good: This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures.
  • Protection from Law: This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures.
  • Ray of Enfeeblement: A coruscating ray springs from your hand, the subject takes a penalty to Strength equal to 1d6+(min(5,floor(Caster Level/2))).
  • Reduce Person: This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8.
  • Sculpt Corpse: Makes corpse look like another creature. PFAPG
  • Shield: Shield creates an invisible shield of force that hovers in front of you.
  • Shocking Grasp: Your successful melee touch attack deals (min(5,Caster Level))d6 points of electricity damage per caster level (maximum 5d6).
  • Silent Image: This spell creates the visual illusion of an object, creature, or force, as visualized by you.
  • Sleep: A sleep spell causes a magical slumber to come upon 4 HD of creatures.
  • Stone Fist: Your unarmed strikes are lethal. PFAPG
  • Stumble Gap: Small hole trips creatures PFAPG
  • Summon Monster I: This spell summons an extraplanar creature.
  • Touch of Gracelessness: Subject loses 1d6 + (Caster Level/2) Dex and is prone to falling down. PFAPG
  • Touch of the Sea: Swim speed becomes 30 ft. PFAPG
  • True Strike: You gain temporary, intuitive insight into the immediate future during your next attack.
  • Unseen Servant: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command.
  • Vanish: This spell functions like invisibility. Like invisibility, the spell immediately ends if the subject attacks any creature. PFAPG
  • Ventriloquism: You can make your voice seem to issue from someplace else.


Level 2 wizard spells

  • Accelerate Poison: Hastens targeted poison's onset PFAPG
  • Acid Arrow: An arrow of acid springs from your hand and speeds to its target dealing 2d4 points of acid damage.
  • Alter Self: You can assume the form of any Small or Medium creature of the humanoid type.
  • Arcane Lock: An arcane lock spell cast upon a door, chest, or portal magically locks it.
  • Arrow Eruption: Creates duplicates of killing arrow. PFAPG
  • Bear's Endurance: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
  • Blindness/Deafness: You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
  • Blur: The subject's outline appears blurred, shifting, and wavering granting the subject concealment (20% miss chance).
  • Bull's Strength: The subject becomes stronger granting a +4 enhancement bonus to Strength.
  • Burning Gaze: Inflict 1d6 fire damage to creature. PFAPG
  • Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated granting a +4 enhancement bonus to Dexterity.
  • Command Undead: This spell allows you a degree of control over an undead creature.
  • Continual Flame: A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
  • Create Pit: Creates an extradimensional pit PFAPG
  • Create Treasure Map: Creates treasure map out of a creature's corpse. PFAPG
  • Darkness: This spell causes an object to radiate darkness out to a 20-foot radius.
  • Darkvision: The subject gains the ability to see 60 feet even in total darkness.
  • Daze Monster: This spell functions like daze, but it can affect any one living creature of any type.
  • Detect Thoughts: You detect surface thoughts.
  • Dust of Twilight: Black particles extinguish light sources within area. PFAPG
  • Eagle's Splendor: The transmuted creature becomes more poised, articulate, and personally forceful gaining a +4 enhancement bonus to Charisma.
  • Elemental Speech: Enables you to speak to elementals and some creatures. PFAPG
  • Elemental Touch: Gain energy damage touch attack. PFAPG
  • False Life: You harness the power of unlife to grant yourself a limited ability to avoid death.
  • Fire Breath: Exhale a cone of flame at will. PFAPG
  • Flaming Sphere: A burning globe of fire rolls in whichever direction you point and burns those it strikes.
  • Fog Cloud: A bank of fog billows out from the point you designate.
  • Fox's Cunning: The target becomes smarter granting a +4 enhancement bonus to Intelligence.
  • Ghoul Touch: Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
  • Glide: You take no falling damage, move 60 ft./round while falling. PFAPG
  • Glitterdust: A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell.
  • Gust of Wind: This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
  • Hideous Laughter: This spell afflicts the subject with uncontrollable laughter.
  • Hypnotic Pattern: A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it.
  • Invisibility: The creature or object touched becomes invisible.
  • Knock: Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock.
  • Levitate: Levitate allows you to move yourself, another creature, or an object up and down as you wish.
  • Locate Object: You sense the direction of a well-known or clearly visualized object.
  • Magic Mouth: This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs.
  • Make Whole: This spell functions as mending, except that it repairs (min(5,Caster Level))d6 points of damage when cast on a construct creature.
  • Minor Image: This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.
  • Mirror Image: This spell creates a number of illusory doubles of you that inhabit your square.
  • Misdirection: By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like).
  • Obscure Object: This spell hides an object from location by divination [scrying] effects, such as the scrying spell or a crystal ball.
  • Owl's Wisdom: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
  • Phantom Trap: This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps.
  • Protection from Arrows: The warded creature gains resistance to ranged weapons.
  • Pyrotechnics: Pyrotechnics turns a fire into a burst of blinding fireworks or a thick cloud of choking smoke, depending on your choice.
  • Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select.
  • Rope Trick: When this spell is cast upon a piece of rope from 5 to 30 feet ,long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end.
  • Scare: This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.
  • Scorching Ray: You blast your enemies with up to (min(3,1+(floor(Caster Level/4)))) searing beams of fire dealing 4d6 points of fire damage.
  • See Invisibility: You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible.
  • Share Language: Subject understands chosen language. PFAPG
  • Shatter: Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
  • Slipstream: Wave boosts creature's speed. PFAPG
  • Spectral Hand: A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance.
  • Spider Climb: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
  • Stone Call: 2d6 damage to all creatures in area. PFAPG
  • Summon Monster II: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
  • Summon Swarm: You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area.
  • Touch of Idiocy: With a touch, you reduce the target's mental faculties.
  • Web: Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them.
  • Whispering Wind: You send a message or sound on the wind to a designated spot.


Level 3 wizard spells

  • Aqueous Orb: Creates rolling sphere of water. PFAPG
  • Arcane Sight: This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.
  • Beast Shape I: When you cast this spell, you can assume the form of any Small or Medium creature of the animal type.
  • Blink: You "blink" quickly back and forth between the Material Plane and the Ethereal Plane and look as though you're winking in and out of reality at random.
  • Blood Biography: Learn about a creature with its blood. PFAPG
  • Campfire Wall: Creates a shelter around a campfire. PFAPG
  • Clairaudience/Clairvoyance: Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see almost as if you were there.
  • Cloak of Winds: Creates screen of strong wind around you. PFAPG
  • Daylight: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius.
  • Deep Slumber: This spell functions like sleep, except that it affects 10 HD of targets.
  • Devolution: Target eidolon temporarily loses ((Caster Level/5)+1) evolutions PFAPG
  • Dispel Magic: You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.
  • Displacement: The subject of this spell appears to be about 2 feet away from its true location granting a 50% miss chance as if it had total concealment.
  • Draconic Reservoir: Subject can absorb energy damage and enhance melee attacks with it. PFAPG
  • Elemental Aura: Creates an aura of energy around you. PFAPG
  • Enter Image: Transfers your consciousness to an object bearing your likeness. PFAPG
  • Explosive Runes: You trace mystic runes upon a book, map, scroll, or similar object bearing written information which detonate when read, dealing 6d6 points of force damage.
  • Fireball: A fireball spell generates a searing explosion of flame that detonates with a low roar and deals (min(10,Caster Level))d6 points of fire damage to every creature within the area.
  • Flame Arrow: This spell allows you to turn ammunition (such as arrows, crossbow bolts, shuriken, and sling stones) into fiery projectiles.
  • Fly: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).
  • Gaseous Form: The subject and all its gear become insubstantial, misty, and translucent.
  • Gentle Repose: You preserve the remains of a dead creature so that they do not decay.
  • Halt Undead: This spell renders as many as three undead creatures immobile.
  • Haste: The transmuted creatures move and act more quickly than normal.
  • Heroism: This spell imbues a single creature with great bravery and morale in battle.
  • Hold Person: The subject becomes paralyzed and freezes in place.
  • Hydraulic Torrent: Creates torrent of water that bull rushes any creature in its path. PFAPG
  • Illusory Script: You write instructions or other information on parchment, paper, or any suitable writing material. Only the person (or people) designated by you at the time of the casting can read the writing; it's unintelligible to any other character.
  • Invisibility Sphere: This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient at the time the spell is cast. The center of the effect is mobile with the recipient.
  • Keen Edge: This spell makes a weapon magically keen, improving its ability to deal telling blows.
  • Lightning Bolt: You release a powerful stroke of electrical energy that deals (min(10,Caster Level))d6 points of electricity damage to each creature within its area.
  • Magic Circle against Chaos: All creatures within the area gain the effects of a protection from chaos spell, and chaotic summoned creatures cannot enter the area either.
  • Magic Circle against Evil: All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either.
  • Magic Circle against Good: All creatures within the area gain the effects of a protection from good spell, and good summoned creatures cannot enter the area either.
  • Magic Circle against Law: All creatures within the area gain the effects of a protection from law spell, and lawfull summoned creatures cannot enter the area either.
  • Magic Weapon (Greater): This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +(min(5,floor(Caster Level/4))).
  • Major Image: This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect.
  • Malediction: Gain temporary hero points by killing a dying creature. PFAPG
  • Nondetection: The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells.
  • Pain Strike: Inflicts 1d6 nonlethal damage (Caster Level) rounds. PFAPG
  • Phantom Steed: You conjure a Large, quasi-real, horselike creature.
  • Protection from Energy: Protection from energy grants temporary immunity to the type of energy you specify when you cast it.
  • Rage: Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.
  • Ray of Exhaustion: A black ray projects from your pointing finger. The subject is immediately exhausted for the spell's duration.
  • Secret Page: Secret page alters the contents of a page so that it appears to be something entirely different.
  • Seek Thoughts: Detects thinking creatures' thoughts PFAPG
  • Sepia Snake Sigil: You cause a small symbol to appear in the text of a written work.
  • Shifting Sand: Creates difficult terrain and erases tracks; can carry creatures or objects along. PFAPG
  • Shrink Item: You are able to shrink one nonmagical item to 1/16 of its normal size in each dimension.
  • Sleet Storm: Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy.
  • Slow: An affected creature moves and attacks at a drastically slowed rate.
  • Spiked Pit: This spell functions as create pit, except that the pit is lined with wickedly sharp spikes along its bottom and walls. Creatures who fall into the pit take falling damage as normal, plus 2d6 points of piercing damage from the spikes. Any creature or object coming into contact with the spikes along the walls, such as a creature trying to climb out, or rope or other typical aids to climbing, takes 1d6 points of piercing damage each round they are in contact with the walls. For those willing to accept the damage incurred while climbing, the pit's walls have a Climb DC of 20. PFAPG
  • Stinking Cloud: Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating.
  • Suggestion: You influence the actions of the target creature by suggesting a course of activity.
  • Summon Monster III: This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
  • Tiny Hut: You create an unmoving, opaque sphere of force of any color you desire around yourself.
  • Tongues: This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
  • Twilight Knife: Floating knife attacks with you. PFAPG
  • Unravel Destiny: Target gets -2 on ability checks, attack rolls, saving throws, adn skill check per hero point it possesses and takes 2d6 damage when spending hero points. PFAPG
  • Vampiric Touch: Your touch deals (min(10,floor(Caster Level/2)))d6 points of damage.
  • Versatile Weapon: Weapon bypasses some DR. PFAPG
  • Water Breathing: The transmuted creatures can breathe water freely.
  • Wind Wall: An invisible vertical curtain of wind appears.


Level 4 wizard spells

  • Acid Pit: Creates a pit with a layer of acid on the bottom. PFAPG
  • Animate Dead: Turns corpses into undead skeletons or zombies that obey your spoken commands.
  • Arcane Eye: You create an invisible magical sensor that sends you visual information.
  • Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each. PFAPG
  • Beast Shape II: This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type.
  • Bestow Curse: You place a curse on the subject.
  • Black Tentacles: This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.
  • Calcific Touch: Touch attack slows target, 1d4 Dex damage. PFAPG
  • Charm Monster: This spell functions like charm person, except that the effect is not restricted by creature type or size.
  • Confusion: This spell causes confusion in the targets, making them unable to determine their actions.
  • Contagion: The subject contracts a disease.
  • Crushing Despair: An invisible cone of despair causes great sadness in the subjects.
  • Detect Scrying: You immediately become aware of any attempt to observe you by means of a divination [scrying] spell or effect.
  • Detonate: Inflicts (Caster Level)d8 energy damage to all creatures within 15 ft. PFAPG
  • Dimension Door: You instantly transfer yourself from your current location to any other spot within range.
  • Dimensional Anchor: A green ray springs from your hand, any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.
  • Dragon's Breath: Gives you a dragon's breath weapon. PFAPG
  • Elemental Body I: When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental.
  • Enervation: You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes dealing 1d4 temporary negative levels if you hit.
  • Enlarge Person (Mass): This spell functions like enlarge person, except that it affects multiple creatures.
  • Fear: An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save.
  • Fire Shield: This spell wreathes you in flame and causes damage to each creature that attacks you in melee protecting you from either cold-based or fire-based attacks.
  • Fire Trap: Fire trap creates a fiery explosion when an intruder opens the item that the trap protects.
  • Firefall: Causes fire to burst up, dealing 2d6 fire damage. PFAPG
  • Geas (Lesser): A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you.
  • Globe of Invulnerability (Lesser): An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower.
  • Hallucinatory Terrain: You make natural terrain look, sound, and smell like some other sort of natural terrain.
  • Ice Storm: Great magical hailstones pound down upon casting this spell, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area.
  • Illusory Wall: This spell creates the illusion of a wall, floor, ceiling, or similar surface.
  • Invisibility (Greater): This spell functions like invisibility, except that it doesn't end if the subject attacks.
  • Locate Creature: This spell functions like locate object, except this spell locates a known creature.
  • Minor Creation: You create a nonmagical, unattended object of nonliving vegetable matter.
  • Mnemonic Enhancer: Casting this spell allows you to prepare additional spells or retain spells recently cast.
  • Moonstruck: Subject is enraged and confused. PFAPG
  • Phantasmal Killer: You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast.
  • Rainbow Pattern: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it.
  • Reduce Person (Mass): This spell functions like reduce person, except that it affects multiple creatures.
  • Remove Curse: Remove curse can remove all curses on an object or a creature.
  • Resilient Sphere: A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere.
  • River of Wind: Creates wind that causes nonlethal damage and can knock down or push creatures. PFAPG
  • Scrying: You can observe a creature at any distance.
  • Secure Shelter: You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast.
  • Shadow Conjuration: You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces.
  • Shadow Projection: Temporarily become a shadow. PFAPG
  • Share Senses: Perceive the world around your familiar. PFAPG
  • Shout: You emit an ear-splitting yell that deafens and damages creatures in its path.
  • Solid Fog: This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that it impedes movement.
  • Stone Shape: You can form an existing piece of stone into any shape that suits your purpose.
  • Stoneskin: The warded creature gains resistance to blows, cuts, stabs, and slashes.
  • Summon Monster IV: This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
  • True Form: Removes polymorph effects. PFAPG
  • Wall of Fire: An immobile, blazing curtain of shimmering violet fire springs into existence.
  • Wall of Ice: This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected.
  • Wandering Star Motes: Outlines subject, produces light. PFAPG


Level 5 wizard spells

  • Animal Growth: The target animal grows to twice its normal size and eight times its normal weight.
  • Baleful Polymorph: As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD.
  • Beast Shape III: This spell functions as beast shape II, except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type.
  • Blight: This spell withers a single plant of any size.
  • Break Enchantment: This spell frees victims from enchantments, transmutations, and curses.
  • Cloudkill: This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.
  • Cone of Cold: Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone, dealing (min(15,Caster Level))d6 points of cold damage.
  • Contact Other Plane: You send your mind to another plane of existence in order to receive advice and information from powers there.
  • Dismissal: This spell forces an extraplanar creature back to its proper plane if it fails a Will save.
  • Dominate Person: You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind.
  • Dream: You, or a messenger you touch, send a message to others in the form of a dream.
  • Elemental Body II: This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental.
  • Fabricate: You convert material of one sort into a product that is of the same material.
  • False Vision: This spell creates a subtle illusion, causing any divination [scrying] spell used to view anything within the area of this spell to instead receive a false image (as the major image spell), as defined by you at the time of casting.
  • Feeblemind: Target creature's Intelligence and Charisma scores each drop to 1.
  • Fire Snake: Creates a serpentine path of fire (Caster Level*5) ft. long that deals (Caster Level)d6 fire damage. PFAPG
  • Geyser: Creates a geyser of boiling water. PFAPG
  • Hold Monster: This spell functions like hold person, except that it affects any living creature that fails its Will save.
  • Hungry Pit: As create pit, but dealing 4d6 damage to those in it as it closes. PFAPG
  • Interposing Hand: Interposing hand creates a Large magic hand that appears between you and one opponent.
  • Life Bubble: Protects creatures from sustained environmental effects. PFAPG
  • Mage's Faithful Hound: You conjure up a phantom watchdog that is invisible to everyone but yourself.
  • Mage's Private Sanctum: This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it.
  • Magic Jar: By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless.
  • Major Creation: This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like.
  • Mind Fog: Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it.
  • Mirage Arcana: This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is.
  • Nightmare: You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
  • Overland Flight: This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load).
  • Pain Strike (Mass): As pain strike, but affects multiple creatures. PFAPG
  • Passwall: You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.
  • Permanency: This spell makes the duration of certain other spells permanent.
  • Persistent Image: This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you.
  • Phantasmal Web: Catches subjects in illusory web. PFAPG
  • Planar Adaptation: Resist harmful effects of other plane. PFAPG
  • Planar Binding (Lesser): Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range.
  • Plant Shape I: When you cast this spell you can assume the form of any Small or Medium creature of the plant type.
  • Polymorph: This spell transforms a willing creature into an animal, humanoid or elemental of your choosing.
  • Prying Eyes: You create a number of semitangible, visible magical orbs (called "eyes") equal to 1d4+(Caster Level). These eyes move out, scout around, and return as you direct them when casting the spell.
  • Secret Chest: You hide a chest on the Ethereal Plane for as long as 60 days and can retrieve it at will.
  • Seeming: This spell functions like disguise self, except that you can change the appearance of other people as well.
  • Sending: You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject.
  • Shadow Evocation: You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower.
  • Suffocation: Target quickly suffocates to death. PFAPG
  • Summon Monster V: This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
  • Symbol of Pain: This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks.
  • Symbol of Sleep: This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 *o 10 minutes.
  • Telekinesis: You move objects or creatures by concentrating on them.
  • Telepathic Bond: You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher.
  • Teleport: This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.
  • Transmute Mud to Rock: This spell permanently transforms normal mud or quicksand of any depth into soft stone.
  • Transmute Rock to Mud: This spell turns natural, uncut, or unworked rock of any sort into an equal volume of mud.
  • Treasure Stitching: Objects on cloth become embroidered. PFAPG
  • Wall of Force: A wall of force creates an invisible wall of pure force.
  • Wall of Stone: This spell creates a wall of rock that merges into adjoining rock surfaces.
  • Waves of Fatigue: Waves of negative energy render all living creatures in the spell's area fatigued.


Level 6 wizard spells

  • Acid Fog: Acid fog creates a billowing mass of highly acidic misty vapors, slowing down creatures and obscuring sight and deals 2d6 points of acid damage.
  • Analyze Dweomer: You can observe magical auras.
  • Antimagic Field: An invisible barrier impervious to most magical effects surrounds you and moves with you.
  • Bear's Endurance (Mass): Mass Bear's Endurance works like Bear's Endurance, except that it affects multiple creatures.
  • Beast Shape IV: This spell functions as beast shape III except that it also allows you to assume the form of a Tiny or Large creature of the magical beast type.
  • Bull's Strength (Mass): This spell functions like bull's strength, except that it affects multiple creatures.
  • Cat's Grace (Mass): This spell functions like cat's grace, except that it affects multiple creatures.
  • Chain Lightning: This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips.
  • Circle of Death: Circle of death snuffs out the life force of living creatures, killing them instantly.
  • Cloak of Dreams: Living creatures within 5 ft. fall asleep. PFAPG
  • Contagious Flame: Scorching rays cause 4d6 fire damage, then move on to new targets. PFAPG
  • Contingency: You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency.
  • Control Water: This spell has two different applications, both of which control water in different ways.
  • Create Undead: A much more potent spell than animate dead, this evil spell allows you to infuse a dead body with negative energy to create more powerful sorts of undead.
  • Disintegrate: A thin, green ray springs from your pointing finger dealing (min(40,Caster Level*2))d6 points of damage.
  • Dispel Magic (Greater): This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.
  • Eagle's Splendor (Mass): This spell functions like eagle's splendor, except that it affects multiple creatures.
  • Elemental Body III: This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental.
  • Enemy Hammer: Allows you to telekinetically use a creature as a weapon. PFAPG
  • Eyebite: Each round, you can target a single living creature, striking it with waves of power.
  • Flesh to Stone: The subject, along with all its carried gear, turns into a mindless, inert statue.
  • Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breathe water. PFAPG
  • Forceful Hand: This spell functions as interposing hand, except that it can also pursue and bull rush one opponent you select.
  • Form of the Dragon I: You become a Medium chromatic or metallic dragon.
  • Fox's Cunning (Mass): This spell functions like fox's cunning, except that it affects multiple creatures.
  • Freezing Sphere: Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 40-foot-radius burst, dealing (min(15,Caster Level))d6 points of cold damage to each creature in the area.
  • Geas/Quest: This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
  • Getaway: Teleports a group of predetermined allies and creatures to a predetermined location. PFAPG
  • Globe of Invulnerability: This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.
  • Guards and Wards: This powerful spell is primarily used to defend a stronghold or fortress by creating a number of magical wards and effects.
  • Heroism (Greater): This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points.
  • Legend Lore: Legend lore brings to your mind legends about an important person, place, or thing.
  • Mage's Lucubration: You instantly prepare any one spell of 5th level or lower that you have used during the past 24 hours.
  • Mislead: You become invisible (as greater invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears.
  • Move Earth: Move earth moves dirt (clay, loam, sand, and soil), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
  • Owl's Wisdom (Mass): This spell functions like owl's wisdom, except that it affects multiple creatures.
  • Permanent Image: This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent.
  • Planar Binding: This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12.
  • Plant Shape II: This spell functions as plant shape I except that it also allows you to assume the form of a Large creature of the plant type.
  • Programmed Image: This spell functions like silent image, except that this spell's figment activates when a specific condition occurs.
  • Repulsion: An invisible, mobile field surrounds you and prevents creatures from approaching you.
  • Shadow Walk: You and any creature you touch are transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow.
  • Sirocco: Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. PFAPG
  • Stone to Flesh: This spell restores a petrified creature to its normal state, restoring life and goods.
  • Suggestion (Mass): This spell functions like suggestion, except that it can affect more creatures.
  • Summon Monster VI: This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of thesame kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
  • Symbol of Fear: This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.
  • Symbol of Persuasion: This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster for 1 hour per caster level.
  • Transformation: You become a fighting machine--stronger, tougher, faster, and more skilled in combat.
  • True Seeing: You confer on the subject the ability to see all things as they actually are.
  • Undeath to Death: This spell functions like circle of death, except that it destroys undead creatures as noted above.
  • Unwilling Shield: Subject shares wounds you receive. PFAPG
  • Veil: You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration.
  • Wall of Iron: You cause a flat, vertical iron wall to spring into being.


Level 7 wizard spells

  • Arcane Sight (Greater): This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.
  • Banishment: A banishment spell enables you to force extraplanar creatures out of your home plane.
  • Control Undead: This spell enables you to control undead creatures for a short period of time.
  • Control Weather: You change the weather in the local area.
  • Deflection: Attacks that miss are redirected back to the source of the attack. PFAPG
  • Delayed Blast Fireball: This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast.
  • Elemental Body IV: This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental.
  • Ethereal Jaunt: You become ethereal, along with your equipment.
  • Expend: Wastes creatures' limited use magical ability PFAPG
  • Finger of Death: This spell instantly delivers (Caster Level*10) points of damage.
  • Firebrand: Allies gain flaming weapons, immunity to your fire spells, and a one-use ray of fire attack. PFAPG
  • Fly (Mass): (Caster Level) creatures gains ability to fly. PFAPG
  • Forcecage: This spell creates an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
  • Form of the Dragon II: This spell functions as form of the dragon I except that it also allows you to assume the form of a Large chromatic or metallic dragon.
  • Giant Form I: When you cast this spell you can assume the form of any Large humanoid creature of the giant subtype.
  • Grasping Hand: This spell functions as interposing hand, except that it can also grapple one opponent you select.
  • Hold Person (Mass): This spell functions like hold person, except as noted above.
  • Insanity: The affected creature suffers from a continuous confusion effect, as the spell.
  • Instant Summons: You call some nonliving item directly to your hand from virtually any location.
  • Invisibility (Mass): This spell functions like invisibility, except that the effect moves with the group and is broken when anyone in the group attacks.
  • Limited Wish: A limited wish lets you create nearly any type of effect.
  • Mage's Magnificent Mansion: You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast.
  • Mage's Sword: This spell brings into being a shimmering, sword-like plane of force.
  • Phantasmal Revenge: Ghost from corpse hunts killer. PFAPG
  • Phase Door: This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials.
  • Planar Adaptation (Mass): Resist harmful effects of other plane. PFAPG
  • Plane Shift: You move yourself or some other creature to another plane of existence or alternate dimension.
  • Plant Shape III: This spell functions as plant shape II except that it also allows you to assume the form of a Huge creature of the plant type.
  • Polymorph (Greater): This spell functions as polymorph except that it allows the creature to take on the form of a dragon or plant creature.
  • Power Word Blind: You utter a single word of power that causes a creature to become blinded, whether the creature can hear the word or not.
  • Prismatic Spray: This spell causes seven shimmering, multicolored beams of light to spray from your hand.
  • Project Image: You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself.
  • Rampart: Creates 5-ft.-thick earthen barrier. PFAPG
  • Reverse Gravity: This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round.
  • Scrying (Greater): This spell functions like scrying, except as noted above.
  • Sequester: When cast, this spell prevents divination spells from detecting or locating the target and also renders the affected target invisible (as the invisibility spell).
  • Shadow Conjuration (Greater): This spell functions like shadow conjuration, except that it duplicates any sorcerer or wizard conjuration [summoning] or conjuration (creation) spell of 6th level or lower.
  • Simulacrum: Simulacrum creates an illusory duplicate of any creature.
  • Spell Turning: Spells and spell-like effects targeted on you are turned back upon the original caster.
  • Statue: A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried.
  • Summon Monster VII: This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
  • Symbol of Stunning: This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.
  • Symbol of Weakness: This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.
  • Teleport (Greater): This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target.
  • Teleport Object: This spell functions like teleport, except that it teleports an object, not you.
  • Vision: This spell functions like legend lore, except that it works more quickly and produces some strain on you.
  • Vortex: Creates a whirlpool in water. PFAPG
  • Waves of Exhaustion: Waves of negative energy cause all living creatures in the spell's target to become exhausted.


Level 8 wizard spells

  • Antipathy: You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment.
  • Binding: A binding spell creates a magical restraint to hold a creature.
  • Charm Monster (Mass): This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.
  • Clenched Fist: This spell functions like interposing hand, except that the hand can also push or strike one opponent that you select.
  • Clone: This spell makes an inert duplicate of a creature.
  • Create Greater Undead: This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead.
  • Demand: This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out.
  • Dimensional Lock: You create a shimmering emerald barrier that completely blocks extradimensional travel.
  • Discern Location: A discern location spell is among the most powerful means of locating creatures or objects.
  • Euphoric Tranquility: Makes a creature friendly. PFAPG
  • Form of the Dragon III: This spell functions as form of the dragon II save that it also allows you to take the form of a Huge chromatic or metallic dragon.
  • Giant Form II: This spell functions as giant form I except that it also allows you to assume the form of any Huge creature of the giant type.
  • Horrid Wilting: This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust dealing (min(20,Caster Level))d6 points of damage.
  • Incendiary Cloud: An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers.
  • Iron Body: This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
  • Irresistible Dance: The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping.
  • Maze: You banish the subject into an extradimensional labyrinth.
  • Mind Blank: The subject is protected from all devices and spells that gather information about the target through divination magic.
  • Moment of Prescience: This spell grants you a sixth sense.
  • Planar Binding (Greater): This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18.
  • Polar Ray: A blue-white ray of freezing air and ice springs from your hand.
  • Polymorph Any Object: This spell functions like greater polymorph, except that it changes one object or creature into another.
  • Power Word Stun: You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not.
  • Prismatic Wall: Prismatic wall creates a vertical, opaque wall--a shimmering, multicolored plane of light that protects you from all forms of attack.
  • Protection from Spells: The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities.
  • Prying Eyes (Greater): This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet.
  • Scintillating Pattern: A twisting pattern of coruscating colors weaves through the air, affecting creatures within.
  • Screen: This spell creates a powerful protection from scrying and observation.
  • Seamantle: Sheathes you in protective water. PFAPG
  • Shadow Evocation (Greater): This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower.
  • Shout (Greater): This spell functions like shout, except that the cone deals 10d6 points of sonic damage.
  • Stormbolts: (min(Caster Level,20))d8 damage to targets. PFAPG
  • Summon Monster VIII: This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
  • Sunburst: Sunburst causes a globe of searing radiance to explode silently from a point you select.
  • Symbol of Death: This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol.
  • Symbol of Insanity: This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane.
  • Sympathy: You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you.
  • Telekinetic Sphere: This spell functions like resilient sphere, but the creatures or objects caught inside the globe created by the spell are made nearly weightless.
  • Temporal Stasis: You place the subject into a state of suspended animation.
  • Trap the Soul: Trap the soul forces a creature's life force (and its material body) into a gem.
  • Wall of Lava: Wall damages foes that try to enter, periodically launches lava at nearby targets. PFAPG


Level 9 wizard spells

  • Astral Projection: By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
  • Clashing Rocks: 20d6 damage to target creature. PFAPG
  • Crushing Hand: This spell functions as interposing hand, except that it can also grapple one opponent as grasping hand.
  • Dominate Monster: This spell functions like dominate person, except that the spell is not restricted by creature type.
  • Energy Drain: This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels.
  • Etherealness: This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands become ethereal.
  • Fiery Body: You gain various fire-related powers. PFAPG
  • Foresight: This spell grants you a powerful sixth sense in relation to yourself or another.
  • Freedom: The subject is freed from spells and effects that restrict movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web.
  • Gate: Casting a gate spell creates an interdimensional connection between your plane of existence and a plane you specify. You may call a particular individual or kind of being through the gate.
  • Hold Monster (Mass): This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.
  • Imprisonment: When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the ground.
  • Mage's Disjunction: All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined.
  • Meteor Swarm: Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects.
  • Power Word Kill: You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not.
  • Prismatic Sphere: This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack.
  • Refuge: When you cast this spell, you create powerful magic in a specially prepared object.
  • Shades: This spell functions like shadow conjuration, except that it mimics conjuration spells of 8th level or lower.
  • Shapechange: This spell allows you to take the form of a wide variety of creatures.
  • Soul Bind: You draw the soul from a newly dead body and imprison it in a black sapphire gem.
  • Suffocation (Mass): (Caster Level/2) creatures suffocate to death. PFAPG
  • Summon Monster IX: This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
  • Teleportation Circle: You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot.
  • Time Stop: This spell seems to make time cease to flow for everyone but you.
  • Tsunami: Huge wave damages and sweeps up all in its path. PFAPG
  • Wail of the Banshee: When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it.
  • Wall of Suppression: Creates wall that disables magic. PFAPG
  • Weird: This spell functions like phantasmal killer, except it can affect more than one creature.
  • Winds of Vengeance: You can fly and attack with wind. PFAPG
  • Wish: Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
  • World Wave: Earth or water moves you across distances and damages things not of the natural world. PFAPG
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