SRD:Sorcerer/Wizard Spell List

0th-Level Sorcerer/Wizard Spells (Cantrips)
Abjur Conj Div Ench Evoc Illus Necro Trans Univ
 * Resistance: Subject gains +1 on saving throws.
 * Acid Splash: Orb deals 1d3 acid damage.
 * Detect Poison: Detects poison in one creature or small object.
 * Detect Magic: Detects spells and magic items within 60 ft.
 * Read Magic: Read scrolls and spellbooks.
 * Daze: Humanoid creature of 4 HD or less loses next action.
 * Dancing Lights: Creates torches or other lights.
 * Flare: Dazzles one creature (–1 on attack rolls).
 * Light: Object shines like a torch.
 * Ray of Frost: Ray deals 1d3 cold damage.
 * Ghost Sound: Figment sounds.
 * Disrupt Undead: Deals 1d6 damage to one undead.
 * Touch of Fatigue: Touch attack fatigues target.
 * Mage Hand: 5-pound telekinesis.
 * Mending: Makes minor repairs on an object.
 * Message: Whispered conversation at distance.
 * Open/Close: Opens or closes small or light things.
 * Arcane Mark: Inscribes a personal rune (visible or invisible).
 * Prestidigitation: Performs minor tricks.

1st-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans
 * Alarm: Wards an area for 2 hours/level.
 * Endure Elements: Exist comfortably in hot or cold environments.
 * Hold Portal: Holds door shut.
 * Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Shield: Invisible disc gives +4 to AC, blocks magic missiles for 1 min/level.
 * Grease: Makes 10-ft. square or one object slippery.
 * Mage Armor: Gives subject +4 armor bonus.
 * Mount: Summons riding horse for 2 hours/level.
 * Obscuring Mist: Fog surrounds you.
 * Summon Monster I: Calls extraplanar creature to fight for you.
 * Unseen Servant: Invisible force obeys your commands.
 * Comprehend Languages: You understand all spoken and written languages.
 * Detect Secret Doors: Reveals hidden doors within 60 ft.
 * Detect Undead: Reveals undead within 60 ft.
 * IdentifyM: Determines properties of magic item.
 * True Strike: +20 on your next attack roll.
 * Charm Person: Makes one person your friend.
 * Hypnotism: Fascinates 2d4 HD of creatures.
 * Sleep: Puts 4 HD of creatures into magical slumber.
 * Burning Hands: 1d4/level fire damage (max 5d4).
 * Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
 * Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
 * Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
 * Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
 * Disguise Self: Changes your appearance.
 * Magic Aura: Alters object’s magic aura.
 * Silent Image: Creates minor illusion of your design.
 * Ventriloquism: Throws voice for 1 min./level.
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
 * Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
 * Animate Rope: Makes a rope move at your command.
 * Enlarge Person: Humanoid creature doubles in size.
 * Erase: Mundane or magical writing vanishes.
 * Expeditious Retreat: Your speed increases by 30 ft.
 * Feather Fall: Objects or creatures fall slowly.
 * Jump: Subject gets bonus on Jump checks.
 * Magic Weapon: Weapon gains +1 bonus.
 * Reduce Person: Humanoid creature halves in size.

2nd-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans
 * Arcane LockM: Magically locks a portal or chest.
 * Obscure Object: Masks object against scrying.
 * Protection from Arrows: Subject immune to most ranged attacks.
 * Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
 * Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
 * Fog Cloud: Fog obscures vision.
 * Glitterdust: Blinds creatures, outlines invisible creatures.
 * Summon Monster II: Calls extraplanar creature to fight for you.
 * Summon Swarm: Summons swarm of bats, rats, or spiders.
 * Web: Fills 20-ft.-radius spread with sticky spiderwebs.
 * Detect Thoughts: Allows “listening” to surface thoughts.
 * Locate Object: Senses direction toward object (specific or type).
 * See Invisibility: Reveals invisible creatures or objects.
 * Daze Monster: Living creature of 6 HD or less loses next action.
 * Hideous Laughter: Subject loses actions for 1 round/level.
 * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
 * Continual FlameM: Makes a permanent, heatless torch.
 * Darkness: 20-ft. radius of supernatural shadow.
 * Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
 * Gust of Wind: Blows away or knocks down smaller creatures.
 * Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
 * Shatter: Sonic vibration damages objects or crystalline creatures.
 * Blur: Attacks miss subject 20% of the time.
 * Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
 * Invisibility: Subject is invisible for 1 min./level or until it attacks.
 * Magic MouthM: Speaks once when triggered.
 * Minor Image: As silent image, plus some sound.
 * Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
 * Misdirection: Misleads divinations for one creature or object.
 * Phantom TrapM: Makes item seem trapped.
 * Blindness/Deafness: Makes subject blinded or deafened.
 * Command Undead: Undead creature obeys your commands.
 * False Life: Gain 1d10 temporary hp +1/level (max +10).
 * Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
 * Scare: Panics creatures of less than 6 HD.
 * Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
 * Alter Self: Assume form of a similar creature.
 * Bear's Endurance: Subject gains +4 to Con for 1 min./level.
 * Bull's Strength: Subject gains +4 to Str for 1 min./level.
 * Cat's Grace: Subject gains +4 to Dex for 1 min./level.
 * Darkvision: See 60 ft. in total darkness.
 * Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
 * Fox's Cunning: Subject gains +4 Int for 1 min./level.
 * Knock: Opens locked or magically sealed door.
 * Levitate: Subject moves up and down at your direction.
 * Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
 * Pyrotechnics: Turns fire into blinding light or choking smoke.
 * Rope Trick: As many as eight creatures hide in extradimensional space.
 * Spider Climb: Grants ability to walk on walls and ceilings.
 * Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans
 * Dispel Magic: Cancels magical spells and effects.
 * Explosive Runes: Deals 6d6 damage when read.
 * Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
 * Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
 * Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
 * Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
 * NondetectionM: Hides subject from divination, scrying.
 * Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 * Phantom Steed: Magic horse appears for 1 hour/level.
 * Sepia Snake SigilM: Creates text symbol that immobilizes reader.
 * Sleet Storm: Hampers vision and movement.
 * Stinking Cloud: Nauseating vapors, 1 round/level.
 * Summon Monster III: Calls extraplanar creature to fight for you.
 * Arcane Sight: Magical auras become visible to you.
 * Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
 * Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
 * Tongues: Speak any language.
 * Deep Slumber: Puts 10 HD of creatures to sleep.
 * Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
 * Hold Person: Paralyzes one humanoid for 1 round/level.
 * Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
 * Suggestion: Compels subject to follow stated course of action.
 * Blacklight: 20-ft. radius of darkness.
 * Daylight: 60-ft. radius of bright light.
 * Fireball: 1d6 damage per level, 20-ft. radius.
 * Lightning Bolt: Electricity deals 1d6/level damage.
 * Tiny Hut: Creates shelter for ten creatures.
 * Wind Wall: Deflects arrows, smaller creatures, and gases.
 * Displacement: Attacks miss subject 50%.
 * Illusory ScriptM: Only intended reader can decipher.
 * Invisibility Sphere: Makes everyone within 10 ft. invisible.
 * Major Image: As silent image, plus sound, smell and thermal effects.
 * Gentle Repose: Preserves one corpse.
 * Halt Undead: Immobilizes undead for 1 round/level.
 * Ray of Exhaustion: Ray makes subject exhausted.
 * Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
 * Blink: You randomly vanish and reappear for 1 round/level.
 * Flame Arrow: Arrows deal +1d6 fire damage.
 * Fly: Subject flies at speed of 60 ft.
 * Gaseous Form: Subject becomes insubstantial and can fly slowly.
 * Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
 * Keen Edge: Doubles normal weapon’s threat range.
 * Magic Weapon, Greater: +1/four levels (max +5).
 * Secret Page: Changes one page to hide its real content.
 * Shrink Item: Object shrinks to one-sixteenth size.
 * Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.
 * Water Breathing: Subjects can breathe underwater.

4th-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans
 * Dimensional Anchor: Bars extradimensional movement.
 * Fire TrapM</SUP>: Opened object deals 1d4 damage +1/level.
 * Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
 * Remove Curse: Frees object or person from curse.
 * StoneskinM</SUP>: Ignore 10 points of damage per attack.
 * Black Tentacles: Tentacles grapple all within 20 ft. spread.
 * Dimension Door: Teleports you short distance.
 * Minor Creation: Creates one cloth or wood object.
 * Secure Shelter: Creates sturdy cottage.
 * Solid Fog: Blocks vision and slows movement.
 * Summon Monster IV: Calls extraplanar creature to fight for you.
 * Arcane Eye: Invisible floating eye moves 30 ft./round.
 * Detect Scrying: Alerts you of magical eavesdropping.
 * Locate Creature: Indicates direction to familiar creature.
 * ScryingF</SUP>: Spies on subject from a distance.
 * Charm Monster: Makes monster believe it is your ally.
 * Confusion: Subjects behave oddly for 1 round/level.
 * Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
 * Geas, Lesser: Commands subject of 7 HD or less.
 * Dweomer of Transference: Convert spellcasting into psionic power points.
 * Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
 * Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
 * Resilient Sphere: Force globe protects but traps one subject.
 * Shout: Deafens all within cone and deals 5d6 sonic damage.
 * Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
 * Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
 * Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
 * Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
 * Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
 * Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
 * Rainbow Pattern: Lights fascinate 24 HD of creatures.
 * Shadow Conjuration: Mimics Conjuration below 4th level, but only 20% real.
 * Animate DeadM</SUP>: Creates undead skeletons and zombies.
 * Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
 * Contagion: Infects subject with chosen disease.
 * Enervation: Subject gains 1d4 negative levels.
 * Fear: Subjects within cone flee for 1 round/level.
 * Enlarge Person, Mass: Enlarges several creatures.
 * Mnemonic EnhancerF</SUP>: Wizard only. Prepares extra spells or retains one just cast.
 * Polymorph: Gives one willing subject a new form.
 * Reduce Person, Mass: Reduces several creatures.
 * Stone Shape: Sculpts stone into any shape.

5th-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans Univ
 * Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
 * Dismissal: Forces a creature to return to native plane.
 * Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
 * Psychic Turmoil: Invisible field leeches psionic power points away.
 * Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
 * Mage's Faithful Hound: Phantom dog can guard, attack.
 * Major Creation: As minor creation, plus stone and metal.
 * Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
 * Secret ChestF</SUP>: Hides expensive chest on Ethereal Plane; you retrieve it at will.
 * Summon Monster V: Calls extraplanar creature to fight for you.
 * Teleport: Instantly transports you as far as 100 miles/level.
 * Wall of Stone: Creates a stone wall that can be shaped.
 * Contact Other Plane: Lets you ask question of extraplanar entity.
 * Prying Eyes: 1d4 +1/level floating eyes scout for you.
 * Telepathic Bond: Link lets allies communicate.
 * Dominate Person: Controls humanoid telepathically.
 * Feeblemind: Subject’s Int and Cha drop to 1.
 * Hold Monster: As hold person, but any creature.
 * Mind Fog: Subjects in fog get –10 to Wis and Will checks.
 * Symbol of SleepM</SUP>: Triggered rune puts nearby creatures into catatonic slumber.
 * Cone of Cold: 1d6/level cold damage.
 * Interposing Hand: Hand provides cover against one opponent.
 * Sending: Delivers short message anywhere, instantly.
 * Wall of Force: Wall is immune to damage.
 * Dream: Sends message to anyone sleeping.
 * False VisionM</SUP>: Fools scrying with an illusion.
 * Mirage Arcana: As hallucinatory terrain, plus structures.
 * Nightmare: Sends vision dealing 1d10 damage, fatigue.
 * Persistent Image: As major image, but no concentration required.
 * Seeming: Changes appearance of one person per two levels.
 * Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
 * Blight: Withers one plant or deals 1d6/level damage to plant creature.
 * Magic JarF</SUP>: Enables possession of another creature.
 * Symbol of PainM</SUP>: Triggered rune wracks nearby creatures with pain.
 * Waves of Fatigue: Several targets become fatigued.
 * Animal Growth: One animal/two levels doubles in size.
 * Baleful Polymorph: Transforms subject into harmless animal.
 * Fabricate: Transforms raw materials into finished items.
 * Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
 * Passwall: Creates passage through wood or stone wall.
 * Telekinesis: Moves object, attacks creature, or hurls object or creature.
 * Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
 * Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
 * PermanencyX</SUP>:Makes certain spells permanent.

6th-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans
 * Antimagic Field: Negates magic within 10 ft.
 * Dispel Magic, Greater: As dispel magic, but +20 on check.
 * Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
 * Guards and Wards: Array of magic effects protect area.
 * Repulsion: Creatures can’t approach you.
 * Acid Fog: Fog deals acid damage.
 * Planar Binding: As lesser planar binding, but up to 12 HD.
 * Summon Monster VI: Calls extraplanar creature to fight for you.
 * Wall of IronM</SUP>: 30 hp/four levels; can topple onto foes.
 * Analyze DweomerF</SUP>: Reveals magical aspects of subject.
 * Legend LoreM</SUP>F</SUP>: You learn tales about a person, place, or thing.
 * Probe Thoughts: Read subject’s memories, one question/ round.
 * True SeeingM</SUP>: Lets you see all things as they really are.
 * Geas/Quest: As lesser geas, plus it affects any creature.
 * Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
 * Suggestion, Mass: As suggestion, plus one subject/level.
 * Symbol of Persuasion<SUP>M</SUP>: Triggered rune charms nearby creatures.
 * Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
 * Contingency<SUP>F</SUP>: Sets trigger condition for another spell.
 * Forceful Hand: Hand pushes creatures away.
 * Freezing Sphere: Freezes water or deals cold damage.
 * Mislead: Turns you invisible and creates illusory double.
 * Permanent Image: Includes sight, sound, and smell.
 * Programmed Image<SUP>M</SUP>: As major image, plus triggered by event.
 * Shadow Walk: Step into shadow to travel rapidly.
 * Veil: Changes appearance of group of creatures.
 * Circle of Death<SUP>M</SUP>: Kills 1d4/level HD of creatures.
 * Create Undead<SUP>M</SUP>: Creates ghouls, ghasts, mummies, or mohrgs.
 * Eyebite: Target becomes panicked, sickened, and comatose.
 * Symbol of Fear<SUP>M</SUP>: Triggered rune panics nearby creatures.
 * Undeath to Death<SUP>M</SUP>: Destroys 1d4/level HD of undead (max 20d4).
 * Bear's Endurance, Mass: As bear’s endurance, affects one subject/level.
 * Bull's Strength, Mass: As bull’s strength, affects one subject/level.
 * Cat's Grace, Mass: As cat’s grace, affects one subject/level.
 * Control Water: Raises or lowers bodies of water.
 * Disintegrate: Makes one creature or object vanish.
 * Eagle's Splendor, Mass: As eagle’s splendor, affects one subject/level.
 * Flesh to Stone: Turns subject creature into statue.
 * Fox's Cunning, Mass: As fox’s cunning, affects one subject/level.
 * Hardening: Increases hardness by one/two levels.
 * Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower.
 * Mental PinnacleM: You gain the mental powers of a psion.
 * Move Earth: Digs trenches and build hills.
 * Owl's Wisdom, Mass: As owl’s wisdom, affects one subject/level.
 * Stone to Flesh: Restores petrified creature.
 * Transformation<SUP>M</SUP>: You gain combat bonuses.

7th-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans Univ
 * Banishment: Banishes 2 HD/level of extraplanar creatures.
 * Psychic Turmoil, Greater: As psychic turmoil, but you gain power points as temporary hit points.
 * Sequester: Subject is invisible to sight and scrying; renders creature comatose.
 * Spell Turning: Reflect 1d4+6 spell levels back at caster.
 * Instant Summons<SUP>M</SUP>: Prepared object appears in your hand.
 * Mage's Magnificent Mansion<SUP>F</SUP>: Door leads to extradimensional mansion.
 * Phase Door: Creates an invisible passage through wood or stone.
 * Plane Shift<SUP>F</SUP>: As many as eight subjects travel to another plane.
 * Summon Monster VII: Calls extraplanar creature to fight for you.
 * Teleport, Greater: As teleport, but no range limit and no off-target arrival.
 * Teleport Object: As teleport, but affects a touched object.
 * Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
 * Scrying, Greater: As scrying, but faster and longer.
 * Vision<SUP>M</SUP><SUP>X</SUP>: As legend lore, but quicker and strenuous.
 * Hold Person, Mass: As hold person, but all within 30 ft.
 * Insanity: Subject suffers continuous confusion.
 * Power Word Blind: Blinds creature with 200 hp or less.
 * Symbol of Stunning<SUP>M</SUP>: Triggered rune stuns nearby creatures.
 * Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
 * Forcecage<SUP>M</SUP>: Cube or cage of force imprisons all inside.
 * Grasping Hand: Hand provides cover, pushes, or grapples.
 * Mage's Sword<SUP>F</SUP>: Floating magic blade strikes opponents.
 * Prismatic Spray: Rays hit subjects with variety of effects.
 * Invisibility, Mass: As invisibility, but affects all in range.
 * Project Image: Illusory double can talk and cast spells.
 * Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
 * Simulacrum<SUP>M</SUP><SUP>X</SUP>: Creates partially real double of a creature.
 * Control Undead: Undead don’t attack you while under your command.
 * Finger of Death: Kills one subject.
 * Symbol of Weakness<SUP>M</SUP>: Triggered rune weakens nearby creatures.
 * Waves of Exhaustion: Several targets become exhausted.
 * Control Weather: Changes weather in local area.
 * Ethereal Jaunt: You become ethereal for 1 round/level.
 * Reverse Gravity: Objects and creatures fall upward.
 * Statue: Subject can become a statue at will.
 * Limited Wish<SUP>X</SUP>: Alters reality—within spell limits.

8th-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans
 * Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
 * Mind Blank: Subject is immune to mental/emotional magic and scrying.
 * Prismatic Wall: Wall’s colors have array of effects.
 * Protection from Spells<SUP>M</SUP><SUP>F</SUP>:Confers +8 resistance bonus.
 * Incendiary Cloud: Cloud deals 4d6 fire damage/round.
 * Maze: Traps subject in extradimensional maze.
 * Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
 * Summon Monster VIII: Calls extraplanar creature to fight for you.
 * Trap the Soul<SUP>M</SUP><SUP>F</SUP>: Imprisons subject within gem.
 * Discern Location: Reveals exact location of creature or object.
 * Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
 * Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
 * Antipathy: Object or location affected by spell repels certain creatures.
 * Binding<SUP>M</SUP>: Utilizes an array of techniques to imprison a creature.
 * Charm Monster, Mass: As charm monster, but all within 30 ft.
 * Demand: As sending, plus you can send suggestion.
 * Irresistible Dance: Forces subject to dance.
 * Maddening Scream: Forces subject to scream and drop defenses.
 * Power Word Stun: Stuns creature with 150 hp or less.
 * Symbol of Insanity<SUP>M</SUP>: Triggered rune renders nearby creatures insane.
 * Sympathy<SUP>F</SUP>: Object or location attracts certain creatures.
 * Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
 * Polar Ray: Ranged touch attack deals 1d6/level cold damage.
 * Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
 * Sunburst: Blinds all within 10 ft., deals 6d6 damage.
 * Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
 * Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
 * Screen: Illusion hides area from vision, scrying.
 * Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
 * Clone<SUP>M</SUP><SUP>F</SUP>:Duplicate awakens when original dies.
 * Create Greater Undead<SUP>M</SUP>: Create shadows, wraiths, spectres, or devourers.
 * Horrid Wilting: Deals 1d6/level damage within 30 ft.
 * Symbol of Death<SUP>M</SUP>: Triggered rune slays nearby creatures.
 * Iron Body: Your body becomes living iron.
 * Polymorph Any Object: Changes any subject into anything else.
 * Temporal Stasis<SUP>M</SUP>: Puts subject into suspended animation.

9th-Level Sorcerer/Wizard Spells
Abjur Conj Div Ench Evoc Illus Necro Trans Univ
 * Freedom: Releases creature from imprisonment.
 * Imprisonment: Entombs subject beneath the earth.
 * Mage's Disjunction: Dispels magic, disenchants magic items.
 * Prismatic Sphere: As prismatic wall, but surrounds on all sides.
 * Gate<SUP>X</SUP>: Connects two planes for travel or summoning.
 * Refuge<SUP>M</SUP>: Alters item to transport its possessor to you.
 * Summon Monster IX: Calls extraplanar creature to fight for you.
 * Teleportation Circle<SUP>M</SUP>: Circle teleports any creature inside to designated spot.
 * Foresight: “Sixth sense” warns of impending danger.
 * Dominate Monster: As dominate person, but any creature.
 * Hold Monster, Mass: As hold monster, but all within 30 ft.
 * Power Word Kill: Kills one creature with 100 hp or less.
 * Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
 * Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
 * Shades: As shadow conjuration, but up to 8th level and 80% real.
 * Weird: As phantasmal killer, but affects all within 30 ft.
 * Astral Projection<SUP>M</SUP>: Projects you and companions onto Astral Plane.
 * Energy Drain: Subject gains 2d4 negative levels.
 * Soul Bind<SUP>F</SUP>: Traps newly dead soul to prevent resurrection.
 * Wail of the Banshee: Kills one creature/level.
 * Etherealness: Travel to Ethereal Plane with companions.
 * Shapechange<SUP>F</SUP>: Transforms you into any creature, and change forms once per round.
 * Time Stop: You act freely for 1d4+1 rounds.
 * Wish<SUP>X</SUP>: As limited wish, but with fewer limits.