Abjuration School
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The following spells are available to Wizards who have chosen the Abjuration school as their specialty school. Abjuration wizards may also cast spells from the Necromancy, Transmutation, and Universal schools, as these are complementary schools for Abjuration.
0th-Level Spells (Cantrips)
Spell Name | School | Description |
---|---|---|
Bleed (Sorcerer/Wizard Spell) | Necromancy | Cause bludgeoning damage and a Bruised condition. |
Detect Magic (Sorcerer/Wizard Spell) | Universal | Detects all spells and magic items within a 60 ft cone. |
Detect Poison (Sorcerer/Wizard Spell) | Universal | Detects poison in a creature or object. |
Disrupt Undead (Sorcerer/Wizard Spell) | Necromancy | Ray deals Positive Energy Damage to one Undead in range. |
Hand of the Magus (Sorcerer/Wizard Spell) | Transmutation | You can telekinetically move and attack with a modest object. |
Jolt (Sorcerer/Wizard Spell) | Transmutation | Deal electricity damage with a ranged touch attack. |
Mending (Sorcerer/Wizard Spell) | Transmutation | Makes minor repairs on a non-magical object that is damaged or Broken. |
Prestidigitation (Sorcerer/Wizard Spell) | Universal | Performs minor tricks. |
Read Magic (Sorcerer/Wizard Spell) | Universal | Read scrolls and spellbooks. |
Resistance (Sorcerer/Wizard Spell) | Abjuration | Subject gains +1 bonus on saving throws. |
Root (Sorcerer/Wizard Spell) | Transmutation | Reinforces a subjects defense against being moved or tripped. |
Spark (Sorcerer/Wizard Spell) | Abjuration | Dangerous spark injures your attacker. |
1st-Level Spells
Spell Name | School | Description |
---|---|---|
Adjuring Step (Sorcerer/Wizard Spell) | Abjuration | You can move slowly and safely and still cast spells, until you move quickly. |
Alarm (Sorcerer/Wizard Spell) | Abjuration | Wards an area for the night. |
Alter Winds (Sorcerer/Wizard Spell) | Transmutation | Modify the winds to injure creatures, make flying difficult in an area, or make sailing faster. |
Animate Rope (Sorcerer/Wizard Spell) | Transmutation | Makes a rope move at your command, to trip or entangle an enemy. |
Ant Haul (Sorcerer/Wizard Spell) | Transmutation | Increases the carrying capacity of a creature by 10 pounds per caster level. |
Bed of Iron (Sorcerer/Wizard Spell) | Necromancy | Armor Check penalties are reduced, and you can sleep comfortably in armor without suffering fatigue. |
Body Capacitance (Sorcerer/Wizard Spell) | Transmutation | Gain protection against lightning attacks and release the energy as a Touch Attack. |
Bouncy Body (Sorcerer/Wizard Spell) | Abjuration | The target's flesh becomes flexible and rubbery. |
Break (Sorcerer/Wizard Spell) | Transmutation | Break an object or creature in range. |
Burning Disarm (Sorcerer/Wizard Spell) | Transmutation | A metal object instantly becomes red hot possibly causing the wielder to drop it or take Fire Damage. |
Cause Fear (Sorcerer/Wizard Spell) | Necromancy | One creature gains the Cringing condition. |
Chill Touch (Sorcerer/Wizard Spell) | Necromancy | You dark powers touch victims in a small cone, inflicting necrotic damage and making undead humbled. |
Endure Elements (Sorcerer/Wizard Spell) | Abjuration | Exist comfortably in hot or cold regions. |
Enlarge Person (Sorcerer/Wizard Spell) | Transmutation | Humanoid creature gains one size category. |
Expeditious Excavation (Sorcerer/Wizard Spell) | Transmutation | Moves small amounts of earth. |
Feather Fall (Sorcerer/Wizard Spell) | Transmutation | Instantly changes the rate at which the targets falls. |
Hold Portal (Sorcerer/Wizard Spell) | Abjuration | Holds door shut. |
Jump (Sorcerer/Wizard Spell) | Transmutation | Subject gains a Vaulting speed for one round. |
Liberating Command (Sorcerer/Wizard Spell) | Transmutation | Restrained target may make an Escape Artist check to escape as an immediate action. |
Magic Aura (Sorcerer/Wizard Spell) | Abjuration | Alter your aura to grant AC. |
Magic Weapon (Sorcerer/Wizard Spell) | Transmutation | Transform a weapon into a similar sort of weapon that is better suited for yourself or for allies. |
Monkey Fish (Sorcerer/Wizard Spell) | Transmutation | Gain a climb speed and a swim speed of 10 ft. or more for a time. |
Peacebond (Sorcerer/Wizard Spell) | Abjuration | Locks a weapon in place on the target's body. |
Phantom Blood (Sorcerer/Wizard Spell) | Necromancy | When struck in combat, gain temporary hp's and a phantom copy. |
Poisoned Egg (Sorcerer/Wizard Spell) | Transmutation | Transform the contents of a normal egg into a single dose of Simple Venom. |
Ray of Enfeeblement (Sorcerer/Wizard Spell) | Necromancy | Ray causes Withered, and threatens a Synergy. |
Snowball (Sorcerer/Wizard Spell) | Necromancy | Ranged touch delivers Cold Damage and might inflict torpid. |
Summon Monster I (Sorcerer/Wizard Spell) | Universal | Summons one Summoned Monster to fight for you. |
Sunder Breaker (Sorcerer/Wizard Spell) | Abjuration | Attacks against you are costly, or you may break your own protection to inflict damage. |
Touch of the Sea (Sorcerer/Wizard Spell) | Transmutation | Targets struck by this ray gain Greater Swim 30 feet, with or without suffering harm in the process. |
True Strike (Sorcerer/Wizard Spell) | Universal | Gain a bonus on your next attack roll. |
Wave Shield (Sorcerer/Wizard Spell) | Abjuration | Water blunts one incoming attack or fire effect as an immediate action. |
2nd-Level Spells
Spell Name | School | Description |
---|---|---|
Aboleth's Lung (Sorcerer/Wizard Spell) | Transmutation | Targets are suddenly unable to breathe air, but can breathe underwater. |
Air Step (Sorcerer/Wizard Spell) | Transmutation | Tread on air, with limitations. |
Arcane Lock (Sorcerer/Wizard Spell) | Abjuration | Magically locks a portal or chest. |
Blindness/Deafness (Sorcerer/Wizard Spell) | Necromancy | Makes subject blind to sight or sound, dazzled if they make their save, and at risk of a Synergy. |
Companion Polymorph (Sorcerer/Wizard Spell) | Transmutation | You transform the target into a smaller, harmless-looking animal of the same approximate body type. |
Embrace Destiny (Sorcerer/Wizard Spell) | Universal | Dice with Fate, for good or ill. |
Endure Elements, Communal (Sorcerer/Wizard Spell) | Abjuration | As Endure Elements (Sorcerer/Wizard Spell), but you may protect several creatures you touch. |
False Life (Sorcerer/Wizard Spell) | Necromancy | Gain 1d10 temporary hp + 1/lvl (max +10). |
Fog Cloud (Sorcerer/Wizard Spell) | Abjuration | Fog obscures vision. |
Ghoul Touch (Sorcerer/Wizard Spell) | Necromancy | Damages one living target you touch. |
Kinetic Reverberation (Sorcerer/Wizard Spell) | Abjuration | Channels the force of your actions into a ray of Force damage. |
Knock (Sorcerer/Wizard Spell) | Transmutation | Opens locked or magically sealed door...eventually. |
Least Polymorph (Sorcerer/Wizard Spell) | Transmutation | Assume form of a Small or Medium Humanoid. |
Levitate (Sorcerer/Wizard Spell) | Transmutation | Subject gains a Hover speed. |
Life Pact (Sorcerer/Wizard Spell) | Necromancy | Affected creatures automatically donate hp to stabilize fallen ally. |
Make Whole (Sorcerer/Wizard Spell) | Transmutation | Repairs a damaged or broken magic item or construct. |
Pyrotechnics (Sorcerer/Wizard Spell) | Transmutation | Turns a fire into a burst of dazzling fireworks and a thick column of smoke. |
Resist Energy (Sorcerer/Wizard Spell) | Abjuration | Provides a scaling resistance to one Common energy type. |
Scare (Sorcerer/Wizard Spell) | Necromancy | Inflict psychic damage and Cringing on one or two targets. |
See Invisibility (Sorcerer/Wizard Spell) | Universal | Reveals invisible creatures or objects. |
Share Memory (Sorcerer/Wizard Spell) | Universal | Share or inflict one memory upon the target. |
Shatter (Sorcerer/Wizard Spell) | Abjuration | Sonic vibration damages objects or a enemy creatures. |
Spell Gauge (Sorcerer/Wizard Spell) | Universal | You learn the nature of, and disable, a target creature's supernatural or spell-like ability. |
Spider Climb (Sorcerer/Wizard Spell) | Transmutation | Grants Greater Climb of 20 feet. |
Stricken Heart (Sorcerer/Wizard Spell) | Necromancy | Clenching agonies inflict Necrotic damage and Jostled. |
Summon Monster II (Sorcerer/Wizard Spell) | Universal | Summons one Summoned Monster to fight for you. |
Touch of Bloodletting (Sorcerer/Wizard Spell) | Necromancy | This spell causes any existing wounds that the target possesses to bleed profusely. |
Tremor Blast (Sorcerer/Wizard Spell) | Transmutation | You create a minor earthquake that can inflict bludgeoning damage and Quelled. |
3rd-Level Spells
Spell Name | School | Description |
---|---|---|
Accursed Glare (Sorcerer/Wizard Spell) | Necromancy | Inflicts Cursed or Hexed on victims, and places them at risk of a Synergy. |
Air Geyser (Sorcerer/Wizard Spell) | Abjuration | Blast of air deals bludgeoning damage and pushes targets violently around. |
Barrow Haze (Sorcerer/Wizard Spell) | Necromancy | Fog obscures vision and inflicts negative energy. |
Battering Blast (Sorcerer/Wizard Spell) | Abjuration | You hurl a fist-sized ball of force resembling a sphere of spikes to ram designated creatures or objects. |
Blade Snare (Sorcerer/Wizard Spell) | Abjuration | Blades damage and hinder all creatures around you. |
Cloak of Winds (Sorcerer/Wizard Spell) | Abjuration | Creates a whirling screen of strong wind around you. |
Dispel Magic (Sorcerer/Wizard Spell) | Abjuration | Cancels one magical spell or effect |
Elemental Aura (Sorcerer/Wizard Spell) | Abjuration | Creates an aura of energy around you that damages others and protects you. |
Eruptive Pustules (Sorcerer/Wizard Spell) | Transmutation | Acid boils burst as ray attacks. |
Fly (Sorcerer/Wizard Spell) | Universal | Subject gains Lesser Flight equal to its normal Walk speed. |
Gentle Repose (Sorcerer/Wizard Spell) | Necromancy | Preserves one corpse. |
Halt Undead (Sorcerer/Wizard Spell) | Necromancy | Immobilizes several undead that are near each other. |
Haste (Sorcerer/Wizard Spell) | Transmutation | Two or more allies move faster, and gain a bonus attack action during a full attack. |
Lesser Polymorph (Sorcerer/Wizard Spell) | Transmutation | Assume form of a Small or Medium Monster of any sort, with no Ranged abilities. |
Malediction (Sorcerer/Wizard Spell) | Necromancy | Fell magic damages your foes, and gifts you their strength as an Action Point if you kill any of them. |
Pellet Blast (Sorcerer/Wizard Spell) | Abjuration | Creates an explosion of deadly metal pellets. |
Ray of Exhaustion (Sorcerer/Wizard Spell) | Necromancy | Ray makes subject fatigued and places it at risk of a synergy. |
Resist Energy, Communal (Sorcerer/Wizard Spell) | Abjuration | This spell functions like Resist Energy (Sorcerer/Wizard Spell), except you can protect several creatures. |
Slow (Sorcerer/Wizard Spell) | Transmutation | Inflicts Hindered upon multiple foes. |
Spider Climb, Communal (Sorcerer/Wizard Spell) | Transmutation | As Spider Climb (Sorcerer/Wizard Spell), but affects multiple targets. |
Summon Monster III (Sorcerer/Wizard Spell) | Universal | Summons one Summoned Monster to fight for you. |
Trial of Fire and Acid (Sorcerer/Wizard Spell) | Transmutation | The target creatures suffer damage and the Singed condition. |
Unravel Destiny (Sorcerer/Wizard Spell) | Universal | A target suffers if it has Action Points. |
Water Breathing (Sorcerer/Wizard Spell) | Transmutation | Subjects can breathe underwater. |
Wind Wall (Sorcerer/Wizard Spell) | Abjuration | Deflects arrows, smaller creatures, and gases. |
4th-Level Spells
5th-Level Spells
Spell Name | School | Description |
---|---|---|
Absorb Toxicity (Sorcerer/Wizard Spell) | Necromancy | You become immune to poisons, absorb one, and then spread it to others. |
Astral Projection, Lesser (Sorcerer/Wizard Spell) | Necromancy | Limited astral travel. |
Blight (Sorcerer/Wizard Spell) | Necromancy | Inflicts heavy Necrotic damage, to which Animals and Plants have a penalty. |
Calm Air (Sorcerer/Wizard Spell) | Abjuration | You calm the air and disperse fog, dust, and other particles. |
Caustic Blood (Sorcerer/Wizard Spell) | Transmutation | You imbue your blood with corrosive acid. |
Corrosive Consumption (Sorcerer/Wizard Spell) | Transmutation | Ray causes targets form to transform into acid...with dire results. |
Daywalker (Sorcerer/Wizard Spell) | Necromancy | Turns an ally into a pseudo-undead, with potent benefits. |
Echolocation (Sorcerer/Wizard Spell) | Transmutation | Grants you Echolocation. |
Elemental Body II (Sorcerer/Wizard Spell) | Transmutation | Turns you into a creature associated with Air, Earth, Fire, or Water. |
Fulgere (Sorcerer/Wizard Spell) | Abjuration | The power of a volcano inflicts Scouring damage on your foes and punishes your attackers. |
Hungry Earth (Sorcerer/Wizard Spell) | Transmutation | All solid surfaces bite savagely at creatures adjacent to them. |
Life Bubble (Sorcerer/Wizard Spell) | Abjuration | Protects creatures from some types of sustained environmental effects. |
Overland Flight (Sorcerer/Wizard Spell) | Transmutation | You fly with tremendous stability and power, and are able to cruise long distances with ease. |
Planar Adaptation (Sorcerer/Wizard Spell) | Transmutation | Resist harmful effects of environmental damage of another plane. |
Polymorph (Sorcerer/Wizard Spell) | Transmutation | Assume form of a Small or Medium Monster of any sort, with weak Ranged abilities. |
Rolling Stone (Sorcerer/Wizard Spell) | Abjuration | Rolling ball of stone deals Abrasion and Crushing Damage. |
Sonic Thrust (Sorcerer/Wizard Spell) | Abjuration | Ray of sound damages and moves targets. |
Suffocation (Sorcerer/Wizard Spell) | Necromancy | Target suffers heavy winded damage. |
Summon Monster V (Sorcerer/Wizard Spell) | Universal | Summons one Summoned Monster to fight for you. |
6th-Level Spells
Spell Name | School | Description |
---|---|---|
Antimagic Field (Sorcerer/Wizard Spell) | Abjuration | Completely but temporarily suppresses magical effects within 10 ft. |
Armored March (Sorcerer/Wizard Spell) | Abjuration | You are highly resistant to all damage for one move action, and deal heavy damage to foes you move through. |
Banshee Blast (Sorcerer/Wizard Spell) | Necromancy | Cone deals severe damage and induces fear. |
Circle of Death (Sorcerer/Wizard Spell) | Necromancy | Dark forces attempt to slay all living creatures. |
Cold Ice Strike (Sorcerer/Wizard Spell) | Abjuration | Blast of ice slivers deals cold damage and slows. |
Deadly Necrosis (Sorcerer/Wizard Spell) | Necromancy | Strikes a creature you choose with necrotic damage and are Impaired...at a minimum. |
Disintegrate (Sorcerer/Wizard Spell) | Transmutation | Reduces one creature or object to dust. |
Dispel Magic, Greater (Sorcerer/Wizard Spell) | Abjuration | Cancels multiple magical spells or effects |
Elemental Assessor (Sorcerer/Wizard Spell) | Transmutation | Elemental ray transforms parts of the victim into a damaging canker. |
Elemental Body III (Sorcerer/Wizard Spell) | Transmutation | Turns you into a creature associated with Air, Earth, Fire, or Water. |
Eyebite (Sorcerer/Wizard Spell) | Necromancy | Targets suffer rugosic damage and are dazzled. |
Fluid Form (Sorcerer/Wizard Spell) | Transmutation | Become a living liquid, gaining many bonus effects. |
Form of the Dragon I (Sorcerer/Wizard Spell) | Transmutation | Turns you into a draconic creature. |
Globe of Invulnerability (Sorcerer/Wizard Spell) | Abjuration | Stops supernatural and spell-like effects. |
Move Earth (Sorcerer/Wizard Spell) | Transmutation | Digs enormous trenches and builds hills. |
Moving Mountain (Sorcerer/Wizard Spell) | Abjuration | Rolling ball of stone deals Abrasion and Piercing Damage. |
Oasis (Sorcerer/Wizard Spell) | Transmutation | Create a comfortable and secured place in the wilderness. |
Resist Rare Energy (Sorcerer/Wizard Spell) | Abjuration | Ignores a scaling number of points of damage per attack from a specified Rare energy type. |
Summon Monster VI (Sorcerer/Wizard Spell) | Universal | Summons one Summoned Monster to fight for you. |
True Seeing (Sorcerer/Wizard Spell) | Universal | Lets you see things as they really are. |
Undeath to Death (Sorcerer/Wizard Spell) | Necromancy | Inflicts heavy light (energy, uncommon) damage to the unliving in your sight. |
7th-Level Spells
Spell Name | School | Description |
---|---|---|
Banishment (Sorcerer/Wizard Spell) | Abjuration | Your scorn hurts. Make several ray attacks with dire consequences. |
Elemental Body IV (Sorcerer/Wizard Spell) | Transmutation | Turns you into a creature associated with Air, Earth, Fire, or Water. |
Ethereal Jaunt (Sorcerer/Wizard Spell) | Transmutation | You become ethereal until your next combat ends. |
Finger of Death (Sorcerer/Wizard Spell) | Necromancy | Deals heavy necrotic (energy, uncommon) damage to one subject. |
Fly, Mass (Sorcerer/Wizard Spell) | Universal | One or more creatures gains ability to fly. |
Form of the Dragon II (Sorcerer/Wizard Spell) | Transmutation | Turns you into a huge draconic creature. |
Hammerblow (Sorcerer/Wizard Spell) | Abjuration | Without a sound, break objects and batter foes within a short distance. |
Plague Storm (Sorcerer/Wizard Spell) | Necromancy | Cloud inflicts Necrotic damage |
Planar Adaptation, Mass (Sorcerer/Wizard Spell) | Transmutation | This spell functions like Planar Adaptation, except affecting multiple targets. |
Polymorph, Greater (Sorcerer/Wizard Spell) | Transmutation | Assume form of a Small, Medium or Large Monster of any sort, with weak Ranged abilities. |
Resonating Word (Sorcerer/Wizard Spell) | Transmutation | Target is damaged, and suffers ongoing sonic damage. |
Reverse Gravity (Sorcerer/Wizard Spell) | Transmutation | Ray attack causes objects and creatures to fall upward, or suffer heavy ripping damage.. |
Statue (Sorcerer/Wizard Spell) | Transmutation | Subject can become a statue at will, being subject only to Sunders. |
Sudden Necrosis (Sorcerer/Wizard Spell) | Necromancy | Strikes a creature you choose with necrotic damage and inflicts Impaired...at a minimum. |
Summon Monster VII (Sorcerer/Wizard Spell) | Universal | Summons one Summoned Monster to fight for you. |
Wall of Force (Sorcerer/Wizard Spell) | Transmutation | Creates an invisible, immobile wall of pure force. |
Wish, Limited (Sorcerer/Wizard Spell) | Universal | Alters reality (within limits). |
8th-Level Spells
Spell Name | School | Description |
---|---|---|
Deathneedle (Sorcerer/Wizard Spell) | Necromancy | A needle of shadow darts out as a ray and inflicts heavy negative energy damage to a target. |
Dimensional Lock (Sorcerer/Wizard Spell) | Abjuration | Teleportation and interplanar travel blocked until the next Moon. |
Disassemble (Sorcerer/Wizard Spell) | Transmutation | Tear your foes to pieces. |
Dust Form (Sorcerer/Wizard Spell) | Transmutation | You become an incorporeal creature of dust for a short period of time. |
Flying Fingernails (Sorcerer/Wizard Spell) | Transmutation | Blast forth your own fingernails as deadly ray attacks. |
Form of the Dragon III (Sorcerer/Wizard Spell) | Transmutation | Turns you into a huge draconic creature. |
Frost Fingers (Sorcerer/Wizard Spell) | Transmutation | Transform your targets with extreme Cold (energy, common), the frostbite potentially rendering them Crippled. |
Hammerblow, Mass (Sorcerer/Wizard Spell) | Abjuration | Without a sound, break objects and batter foes within a short distance. |
Heart of Glass (Sorcerer/Wizard Spell) | Transmutation | Target enemy is rendered Defenseless or Vulnerable to a single class of damage chosen by the caster. |
Horrid Wilting (Sorcerer/Wizard Spell) | Necromancy | Deals terrible Desiccation damage to creatures chosen. |
Instant Necrosis (Sorcerer/Wizard Spell) | Necromancy | Strikes a creature you choose with necrotic damage and inflicts Crippled...at a minimum. |
Juggernaut's March (Sorcerer/Wizard Spell) | Abjuration | You are nearly immune to damage for one move action, and deal heavy damage to foes you move through. |
Orb of the Void (Sorcerer/Wizard Spell) | Necromancy | Flying sphere of darkness deals Necrotic damage and Essence Destruction. |
Prismatic Wall (Sorcerer/Wizard Spell) | Abjuration | Wall's colors have array of effects. |
Resist All Energy (Sorcerer/Wizard Spell) | Abjuration | Ignores a scaling number of points of damage per attack from All energy types. |
Skyshard (Sorcerer/Wizard Spell) | Abjuration | Shimmering shards of the Sky act as ray attacks, dealing obliteration (physical, rare) and pushing targets struck. |
Summon Monster VIII (Sorcerer/Wizard Spell) | Universal | Summons one Summoned Monster to fight for you. |
Vitriolic Mist (Sorcerer/Wizard Spell) | Abjuration | As Fire Shield, except Acid Damage, and potentially much stronger. |
9th-Level Spells
Spell Name | School | Description |
---|---|---|
Astral Projection (Sorcerer/Wizard Spell) | Necromancy | Projects you and others onto Astral Plane. |
Battering Ram (Sorcerer/Wizard Spell) | Abjuration | An eldritch Ram smashes a foe for damage and a free Bull Rush. |
Bristlecone (Sorcerer/Wizard Spell) | Abjuration | Massive cones of energy inflict damage and push enemies in a 25-foot cone. |
Canopic Conversion (Sorcerer/Wizard Spell) | Necromancy | Turns your allies into pseudo-undead, with potent benefits. |
Chaos Engine (Sorcerer/Wizard Spell) | Transmutation | Transmute an area into Real Reality, causing all creatures caught within to suffer damage. |
Emblazon Crest (Sorcerer/Wizard Spell) | Transmutation | Your distinct symbol is magically displayed on any suitable item you carry. |
Energy Drain (Sorcerer/Wizard Spell) | Necromancy | Subject gains 2d4 points of Essence Omission and is at risk of a synergy. |
Etherealness (Sorcerer/Wizard Spell) | Transmutation | Travel to an Ethereal Plane with companions. |
Fleshblight (Sorcerer/Wizard Spell) | Necromancy | Calls forth a long-range 7x7 cone of necrotic (energy, uncommon) damage, affecting both friend and foe. |
Foehammer (Sorcerer/Wizard Spell) | Abjuration | Without a sound, the caster smashes his foes with force damage. |
Foresight (Sorcerer/Wizard Spell) | Universal | "Sixth sense" warns of impending danger and grants many benefits. |
Freedom (Sorcerer/Wizard Spell) | Abjuration | Releases creature from all conditions save only death. |
Gloria Mundi (Sorcerer/Wizard Spell) | Transmutation | Allies you choose are transmuted into their perfect forms, gaining many benefits. |
Hearts of Glass (Sorcerer/Wizard Spell) | Transmutation | Target enemies are rendered Defenseless or Vulnerable to a single class of damage chosen by the caster. |
Imprisonment (Sorcerer/Wizard Spell) | Abjuration | Chains and possibly entombs subject you touch. |
Invincible March (Sorcerer/Wizard Spell) | Abjuration | You are immune to damage for one move action, and deal heavy damage to foes you move through. |
Mage's Disjunction (Sorcerer/Wizard Spell) | Abjuration | Cancels multiple magical spells or effects and Disintegrates its targets. |
Mass Instant Necrosis (Sorcerer/Wizard Spell) | Necromancy | Strikes all creatures you choose with tenebrous damage and inflicts Crippled...at a minimum. |
Prismatic Sphere (Sorcerer/Wizard Spell) | Abjuration | As Prismatic Wall, but surrounds on all sides. |
Shapechange (Sorcerer/Wizard Spell) | Transmutation | Assume form of a Small to Huge Monster of any sort, with strong Ranged abilities. |
Soul Bind (Sorcerer/Wizard Spell) | Necromancy | Bind your enemies and allies together, granting bonus AC and damage. |
Soulburn (Sorcerer/Wizard Spell) | Necromancy | Immolate your chosen enemies with precise blasts of void damage, searing their bodies and sight. |
Spellbane (Sorcerer/Wizard Spell) | Abjuration | Create a ranged Antimagic Field usable against your enemies. |
Stone Fist (Sorcerer/Wizard Spell) | Transmutation | Your unarmed strikes are lethal. |
Suffocation, Mass (Sorcerer/Wizard Spell) | Necromancy | Multiple creatures suffer heavy winded damage. |
Summon Monster IX (Sorcerer/Wizard Spell) | Universal | Summons one Summoned Monster to fight for you. |
Time Stop (Sorcerer/Wizard Spell) | Transmutation | You act freely for 1d4+1 rounds. |
Transmute Blood to Acid (Sorcerer/Wizard Spell) | Transmutation | Target takes Acid Damage, and suffers the Immolated condition each round. |
Unmake (Sorcerer/Wizard Spell) | Abjuration | Touch an unattended object or a melee target and Unmake it, dealing massive disintegration damage. |
Wail of the Banshee (Sorcerer/Wizard Spell) | Necromancy | Deals heavy threnodic damage to a forty-foot area with you in the center. |
Wish (Sorcerer/Wizard Spell) | Universal | Reshape reality at your whim, within limits, and at a cost. |
Wrack (Sorcerer/Wizard Spell) | Transmutation | Hurl a ray of utter horrifying agony at your enemies. |