Transmutation School

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The following spells are available to Wizards who have chosen the Transmutation school as their specialty school. Transmutation wizards may also cast spells from the Abjuration, Conjuration, and Universal schools, as these are complementary schools for Transmutation.

0th-Level Spells (Cantrips)

Spell Name School Description
Acid Splash (Sorcerer/Wizard Spell) Conjuration Conjure an orb of acid that deals ranged acid damage.
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.
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
Adhesive Spittle (Sorcerer/Wizard Spell) Conjuration Spit immobilizing goop at a creature.
Adjuring Step (Sorcerer/Wizard Spell) Abjuration You can move slowly and safely and still cast spells, until you move quickly.
Air Bubble (Sorcerer/Wizard Spell) Conjuration Creates a small pocket of air around your head or an object, which may burst as an attack.
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.
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.
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.
Grease (Sorcerer/Wizard Spell) Conjuration Covers a 10-ft. square or one object with a layer of slippery grease.
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.
Mage Armor (Sorcerer/Wizard Spell) Conjuration Gives subject +3 Armor Bonus to AC.
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.
Mudball (Sorcerer/Wizard Spell) Conjuration Ray Attack that causes the target to be blinded and bludgeoned.
Peacebond (Sorcerer/Wizard Spell) Abjuration Locks a weapon in place on the target's body.
Poisoned Egg (Sorcerer/Wizard Spell) Transmutation Transform the contents of a normal egg into a single dose of Simple Venom.
Stone Shield (Sorcerer/Wizard Spell) Conjuration A slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
Stumble Gap (Sorcerer/Wizard Spell) Conjuration Small hole trips creatures.
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.
Unseen Servant (Sorcerer/Wizard Spell) Conjuration Creates an invisible, mindless, shapeless force that performs simple tasks.
Wave Shield (Sorcerer/Wizard Spell) Abjuration Water blunts one incoming attack or fire effect as an immediate action.
Web Bolt (Sorcerer/Wizard Spell) Conjuration As the Web (Sorcerer/Wizard Spell), except only occupying a single creature's space.


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.
Companion Polymorph (Sorcerer/Wizard Spell) Transmutation You transform the target into a smaller, harmless-looking animal of the same approximate body type.
Dust of Twilight (Sorcerer/Wizard Spell) Conjuration Black particles extinguish light sources and damages creatures.
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.
Fiery Shuriken (Sorcerer/Wizard Spell) Conjuration Calls forth rays, expressing as fiery projectiles that fly at opponents.
Fog Cloud (Sorcerer/Wizard Spell) Abjuration Fog obscures vision.
Juxtaposition (Sorcerer/Wizard Spell) Conjuration Swaps places with the caster and an enemy creature.
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.
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.
River Whip (Sorcerer/Wizard Spell) Conjuration Create a whip of water that you wield as a weapon.
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.
Slipstream (Sorcerer/Wizard Spell) Conjuration Wave boosts or hampers creature's speed.
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.
Stone Call (Sorcerer/Wizard Spell) Conjuration Inflicts damage and difficult terrain to all creatures in area.
Summon Monster II (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Tremor Blast (Sorcerer/Wizard Spell) Transmutation You create a minor earthquake that can inflict bludgeoning damage and Quelled.
Web (Sorcerer/Wizard Spell) Conjuration Fills 10-ft.-radius spread (5x5 area) with sticky spiderwebs that impair movement.


3rd-Level Spells

Spell Name School Description
Air Geyser (Sorcerer/Wizard Spell) Abjuration Blast of air deals bludgeoning damage and pushes targets violently around.
Ash Storm (Sorcerer/Wizard Spell) Conjuration Hamper vision and inflict abrasion damage on all victims.
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.
Diamond Spray (Sorcerer/Wizard Spell) Conjuration You blast a ray of diamond slivers at a target in range.
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.
Force Anchor (Sorcerer/Wizard Spell) Conjuration Ray Attack deals a target force damage and limits their movement.
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.
Pellet Blast (Sorcerer/Wizard Spell) Abjuration Creates an explosion of deadly metal pellets.
Phantom Steed (Sorcerer/Wizard Spell) Conjuration Magic mount appears for the day.
Resist Energy, Communal (Sorcerer/Wizard Spell) Abjuration This spell functions like Resist Energy (Sorcerer/Wizard Spell), except you can protect several creatures.
Silver Darts (Sorcerer/Wizard Spell) Conjuration Cone of silver darts deals damage to targets near you.
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.
Storm Step (Sorcerer/Wizard Spell) Conjuration You call lightning for damage, and transport.
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

Spell Name School Description
Adjustable Polymorph (Sorcerer/Wizard Spell) Transmutation As Least Polymorph (Sorcerer/Wizard Spell), but you can change the shape as a swift action.
Black Tentacles (Sorcerer/Wizard Spell) Conjuration Tentacles damage, immobilize, and move around creatures.
Bloody Arrows (Sorcerer/Wizard Spell) Conjuration Conjure deadly arrows that strike unerringly.
Boneshatter (Sorcerer/Wizard Spell) Transmutation A crackling ray deals heavy damage and inflicts wobbly.
Conjure Deadfall (Sorcerer/Wizard Spell) Conjuration You conjure a large metal plate covered in sharp spikes that crushes all creatures caught in the area of effect.
Defensive Shock (Sorcerer/Wizard Spell) Abjuration Electricity damages your enemies and punishes your attackers.
Dimension Door (Sorcerer/Wizard Spell) Conjuration Teleports you and possibly others a short distance
Dimensional Anchor (Sorcerer/Wizard Spell) Abjuration Bars extradimensional movement.
Elemental Body I (Sorcerer/Wizard Spell) Transmutation Turns you into a creature associated with Air, Earth, Fire, or Water.
Enlarge Person, Mass (Sorcerer/Wizard Spell) Transmutation Humanoids you choose gain one size category.
Firefall (Sorcerer/Wizard Spell) Transmutation Causes fire to burst up, dealing heavy Fire damage and inflicting Singed.
Globe of Invulnerability, Lesser (Sorcerer/Wizard Spell) Abjuration Stops spell-like effects.
Make Whole, Greater (Sorcerer/Wizard Spell) Transmutation This spell repairs 1d8+1 points of siege damage to a vehicle or fortification.
Master's Escape (Sorcerer/Wizard Spell) Conjuration Switch places with one summoned creature you control.
Phantom Steed, Communal (Sorcerer/Wizard Spell) Conjuration Summon up to 6 Phantom Steeds, dividing the duration among them.
Protection from Energy, Communal (Sorcerer/Wizard Spell) Abjuration As Protection from Energy (Sorcerer/Wizard Spell), but you may affect several creatures.
Remove Curse (Sorcerer/Wizard Spell) Abjuration Frees object or person from curse.
Resist Uncommon Energy (Sorcerer/Wizard Spell) Abjuration Ignores a scaling number of points of damage per attack from a specified Uncommon energy type.
Ride the Waves (Sorcerer/Wizard Spell) Transmutation Target can breathe water and swim.
Secure Shelter (Sorcerer/Wizard Spell) Conjuration Creates sturdy cottage.
Solid Fog (Sorcerer/Wizard Spell) Conjuration Blocks vision, slows movement, stops some ranged attacks.
Summon Monster IV (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Touch of Slime (Sorcerer/Wizard Spell) Conjuration Touch infests a target with slime, doing heavy damage.
Warded March (Sorcerer/Wizard Spell) Abjuration You are highly resistant to energy or physical damage for one move action, and deal heavy damage to foes you move through.


5th-Level Spells

Spell Name School Description
Acidic Spray (Sorcerer/Wizard Spell) Conjuration Deals heavy Acid damage and inflicts the Singed condition.
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.
Cloudkill (Sorcerer/Wizard Spell) Conjuration Obscures vision and inflicts poison damage.
Corrosive Consumption (Sorcerer/Wizard Spell) Transmutation Ray causes targets form to transform into acid...with dire results.
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.
Hostile Juxtaposition (Sorcerer/Wizard Spell) Conjuration You create a dimensional link with a targeted creature, and switch spots with it.
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.
Pillar of Stone (Sorcerer/Wizard Spell) Conjuration Creates durable stone pillars.
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.
Summon Monster V (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Teleport (Sorcerer/Wizard Spell) Conjuration Instantly transports you as far as 50 miles per hour you spend casting.


6th-Level Spells

Spell Name School Description
Acid Fog (Sorcerer/Wizard Spell) Conjuration Dense Fog deals acid damage and slows movement.
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.
Cold Ice Strike (Sorcerer/Wizard Spell) Abjuration Blast of ice slivers deals cold damage and slows.
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.
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.
Impulsive Burst (Sorcerer/Wizard Spell) Conjuration An emanation of the Essence of Force damages and moves creatures.
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.
Pillar of Iron (Sorcerer/Wizard Spell) Conjuration Creates extremely durable pillars of solid Iron.
Resilient Sphere (Sorcerer/Wizard Spell) Conjuration Flying sphere of forceful air deals Scouring or Thundercrash Damage.
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.


7th-Level Spells

Spell Name School Description
Banishment (Sorcerer/Wizard Spell) Abjuration Your scorn hurts. Make several ray attacks with dire consequences.
Constricting Coils (Sorcerer/Wizard Spell) Conjuration Eldritch muscular coils deal crushing damage to the target while holding it still.
Create Demiplane, Lesser (Sorcerer/Wizard Spell) Conjuration Create your own Demiplane, nice and cozy.
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.
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.
Mage's Magnificent Mansion (Sorcerer/Wizard Spell) Conjuration Door leads to extradimensional mansion.
Planar Adaptation, Mass (Sorcerer/Wizard Spell) Transmutation This spell functions like Planar Adaptation, except affecting multiple targets.
Planar Refuge (Sorcerer/Wizard Spell) Conjuration Enforces the rules of the Material Plane on other planes of existence.
Plane Shift (Sorcerer/Wizard Spell) Conjuration You and your allies can travel to another plane.
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.
Summon Monster VII (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Teleport, Greater (Sorcerer/Wizard Spell) Conjuration This spell functions like teleport, except that there is no range limit.
Walk through Space (Sorcerer/Wizard Spell) Conjuration You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.
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
Corrosive Touch (Sorcerer/Wizard Spell) Conjuration Touch Attack deals Acid Damage.
Create Demiplane (Sorcerer/Wizard Spell) Conjuration As Lesser Create Demiplane, but larger and with better decorating.
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.
Impulsive Burst, Mass (Sorcerer/Wizard Spell) Conjuration An emanation of the Essence of Force damages and moves creatures.
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.
Molten Orb (Sorcerer/Wizard Spell) Conjuration Molten metal ray attack acts as a splash weapon, dealing Fire Damage plus ongoing damage.
Plumbumgaol (Sorcerer/Wizard Spell) Conjuration Leaden bonds impair your chosen victims, and lays a deadly Synergy.
Prismatic Wall (Sorcerer/Wizard Spell) Abjuration Wall's colors have array of effects.
Rain of Arrows (Sorcerer/Wizard Spell) Conjuration You conjure a cloud of magical arrows that rain down on any creatures and objects in an area.
Resist All Energy (Sorcerer/Wizard Spell) Abjuration Ignores a scaling number of points of damage per attack from All energy types.
Seamantle (Sorcerer/Wizard Spell) Conjuration Sheathes you in protective water.
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.
Telekinetic Sphere (Sorcerer/Wizard Spell) Conjuration Conjure a flying sphere that deals damage, and can knock creatures Prone.
Vitriolic Mist (Sorcerer/Wizard Spell) Abjuration As Fire Shield, except Acid Damage, and potentially much stronger.


9th-Level Spells

Spell Name School Description
Battering Ram (Sorcerer/Wizard Spell) Abjuration An eldritch Ram smashes a foe for damage and a free Bull Rush.
Bilocation (Sorcerer/Wizard Spell) Conjuration Exist in two places at once, gaining tremendous mobility and durability.
Bristlecone (Sorcerer/Wizard Spell) Abjuration Massive cones of energy inflict damage and push enemies in a 25-foot cone.
Chaos Engine (Sorcerer/Wizard Spell) Transmutation Transmute an area into Real Reality, causing all creatures caught within to suffer damage.
Clashing Rocks (Sorcerer/Wizard Spell) Conjuration Heavy obliterating damage to target creatures close to, or inside of, an earthy or stony surface.
Create Demiplane, Greater (Sorcerer/Wizard Spell) Conjuration As Create Demiplane, but much larger.
Deadly Juxtaposition (Sorcerer/Wizard Spell) Conjuration You swap places with an enemy creature, dealing heavy interstice damage to it, and its allies.
Emblazon Crest (Sorcerer/Wizard Spell) Transmutation Your distinct symbol is magically displayed on any suitable item you carry.
Essence of Motion (Sorcerer/Wizard Spell) Conjuration Touching an enemy catapults them away from you, or they may fall Prone and suffer damage to resist.
Etherealness (Sorcerer/Wizard Spell) Transmutation Travel to an Ethereal Plane with companions.
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.
Gate (Sorcerer/Wizard Spell) Conjuration Connects two planes for travel by any creatures, in either direction.
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.
Prismatic Sphere (Sorcerer/Wizard Spell) Abjuration As Prismatic Wall, but surrounds on all sides.
Refuge (Sorcerer/Wizard Spell) Conjuration Alters item to transport its possessor to a safe place.
Shapechange (Sorcerer/Wizard Spell) Transmutation Assume form of a Small to Huge Monster of any sort, with strong Ranged abilities.
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.
Summon Monster IX (Sorcerer/Wizard Spell) Universal Summons one Summoned Monster to fight for you.
Teleportation Circle (Sorcerer/Wizard Spell) Conjuration Teleports creatures inside circle.
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.
Tsunami (Sorcerer/Wizard Spell) Conjuration Huge wave damages and sweeps up all in its path.
Unmake (Sorcerer/Wizard Spell) Abjuration Touch an unattended object or a melee target and Unmake it, dealing massive disintegration damage.
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.