Paths Of Sorcery

Sorcerers are born with a natural talent for magic. Some sorcerers have an affinity for a particular form of magic. As Sorcery has become recognized through various societies, some masters have started mentoring those youth who demonstrate their shared affinity. They have developed a set of particular spells they are best at and teach these youth to perform these spells. These are called "Paths".

Sorcerer's who choose a Path to follow must select at least one spell from their Path in each spell level in which a spell is offered in their Path.
All "Path" spells are

Paths are loosely based on spell descriptors. The following is a list of all spell descriptors. Most spells have one of these descriptors. Descriptors: acid, air, body-affecting*, chaotic, cold, curse, darkness, death, dimension*, disease, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, pain, poison, shadow, sonic, and water. (*new descriptor)

Below are the 15 known paths of Sorcery:
The Path of Acid (acid)
The Path of Air (air)
The Path of Phlegm* (body-affecting, disease, pain)
The Path of Chaos (chaotic)
The Path of Ice (cold)
The Path of Curses- (curse)
The Path of Darkness- (darkness)
The Path of Death- (death)
The Path of Dimensions* (dimension)
The Path of Domination (mind-affecting)
The Path of Electricity (electricity)
The Path of the Mind- (mind-affecting, language-dependent)
The Path of Profanity- (disease, evil, pain, poison)
The Path of Fire (fire)
The Path of Force (force)
The Path of Invisbility* (???)
The Path of Light (light)
The Path of Order- (lawful)
The Path of Purity- (good)
The Path of Shadow- (shadow)
The Path of Sound (sonic, language-dependent)
The Path of Stone (earth)
The Path of Summoning* (???)
The Path of Water (water)

 

The Path of Fire

0 level spells
Spark: Ignites flammable objects. (APG)
1st level spells
Burning Hands: 1d4/level fire damage (max 5d4).
2nd level spells
Burning Gaze: Inflict 1d6 fire damage to creature by looking at it.(APG)
Continual Flame: Makes a permanent, heatless light.
Fire Breath: Exhale a cone of flame at will.(APG)
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Pyrotechnics: Turns fire into blinding light or thick smoke.
3rd level spells
Fireball: 1d6 damage per level, 20-ft. radius.
Flame Arrow: Arrows deal +1d6 fire damage.
4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Ice

0 level spells
Ray of Frost: Ray deals 1d3 cold damage.
1st level spells
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
2nd level spells
3rd level spells
Sleet Storm: Hampers vision and movement.
4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Light

0 level spells
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
1st level spells
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Flare Burst: As flare, but affects all creatures in 10 ft.(APG)
Silent Image: Creates minor illusion of your design.
2nd level spells
Glitterdust: Blinds creatures, outlines invisible creatures.
Hypnotic Pattern: Fascinates 2d4 + level HD of creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).
See Invisibility: Reveals invisible creatures or objects.
3rd level spells
Daylight: 60-ft. radius of bright light.
Displacement: Attacks miss subject 50% of the time.

4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Domination

0 level spells
Daze: A single humanoid creature with 4 HD or less loses its next action.
1st level spells
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Memory Lapse: Subject forgets events back to last turn.(APG)
Sleep: Puts 4 HD of creatures into magical slumber.
2nd level spells
Daze Monster: Living creature of 6 HD or less loses its next action.
Detect Thoughts: Allows “listening” to surface thoughts.
Scare: Frightens creatures of less than 6 HD.
3rd level spells
Deep Slumber: Puts 10 HD of creatures to sleep.
Hold Person: Paralyzes one humanoid for 1 round/level.
Suggestion: Compels a subject to follow stated course of action.
4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Force

0 level spells
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
1st level spells
Animate Rope: Makes a rope move at your command.
Dancing Lantern: Animates a lantern that follows you.(APG)
Expeditious Excavation: Moves 5-ft. cubes of earth.(APG)
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
Gravity Bow: Arrows do damage as though one size category bigger.(APG)
Hold Portal: Holds door shut.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Unseen Servant: Invisible force obeys your commands.
2nd level spells
Glide: You take no falling damage, move 60 ft./round while falling.(APG)
Levitate: Subject moves up and down at your direction.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
3rd level spells
Fly: Subject flies at speed of 60 ft.

4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Sound

0 level spells
Ghost Sound: Figment sounds.
Message: Whisper conversation at distance.
1st level spells
Alarm: Wards an area for 2 hours/level.
Ventriloquism: Throws voice for 1 min./level.
2nd level spells
Magic Mouth: Object speaks once when triggered.
Shatter: Sonic energy damages objects or crystalline creatures.
Whispering Wind: Sends a short message 1 mile/level.
3rd level spells
4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Air

0 level spells
Message: Whisper conversation at distance.
1st level spells
Alter Winds: Increase/decrease strength of natural winds.(APG)
Feather Fall: Objects or creatures fall slowly.
Obscuring Mist: Fog surrounds you.
Unseen Servant: Invisible force obeys your commands.
2nd level spells
Fog Cloud: Fog obscures vision.
Glide: You take no falling damage, move 60 ft./round while falling.(APG)
Gust of Wind: Blows away or knocks down smaller creatures.
3rd level spells
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Stinking Cloud: Nauseating vapors, 1 round/level.
4th level spells
Wind Wall: Deflects arrows, smaller creatures, and gases.
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Stone

0 level spells
1st level spells
Expeditious Excavation: Moves 5-ft. cubes of earth.(APG)
Stone Fist: Your unarmed strikes are lethal.(APG)
Stumble GapF: Small hole trips creatures.(APG)
2nd level spells
Stone Call: 2d6 damage to all creatures in area.(APG)

3rd level spells
4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Water

0 level spells
1st level spells
Hydraulic Push: Wave of water bull rushes an enemy.(APG)
Obscuring Mist: Fog surrounds you.
Touch of the Sea: Swim speed becomes 30 ft.(APG)
2nd level spells
Fog Cloud: Fog obscures vision.
Slipstream: Wave boosts creature's speed.(APG)
3rd level spells
Water Breathing: Subjects can breathe underwater.

4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Altering

0 level spells
Resistance: Subject gains +1 on saving throws.
1st level spells
Ant Haul: Triples carrying capacity of a creature.(APG)
Disguise Self: Changes your appearance.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your base speed increases by 30 ft.
Jump: Subject gets bonus on Acrobatics checks.
Reduce Person: Humanoid creature halves in size.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.(APG)
Touch of the Sea: Swim speed becomes 30 ft.(APG)
2nd level spells
Alter Self: Assume form of a Small or Medium humanoid.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blindness/Deafness: Makes subject blinded or deafened.
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 to Int for 1 min./level.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Spider Climb: Grants ability to walk on walls and ceilings.
Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha.
3rd level spells
Beast Shape I: You take the form and some of the powers of a Small or Medium animal.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
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 spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Electricity

0 level spells
1st level spells
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
2nd level spells
3rd level spells
Lightning Bolt: Electricity deals 1d6/level damage.

4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Invisibility

0 level spells
1st level spells
Vanish: As invisibility for 1 round/level (5 max).(APG)
2nd level spells
Blur: Attacks miss subject 20% of the time.
Darkness: 20-ft. radius of supernatural shadow.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
3rd level spells
Invisibility Sphere: Makes everyone within 10 ft. invisible.

4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Summoning

0 level spells
1st level spells
Mount: Summons riding horse for 2 hours/level.
Summon Monster I: Summons extraplanar creature to fight for you.
2nd level spells
Summon Monster II: Summons extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
3rd level spells
Summon Monster III: Summons extraplanar creature to fight for you.

4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Acid

0 level spells
Acid Splash: Orb deals 1d3 acid damage.
1st level spells
2nd level spells
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.
3rd level spells
4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

 

The Path of Extradimensional

0 level spells
1st level spells
Enlarge Person: Humanoid creature doubles in size.
Reduce Person: Humanoid creature halves in size.
2nd level spells
Create Pit: Creates an extradimensional pit.(APG)
Rope Trick: As many as eight creatures hide in extradimensional space.
3rd level spells
Blink: You randomly vanish and reappear for 1 round per level.
Shrink Item: Object shrinks to one-sixteenth size.
4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

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The Path of

0 level spells
1st level spells
2nd level spells
3rd level spells
4th level spells
5th level spells
6th level spells
7th level spells
8th level spells
9th level spells

3rd level Spells
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Dispel Magic: Cancels one magical spell or effect.
Explosive Runes: Deals 6d6 damage when read.
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Illusory Script: Only select creatures can read text.
Keen Edge: Doubles normal weapon's threat range.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Major Image: As silent image, plus sound, smell and thermal effects.
Nondetection: Hides subject from divination, scrying.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Phantom Steed: Magic horse appears for 1 hour/level.
Ray of Exhaustion: Ray makes subject exhausted.
Secret Page: Changes one page to hide its real content.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Tiny Hut: Creates shelter for 10 creatures.
Tongues: Speak and understand any language.
Vampiric Touch: Touch deals 1d6 damage per two levels; caster gains damage as temporary hp.

4th level spells
Animate Dead: Creates undead skeletons and zombies out of corpses.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Beast Shape II: You take the form and some of the powers of a Tiny or Large animal.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread.
Charm Monster: Makes monster believe it is your ally.
Contagion: Infects subject with chosen disease.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Detect Scrying: Alerts you to magical eavesdropping
Dimensional Anchor: Bars extradimensional movement.
Dimension Door: Teleports you a short distance.
Elemental Body I: Turns you into a Small elemental.
Enervation: Subject gains 1d4 negative levels.
Enlarge Person, Mass: 1 humanoid creature/level doubles in size.
Fear: Subjects within cone flee for 1 round/level.
Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.
Fire Trap: Opened object deals 1d4 damage + 1/level.
Geas, Lesser: Commands subject of 7 HD or less.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Hallucinatory Terrain: Makes one type of terrain appear like another (field as forest, or the like).
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Locate Creature: Indicates direction to familiar creature.
Mnemonic Enhancer: Wizard only. Prepare extra spells or retain one just cast.
Minor Creation: Creates one cloth or wood object.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.
Remove Curse: Frees object or person from curse.
Resilient Sphere: Force globe protects but traps one subject.
Scrying: Spies on subject from a distance.
Secure Shelter: Creates sturdy cottage.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Stone Shape: Sculpts stone into any shape.
Stoneskin: Grants DR 10/adamantine.
Summon Monster IV: Summons extraplanar creature to fight for you.
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 or hemisphere creates dome.

5th Level Spells
Animal Growth: One animal doubles in size.
Baleful Polymorph: Turns subject into harmless animal.
Beast Shape III: You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Break Enchantment: Frees subjects from enchantments, transmutations, and curses.
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Cone of Cold: 1d6/level cold damage.
Contact Other Plane: Lets you ask question of extraplanar entity.
Dismissal: Forces a creature to return to its native plane.
Dominate Person: Controls humanoid telepathically.
Dream: Sends message to anyone sleeping.
Elemental Body II: Turns you into a Medium elemental.
Fabricate: Transforms raw materials into finished items.
False Vision: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Interposing Hand: Hand provides cover against 1 opponent.
Mage's Faithful Hound: Phantom dog can guard a location and attack intruders.
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Magic Jar: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Permanency: Makes certain spells permanent.
Persistent Image: As major image, but with no concentration required.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Seeming: Changes appearance of 1 person per 2 levels.
Secret Chest: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Sending: Delivers short message anywhere, instantly.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Summon Monster V: Summons extraplanar creature to fight for you.
Symbol of Pain: Triggered rune wracks creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles per level.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
Waves of Fatigue: Several targets become fatigued.

6th level Spells
Acid Fog: Fog deals acid damage.
Analyze Dweomer: Reveals magical aspects of subject.
Antimagic Field: Negates magic within 10 ft.
Bear's Endurance, Mass: As bear's endurance, affects one subject/level.
Beast Shape IV: You take the form of a Diminutive to Huge animal or a Tiny to Large magical beast.
Bull's Strength, Mass: As bull's strength, affects 1 subject per level.
Cat's Grace, Mass: As cat's grace, affects 1 subject/level.
Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
Circle of Death: Kills 1d4/level HD of creatures.
Contingency: Sets trigger condition for another spell.
Control Water: Raises or lowers bodies of water.
Create Undead: Raises ghouls, ghasts, mummies, or mohrgs from physical remains.
Disintegrate: Reduces one creature or object to dust.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Eagle's Splendor, Mass: As eagle's splendor, 1 subject/level.
Elemental Body III: Turns you into a Large elemental.
Eyebite: Target becomes panicked, sickened, and comatose.
Flesh to Stone: Turns subject creature into statue.
Form of the Dragon I: Turns you into a Medium dragon.
Fox's Cunning, Mass: As fox's cunning, affects 1 subject/ level.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Geas/Quest: As lesser geas, but affects any creature.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Legend Lore: Lets you learn tales about a person, place, or thing.
Mage's Lucubration: Wizard only. Recalls spell of 5th level or lower.
Mislead: Turns you invisible and creates illusory double.
Move Earth: Digs trenches and builds hills.
Owl's Wisdom, Mass: As owl's wisdom, affects 1 subject/level.
Permanent Image: Permanent illusion, includes sight, sound, smell, and thermal effects.
Planar Binding: As lesser planar binding, but up to 12 HD.
Plant Shape II: Turns you into a Large plant creature.
Programmed ImageM: As major image, but triggered by event.
Repulsion: Creatures can't approach you.
Shadow Walk: Step into shadow to travel rapidly.
Suggestion, Mass: As suggestion, affects 1 subject/level.
Summon Monster VI: Summons extraplanar creature to fight for you.
Undeath to Death: Destroys 1d4/level HD of undead (max. 20d4).
Stone to Flesh: Restores petrified creature.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms creatures.
Transformation: You gain combat bonuses.
True Seeing: Lets you see all things as they really are.
Veil: Changes appearance of a group of creatures.
Wall of Iron: 30 hp/four levels; can topple onto foes.

7th level spells
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Control Undead: Undead don't attack you while under your command.
Control Weather: Changes weather in local area.
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for up to 5 rounds.
Elemental Body IV: Turns you into a Huge elemental.
Ethereal Jaunt: You become ethereal for 1 round/level.
Finger of Death: Deals 10 damage/level to one subject.
Forcecage: Cube or cage of force imprisons all inside.
Form of the Dragon II: Turns you into a Large dragon.
Giant Form I: Turns you into a Large giant.
Grasping Hand: Hand provides cover, pushes, or grapples.
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Instant Summons: Prepared object appears in your hand.
Invisibility, Mass: As invisibility, but affects all in range.
Limited Wish: Alters reality (within limits)
Mage's Magnificent Mansion: Door leads to extradimensional mansion.
Mage's Sword: Floating magic blade strikes opponents.
Phase Door: Creates an invisible passage through a barrier.
Plane Shift: As many as eight subjects travel to another plane.
Plant Shape III: Turns you into a Huge plant.
Polymorph, Greater: Gives one willing subject a new, more powerful form.
Power Word Blind: Blinds creature with 200 hp or less.
Prismatic Spray: Rays hit subjects with variety of effects.
Project Image: Illusory double can talk and cast spells.
Reverse Gravity: Objects and creatures fall upward.
Scrying, Greater: As scrying, but faster and longer.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
SimulacrumM: Creates partially real double of a creature.
Spell TurningM: Reflect 1d4+6 spell levels back at caster.
Statue: Subject can become a statue at will.
Summon Monster VII: Summons extraplanar creature to fight for you.
Symbol of Stunning: Triggered rune stuns creatures.
Symbol of Weakness: Triggered rune weakens creatures.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Vision: As legend lore, but quicker.
Waves of Exhaustion: Several targets become exhausted.

8th level Spells
Antipathy: Object or location affected by spell repels certain creatures.
Binding: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Clone: Duplicate awakens when original dies.
Create Greater UndeadM: Creates shadows, wraiths, spectres, or devourers.
Demand: As sending, plus you can send suggestion.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Form of the Dragon III: Turns you into a Huge dragon.
Giant Form II: Turns you into a Huge giant.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Incendiary Cloud: Cloud deals 6d6 fire damage/round.
Iron Body: Your body becomes living iron.
Irresistible Dance: Forces subject to dance.
Maze: Traps subject in extradimensional maze.
Mind Blank: Subject is protected from mental/emotional magic and scrying.
Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Polar Ray: Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.
Polymorph Any Object: Changes a subject into anything else.
Power Word Stun: Stuns creature with 150 hp or less.
Prismatic Wall: Wall's colors have array of effects.
Protection from SpellsMF: Confers +8 resistance bonus.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision and scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.
Summon Monster VIII: Summons extraplanar creature to fight for you.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Symbol of Death: Triggered rune kills nearby creatures.
Symbol of Insanity: Triggered rune renders nearby creatures insane.
Sympathy: Object or location attracts certain creatures.
Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically.
Temporal Stasis: Puts subject into suspended animation.
Trap the Soul: Imprisons subject within gem.

9th level Spells
Astral Projection: Projects you and companions onto Astral Plane.
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Dominate Monster: As dominate person, but any creature.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Foresight: “Sixth sense” warns of impending danger.
Freedom: Releases creature from imprisonment.
Gate: Connects two planes for travel or summoning.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Imprisonment: Entombs subject beneath the earth.
Mage's Disjunction: Dispels magic, disenchants magic items.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Power Word Kill: Kills one creature with 100 hp or less.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Refuge: Alters item to transport its possessor to your abode.
Shades: As shadow conjuration, but up to 8th level and 80% real.
Shapechange: Transforms you into certain creatures, and lets you change forms once per round.
Soul Bind: Traps newly dead soul to prevent resurrection.
Summon Monster IX: Summons extraplanar creature to fight for you.
Teleportation CircleM: Teleports creatures inside circle.
Time Stop: You act freely for 1d4+1 rounds.
Wail of the Banshee: Deals 10 damage/level to 1 creature/level.
Weird: As phantasmal killer, but affects all within 30 ft.
Wish: As limited wish, but with fewer limits.

Spells not found in a Path

0 level spells
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Disrupt Undead: Deals 1d6 damage to one undead.
Mending: Makes minor repairs on an object.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.

1st level spells
Break: Gives an object the broken condition.(APG)
Comprehend Languages: You understand all spoken and written languages.
Crafter's Curse: Subject takes –5 on Craft skill checks.(APG)
Crafter's Fortune: Subject gains +5 on next Craft check.(APG)
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Endure Elements: Exist comfortably in hot or cold regions.
Erase: Mundane or magical writing vanishes.
Grease: Makes 10-ft. square or one object slippery.
Identify: Gives +10 bonus to identify magic items.
Magic Weapon: Weapon gains +1 bonus.
Magic Aura: Alters object's magic aura.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment.
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Sculpt Corpse: Makes corpse look like another creature.(APG)
True Strike: +20 on your next attack roll.

2nd level spells

Accelerate Poison: Hastens targeted poison's onset.(APG)
Arcane Lock: Magically locks a portal or chest.
Arrow Eruption: Creates duplicates of killing arrow.(APG)
Command Undead: Undead creature obeys your commands.
Create Treasure Map: Creates treasure map out of a creature's corpse.(APG)
Dust of Twilight: Black particles extinguish light sources within area.(APG)
Elemental Speech: Enables you to speak to elementals and some creatures.(APG)
Elemental Touch: Gain energy damage touch attack.(APG)
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Hideous Laughter: Subject loses actions for 1 round/level.
Knock: Opens locked or magically sealed door.
Locate Object: Senses direction toward object (specific or type).
Make Whole: Repairs an object.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you.
Misdirection: Misleads divinations for 1 creature or object.
Obscure Object: Masks object against scrying.
Phantom Trap: Makes item seem trapped.
Protection from Arrows: Subject gains DR 10/magic against ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type.
Share Language: Subject understands chosen language.(APG)
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.

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