SORCEROR/WIZARD 0-2[spoiler]
Sorceror/Wizard 0Player's HandbookArcane Mark - (Pointless, permanent base duration) Inscribe own personal rune or mark of up to 6 characters on an object (Sorceror/Wizard 0) (Universal) (Player's Handbook, pg. 201)
Detect Magic - Gain ability to detect Magic Auras and with spellcraft check the school of the aura within 60ft cone emanation (Bard 0, Cleric 0, Druid 0, Sorceror/Wizard 0) (Divination) (Player's Handbook, pg. 219)
Prestidigiation - Create a simple magic effect which can do any of the following, lift 1 pound of material, soil, color, or clean 1 foot cube/round, and more (Bard 0, Sorceror/Wizard 0) (Universal) (Player's Handbook, pg. 264)
Read Magic - Gain ability to read magical inscriptions on objects, and can detect glyphs of warding with a spellcraft check (Bard 0, Cleric 0, Druid 0, Paladin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 269)
Ghostwalk (3.0)
Detect Ghost - Detect the Presence or Absence of Ghosts (Bard 0, Cleric 0, Druid 0, Sorceror/Wizard 0) (Divination [Ectomancy]) (Ghostwalk, pg. 51)
Magic of Faerun (3.0)
Detect Crossroads - Detect Fey Crossroads withing 60ft cone emanation (Bard 0, Druid 0, Sorceror/Wizard 0) (Divination) (Magic of Faerun, pg. 88)
Sorceror/Wizard 1Complete AdventurerAccelerated Movement - Move normal speed when using Balance, Climb, Move Silently without penalty (Bard 1, Ranger 1, Sorceror/Wizard 1) (Transmutation) (Complete Adventurer, pg. 142)
Arrow Mind - Threaten with a Bow, make attacks of opportunity with a bow, do not suffer attacks of opportunity for shooting with a bow while threatened (Ranger 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer pg. 143)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 145)
Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Complete Adventurer, pg. 149)
Golem Strike - Can deal sneak attack damage to constructs (Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 149)
Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 150)
Insightful Feint - +10 insight to bluff checks in combat (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 153)
Instant Locksmith - Make one Disable Device or Open Lock Check/round as a free action with +2 insight (Assassin 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 153)
Instant Search - One free action search check/round with +2 Insight bonus (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 153)
Master's Touch - Gain proficiency with a single weapon or shield held in hand (Bard 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 154)
- No distance limit for sneak attacks (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Complete Adventurer, pg. 157)
Complete ArcaneFist of Stone - Gain +6 Enhancement to Str, gain slam attack for 1d6+Str or 1.5 Str. Can make Slam attack as natural secondary attack (Sorceror/Wizard 1, Warmage 1) (Transmutation [Earth]) (Complete Arcane, pg. 107-108)
Complete MageKarmic Aura - A creature within 20ft emanation that deals damage to you with an attack, spell, or effect must make Will save or become fatigued, a successful save means immunity to this spell for the rest of this round only, an already fatigued attacker suffers no additional effect (Hexblade 1, Sorceror/Wizard 1) (Abjuration) (Complete Mage, pg. 108-109)
Summon Component - Summon a spell component not worth more than 1 gp (Bard 1, Sorceror/Wizard 1) (Conjuration (Summoning)) (Complete Mage, pg. 118)
True Casting - Next spell cast gains a +10 insight bonus to overcome spell resistance (Sorceror/Wizard 1) (Divination) (Complete Mage, pg. 121)
Vigilant Slumber (12 Hour Duration) - Set a specific condition, and then awake when that condition occurs (Assassin 1, Bard 1, Sorceror/Wizard 1) (Divination) (Complete Mage, pg. 122)
Complete ScoundrelBlockade - Create a block of wood weighing 2000 lbs, hardness 5, 600 hp, completely fills a 5 ft square (Druid 1, Ranger 1, Sorceror/Wizard 1) (Conjuration (Creation)) (Complete Scoundrel pg. 95)
DraconomiconCheat - Reroll once the outcome of a game of chance if failure occurred (Bard 1, Greed 1,Sorceror/Wizard 1) (Transmutation [Evil]) (Draconomicon, pg. 109)
Dragon MagicDetect Dragonblood - Detect presence and auras of creatures of the dragon type (Sorceror/Wizard 1) (Divination) (Dragon Magic, pg. 65-66)
Hoard Gullet - Can swallow and transport objects in a transdimensional stomach up to 3 size categories smaller than you, max capacity 100 pounds and/or 10 cubic feet/CL (max 1000 pounds or 100 cubic feet) cannot remove individual items but can expel contents as a full-round action (Sorceror/Wizard 1) (Transmutation) (Dragon Magic, pg. 68)
Path of Frost - Up to 5 Squares gain slippery frost requiring balance checks and dealing damage to those on or adjacent to them (Druid 1, Sorceror/Wizard 1) (Transmutation) [Cold] (Dragon Magic, pg. 71)
Dragonmarked (Eberron)Dragonmark Shield (Requires Dragonmark) - Dragonmark hovers and moves about in front of you, negate magic missiles shield and Reflex Saves bonus of +2 or up to +5 depending on strength of dragonmark (Sorceror/Wizard 1) (Abjuration) [Force] (Dragonmarked (Eberron), pg. 150)
Mask Aberrant Dragonmark (Requires Dragonmark) - Alters aberrant dragonmark to look like a true dragonmark up to strength of your aberrant dragonmark (Assassin 1, Bard 1, Sorceror/Wizard 1) (Transmutation) (Dragonmarked (Eberron), pg. 152-153)
Drow of the UnderdarkSpider Form, Lesser - Take the form of a
Fiendish Medium Monstrous Spider and 5 temp hp (Sorceror/Wizard 1) (Transmutation) (Polymorph) (Drow of the Underdark, pg. 63)
Eberron Campaign SettingMagecraft (Pointless, 24 base duration) - Gain +5 competence on one craft check (Sorceror/Wizard 1) (Divination) (Eberron Campaign Setting, pg. 113)
Faiths of EberronDetect Manifest Zone - Detect areas where traits of other planes leak into the prime material (Adept 1, Cleric 1, Paladin 1, Sorceror/Wizard 1) (Divination) (Faiths of Eberron, pg. 150)
Libris MortisEctoplasmic Armor - Gain +5 Armor Bonus to AC +1/4CL (max +9) to incorporeal touch attacks (Sorceror/Wizard 1) (Abjuration) (Ectomancy) (Libris Mortis, pg. 64)
Necrotic Awareness - Sense Presence of creatures who bear a Necrotic Cyst (Cleric 1, Sorceror/Wizard 1) (Necromancy) (Libris Mortis, pg. 67)
Magic of EberronAncient Knowledge - Before making a knowledge check, can discharge spell to gain +5 insight. With Mark of Finding dragonmark or Favored of the House (Tharashk), can treat knowledge check as a trained check even without ranks in skill (Bard 1, Sorceror/Wizard 1) (Divination) (Magic of Eberron, pg. 94)
Detect Dragonmark - Detect presence/absence, number of dragonmarks, and location/type, etc. of dragonmarks by concentrating within 60ft cone emanation (Cleric 1, Sorceror/Wizard 1) (Divination) (Magic of Eberron, pg. 95)
Magic of IncarnumDetect Incarnum - Detect Presence of Incarnum within a cone-shaped emanation (Bard 1, Blackguard 1, Cleric 1, Incarnum 1, Paladin 1, Sorceror/Wizard 1) (Divination) (Magic of Incarnum, pg. 101)
Player's HandbookComprehend Languages - You understand all spoken and written languages. (Bard 1, Cleric 1, Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 212)
Detect Secret Doors - Reveals hidden doors within 60 ft. Cone, more rounds spent concentrating reveal more information (Bard 1, Knowledge 1, Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 220)
Detect Undead - Detect Presence or Absence of Undead Auras (1st round), Number of auras and strength of each aura (2nd round), and Location of auras (3rd round), if of good alignment, detecting an overwhelming aura that has HD greater than twice character level stuns you (Cleric 1, Paladin 1, Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 220)
Disguise Self - Look Different (Different equipment, race gender, taller or shorter by 1 ft, etc.) and gain +10 to Disguise (Bard 1, Sorceror/Wizard 1, Trickery 1) (Illusion (Glamer)) (Player's Handbook, pg. 222)
Expeditious Retreat - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Player's Handbook, pg. 228)
Obscuring Mist - Cloud spreads in 20-ft. radius from you, 20 ft. high, creatures 5 ft away in mist have concealment (20% miss chance), creatures farther than 5 ft have total concealment (50% miss chance) (Air 1, Cleric 1, Druid 1, Sorceror/Wizard 1, Water 1) (Conjuration (Creation)) (Player's Handbook, pg. 258)
Shield - Gain +4 Shield to AC that counts against incorporeal touch attacks and negate magic missiles targeted at you (Sorceror/Wizard 1) (Abjuration [Force]) (Player's Handbook, pg. 278)
True Strike - Next attack roll receives a +20 insight bonus (Sorceror/Wizard 1) (Divination) (Player's Handbook, pg. 296)
Player's Handbook IIDeflect, Lesser - Gain Deflection Bonus to AC +1/3CL (max +5) against one attack (Duskblade 1, Sorceror/Wizard 1) (Abjuration) [Force] (Player's Handbook II, pg. 109)
Races of DestinyFriendly Face - +5 Circumstance to Diplomacy and Gather Information (Bard 1, Sorceror/Wizard 1) (Illusion) (Glamer) (Races of Destiny, pg. 166)
Scholar's Touch - Touch a book and gain Knowledge as if it was completely read (Bard 1, Cleric 1, Sorceror/Wizard 1) (Divination) (Races of Destiny, pg. 167)
Races of the DragonGhostly Tail - Gain a ghostly tail that attacks foes if they provoke attacks of opportunity, make a melee touch attack and they suffer 2d6 force damage (Dragonblooded or dragons deal +1 force/CL (max 20) (Sorceror 1) (Evocation) [Force] (Races of the Dragon, pg. 113)
Instant Diversion - Create 1+1/4 CL (Max 5) Illusory doubles of yourself. AC=10+Dex Mod+Size Mod, can only move, withdraw, or run, successful attack destroys a double (Bard 1, Sorceror/Wizard 1) (Illusion) (Figment) (Races of the Dragon, pg. 113-114)
Wings of Swift Flying - Add 30 ft (40 if dragon or dragonblooded) to your fly speed granted by a temporary spell or effect (Sorceror 1) (Evocation) [Force] (Races of the Dragon, pg. 119-120)
Shining SouthDarsson's Cooling Breeze - Create a 60ft line of light breeze from a point designated by you, vapors, fumes, clouds, smoke, gases, etc. drift away from the light breeze at a speed of 80ft/round and dissipate in 1/4th the amount of time, breeze can also move wind chimes, scatter pieces of paper, and so forth like a normal breeze (Druid 1, Sorceror/Wizard 1) (Evocation) [Air] (Shining South, pg. 45)
Spell CompendiumAccelerated Movement - Move normal speed when using Balance, Climb, Hide, Move Silently, Tumble without penalty (Bard 1, Sorceror/Wizard 1) (Transmutation) (Spell Compendium, pg. 7)
Appraising Touch - +10 Insight to Appraise, takes 2 minutes instead of 1, guessed worth is never off by more than 50% (Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 15)
Arrow Mind - Threaten with a Bow, make attacks of opportunity with a bow, do not suffer attacks of opportunity for shooting with a bow while threatened (Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 15)
Breath Flare - Electric or Fire Breath also causes creatures failing saving throws to be dazzled for 1 min/CL (Sorceror/Wizard 1) (Transmutation) (Light) (Spell Compendium, pg. 39)
Cheat - Reroll once the outcome of a game of chance if failure occurred (Bard 1, Sorceror/Wizard 1) (Transmutation) [Evil] (Spell Compendium, pg. 46)
Critical Strike - Gain 1d6 Melee Sneak Attack Effectively, during sneak attack weapon is Keen, +4 Insight to Confirm Critical Threats (Assassin 1, Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 56)
Cutting Hand - Hand does 1d4 small, 1d6 medium, etc. damage and you are armed, +2 enhancement to attack and damage with hand (Sorceror/Wizard 1) (Transmutation) (Spell Compendium, pg. 57)
Deep Breath - Lungs Constantly Refill with Air, no need to breathe (Druid 1, Ranger 1, Sorceror/Wizard 1) (Conjuration) (Creation) (Air) (Spell Compendium, pg. 61)
Expeditious Retreat, Swift - +30 Enhancement to land speed (Bard 1, Sorceror/Wizard 1) (Transmutation) (Spell Compendium, pg. 85)
Fist of Stone - Gain +6 Enhancement to Str, gain slam attack for 1d6+Str or 1.5 Str. Can make Slam attack as natural secondary attack (Sorceror/Wizard 1) (Transmutation) [Earth] (Spell Compendium, pg. 94)
Golem's Strike - Can deal sneak attack damage to constructs (Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 105)
Guided Shot - No ranged attack distance penalties, ignore everything except total cover and total concealment (Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 108)
Insightful Feint - +10 insight to bluff checks in combat, can feint as move action, free action with improved feint (Assassin 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 124)
Instant Locksmith - Make one Disable Device or Open Lock Check/round as a free action with +2 insight (Assassin 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 124)
Instant Search - One free action search check/round with +2 Insight bonus (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 124)
Luminous Gaze - Eyes glow as the light spell, creatures within 20 ft. radius are dazzled (Sorceror/Wizard 1) (Evocation) [Light] (Spell Compendium, pg. 135)
Master's Touch - Gain proficiency with a single weapon or shield held in hand (Bard 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 139)
Nightshield - +1 Resistance to saving throws/3 CL (Max +3), magic missiles negated (Cleric 1, Sorceror/Wizard 1) (Abjuration) (Spell Compendium, pg. 148)
Serene Visage - + 0.5 CL (Max +10) on Bluff Checks (Bard 1, Sorceror/Wizard 1) (Illusion) (Glamer) (Spell Compendium, pg. 82)
- No distance limit for sneak attacks (Assassin 1, Ranger 1, Sorceror/Wizard 1) (Divination) (Spell Compendium, pg. 194)
Spell Flower - Hold 1 touch spell per limb (Cleric 1, Sorceror/Wizard 1) (Transmutation) (Spell Compendium, pg. 198)
StormwrackQuickswim - +10 enhancement to swim speed, must have a swim speed for spell to be effective (Bard 1, Druid 1, ranger 1, Seafolk 1, Sorceror/Wizard 1) (Transmutation) (Stormwrack, pg. 120)
Races of EberronShifter Prowess (Requires Shifter Component) - While shifting increase Balance, Climb, and Jump racial bonus by +8, ends once shifting ends (Druid 1, Ranger 1, Sorceror/Wizard 1) (Transmutation) (Races of Eberron, pg. 190)
Tome of MagicDetect Vestige - Detect Presence and Strength of Vestiges within Area Cone (Cleric 1, Paladin 1, Sorceror/Wizard 1) (Divination) (Tome of Magic, pg. 71)
Bulwark of Reality - Gain +6 Armor Bonus that also applies to incorporeal creatures, must speak own truename (Sorceror/Wizard 1) (Conjuration (Creation [Force])) (Tome of Magic, pg. 256)
Book of Vile Darkness (3.0)Cheat - Reroll once the outcome of a game of chance if failure occurred (Bard 1, Sorceror/Wizard 1) (Transmutation) [Evil] (Book of Vile Darkness)
Sacrificial Skill (Requires lock of hair from an unwilling creature) - Gain +5 to Knowledge Religion checks that have to do with making sacrifices to evil gods. Helps gain boons from evil gods. (Assassin 2, Cleric 1, Sorceror/Wizard 1) (Enchantment) [Evil] (Book of Vile Darkness, pg. 103)
Magic of Faerun (3.0)
Cutting Hand - You are considered armed, +2 enhancement to attack and damage with hand, cannot cast spells with hand (Sorceror/Wizard 1) (Transmutation) (Magic of Faerun, pg. 104)
Savage Species (3.0)
Spell Flower - Hold 1 touch spell per limb (Cleric 1, Sorceror/Wizard 1) (Transmutation) (Savage Species)
Unapproachable East (3.0)
Snilloc's Snowball - Gain 1 Icy sphere/CL (max 5) that can be used as a melee touch attack or ranged touch attack (120 ft, no distance penality) for 1d6+1/CL (max 5) damage. Once a sphere is used another one appears up to the limit. (Sorceror/Wizard 1) (Evocation) [Cold] (Unapproachable East, pg. 52)
Sorceror/Wizard 2Champions of ValorSilver Dragonmail - Gain +1 Mithral Breast plate and proficiency with it, if sorceror gain Cold Res 5 (Sorceror/Wizard 2) (Conjuration(Creation)) (Champions of Valor, pg. 57-58)
City of Splendors: WaterdeepPalarandusk's Fire Breath - Gain ability to spit out a 10ft cone, dealing 1d6 fire/CL (max 5d6) Reflex half (Sorceror/Wizard 2) (Evocation) [Fire] (City of Splendors: Waterdeep, pg. 156)
Complete AdventurerBalancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces. 10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2, Sorceror/Wizard 2) (Divination) (Complete Adventurer, pg. 143)
Bladeweave - 1/round if you attack with a melee weapon, you may make an additional touch attack with that weapon as a free action, creature hit takes no damage but must make Will save or be dazed 1 round (Bard 2, Sorceror/Wizard 2) (Illusion) (Pattern) (Complete Adventurer, pg. 144)
Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor (Bard 2, Druid 3,Sorceror/Wizard 2) (Transmutation) (Complete Adventurer, pg. 149)
Listening Lorecall - +4 Insight to Listen, 5 ranks listen gain 30 ft. Blindsense, 10 ranks listen 30 ft blindsight (Druid 2, Ranger 2, Sorceror/Wizard 2) (Divination) (Complete Adventurer, pg. 154)
Spectral Weapon - Shadow weapon deals normal damage but as touch attacks, Will Save or enemy suffers 1/5 damage and 1/5 chance of being affected by special effects delivered by attack (Assassin 3, Bard 4, Sorceror/Wizard 3) (Illusion) (Shadow) (Complete Adventurer, pg. 157)
Wraithstrike - Melee attacks are resolved as melee touch attacks (Assassin 2, Sorceror/Wizard 2) (Transmutation) (Complete Adventurer, pg. 158)
Complete DivineBody of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) (Ref Half) starting on caster's turn (Druid 2, Sorceror/Wizard 2) (Transmutation) [Fire](Complete Divine, pg. 155)
Complete MageHeart of Air - Gain +10 Enhancement to Jump Checks, +10 Enhancement to Fly, expend as Feather Fall (Druid 2, Sorceror/Wizard 2, Wu Jen 2 (air)) (Transmutation) [Air] (Complete Mage, pg. 106)
DraconomiconRazorfangs - Choose 1 natural weapon, its threat range doubles (does not stack with other effects that increase a threat's range (Sorceror/Wizard 2) (Transmutation) (Draconomicon, pg. 80)
Scintillating Scales - Gain Deflection to AC=Con, lose natural armor = Con*.5 (Sorceror/Wizard 2) (Abjuration) (Draconomicon, pg. 80)
Dragon MagicMagic of the Dragonheart - Count as having 2 more draconic feats than you currently have, count this spell as having a spell level = 1/2 CL for purposes of draconic feats, gain +1/2 CL (max 10) competence bonus to skill checks made with the skill granted by your Draconic Heritage feat (Sorceror 2) (Transmutation) (Dragon Magic, pg. 70)
Primal Hunter (Pointless - 24 hour base duration) - Gain +5 Competence on Climb, Jump, Swim (Druid 2, Ranger 1, Sorceror 2) (Transmutation) (Dragon Magic, pg. 71-72)
Soul of Anarchy (Cancels Soul of Order) - +5 Competence to Escape Artist and to resist grapple, natural weapons are chaotic-aligned, Bonus if Soul of Light or Soul of Shadow is active (Bard 2, Sorceror/Wizard 2) (Transmutation) [Chaotic] (Dragon Magic, pg. 72-73)
Soul of Order (Cancels Soul of Anarchy) - +2 morale to Will Saves to resist enchantment effects, natural weapons are also lawful aligned. Damage reduction if soul of light or shadow also present (Paladin 1, Sorceror/Wizard 2) (Transmutation) [Lawful] (Dragon Magic, pg. 73)
Dragonmarked (Eberron)Fortify Dragonmark (Requires Dragonmark) - Critical hits and sneak attacks have a % chance to be negated according to strength of dragonmark (Cleric 2, Paladin 2, Sorceror/Wizard 2) (Abjuration) (Dragonmarked (Eberron), pg. 151-152)
Drow of the UnderdarkShadow Shroud - No penalties from light blindness or light vulnerability, +5 Competence to hide checks in darkness or shadow, effect surpressed in areas with a light spell of level 3 or higher (Cleric 2, Sorceror/Wizard 2) (Evocation) [Darkness] (Drow of the Underdark, pg. 62)
FrostburnLeomud's Tiny Igloo - Create a 5 ft. radius igloo that can house 1 large, 3 medium, or 12 small creatures, temp 50 F, sleeping platform and lamp for cooking (Sorceror/Wizard 2) (Evocation) [Cold] (Frostburn, pg. 101)
Libris MortisBlade of Pain and Fear - Gain weapon that deals 1d6+1/2 CL (max +10) touch attack, no Str damage, Will save or become frightened (Assassin 2, Blackguard 1, Cleric 2, Deathbound 2, Sorceror/Wizard 2) (Evocation) (Libris Mortis, pg. 63)
Lords of MadnessDetect Aberration - Detect Aberrations within Cone Emanation (Cleric 2, Druid 2, Sorceror/Wizard 2) (Divination) (Lords of Madness, pg. 210-211)
Whispercast - The next spell you cast requires no somatic or material components (Sorceror/Wizard 2) (Transmutation) (Lords of Madness, pg. 129-130)
Lost Empires of FaerunToothed Tentacle - Create tentacle 30 feet long with 3 mouths with 10 ft reach each, can attack with one mouth as standard or 3 mouths as a Full Round action, Attack = CL+Main Ability Score, 2d6 damage, mouth has AC 15 and HP 10+CL (Sorceror/Wizard 2) (Evocation) (Lost Empires of Faerun, pg. 35)
Magic of EberronExpose the Dead - Gain +1 Insight/CL to Listen and Spot against undead, on Survival checks to track undead and can follow undead tracks as if held the Track Feat, Gain the the Investigate feat (Eberron Campaign Setting pg. 55) when looking at a dead body, save DC of any speak with the dead spell cast is +2 (Cleric 2, Paladin 2, Sorceror/Wizard 2) (Divination) (Magic of Eberron, pg. 96)
Suffer the Flesh - Take up to 2 Constitution damage/CL (max 10), for every 2 points of damage taken increase caster level by +1 (max +5) (Sorceror/Wizard 2) (Transmutation) (Magic of Eberron, pg. 103)
Player's Guide to FaerunLively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends (Bard 2, Sorceror/Wizard 2) (Transmutation) (Player's Guide to Faerun, pg. 106)
Player's HandbookAlter Self - Assume form of creature of your type with Hitdice=CL (max 5), gain Physical benefits of creature, +10 to Disguise (Assassin 2,Dungeon Master's Guide, pg. 181) (Hexblade 2, Complete Warrior, pg. 116) ( Wu Jen, Complete Arcane, pg. 92) (Bard 2, Sorceror/Wizard 2) (Transmutation) (PHB, pg. 197)
Detect Thoughts - Detect thoughts of creatures within 60ft cone emanation, 1st round detect presence or absence of thoughts, 2nd round determine # of thinking minds and intelligence scores of each, 3rd round read surface thoughts of creatures in the area as long as they fail a Will save, must cast spell again for it to work against the same creature if it made the save, spell ends during 2nd round if any creature has Int 26 or higher (Bard 2, Knowledge 2, Sorceror/Wizard 2) (Divination (Mind-Affecting)) (Player's Handbook, pg. 220)
False Life - Gain 1d10+1/CL (max 10) Temporary HP (Sorceror/Wizard 2) (Necromancy) (Player's Handbook, pg. 229)
Invisibility - Become Invisible, lose invisibility if you purposefully attack another creature (Bard 2, Sorceror/Wizard 2, Trickery 2) (Illusion (Glamer)) (Player's Handbook, pg. 245)
Levitate - Target of spell (Personal or Touch) can use a move action to move up or down 20 ft, each attack applies a -1 cumulative penalty (max -5), can use a full-round action to restabilize and reset penalty to -1 (Sorceror/Wizard 2) (Transmutation) (Player's Handbook, pg. 248)
Mirror Image - Create 1d4+1/3CL (Max 8) Illusory Duplicates with AC=10+Dex+Size, successful hit destroys it (Bard 2, Sorceror/Wizard 2) (Illusion (Figment)) (Player's Handbook, pg. 254-255)
See Invisibility - See any objects or beings within your range of vision that are invisible and/or ethereal and can distinguish between them and regular creatures (Bard 3, Sorceror/Wizard 2) (Divination) (Player's Handbook, pg. 275)
Player's Handbook IIBigby's Helpful Hand - Hand holds items up to 20 lbs for you, gain +2 competence to Craft, Disable Device, Open Lock (Sorceror/Wizard 2) (Evocation) [Force](Player's Handbook II)
Cloud of Knives - As free action attack target with flying magic knife within 30 ft, Attack =CL+Ability mod; Damage= 1d6+1/3CL (Max +5) 19-20 Crit; (Cleric 2, Sorceror/Wizard 2) (Conjuration) (Player's Handbook II, pg. 107)
Deflect - Gain Deflection Bonus to AC +1/3CL (max +5) against one attack and a shield to AC (1/2 CL) against next attack (Duskblade 2, Sorceror/Wizard 2) (Abjuration) [Force] (Player's Handbook II, pg. 109)
Stretch Weapon - 1 Melee Weapon wielded gains an additional 5 ft reach (Bard 2, Cleric 2, Duskblade 2, Sorceror/Wizard 2) (Transmutation) (Player's Handbook II, pg. 126)
Races of the DragonLocal Tremor - cause CL tremors (max 5) that start from your location and extend in any direction you indicate, creatures within 30ft line must make ref save or fall prone, spells cast during tremor must make Concentration = 20+level to succeed, can make new tremors after first round by using a standard action (Cleric 2, Druid 2, Sorceror/Wizard 2) (Evocation) [Earth] (Races of the Dragon, pg. 114)
Tail Slap - When you first cast the spell (no standard action) and in future rounds Strike an adjacent target using a standard action melee touch attack dealing 1d6 Force/2CL (max 10d6), if subject is up to 1 size category larger, they make Str check DC=12+CL or be pushed back 5 ft+5ft/5 damage taken, if solid object prevents being pushed back, take 2d6 damage, cannot push back foe except in first round of spell unless you are dragonblooded or a Dragon (Sorceror 2, pg. 118) (Evocation) [Force] (Races of the Dragon, pg. 118)
SandstormScimitar of Sand - Sand Scimitar in Hand deals 1d6+1 damage/CL (Max +10), Touch Attack, no Str Damage. Hit creatures save vs. Fort or are dehydrated (fatigued and nonlethal damage from heat and lack of water is lethal) (Druid 2, Sorceror/Wizard 2) (Evocation) [Earth] (Sandstorm, pg. 120)
Serpent KingdomsRazorscales (must be a Scaled One) - Nonlethal Damage from grapples is lethal (Cleric 2, Druid 2, Ranger 2, Sorceror/Wizard 2) (Transmutation) (Serpent Kingdoms, pg. 157)
Spell CompendiumBalancing Lorecall - +4 Insight to Balance, 5 Balance Ranks - Balance on Vertical Surfaces and move as if climbing but retain Dex to AC. no penalty to sloped or angled surfaces. 10 Ranks, Balance on liquids, mud, snow, etc. (Druid 2, Ranger 2, Sorceror/Wizard 2) (Divination) (Spell Compendium, pg. 23)
Balor Nimbus - Any creature in a grapple with you take 6d6 Fire Damage (Cleric 2, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 24)
Bladeweave - 1/round one creature hit by your melee attack must make a Will Save or be dazed 1 round (Bard 2, Sorceror/Wizard 2) (Illusion) (Pattern) (Spell Compendium, pg. 31)
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) starting on caster's turn (Druid 2, Sorceror/Wizard 2) (Transmutation) [Fire] (Spell Compendium, pg. 35)
Claws of Darkness - Can make unarmed attacks as if natural weapons as melee touch attacks dealing 1d8 cold. Deal claw damage during grapple, grappled targets are slowed if Fail Fort save, extend claws to give natural reach of 10 feet, can only cast spells with verbal components, cannot carry items with hands (Sorceror/Wizard 2) (Illusion) (Shadow) (Spell Compendium, pg. 47)
Daggerspell Stance - +2 Insight bonus to attack and damage using Full Attack with daggers, gain SR5+CL while fighting defensively with 2 daggers in hand (Druid 2, Sorceror/Wizard 2) (Abjuration) (Spell Compendium, pg. 57)
Death Armor - Creatures with natural or handheld weapons (but not reach weapons) take 1d4+1/2CL (max +10) damage if they hit you (Sorceror/Wizard 2) (Necromancy) (Spell Compendium, pg. 60)
Discern Shapechanger - Take standard action to concentrate, see true form of creatures within 60 feet (Sorceror/Wizard 2) (Divination) (Spell Compendium, pg. 66)
Ectoplasmic Feedback - Creatures hitting you with incorporeal touch attacks take 1d6+1/CL (max 10) Force damage (Sorceror/Wizard 2) (Abjuration) (Ectomancy) (Spell Compendium, 78)
Extend Tentacles - Tentacle reach increases with 5 feet (Cleric 2, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 86)
Fearsome Grapple - Grow two tentacles that grant +4 circumstance to grapple, +8 if CL 9 (Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 90)
Flame Dagger - Gain flame dagger dealing 1d4+1/CL (max +10) fire damage, no Str Bonus, touch attack, (Sorceror/Wizard 2) (Evocation) [Fire] (Spell Compendium, pg. 94)
Fly, Swift - Fly with 60 ft. speed or 40 ft with medium or heavy armor (Bard 2, Druid 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 96)
Lively Step (12 hour Duration) - Allies within 30 feet emanation move +10 feet, if any creature does something other than move, spell ends (Bard 2, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 133)
Marked Object (Pointless and Detrimental) - With owner's item, gain +10 on Search and Survival Checks to track owner (Assassin 2, Ranger 1, Sorceror/Wizard 2) (Divination) (Spell Compendium, pg. 139)
Razorfangs - Choose one natural weapon that deals slashing or piercing, it's threat range doubles (Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 168)
Reflective Disguise - Creatures viewing you perceive you as the same species and gender as themselves (Bard 2, Sorceror/Wizard 2) (Illusion) (Glamer) (Spell Compendium, pg. 171)
Scintillating Scales - Transform Natural Armor bonus to AC into Deflection bonus to AC (Sorceror/Wizard 2) (Abjuration) (Spell Compendium, pg. 181)
Shadow Mask - +4 saving throw against light, dark, or brightness-like spells, 50% chance to avoid having to make saving throw vs. gaze attacks, get another chance to avert eyes (Sorceror/Wizard 2) (Illusion) (Shadow) (Spell Compendium, pg. 185)
Shroud of Undeath - Undead Consider you Undead, +5 Disguise to apear as undead, inflict spells heal and cure spells hurt, treated as undead with regard to spell effects, attack undead or suffer turn undead and spell ends (Cleric 2, Sorceror/Wizard 2) (Necromancy) (Spell Compendium, pg. 189)
Surefooted Stride - +2 Competence to Climb, Move through Difficult Terrain as if it were normal Terrain (Bard 2, Druid 1, Ranger 1, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 216)
Veil of Shadow - Gain concealment (20% miss chance), not removed from see invisibility, dispelled with daylight or 3rd level light spell (Assassin 2, Blackguard 2, Cleric 2, Sorceror/Wizard 2) (Evocation) [Darkness] (Spell Compendium, pg. 228)
Wraithstrike - Melee attacks are resolved as melee touch attacks (Assassin 3, Sorceror/Wizard 2) (Transmutation) (Spell Compendium, pg. 243)
StormwrackTurbidity - Create a 20ft radius spread cloud swirling around you, obscures all vision and darkvision beyond 5 ft, have concealment to creatures up to 5 ft away and total concealment for creatures more than 5 ft away, Creatures other than you casting in the cloud must make a Concentration check DC15+Level or lose spell, ranged attacks going through turbidity automatically fail, vigorous and stronger currents can disperse the spell, functions only underwater (Sorceror/Wizard 2) (Abjuration) (Stormwrack, pg. 123)
Book of Vile Darkness (3.0)Graz'zt's Long Grasp - Detach one hand, it can fly at 20 ft (perfect), move hand by thought as normal, can use hand to deliver touch attacks with +2, hand can flank opponents, punch (+2 attack), or grapple (tiny), and has 2d4 hp and improved evasion and AC22+IntMod, if caster can no longer see or is no longer directing hand, it returns to caster, caster loses 2d4 hp when cast and gains 2d4 hp when hand reattaches. (Sorceror/Wizard 2) (Transmutation) [Evil] (Book of Vile Darkness, pg. 96)
Masochism - Every 10 points of damage/round taken gives +1 Luck to Attack, Saves, Skill Checks for the next round (Assassin 3, Blackguard 3, Cleric 3, Sorceror/Wizard 2) (Enchantment) [Evil] (Book of Vile Darkness, pg. 99)
Sadism - Every 10 points of damage dealt/round grants +1 Luck to Attack, Saves, Skill Checks in the following round (Assassin 3, Blackguard 3, Cleric 3, Pain 2, Sorceror/Wizard 2) (Enchantment) [Evil] (Book of Vile Darkness, pg. 103)
Forgotten Realms Campaign Setting (3.0)
Claws of Darkness - Can make unarmed attacks as if natural weapons as melee touch attacks dealing 1d4 cold. Deal claw damage during grapple, grappled targets are slowed if Fail Fort save, extend claws to give natural reach of 10 feet, can only cast spells with verbal components, cannot carry items with hands (Sorceror/Wizard 2) (Illusion) (Shadow) (Forgotten Realms Campaign Setting, pg. 67-68)
Ghostwalk (3.0)
Death Armor - Creatures with natural or handheld weapons (but not reach weapons) take 1d4+1/2CL (max +10) damage if they hit you (Sorceror/Wizard 2) (Necromancy) (Ghostwalk, pg. 50)
Shroud of Undeath - Undead Consider you Undead, +5 Disguise to appear as undead, inflict spells heal and cure spells hurt, treated as undead with regard to spell effects, attack undead or suffer turn undead and spell ends (Bone Collector 2, Sorceror/Wizard 2) (Necromancy) (Ghostwalk, pg. 57-58)
Magic of Faerun (3.0)Cloud of Bewilderment - Breath out a 10 ft. cone shaped cloud, creatures in area make fort save or are blinded and stunned 6 rounds (Bard 2, Sorceror/Wizard 2) (Evocation) (Magic of Faerun, pg. 85)
Flame Dagger - Gain flame dagger dealing 1d4+1/CL (max +10) fire damage, no Str Bonus, touch attack, (Hathran 2, Sorceror/Wizard 2) (Evocation) [Fire] (Magic of Faerun, pg. 94)
Shroud of Undeath - Undead Consider you Undead, +5 Disguise to apear as undead, inflict spells heal and cure spells hurt, treated as undead with regard to spell effects, attack undead or suffer turn undead and spell ends (Sorceror/Wizard 2) (Necromancy) (Magic of Faerun, pg. 117)
Masters of the Wild (3.0)
Body of the Sun - 5 ft radius emanation deals 1d4 Fire/2 CL (max 5d4) (Ref Half) to any creature it touches (Druid 2, Sorceror/Wizard 2) (Transmutation [Fire]) (Masters of the Wild, pg. 84)
Miniatures Handbook (3.0)
Veil of Shadow - Gain concealment (20% miss chance), not removed from see invisibility, dispelled with daylight or 3rd level light spell (Assassin 2, Blackguard 2, Cleric 2, Sorceror/Wizard 2) (Evocation) [Darkness] (Miniatures Handbook)
Savage Species (3.0)
Inky Cloud (only works underwater) - Cloud provides concealment 5 feet away, and total concealment farther away (Cleric 2, Sorceror/Wizard 2) (Conjuration (Creation)) (Savage Species, pg. 68)
Unapproachable East (3.0)
Decastave - Conjure a quarterstaff of force, can use for melee touch to do 1d6 damage, 1d8 sonic damage on crit and subject must save Fort DC14 or be deafened permanently (Sorceror/Wizard 2) (Conjuration) (Creation) [Force] (Unapproachable East, pg. 49)
Underdark (3.0)
Reflective Disguise - Creatures viewing you perceive you as the same species and gender as themselves (Bard 2, Prime Underdark Guide 2, Sorceror/Wizard 2) (Illusion (Glamer)) (Underdark, pg. 60)