All Spells
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All Spells

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Acid Splash (evo)H: Damage creatures with acid.
Chill Touch (nec)H: Your touch hurts the living or disorients undead.
Dancing Lights (evo): Create four floating lights you can move.
Daze (enc)H: Damage a creature's mind and possibly stun it.
Detect Magic (div)H: Sense whether magic is nearby.
Disrupt Undead (nec)H: Damage undead with positive energy.
Divine Lance (evo)H: Throw divine energy that damages based on your deity's alignment.
Electric Arc (evo)H: Zap one or two creatures with lightning.
Forbidding Ward (abj)H: Protect an ally against one specific enemy.
Ghost Sound (ill)H: Make false sounds.
Guidance (div): Divine guidance improves one roll.
Join Pasts (div)HU: Share thoughts and experiences with allies.
Know Direction (div)H: Find true north.
Light (evo)H: Make an object glow.
Mage Hand (evo)H: Command a floating hand to move an object.
Message (ill)H: Speak a message to a distant creature, who can reply.
Prestidigitation (evo): Perform a minor magical trick.
Produce Flame (evo)H: Kindle small flames to attack close or at range.
Ray of Frost (evo)H: Damage a creature with cold.
Read Aura (div)H: Detect if an object is magical, and determine the school of its magic.
Shield (abj)H: A shield of magical force blocks attacks and magic missiles.
Sigil (tra)H: Leave a magical mark.
Stabilize (nec): Stabilize a dying creature.
Tanglefoot (con)H: Conjure a vine to entangle a creature.
Telekinetic Projectile (evo)H: Fling an object at a creature.

All 1st-Level Spells

Air Bubble (con): React to create air for a creature to breathe.
Alarm (abj)H: Be alerted if a creature enters a warded area.
Ant Haul (tra): Target can carry more.
Bane (enc): Weaken enemies' attacks in an aura around you.
Bless (enc): Strengthen allies' attacks in an aura around you.
Burning Hands (evo)H: A small cone of flame rushes from your hands.
Charm (enc)H: A humanoid becomes more friendly to you.
Color Spray (ill): Swirling colors dazzle or stun creatures.
Command (enc)H: Bid a creature to approach, run, release something, lie prone, or stand up.
Create Water (con): Conjure 2 gallons of water.
Detect Alignment (div)HU: See auras of a chosen alignment.
Detect Poison (div)HU: Determine whether an object or creature is poisonous or venomous.
Disrupting Weapons (nec)H: Weapons deal positive damage to undead.
Exchange Image (ill)U: Trade appearances with the target.
Fear (enc)H: Frighten a creature, possibly making it flee.
Feather Fall (abj): React to slow a creature’s fall.
Fleet Step (tra): Make your Speed much faster.
Floating Disk (con): A disk of energy follows you, carrying objects.
Goblin Pox (nec): Infect a creature with goblin pox.
Grease (con): Coat a surface or object in slippery grease.
Grim Tendrils (nec)H: Creatures in a line take negative damage and bleed.
Gust of Wind (evo): Wind blows out fires and knocks back objects and creatures.
Harm (nec)H: Negative energy harms the living or heals the undead, either a single creature or all in a burst.
Heal (nec)H: Positive energy heals the living or harms the undead, either a single creature or all in a burst.
Hydraulic Push (evo)H: Damage and push a creature with a blast of water.
Illusory Disguise (ill)H: Make yourself look like a different creature.
Illusory Object (ill)H: Form a convincing illusion of an object.
Imprint Message (div)U: Imprint a psychic message into an object.
Item Facade (ill)H: Disguise an item to look perfect or shoddy.
Jump (tra)H: Make an impressive leap.
Lock (abj)H: Make a lock hard to open.
Longstrider (tra)H: Increase your Speed for an hour.
Mage Armor (abj)H: Ward yourself with magical armor.
Magic Aura (ill)HU: Change how an item's magic appears to detecting spells.
Magic Fang (tra): Make a creature's unarmed attacks magical temporarily.
Magic Missile (evo)H: Pelt creatures with unerring bolts of magical force.
Magic Weapon (tra): Make a weapon temporarily magical.
Mending (tra)H: Repair one non-magical item.
Mindlink (div): Mentally impart 10 minutes' worth of information in an instant.
Negate Aroma (abj)H: Suppress a creature’s scent.
Object Reading (div)HU: Learn about a significant event surrounding an object.
Pass Without Trace (abj)H: Make your tracks hard to find.
Pest Form (tra)H: Turn into a nonthreatening animal.
Phantom Pain (ill)H: Cause a creature ongoing pain that sickens it.
Protection (abj)U: Shield a creature against those of a chosen alignment.
Purify Food and Drink (nec): Make beverages and meals safe.
Ray of Enfeeblement (nec): Sap a creature's strength.
Sanctuary (abj): Protect a creature from being attacked.
Shillelagh (tra): Make a club or staff temporarily magical, and deal more damage to unnatural creatures.
Shocking Grasp (evo)H: Zap a creature with electricity.
Sleep (enc)H: Cause creatures in a small area to fall asleep.
Snowball (evo)H: You throw a magically propelled and chilled ball of dense snow.
Soothe (enc)H: Heal the target and bolster them against mental attacks.
Spider Sting (nec): Damage a creature and afflict it with spider venom.
Spirit Link (nec)H: Continually transfer your health to someone else.
Summon Animal (con)H: Conjure an animal to fight on your behalf.
Summon Construct (con)H: Conjure a construct to fight on your behalf.
Summon Fey (con)H: Conjure a fey to fight on your behalf.
Summon Plant or Fungus (con)H: Conjure a plant or fungus to fight on your behalf.
True Strike (div): Make your next attack especially accurate.
Unseen Servant (con): Create an invisible creature to help you.
Ventriloquism (ill)H: Throw your voice.

All 2nd-Level Spells

Acid Arrow (evo)H: Magical arrow deals acid damage persistently.
Animal Form (tra)H: Turn into a dangerous animal.
Animal Messenger (enc): Send a Tiny animal to deliver a message.
Augury (div): Predict whether a course of action brings good fortune.
Barkskin (abj)H: Target's skin is covered in protective bark.
Blur (ill): Cause a target's form to become blurry and hard to hit.
Calm Emotions (enc): Suppress strong emotions and hostility.
Comprehend Language (div)H: A creature understands one language.
Continual Flame (evo)H: A magical flame burns indefinitely.
Create Food (con)H: Conjure food that can feed multiple creatures.
Darkness (evo)H: Suppress all light in an area.
Darkvision (div)H: See in the dark.
Deafness (nec): Make a creature deaf.
Death Knell (nec): Finish of a creature who's near death.
Dispel Magic (abj): End a spell or suppress an item's magic.
Endure Elements (abj)H: Protect a creature from severe cold or heat.
Enhance Victuals (tra)H: Improve food or drink and remove poisons.
Enlarge (tra)H: A creature grows in size.
Entangle (tra): Plants in an area grow to entangle and immobilize.
Faerie Fire (evo): Colorful light prevents creatures from being concealed or invisible.
False Life (nec)H: Gain temporary HP.
Flaming Sphere (evo)H: A ball of fire rolls about at your command.
Gentle Repose (nec)H: A corpse doesn't decay and can't become undead.
Ghoulish Cravings (nec): Infect a creature with ghoul fever.
Glitterdust (evo): Sparkling dust breaks invisibility and impedes vision.
Hideous Laughter (enc): Fits of laughter make a creature unable to take all its actions.
Humanoid Form (tra)H: Take the shape of a humanoid.
Illusory Creature (ill)H: Form a convincing illusion of a creature.
Invisibility (ill)H: A creature can’t be seen until it attacks.
Knock (tra): Make a door, lock, or container easier to open, and possibly open it immediately.
Magic Mouth (ill): Make an illusory mouth appear to speak a message.
Mirror Image (ill): Illusory duplicates of you cause attacks to miss.
Misdirection (ill): Cause one creature’s auras to appear to be another’s.
Obscuring Mist (con): Conceal creatures in a cloud of mist.
Paranoia (ill)H: Make a creature believe everyone is a threat.
Phantom Steed (con)H: Conjure a magical horse.
Remove Fear (enc)H: Free a creature from its fright.
Remove Paralysis (nec)H: Free a creature from paralysis.
Resist Energy (abj)H: Protect a creature from one type of energy damage.
Restoration (nec)H: Reduce a condition or lessen a toxin.
Restore Senses (nec)H: Remove a blinding or deafening effect.
See Invisibility (div)H: See invisible creatures and objects.
Shape Wood (tra): Reshape unworked wood as you choose.
Shatter (evo)H: Shatter an object with a high-frequency sonic attack.
Shield Other (nec): Absorb half the damage an ally would take.
Shrink (tra)H: Reduce a willing creature to Tiny size.
Silence (ill)H: Mute all sound from a creature.
Sound Burst (evo)H: Damage and deafen creatures with a powerful din.
Speak with Animals (div): Communicate with animals.
Spectral Hand (nec): Create a semicorporeal hand that touches creatures to target them with your spells.
Spider Climb (tra)H: Give a creature a climb Speed.
Spiritual Weapon (evo)H: Materialize a deific weapon of force that appears and attacks repeatedly.
Status (div)H: Keep track of a willing creature's location and well-being.
Summon Elemental (con)H: Conjure an elemental to fight on your behalf.
Telekinetic Maneuver (evo): Disarm, Shove, or Trip a creature telekinetically.
Touch of Idiocy (enc): Dull a target's mind with a touch.
Tree Shape (tra): Turn into a tree.
Undetectable Alignment (abj)U: Make a creature or object appear neutral to alignment detection.
Water Breathing (tra)H: Allow creatures to breathe underwater.
Water Walk (tra)H: Buoy a creature so it can walk on water.
Web (con)H: Form a web that keeps creatures from moving.

All 3rd-Level Spells

Animal Vision (div): Project your senses through an animal.
Bind Undead (nec): Take control of a mindless undead.
Blindness (nec): Strike a target blind.
Chilling Darkness (evo)H: Ray of evil darkness deals cold damage, counteracts light, and harms celestials.
Circle of Protection (abj)HU: A creature emits an aura that protects those within against an alignment.
Clairaudience (div): Hear through an invisible magical sensor.
Crisis of Faith (enc)H: Cause mental damage and possibly make a worshipper unable to cast spells.
Dream Message (enc)H: Send a message that arrives in a dream.
Earthbind (tra): Bring a flying creature to the ground.
Enthrall (enc): Your speech makes creatures fascinated with you.
Feet to Fins (tra)H: Turn a creature's feet into fins, enabling it swim but slowing it on land.
Fireball (evo)H: An explosion of fire in an area burns creatures.
Ghostly Weapon (tra): Make a weapon affect incorporeal creatures.
Glyph of Warding (abj): Store a spell in a symbol to make a trap.
Haste (tra)H: Speed up a creature so it can attack or move more often.
Heroism (enc)H: Stoke a creature's inner heroism to make it more competent.
Hypercognition (div): Recall massive amounts of information in an instant.
Hypnotic Pattern (ill): Shifting colors dazzle and fascinate creatures.
Insect Form (tra)H: Turn into a dangerous giant insect.
Invisibility Sphere (ill)H: You and creatures near you become invisible as you explore.
Levitate (evo): Float an object or creature a few feet of the ground.
Lightning Bolt (evo)H: Lightning strikes all creatures in a line.
Locate (div)HU: Learn the direction to an object.
Meld into Stone (tra): Meld into a block of stone.
Mind Reading (div)U: Read a creature's surface thoughts.
Neutralize Poison (nec): Cure a poison afflicting a creature.
Nondetection (abj)U: Protect a creature or object from detection.
Paralyze (enc)H: Freeze a humanoid in place.
Remove Disease (nec): Cure a disease afflicting a creature.
Sanctified Ground (abj): Create a 24-hour area of protection against aberrations, celestials, dragons, fiends, or undead.
Searing Light (evo)H: A ray of burning light deals extra damage to undead and counteracts darkness.
Secret Page (ill): Alter the appearance of a page.
Shrink Item (tra): Reduce an object to the size of a coin.
Slow (tra)H: Make a creature slower, reducing its actions.
Stinking Cloud (con): Form a cloud that sickens creatures.
Vampiric Touch (nec)H: Deal negative damage and gain temporary HP with a touch.
Wall of Thorns (con)H: Grow a wall of brambles.
Wall of Wind (evo): Create a wall of gusting winds that hinders movement and ranged attacks.
Wanderer's Guide (div): Find an ideal route to a location.
Zone of Truth (enc)U: Designate an area where creatures are compelled to be truthful.

All 4th-Level Spells

Aerial Form (tra)H: Turn into a flying combatant.
Air Walk (tra): Walk on air as though it were solid ground.
Anathematic Reprisal (enc)H: Cause mental pain to one who commits anathema against your deity.
Blink (con)H: Flit between the planes, vanishing and reappearing.
Clairvoyance (div): See through an invisible magical sensor.
Confusion (enc)H: Befuddle a creature, making it act randomly.
Creation (con)H: Make a temporary object.
Detect Scrying (div)HU: Find out if scrying effects are in the area.
Dimension Door (con)H: Teleport yourself up to 120 feet.
Dimensional Anchor (abj): Keep a creature from teleporting or traveling to other planes.
Dinosaur Form (tra)H: Turn into a dinosaur.
Discern Lies (div)U: Expertly detect lies and falsehoods.
Divine Wrath (evo)H: Damage and hinder creatures of alignments opposed by your deity.
Fire Shield (evo)H: Flames protect you from cold and harm those that touch you.
Fly (tra)H: Cause the target creature to gain a fly Speed.
Forgotten Lines (div)HR: Restore destroyed or censored text.
Freedom of Movement (abj): A creature overcomes hindrances to its movement.
Gaseous Form (tra): Turn a willing creature into a flying cloud.
Glibness (enc)U: Lie with impunity.
Globe of Invulnerability (abj)U: Magical sphere counteracts spells that would enter it.
Hallucinatory Terrain (ill)HU: A natural environment appears to be another kind of terrain.
Holy Cascade (evo)H: Turn a vial of holy water into an explosion of blessed water.
Hydraulic Torrent (evo)H: Force creatures back with a damaging line of water.
Modify Memory (div)HU: Change or implant memories.
Nightmare (ill): Plague a creature's dreams with disturbing nightmares.
Outcast's Curse (enc): Curse a creature to be off-putting and grating.
Phantasmal Killer (ill)H: Place a fearsome image in a creature's mind to scare and possibly kill it.
Private Sanctum (abj)U: Black fog prevents sensing, scrying, and mind-reading on anyone within.
Read Omens (div)U: Get a piece of advice about an upcoming event.
Remove Curse (nec): Counteract a curse afflicting a creature.
Resilient Sphere (abj): Create a sphere of force that blocks anything that would come through.
Rope Trick (con)U: Animate a rope that rises to an extradimensional hiding place.
Shape Stone (tra): Reshape a cube of stone.
Solid Fog (con): Conjure heavy fog that obscures sight and is hard to move through.
Speak with Plants (div): Communicate with plants and plant creatures.
Spell Immunity (abj): Name a spell to negate its effects on you.
Spiritual Anamnesis (nec)U: Overwhelm a target with memories of a past life.
Stoneskin (abj)H: Harden a creature's skin into durable stone.
Suggestion (enc)H: Suggest a course of action a creature must follow.
Talking Corpse (nec)U: Have a corpse answer three questions.
Telepathy (div)H: Communicate telepathically with any creatures near you.
Veil (ill)H: Disguise many creatures as other creatures.
Vital Beacon (nec)H: Radiate vitality that heals creatures that touch you.
Wall of Fire (evo)H: Create a blazing wall burns creatures that pass through.
Weapon Storm (evo)H: Multiply a weapon you hold and attack many creatures with it.

All 5th-Level Spells

Abyssal Plague (nec): Inflict a draining curse.
Banishment (abj)H: Send a creature back to its home plane.
Black Tentacles (con): Tentacles in an area grab creatures.
Breath of Life (nec): React to revive a creature at the moment of its death.
Chromatic Wall (abj)H: A wall of light offers a unique protection based on its color.
Cloak of Colors (ill): Bright colors dazzle creatures near the target, and attacks cause blinding flashes of light.
Cloudkill (nec)H: Poison creatures in a cloud that moves away from you.
Cone of Cold (evo)H: Bitter cold damages creatures in a cone.
Control Water (evo): Raise or lower water in a large area.
Crushing Despair (enc)H: Make a creature sob uncontrollably.
Death Ward (abj): Protect a creature against negative energy.
Dreaming Potential (enc): The target retrains in its dreams.
Drop Dead (ill)HU: The target appears to die but actually turns invisible.
Elemental Form (tra)H: Turn into an elemental.
False Vision (ill)U: Trick a scrying spell.
Flame Strike (evo)H: Call divine fire from the sky.
Hallucination (ill)H: A creature believes one thing is another, can’t detect something, or sees something that’s not really there.
Illusory Scene (ill)H: Create an imaginary scene containing multiple creatures and objects.
Mariner's Curse (nec): Infect a creature with the curse of the rolling sea.
Mind Probe (div)U: Uncover knowledge and memories in a creature's mind.
Moon Frenzy (tra)H: Give willing creatures fangs and claws, and send them into a frenzy.
Passwall (con)HU: Form an earthen tunnel through a wall.
Plant Form (tra)H: Turn into a dangerous plant creature.
Prying Eye (div): An invisible eye transmits what it sees to you.
Sending (div): Send a mental message to a creature anywhere on the planet and get a reply.
Shadow Blast (evo)H: Shape a cone of shadow to deal damage of a type you choose.
Shadow Siphon (ill): React to lessen the damage from an enemy's spell by making it partially illusion.
Shadow Walk (con)U: Travel rapidly via the Shadow Plane.
Spiritual Guardian (abj)H: Create a magical guardian to attack at your command and take damage for your allies.
Subconscious Suggestion (enc)H: Plant a mental suggestion that must be followed when a trigger occurs.
Summon Celestial (con)H: Conjure a celestial to fight on your behalf.
Summon Dragon (con)H: Conjure a dragon to fight on your behalf.
Summon Entity (con)H: Conjure an aberration to fight on your behalf.
Summon Fiend (con)H: Conjure a fiend to fight on your behalf.
Summon Giant (con)H: Conjure a giant to fight on your behalf.
Synaptic Pulse (enc): Slow creatures with a mental blast.
Synesthesia (div)H: Rewire a creature's senses.
Telekinetic Haul (evo): Move a large object.
Telepathic Bond (div)U: Link minds with willing creatures to communicate telepathically at great distances.
Tongues (div)HU: Let a creature understand and speak all languages.
Tree Stride (con)HU: Teleport from tree to tree.
Wall of Ice (evo)H: Sculpt a foot-thick wall of ice that blocks sight and can chill creatures.
Wall of Stone (con)H: Shape a wall of stone.

All 6th-Level Spells

Baleful Polymorph (tra): Transform a creature into a harmless animal.
Blade Barrier (evo)H: Form a wall of swords made of force.
Chain Lightning (evo)H: Lightning jumps from creature to creature.
Collective Transposition (con)H: Teleport up to two creatures to new positions near you.
Disintegrate (evo)H: Reduce a creature or object to dust.
Dominate (enc)HU: A humanoid must obey your orders.
Dragon Form (tra)H: Turn into a dragon.
Feeblemind (enc): Stupefy a creature permanently.
Field of Life (nec)H: Create a positive energy field that heals those within.
Fire Seeds (evo)H: Make four explosive acorns.
Flesh to Stone (tra): Turn a living creature into a stone statue.
Mislead (ill): Turn invisible and create a duplicate of yourself who acts like you.
Phantasmal Calamity (ill)H: Damage a creature mentally with visions of an apocalypse.
Purple Worm Sting (nec): Damage a creature and infect it with purple worm venom.
Raise Dead (nec)HU: Return a dead creature to life.
Repulsion (abj): Prevent creatures from approaching you.
Righteous Might (tra)H: Turn into a battle form with divine armaments.
Scrying (div)U: Spy on a creature.
Spellwrack (abj): Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.
Spirit Blast (nec)H: Damage a creature's spiritual essence.
Stone Tell (evo)U: Speak to spirits within natural stone.
Stone to Flesh (tra): Turn a creature turned to stone back to flesh.
Tangling Creepers (con): Entangle creatures in a burst and concentrate to lash out with immobilizing vines.
Teleport (con)HU: Transport you and willing creatures a great distance.
True Seeing (div): See through illusions and transmutations.
Vampiric Exsanguination (nec)H: Draw blood and life force from creatures in a cone.
Vibrant Pattern (ill): Make a pattern of lights that dazzles and blinds.
Wall of Force (evo)H: Create an invisible and durable wall of magical force.
Zealous Conviction (enc)H: Instill unshakable conviction and zeal in willing creatures.

All 7th-Level Spells

Contingency (abj)H: Set up a spell to trigger later under your choice of circumstances.
Dimensional Lock (abj)U: Prevent teleportation and planar travel.
Divine Decree (evo)H: Creatures of alignments opposed by your deity are damaged, enfeebled, paralyzed, or banished.
Divine Vessel (nec)H: Take on aspects of a servitor of your deity.
Duplicate Foe (con)H: Create a temporary duplicate of an enemy that fights for you.
Eclipse Burst (nec)H: A globe of darkness deals cold damage, hurts the living, and overcomes light.
Energy Aegis (abj)H: A creature gains resistance to acid, cold, electricity, fire, force, and sonic.
Ethereal Jaunt (con)HU: Use the Ethereal Plane to move through objects and into the air.
Fiery Body (tra)H: Turn your body into living flame.
Finger of Death (nec)H: Point at a creature to deal negative damage and possibly kill it instantly.
Magnificent Mansion (con)U: Conjure a secure dwelling in a demiplane.
Mask of Terror (ill)H: A creature’s fearsome illusory appearance frightens observers.
Plane Shift (con)U: Transport creatures to another plane of existence.
Possession (nec)HU: Send your mind and soul into another creature’s body.
Power Word Blind (enc)HU: Utter a word that blinds a creature.
Prismatic Spray (evo): Shoot rainbow beams that have various effects on creatures in a cone.
Project Image (ill)H: Make an illusion of yourself you can cast spells through.
Regenerate (nec)H: Cause a creature to heal over time, regrow organs, and reattach body parts.
Retrocognition (div)H: Sense impressions of past events at your location.
Reverse Gravity (evo)U: Flip the gravitational pull in an area.
Spell Turning (abj)U: Reflect spells back at their caster.
Sunburst (evo)H: A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.
True Target (div): Make multiple attacks against a creature especially accurate.
Unfettered Pack (abj)H: Let creatures avoid environmental hindrances.
Visions of Danger (ill)H: Create a vision of horrid, swarming creatures that causes mental damage.
Volcanic Eruption (evo)H: Cause massive lava sprays that burn creatures and encase them in rock.
Warp Mind (enc): Confuse a creature, possibly permanently.

All 8th-Level Spells

Antimagic Field (abj)R: Magic doesn't function in an area around you.
Disappearance (ill): Make a creature invisible, silent, and undetectable by any and all senses.
Discern Location (div)U: Discover a target's exact location within unlimited range.
Divine Aura (abj): Allies in an aura have better defenses and are protected against one alignment.
Divine Inspiration (enc): Spiritual energy recovers a creature's expended spell.
Dream Council (ill): Communicate through a shared dream.
Earthquake (evo)H: Shake the ground with a devastating earthquake.
Horrid Wilting (nec)H: Pull moisture from creatures, damaging them.
Maze (con): Trap a creature in an extradimensional maze.
Mind Blank (abj)U: Protect a creature from mental magic and some divinations.
Moment of Renewal (nec): Give a day's recovery in an instant.
Monstrosity Form (tra)H: Turn into a powerful monster.
Polar Ray (evo)H: Bitter cold damages and drains a creature.
Power Word Stun (enc)HU: Utter a word that stuns a creature.
Prismatic Wall (abj): Form a protective wall with seven chromatic layers.
Punishing Winds (evo): A cyclone inhibits fight and traps creatures.
Scintillating Pattern (ill): Cause an array of color that dazzles, confuses, and stuns.
Spirit Song (nec)H: Sing an eldritch song that damages any creature that has a spirit.
Spiritual Epidemic (nec): Weaken a target with a communicable curse.
Uncontrollable Dance (enc): Overcome a target with an all-consuming urge to dance.
Unrelenting Observation (div): You and other creatures use scrying to track a subject exactly.
Wind Walk (tra): Turn creatures into swift-moving clouds.

All 9th-Level Spells

Bind Soul (nec)U: Imprison a dead creature's soul.
Crusade (enc)HU: Creatures become dedicated to a cause of your choice.
Disjunction (abj)U: Deactivate or destroy a magic item.
Foresight (div): Sense when a creature is in danger and React to protect it with good fortune.
Implosion (evo)H: Make a creature collapse in on itself.
Massacre (nec)H: Instantly kill multiple creatures.
Meteor Swarm (evo)H: Call down four blazing meteors that explode.
Nature's Enmity (enc): Turn animals, plants, and weather against creatures of your choice.
Overwhelming Presence (enc): Take on the majesty of a god.
Power Word Kill (enc)HU: Utter a word that slays a creature.
Prismatic Sphere (abj): Form a protective sphere composed of seven chromatic layers.
Resplendent Mansion (con): Conjure a mansion that lasts for a day.
Shapechange (tra): Transform into a form of your choice repeatedly.
Storm of Vengeance (evo)H: Create a massive, dangerous storm.
Telepathic Demand (enc): Send a mental message that impels a creature toward a course of action.
Unfathomable Song (enc): Song debilitates creatures in weird ways.
Wail of the Banshee (nec): Scream, dealing damage and draining creatures.
Weapon of Judgement (evo)H: Form a weapon to enforce war or peace.
Weird (ill): Frighten, deal mental damage, and possibly kill large numbers of creatures.

All 10th-Level Spells

Alter Reality (div): Warp reality to duplicate occult spells.
Avatar (tra): Transform into a battle form determined by your deity.
Cataclysm (evo): Call an instant, damaging cataclysm.
Fabricated Truth (enc): Make creatures believe something is fact.
Gate (con)U: Tear open a portal to another plane.
Miracle (div): Ask for a blessing to duplicate divine spells.
Nature Incarnate (tra): Turn into a massive avatar of nature.
Primal Herd (tra): Transform willing creatures into mammoths.
Primal Phenomenon (div): Request for nature to duplicate primal spells.
Remake (con)U: Recreate a destroyed object.
Revival (nec): Heal creatures in an area and return the dead to life temporarily.
Time Stop (tra): Briefly stop time for everything but you.
Wish (div): Make a wish to duplicate arcane spells.