Blend into Shadows
Illusion (Shadow)
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 1 minute/ level
You draw shado to your self giving you the fallowing ability. In any conditions other than full daylight, you can disappear into the shadows, giving it you nine-tenths concealment. Artificial illumination, even a light or continual flame spell. Does not negate this ability. A daylight spell, however, will.
Death Beam
Necromancy (Death)
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Rectangle 5 feet wide and up to close range long
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
A black beam comes out of you outstretched hand. All living targets in the area must make a Fortitude save or die. If they are successful, they instead sustain 6d6 points of damage +2 points per caster level. Of course they all might die from damage even if they succeed at their saving throws.
XP Cost: 1,000 XP
Greater Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 15 minutes/ level
You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at triple his normal land speed, with perfect maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.
Lesser Shadow Wings
Conjuration (Shadow)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Personal
Target: Caster
Duration: 5 minutes/ level
You summon massive, translucent wings that have a raven like look to them. With these wings, the caster can fly at half his normal land speed, with poor maneuverability. The caster can carry his normal light load if he goes higher than this he loses the ability to fly.
Mind Ripper
Necromancy
Level: Sor/Wiz 4
Components: V, S, F
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
A black ray springs from your hand. You must succeed at a ranged touch attack to strike a target. The subject suffers a –1d6-enhancement penalty to Intelligence, with an additional –1 per two caster levels (maximum additional penalty of –10). The subject also takes 2 points of damage per –1 enhancement penalty (this damage heals at the normal rate, it does not come back when this spell ends). As the subject's Intelligence drops they expiriance the following effects. at 10 the creature is unable to cast spells, at 4 he can't use Intelligence-based skills, at 2 or less the subject can't even communicate coherently. Still the creature knows who its friends are and can follow them and even protect them. This spell can not bring to targets Intelligence under 1.
Focus: A glass skull that’s worth at least 10 gp.
These might help some. spells some casters cant be without.