Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories — just raw power that they direct at will.
Some sorcerers claim that the blood of dragons courses through their veins. That claim may even be true in some cases — it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a given sorcerer does not have a dragon ancestor. It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift.
Adventures: The typical sorcerer adventures in order to improve his abilities. Only by testing his limits can he expand them. A sorcerer’s power is inborn — part of his soul. Developing this power is a quest in itself for many sorcerers, regardless of how they wish to use their power.
Some good sorcerers are driven by the need to prove themselves. Marked as different by their power, they seek to win a place in society and to prove themselves to others. Evil sorcerers, however, also feel themselves set apart from others — apart and above. They adventure to gain power over those they look down upon.
Characteristics: Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do.
Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don’t have the background of arcane knowledge that most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons.
Alignment: For a sorcerer, magic is an intuitive art, not a science. Sorcery favours the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly toward chaos over law.
Religion: Some sorcerers favour Boccob (god of magic), while others revere Wee Jas (goddess of death and magic). However, many sorcerers follow other deities, or none at all. (Wizards typically learn to follow Boccob or Wee Jas from their mentors, but most sorcerers are self-taught, with no master to induct them into a religion.)
Background: Sorcerers develop rudimentary powers at puberty. Their first spells are incomplete, spontaneous, uncontrolled and sometimes dangerous. A household with a budding sorcerer in it may be troubled by strange sounds or lights, which can create the impression that the place is haunted. Eventually, the young sorcerer understands the power that he has been wielding unintentionally. From that point on, he can begin practicing and improving his powers.
Sometimes a sorcerer is fortunate enough to come under the care of an older, more experienced sorcerer, someone who can help him understand and use his new powers. More often, however, sorcerers are on their own, feared by erstwhile friends and misunderstood by family.
Sorcerers have no sense of identity as a group. Unlike wizards, they gain little by sharing their knowledge and have no strong incentive to work together.
Races: Most sorcerers are humans or half-elves, but the innate talent for sorcery is unpredictable, and it can show up in any of the common races.
Arcane spellcasters from savage lands or from among the brutal humanoids are more likely to be sorcerers than wizards. Kobolds are especially likely to take up this path, and they are fierce, if inarticulate, proponents of the “blood of the dragons” theory.
Other Classes: Sorcerers find that they have the most in common with members of other largely self-taught classes, such as druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, such as paladins and monks. Since they cast the same spells as wizards but do so in a different way, they sometimes find themselves in competition with wizards.
Role: A sorcerer tends to define his role based on his spell selection. A sorcerer who focuses on damage-dealing spells becomes a centre of the party’s offensive power. Another may rely on more subtle magics, such as charms and illusions, and thus take a quieter role. A party with a sorcerer should strongly consider including a second spellcaster, such as a bard, cleric, druid or even a wizard, to make up for the sorcerer’s lack of versatility. Since a sorcerer often has a powerful presence that gives him a way with people, he may serve as the “face” for an adventuring party, negotiating, bargaining, and speaking for others. The sorcerer’s spells often help him sway others or gain information, so he makes an excellent spy or diplomat for an adventuring party.
Sorcerers have the following game statistics.
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.
Alignment: Any.
Hit Die: d4.
The sorcerer’s class skills (and the key ability for each skill) are:
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
| 1st |
+0 |
+0 |
+0 |
+2 |
Summon Familiar |
| 2nd |
+1 |
+0 |
+0 |
+3 |
— |
| 3rd |
+1 |
+1 |
+1 |
+3 |
— |
| 4th |
+2 |
+1 |
+1 |
+4 |
— |
| 5th |
+2 |
+1 |
+1 |
+4 |
— |
| 6th |
+3 |
+2 |
+2 |
+5 |
— |
| 7th |
+3 |
+2 |
+2 |
+5 |
— |
| 8th |
+4 |
+2 |
+2 |
+6 |
— |
| 9th |
+4 |
+3 |
+3 |
+6 |
— |
| 10th |
+5 |
+3 |
+3 |
+7 |
— |
| 11th |
+5 |
+3 |
+3 |
+7 |
— |
| 12th |
+6/+1 |
+4 |
+4 |
+8 |
— |
| 13th |
+6/+1 |
+4 |
+4 |
+8 |
— |
| 14th |
+7/+2 |
+4 |
+4 |
+9 |
— |
| 15th |
+7/+2 |
+5 |
+5 |
+9 |
— |
| 16th |
+8/+3 |
+5 |
+5 |
+10 |
— |
| 17th |
+8/+3 |
+5 |
+5 |
+10 |
— |
| 18th |
+9/+4 |
+6 |
+6 |
+11 |
— |
| 19th |
+9/+4 |
+6 |
+6 |
+11 |
— |
| 20th |
+10/+5 |
+6 |
+6 |
+12 |
— |
| Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
| 1st |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
| 2nd |
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
— |
| 3rd |
6 |
5 |
— |
— |
— |
— |
— |
— |
— |
— |
| 4th |
6 |
6 |
3 |
— |
— |
— |
— |
— |
— |
— |
| 5th |
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
| 6th |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
— |
| 7th |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
| 8th |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
| 9th |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
| 10th |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
| 11th |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
| 12th |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
| 13th |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
| 14th |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
| 15th |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
| 16th |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
| 17th |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
| 18th |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
| 19th |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
| 20th |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
| Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
| 1st |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
| 2nd |
5 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
| 3rd |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
| 4th |
6 |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
| 5th |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
| 6th |
7 |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
| 7th |
7 |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
| 8th |
8 |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
| 9th |
8 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
| 10th |
9 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
| 11th |
9 |
5 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
| 12th |
9 |
5 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
| 13th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
— |
— |
— |
| 14th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
| 15th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
— |
— |
| 16th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
| 17th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
| 18th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
| 19th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
| 20th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
All of the following are class features of the sorcerer.
Weapon and Armour Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armour or shield. Armour of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells (the same type of spells available to bards and wizards) which are drawn primarily from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Sorcerer Spells per Day. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells (also called Cantrips) and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. For instance, upon reaching 4th level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. For example, at 1st level, the sorcerer Hennet can cast four 1st-level spells per day—three for being 1st level (see Table: Sorcerer Spells per Day), plus one thanks to his Charisma score of 15. However,
he knows only two 1st-level spells: magic missile and sleep (see Table: Sorcerer Spells Known). Thus, on any given day, he can cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he’ll cast.
Familiar: A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Source: Player’s Handbook (Page 51)
Sorcerers choose their spells from the following list:
- Accelerated Movement: Balance, Climb or Move Silently at normal speed with no penalty on skill check.
- Alarm: Wards an area for 2 hours/level.
- Animate Rope: Makes a rope move at your command.
- Appraising Touch: Gain +10 bonus on Appraise checks.
- Arrow Mind: You threaten nearby squares with your bow and fire without provoking attacks of opportunity.
- Babau Slime: Secrete a body-covering acid that damages attacking foes.
- Backbiter: Weapon strikes wielder.
- Benign Transposition: Two willing subjects switch places.
- Blades of Fire: Your melee weapons deal +1d8 fire damage for 1 round.
- Blood Wind: Subject uses natural weapons at range.
- Breath Flare: Your breath weapon dazzles subjects.
- Burning Hands: 1d4/level fire damage (max 5d4).
- Buzzing Bee: Bee gives subject –10 penalty on Move Silently and hinders Concentration checks.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Charm Person: Makes one person your friend.
- Cheat: Caster rerolls when determining the success of a game of chance.
- Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
- Colour Spray: Knocks unconscious, blinds and/or stuns subjects.
- Comprehend Languages: You understand all spoken and written languages.
- Corrosive Grasp: 1 touch/level deals 1d8 acid damage.
- Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
- Cutting Hand: Your hand gains a +2 enhancement bonus and deals 1d6 damage.
- Dead End: Removes spoor of one creature/level.
- Deep Breath: Your lungs are filled with air.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Detect Undead: Reveals undead within 60 ft.
- Disguise Self: Changes your appearance.
- Dispel Ward: As dispel magic, but affects only wards.
- Distract: Subjects take –4 on Concentration, Listen, Search and Spot.
- Distract Assailant: One creature is flat-footed for 1 round.
- Ebon Eyes: Subject can see through magical darkness.
- Ectoplasmic Armour: Gain armour bonus against incorporeal touch attacks.
- Endure Elements: Exist comfortably in hot or cold environments.
- Enlarge Person: Humanoid creature doubles in size.
- Erase: Mundane or magical writing vanishes.
- Expeditious Retreat: Your speed increases by 30 ft.
- Expeditious Retreat, Swift: Your speed increases by 30 ft. for 1 round.
- Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.
- Feather Fall: Objects or creatures fall slowly.
- Fist of Stone: Gain +6 Str and natural slam attack.
- Golem Strike: You can sneak attack constructs for 1 round.
- Grease: Makes 10-ft. square or one object slippery.
- Guided Shot: You ignore distance, cover, concealment penalties with your ranged attacks for 1 round.
- Guiding Light: +2 on ranged attacks against creatures in illuminated area.
- Hail of Stone:M Stones deal 1d4 points of damage/level to creatures in the area (max 5d4).
- Hold Portal: Holds door shut.
- Horrible Taste: Touched creature or object nauseates biting or swallowing foes.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Ice Dagger: Grenade-like weapon deals subject 1d4/level cold damage, plus area damage.
- Identify:M Determines properties of magic item.
- Incite: Subjects can’t ready actions or delay.
- Inhibit: Subject delays until next round.
- Insightful Feint: Gain +10 on your next Bluff check to feint in combat.
- Instant Locksmith: Make Disable Device or Open Lock check at +2 as free action.
- Instant Search: Make Search check at +2 as free action.
- Ironguts: Subject gains +5 bonus on saving throws against poison.
- Jump: Subject gets bonus on Jump checks.
- Light of Lunia: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
- Low-Light Vision: See twice as far as a human in poor illumination.
- Luminous Gaze: Your eyes emit light, dazzle creatures.
- Mage Armour: Gives subject +4 armour bonus.
- Mage Hand, Greater: As mage hand, but medium range and up to 40 lb.
- Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
- Magic Weapon: Weapon gains +1 bonus.
- Master’s Touch: You gain proficiency in a weapon or shield touched for 1 minute/level.
- Mount: Summons riding horse for 2 hours/level.
- Nerveskitter: Subject gains +5 bonus on initiative checks.
- Net of Shadows: Ordinary shadows provide concealment to all in the area.
- Nightshield: You gain resistance bonus on saves, and spell absorbs magic missile damage.
- Nystul’s Magic Aura: Alters object’s magic aura.
- Obscuring Mist: Fog surrounds you.
- Orb of Acid, Lesser: Ranged touch attack deals 1d8 acid damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Cold, Lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Electricity, Lesser: Ranged touch attack deals 1d8 electricity damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st (max 5d8).
- Orb of Sound, Lesser: Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6).
- Persistent Blade: Blade of force attacks subject, automatically flanks.
- Portal Beacon: You grant others knowledge of a magic portal’s location.
- Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Raging Flame: Fires burn twice as hot, half as long.
- Ray of Clumsiness: Victim takes 1d6 Dexterity penalty +½ levels.
- Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str penalty.
- Ray of Flame: Ray deals 1d6/2 levels fire damage, ignites subject.
- Reduce Person: Humanoid creature halves in size.
- Remove Scent: Hides touched creature’s scent.
- Repair Light Damage: Repairs 1d8 damage +1/level (max +5) to any construct.
- Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
- Scatterspray: Group of small objects flies apart in a burst.
- Serene Visage: Gain insight bonus on Bluff checks equal to half your level.
- Shield: Invisible disc gives +4 to AC, blocks magic missiles.
- Shieldbearer: Shield floats near subject to offer protection.
- Shock and Awe: Flat-footed creatures get –10 on initiative.
- Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
- Silent Image: Creates minor illusion of your design.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Slide: Move subject 5 feet.
- Slow Burn: Fires burn twice as long.
- Sniper’s Shot: No range limit on next ranged sneak attack.
- Sonic Blast: Subject takes 1d4/2 levels sonic damage plus deafness.
- Spell Flower: Hold the charge on one touch spell per forelimb.
- Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.
- Spontaneous Search: Instantly Search area as if having taken 10.
- Summon Monster I: Calls extraplanar creature to fight for you.
- Summon Undead I: Summons undead to fight for you.
- Targeting Ray: You and allies are +1 to hit/3 levels against subject.
- Tenser’s Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
- Thunderhead: Small lightning bolts deal 1 damage/round.
- True Strike: +20 on your next attack roll.
- Unseen Servant: Invisible force obeys your commands.
- Ventriloquism: Throws voice for 1 min./level.
- Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
- Weapon Shift: Touched weapon changes form.
- Wings of the Sea: +30 ft. to subject’s swim speed.
- Aiming at the Target: +10 bonus on Concentration checks for previously cast spell.
- Alarm, Greater:F As alarm, and it works on co-existent planes.
- Alter Self: Assume form of a similar creature.
- Arcane Lock:M Magically locks a portal or chest.
- Augment Familiar: Your familiar becomes more powerful.
- Balancing Lorecall: You gain a +4 bonus on Balance checks and can balance on difficult surfaces if you have 5 or more ranks in Balance.
- Baleful Transposition: Two subjects switch places.
- Balor Nimbus: Your flaming body damages foes in grapple.
- Battering Ram: Deals 1d6 damage plus bull rush.
- Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
- Belker Claws: Touch attack deals 2d12 damage and lingers +1 round/3 levels.
- Bladeweave: Your melee attack dazes your opponent.
- Blast of Force: Attack deals 1d6 damage/2 levels (max 5d6).
- Blindness/Deafness: Makes subject blinded or deafened.
- Blur: Attacks miss subject 20% of the time.
- Body of the Sun: Your body emanates fire, dealing 1d4 fire damage/2 levels.
- Bonefiddle:F Spectral fiddle bow deals 3d6 damage/round.
- Bristle: Armour spikes attack with wearer.
- Bull’s Strength: Subject gains +4 to Str for 1 min./level.
- Burning Sword: Weapon gains flaming burst special ability.
- Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
- Chain of Eyes: See through other creatures’ eyes.
- Claws of Darkness: Claws deal 1d8 cold damage and have reach.
- Cloak Pool: Hide a colour pool on the Astral Plane from view.
- Cloud of Bewilderment: Generates a nauseating 10-ft. cube.
- Combust: Subject takes 1d8/level fire damage and might catch fire.
- Command Undead: Undead creature obeys your commands.
- Continual Flame:M Makes a permanent, heatless torch.
- Create Magic Tattoo:M Subject receives a magic tattoo with various effects.
- Curse of Impending Blades: Subject takes –2 penalty to AC.
- Daggerspell Stance: You gain +2 insight bonus on attack rolls and damage rolls if you make a full attack, SR 5 + caster level if you fight defensively, and DR 5/magic if you use the total defence action.
- Dark Way: Creates temporary unbreakable bridge supporting up to 200 lb./level.
- Darkness: 20-ft. radius of supernatural shadow.
- Darkvision: See 60 ft. in total darkness.
- Daze Monster: Living creature of 6 HD or less loses next action.
- Death Armour:F Black aura damages creatures attacking you.
- Delusions of Grandeur: Subject thinks it is better than it is.
- Desiccating Bubble: Globe of air damages by evaporating moisture from subject.
- Detect Thoughts: Allows “listening” to surface thoughts.
- Discern Shapechanger:M Penetrates disguises and identifies shapechanging creatures.
- Discolour Pool: Change the colour of a colour pool on the Astral Plane.
- Disguise Undead: Change appearance of one corporeal undead.
- Dissonant Chant: Concentration checks more difficult within area of spell.
- Distracting Ray: Ray forces spellcaster to make Concentration check.
- Eagle’s Splendour: Subject gains +4 to Cha for 1 min./level.
- Earth Lock:M Constricts tunnel, preventing access.
- Earthbind: Subject creature can’t fly.
- Earthen Grasp: Arm made of earth and soil grapples foes.
- Ectoplasmic Feedback: Incorporeal attackers take 1d6 damage + 1/level.
- Electric Loop: Deals 1d6/2 levels electricity damage plus stunning to a single creature.
- Entice Gift: Subject gives caster what it’s holding.
- Ethereal Chamber: You entrap an ethereal subject in a chamber of force.
- Expose the Dead: Gain insight bonuses to locate undead or when investigating a corpse.
- Extend Tentacles: +5 ft. to reach of tentacle attack.
- False Life: Gain 1d10 temporary hp +1/level (max +10).
- Fearsome Grapple: You grow tentacles that help you grapple.
- Fins to Feet: Transforms tails and fins into legs and feet.
- Fireburst: Creatures within 10 feet take 1d8/level fire damage.
- Flame Dagger: Beam of fire deals 1d4 damage +1/level.
- Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
- Fly, Swift: Gain fly speed of 60 ft. for 1 round.
- Fog Cloud: Fog obscures vision.
- Force Ladder:F Creates an immobile ladder of force.
- Fox’s Cunning: Subject gains +4 Int for 1 min./level.
- Frost Breath: Icy breath deals 1d4 damage/2 levels.
- Fuse Arms: Multiple arms/tentacles become one pair of stronger limbs.
- Ghost Touch Armour: Armour works normally against incorporeal attacks.
- Ghoul Glyph: Glyph wards area, paralyzes victims.
- Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
- Glitterdust: Blinds creatures, outlines invisible creatures.
- Gust of Wind: Blows away or knocks down smaller creatures.
- Heroics: Fighter gains one fighter bonus feat.
- Hurl: Thrown weapon returns to thrower.
- Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
- Ice Knife: Magical shard of ice deals 2d8 cold damage plus 2 Dex damage, or deals 1d8 cold damage in 10-ft.-radius burst.
- Infernal Wound: Weapon deals persistent, bleeding wounds.
- Inky Cloud: Obscures sight underwater beyond 5 ft.
- Invisibility: Subject is invisible for 1 min./level or until it attacks.
- Ironthunder Horn: Intense vibrations trip those in area.
- Knock: Opens locked or magically sealed door.
- Leomund’s Trap:M Makes item seem trapped.
- Levitate: Subject moves up and down at your direction.
- Life Bolt: 1 ray/2 levels draws 1 hp from you to deal 1d12 damage to undead.
- Light of Mercuria: You radiate golden light, which you can expend as 2 bolts that deal 1d6 damage, 2d6 against undead and evil outsiders.
- Lively Step: You and allies gain +10 increase to speed.
- Locate Object: Senses direction toward object (specific or type).
- Magic Mouth:M Speaks once when triggered.
- Malevolent Miasma: Cloud of fog deals 1d4 non-lethal damage/level.
- Marked Object: You gain bonus to track a specific being.
- Mechanus Mind: Reformat subject’s mind to be coldly calculating.
- Melf’s Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
- Mindless Rage: Subject compelled to attack you physically for 1 round/level.
- Minor Image: As silent image, plus some sound.
- Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
- Misdirection: Misleads divinations for one creature or object.
- Mountain Stance: Subject becomes hard to move.
- Obscure Object: Masks object against scrying.
- Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
- Phantasmal Assailants: Nightmare creatures strike subject for 8 Wis damage, 8 Dex damage.
- Phantom Foe:M Subject is always flanked by one creature.
- Portal Alarm: You are alerted when a creature passes through a warded portal.
- Protection from Arrows: Subject immune to most ranged attacks.
- Pyrotechnics: Turns fire into blinding light or choking smoke.
- Quick Potion: Creates a potion that must be used within 1 hour/level.
- Rainbow Beam:F Ray dazzles and deals 1d12 damage/3 levels of random type.
- Ray of Ice: Ray deals 1d6 cold damage/2 levels.
- Ray of Sickness: Subject becomes sickened.
- Ray of Stupidity: Victim takes 1d4+1 Intelligence damage.
- Ray of Weakness: Subject takes –2 on attacks, –10 ft. speed.
- Razorfangs: Your bite or claw attack threatens a critical hit on a 19 or 20.
- Rebuke: Subject is dazed 1 round, then shaken.
- Reflective Disguise: Viewers see you as their own species and gender.
- Repair Moderate Damage: Repairs 2d8 damage +1/level (max +10) to any construct.
- Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
- Rope Trick: As many as eight creatures hide in extradimensional space.
- Scale Weakening: Subject’s natural armour weakens.
- Scare: Panics creatures of less than 6 HD.
- Scintillating Scales: Your natural armour bonus turns into a deflection bonus.
- Scorch: Jet of flame deals 1d8/2 levels (max 5d8).
- Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
- See Invisibility: Reveals invisible creatures or objects.
- Shadow Mask: Grants +4 on saves against light spells, protection from gaze attacks.
- Shadow Radiance: Area filled with intense light that grows brighter.
- Shadow Spray: Deals 4 points of Str damage and dazes.
- Shatter: Sonic vibration damages objects or crystalline creatures.
- Shroud of Undeath: Negative energy shroud makes undead perceive you as undead.
- Slapping Hand: Hand makes creature provoke attacks of opportunity.
- Slide, Greater: Move subject 20 feet.
- Snake’s Swiftness: Subject immediately makes one attack.
- Snowball Swarm: Snowballs deal 2d6 points of cold damage in 10-ft. burst.
- Sonic Weapon: Weapon touched deals +1d6 sonic damage with each hit.
- Spawn Screen: Subject resists being transformed into an undead spawn if slain.
- Speak to Allies: Subjects can converse at distance without moving lips.
- Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
- Spider Climb: Grants ability to walk on walls and ceilings.
- Sting Ray: Subject of ray can take only standard or move action, has –2 AC, and must make Concentration checks to cast spells.
- Stolen Breath: Subject has wind knocked out of it.
- Stone Bones: Corporeal undead gains +3 natural armour bonus.
- Summon Monster II: Calls extraplanar creature to fight for you.
- Summon Swarm: Summons swarm of bats, rats or spiders.
- Summon Undead II: Summons undead to fight for you.
- Surefooted Stride: You can move over rubble as easily as you can over open ground.
- Swim: Subject gains swim speed, +8 bonus on Swim checks.
- Tasha’s Hideous Laughter: Subject loses actions for 1 round/level.
- Touch of Idiocy: Subject takes 1d6-point penalty to Int, Wis and Cha.
- Veil of Shadow: Darkness grants you concealment.
- Wall of Gloom: Shadow barrier obscures vision.
- Web: Fills 20-ft.-radius spread with sticky spiderwebs.
- Whirling Blade: Hurled slashing weapon magically attacks all foes in 60-ft. line.
- Whispering Wind: Sends a short message 1 mile/level.
- Wings of Air: Subject’s flight manoeuvrability improves by one step.
- Wracking Touch: Deal 1d6 damage +1/level; you also deal sneak attack damage if you have any.
- Wraithstrike: Your melee attacks strike as touch attacks for 1 round.
- Acid Breath: Cone of acid deals 1d6 damage/level (max 10d6).
- Air Breathing: Subjects can breathe air freely.
- Amorphous Form: Subject becomes puddle-like and can slip through cracks quickly.
- Analyze Portal: Find a nearby portal and discover its properties.
- Anticipate Teleportation:F Predict and delay the arrival of creatures teleporting into range by 1 round.
- Antidragon Aura:M Allies gain bonus to AC and saves against dragons.
- Arcane Sight: Magical auras become visible to you.
- Avoid Planar Effects: Provides temporary protection against overtly damaging planar traits.
- Bands of Steel: Metallic bands immobilize or entangle subject for 1 round/level.
- Bite of the Wererat: You gain the Dexterity and attacks of a wererat.
- Blacklight: Create an area of total darkness.
- Blade of Pain and Fear: Creates blade of gnashing teeth.
- Blink: You randomly vanish and reappear for 1 round/level.
- Capricious Zephyr: Gale-force winds push creatures.
- Chain Missile: Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
- Circle Dance: Indicates direction to known individual.
- Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
- Cone of Dimness: Subjects believe they are engulfed in magical darkness.
- Contagious Fog: 20-ft.-radius cloud of fog inflicts disease.
- Corpse Candle: Ghostly hand and candle sheds light, affects incorporeal creatures.
- Curse of Impending Blades, Mass: Enemies take –2 penalty to AC.
- Daylight: 60-ft. radius of bright light.
- Deep Slumber: Puts 10 HD of creatures to sleep.
- Deeper Darkvision: Subject can see 90 ft. in magical darkness.
- Demon Dirge: Demons are stunned and take 3d6 damage/round for 1d4 rounds.
- Detect Metal and Minerals:M Detect the presence of metal and minerals.
- Devil Blight: Damage and stun baatezu; damage other lawful and evil creatures.
- Diamondsteel:M Metal armour provides damage reduction.
- Dispel Magic: Cancels magical spells and effects.
- Displacement: Attacks miss subject 50%.
- Disrupt Undead, Greater: As disrupt undead, but 1d8 damage/level.
- Dolorous Blow: Weapon’s threat range is doubled and threats are automatically confirmed.
- Dragonskin: You gain a bonus to natural armour plus energy resistance 10.
- Earthen Grace: Subject takes only non-lethal damage from stone and earth.
- Enhance Familiar: Your familiar receives +2 bonus on saves, combat rolls, and AC for 1 hour/level.
- Eradicate Earth: Deals 1d8 points of damage/level to earth creatures (max 10d8).
- Explosive Runes: Deals 6d6 damage when read.
- False Gravity: Travel on a solid surface as if that surface had its own gravity.
- Fireball: 1d6 damage per level, 20-ft. radius.
- Flame Arrow: Arrows deal +1d6 fire damage.
- Flashburst: Flash of light dazzles and blinds creatures in area.
- Fly: Subject flies at speed of 60 ft.
- Fortify Familiar: Your familiar gains 2d8 temporary hp, +2 to armour, 25% chance to avoid extra sneak attack and critical hit damage.
- Gaseous Form: Subject becomes insubstantial and can fly slowly.
- Gentle Repose: Preserves one corpse.
- Giant’s Wrath: Pebbles you throw become boulders.
- Girallon’s Blessing: Subject gains one additional pair of arms.
- Glowing Orb:F Creates permanent magical light; you control brightness.
- Great Thunderclap: Loud noise causes stunning, deafness, and knocks prone in a large area.
- Hailstones: Frigid globes deal 5d6 cold damage.
- Halt Undead: Immobilizes undead for 1 round/level.
- Hamatula Barbs: Subjects grow barbs, which damage foes that attack subject in melee.
- Handfang: Grow a fanged mouth in your palm to be used as a touch attack weapon.
- Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
- Healing Touch: Heal subject 1d6/2 levels, but take damage equal to half.
- Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Icelance:F Changes ice into lance, which attacks subject for 6d6 damage and stuns for 1d4 rounds.
- Illusory Script:M Only intended reader can decipher.
- Incorporeal Enhancement: Grant bonuses to incorporeal undead.
- Invisibility Sphere: Makes everyone within 10 ft. invisible.
- Junglerazer: Fey, vermin, plants and animals take 1d10 damage/level.
- Keen Edge: Doubles normal weapon’s threat range.
- Leomund’s Tiny Hut: Creates shelter for ten creatures.
- Light of Venya: You radiate pearly light, which you can expend as 2 bolts that deal 2d6 damage, 4d6 against undead and evil outsiders.
- Lightning Bolt: Electricity deals 1d6/level damage.
- Mage Armour, Greater: Gives subject +6 armour bonus.
- Mage Armour, Mass: As mage armour, but one creature/level.
- Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
- Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
- Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
- Magic Circle against Law: As protection from law, but 10-ft. radius and 10 min./level.
- Magic Weapon, Greater: +1/four levels (max +5).
- Major Image: As silent image, plus sound, smell and thermal effects.
- Manyjaws: One set of jaws/level attacks enemies for 1d6 damage.
- Mesmerizing Glare: Your gaze fascinates creatures.
- Mind Poison: Your poisonous touch deals Wis damage.
- Miser’s Envy: Subject jealously covets nearby object.
- Moon’s Change: Bonuses to Str, Dex and Con that increase then decrease by round.
- Nauseating Breath: Exhale a cone of nauseating gas.
- Non-Detection:M Hides subject from divination, scrying.
- Phantom Steed: Magic horse appears for 1 hour/level.
- Primal Form: You change into elemental, gain some abilities.
- Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
- Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
- Rainbow Blast:F Line deals 1d6 damage of each energy type.
- Ray of Dizziness: Subject can take only move or standard actions.
- Ray of Exhaustion: Ray makes subject exhausted.
- Regal Procession: As mount, but you summon several mounts.
- Repair Serious Damage: Repairs 3d8 damage +1/level (max +15) to any construct.
- Resonating Bolt: Sonic energy deals 1d4 damage/level (max 10d4).
- Reverse Arrows: As protection from arrows, but negated arrows turn back upon their source.
- Rust Ray: Metal objects take 2d6 damage +1/2 levels.
- Scintillating Sphere: 20-ft.-radius burst deals 1d6 electricity/level.
- Secret Page: Changes one page to hide its real content.
- Sepia Snake Sigil:M Creates text symbol that immobilizes reader.
- Servant Horde: Create 2d6 unseen servants +1/level (max +15).
- Shadow Binding: Ribbon-like shadows entangle creatures in 10-ft.-radius burst.
- Shadow Cache: You open a small portal to the Plane of Shadow through which you can put an item for later retrieval.
- Shadow Phase: Subject becomes partially incorporeal.
- Shatterfloor: Deals 1d4 sonic/level plus damages floor surface.
- Shrink Item: Object shrinks to one-sixteenth size.
- Sign of Sealing:M Magical sigil protects door or chest, deals 1d4/level damage (max 10d4) if opened.
- Skull Watch: Skull shrieks when creature enters warded area.
- Sleet Storm: Hampers vision and movement.
- Slow: One subject/level takes only one action/round, –2 to AC, –2 on attack rolls.
- Snake’s Swiftness, Mass: Allies each immediately make one attack.
- Sonorous Hum: Removes need to concentrate to maintain next spell cast.
- Sound Lance: Sonic energy deals 1d8/level damage.
- Spectral Weapon: Use quasi-real weapon to make touch attacks.
- Spell Vulnerability: Reduce creature’s spell resistance by 1/caster level (max reduction 15).
- Spider Poison: Touch deals 1d6 Str damage, repeats in 1 minute.
- Spiderskin: Subject gains increasing bonus to natural armour, saves against poison, and Hide checks.
- Steeldance: Blades hover around you and attack foes.
- Stinking Cloud: Nauseating vapors, 1 round/level.
- Stony Grasp: Arm made of soil and rock grapples foes.
- Suggestion: Compels subject to follow stated course of action.
- Summon Monster III: Calls extraplanar creature to fight for you.
- Summon Undead III: Summons undead to fight for you.
- Suppress Breath Weapon: Subject can’t use its breath weapon.
- Suspended Silence:M Object becomes programmed to create an area of silence at your command.
- Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.
- Tongues: Speak any language.
- Tremorsense: Grants tremorsense to a range of 30 feet.
- Undead Lieutenant: Chosen undead can give orders to undead in your control.
- Undead Torch: Undead creature gains blue aura that gives +2d6 damage against living creatures.
- Unluck: Subject remakes all rolls, uses worse result for 1 round/level.
- Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
- Vipergout: You spit forth celestial or fiendish vipers that attack your foes.
- Wall of Light: Creates wall of light, can dazzle creatures.
- Water Breathing: Subjects can breathe underwater.
- Weapon of Energy: Weapon deals extra energy damage.
- Weapon of Impact: As keen edge, but aids bludgeoning weapons.
- Wind Wall: Deflects arrows, smaller creatures and gases.
- Animate Dead:M Creates undead skeletons and zombies.
- Arcane Eye: Invisible floating eye moves 30 ft./round.
- Assay Spell Resistance: +10 bonus on caster level checks to defeat one creature’s spell resistance.
- Attune Form: Grant creature temporary protection against overtly damaging planar traits.
- Backlash: Subject takes damage if it uses spells against another creature.
- Battle Hymn: Allies can reroll one Will save/round.
- Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Bite of the Werewolf: You gain the Strength and attacks of a werewolf.
- Blast of Flame: 60-ft. cone of fire (1d6/level damage).
- Blinding Breath: Your breath weapon blinds subjects.
- Blistering Radiance: Light dazzles creatures, deals 2d6 fire damage in 50-ft.-radius spread.
- Bloodstar:F Hovering construct does Con damage each time foe is damaged.
- Burning Blood: Subject takes 1d8 acid damage plus 1d8 fire damage/round.
- Charm Monster: Makes monster believe it is your ally.
- Confusion: Subjects behave oddly for 1 round/level.
- Contagion: Infects subject with chosen disease.
- Corporeal Instability: Transform a creature into an amorphous mass.
- Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves and checks.
- Darkvision, Mass: As darkvision, but affects one/level subjects.
- Defenestrating Sphere:F Cloudy grey sphere knocks enemies prone, hurls them upward for subsequent falling damage.
- Detect Scrying: Alerts you of magical eavesdropping.
- Dimension Door: Teleports you short distance.
- Dimensional Anchor: Bars extradimensional movement.
- Dispelling Screen: Targeted dispel magic on any creatures and unattended items, +10 max on caster level check.
- Displacer Form: You change into displacer beast, gain some abilities.
- Dragon Breath: You choose a dragon type and mimic its breath weapon.
- Energy Spheres: Five coloured spheres attack with or negate acid, cold, electricity, fire and sonic energy.
- Enervation: Subject gains 1d4 negative levels.
- Enlarge Person, Mass: Enlarges several creatures.
- Entangling Staff: Quarterstaff can grapple and constrict foes.
- Ethereal Mount: You conjure swift mounts on the Ethereal Plane.
- Evard’s Black Tentacles: Tentacles grapple all within 15 ft. spread.
- Explosive Cascade: Bouncing flame ball deals 1d6/level fire damage.
- 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 Stride: Teleport from one fire to another.
- Fire Trap:M Opened object deals 1d4 damage +1/level.
- Flame Whips: Your forelimbs deal 6d6 fire damage.
- Flight of the Dragon: You grow dragon wings.
- Floating Disk, Greater: As floating disk, but you can ride it.
- Force Chest: 2-ft-cube chest made of force.
- Force Claw: Claw of force guards an area, making opportunity attacks.
- Force Missiles: Unerring missiles of force strike for 2d6 damage and explode in a burst.
- Forceward: Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
- Forcewave: Bull rushes all creatures within 10 ft.
- 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 into 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.
- Iron Bones: Corporeal undead gains +6 natural armour bonus.
- Know Vulnerabilities: Determine subject’s vulnerabilities and resistances.
- Leomund’s Secure Shelter: Creates sturdy cottage.
- Locate Creature: Indicates direction to familiar creature.
- Lower Spell Resistance: Subject’s spell resistance reduced.
- Metal Melt: Melts metal object without heat.
- Minor Creation: Creates one cloth or wood object.
- Orb of Acid: Ranged touch, 1d6/level acid damage and subject might be sickened.
- Orb of Cold: Ranged touch, 1d6/level cold damage and subject might be blinded.
- Orb of Electricity: Ranged touch, 1d6/level electricity damage and subject might be entangled.
- Orb of Fire: Ranged touch, 1d6/level fire damage and subject might be dazed.
- Orb of Force: Globe of force deals 1d6/level damage (max 10d6).
- Orb of Sound: Ranged touch, 1d4/level sonic damage and subject might be deafened.
- Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
- Perinarch: Gain greater control over Limbo’s morphic essence.
- Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
- Plague Carrier: The target can transmit the disease before showing symptoms.
- Polymorph: Gives one willing subject a new form.
- Portal Alarm, Improved: Warded portal alerts you or a creature designated by you to creatures passing through it.
- Rainbow Pattern: Lights fascinate 24 HD of creatures.
- Raise from the Deep: Creature or sunken ship made buoyant.
- Ray Deflection: Ray attacks are reflected away.
- Ray of Deanimation: Ray deals 1d6 damage/level to constructs.
- Rebuke, Greater: Subject cowers for 1d4 rounds.
- Rebuking Breath: Your breath weapon rebukes undead.
- Reduce Person, Mass: Reduces several creatures.
- Remove Curse: Frees object or person from curse.
- Repair Critical Damage: Repairs 4d8 damage +1/level (max +20) to any construct.
- Resist Energy, Mass: Creatures ignore damage from specified energy type.
- Resistance, Greater: Subject gains +3 on saving throws.
- Ruin Delver’s Fortune: Cast on another creature’s turn and choose one of several benefits.
- Scramble Portal: You randomize the destination of a magic portal.
- Scrying:F Spies on subject from a distance.
- Sensory Deprivation: All of subject’s senses are blocked.
- Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
- Shadow Well: Subject enters gloomy pocket plane and emerges frightened.
- Sharptooth: One of your natural weapons deals damage as if you were one size larger.
- Shout: Deafens all within cone and deals 5d6 sonic damage.
- Solid Fog: Blocks vision and slows movement.
- Spell Enhancer: Lets you cast another spell in the same round at +2 caster level.
- Stone Shape: Sculpts stone into any shape.
- Stone Sphere: 3-ft.-diameter stone sphere rolls over your enemies.
- Stoneskin:M Ignore 10 points of damage per attack.
- Summon Monster IV: Calls extraplanar creature to fight for you.
- Summon Undead IV: Summons undead to fight for you.
- Sword of Deception: Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
- Thunderlance: Lance of force deals 3d6 damage and might dispel force effects.
- Translocation Trick: You and subject switch places and appear as each other.
- Treasure Scent: You detect valuable metals and gems.
- Voice of the Dragon: +10 on Bluff, Diplomacy and Intimidate checks; can use one suggestion.
- Vortex of Teeth: 3d8 points of damage due to force per round to all creatures in the area.
- Wall of Chaos:M Wall blocks creatures of opposite alignment.
- Wall of Evil:M Wall blocks creatures of opposite alignment.
- 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 Good:M Wall blocks creatures of opposite alignment.
- Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
- Wall of Law:M Wall blocks creatures of opposite alignment.
- Wall of Sand: Swirling sand blocks ranged attacks, slows movement through.
- Wall of Water: Creates shapeable transparent wall of water.
- Wingbind: A net of force entangles the subject, causing it to fall from the sky.
- Wings of Air, Greater: Subject’s flight manoeuvrability improves by two steps.
- Acid Sheath:F Sheath of acid damages those who attack you, enhances acid spells.
- Animal Growth: One animal/two levels doubles in size.
- Anticold Sphere: Sphere hedges out cold creatures and protects you from cold.
- Arc of Lightning: Line of electricity arcs between two creatures (1d6/level damage).
- Baleful Polymorph: Transforms subject into harmless animal.
- Ball Lightning: Energy ball deals 1d6/level electricity damage.
- Bigby’s Interposing Hand: Hand provides cover against one opponent.
- Bite of the Wereboar: You gain the Strength and attacks of a wereboar.
- Blight: Withers one plant or deals 1d6/level damage to plant creature.
- Blink, Greater: Controlled blinking between the Material and Ethereal Planes grants defenses for 1 round/level.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Breath Weapon Substitution: Your breath weapon deals a different kind of damage than normal.
- Cacophonic Burst: Noise deals 1d6/level sonic damage to all within area.
- Cacophonic Shield: Shield 10 ft. from you blocks sounds, deals 1d6 sonic damage +1/level, and deafens creatures passing through.
- Call Zelekhut:x A zelekhut performs one duty for you.
- 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.
- Contingent Energy Resistance: Energy damage triggers a resist energy spell.
- Cyclonic Blast: Deals 1d6 damage/level, knocks down creatures.
- Death Throes: Your body explodes when you die.
- Dimension Door, Greater: Short-range, multiple-use dimension door.
- Dismissal: Forces a creature to return to native plane.
- Dispelling Breath: Your breath weapon acts as a targeted dispel magic to all creatures in its area.
- Dominate Person: Controls humanoid telepathically.
- Draconic Might: Gain +5 to Str, Con, Cha; +4 natural armour; immunity to magic sleep and paralysis effects.
- Dragon Ally, Lesser:X Exchange services with a 9 HD dragon.
- Dragonsight: Gain low-light vision, darkvision and blindsense.
- Dream: Sends message to anyone sleeping.
- Duelward: +4 on Spellcraft checks, counterspell as an immediate action.
- Earth Reaver: Eruption deals 7d6 damage to all in area.
- Enlarge Person, Greater: Subject remains enlarged for 1 hour/level.
- Ethereal Breath: Your breath weapon manifests on the Ethereal Plane.
- Fabricate: Transforms raw materials into finished items.
- False Vision:M Fools scrying with an illusion.
- Feeblemind: Subject’s Int and Cha drop to 1.
- Fiendform: Assume form and abilities of fiendish creature, demon or devil.
- Fire Shield, Mass: Creatures attacking allies take damage; allies are protected from fire or cold.
- Firebrand:M One 5-ft. burst/level deals 1d6 fire/level plus burning for 1 round.
- Fireburst, Greater: Subjects within 15 ft. take 1d10/level fire damage.
- Fly, Mass: One creature/level flies at speed of 60 ft.
- Greymantle: Inhibits creature’s ability to heal and regenerate for 1 round/level.
- Gutsnake: 10-ft. tentacle grows from your stomach and attacks your enemies.
- Hidden Lodge: Creates sturdy cottage camouflaged to blend into natural surroundings.
- Hold Monster: As hold person, but any creature.
- Illusory Feast: Subjects become dazed by illusory food.
- Indomitability: Subject can’t be reduced below 1 hp.
- Ironguard, Lesser: Subject becomes immune to non-magical metal.
- Leomund’s Secret Chest:F Hides expensive chest on Ethereal Plane; you retrieve it at will.
- Lucent Lance: Ambient light forms lance, deals various damage.
- Magic Jar:F Enables possession of another creature.
- Major Creation: As minor creation, plus stone and metal.
- Miasma of Entropy: Rot all natural materials in 30-ft. cone-shaped burst.
- Mind Fog: Subjects in fog get –10 to Wis and Will checks.
- Mirage Arcana: As hallucinatory terrain, plus structures.
- Moonbow: Three motes of electricity each deal 1d6/2 levels electricity damage to subjects.
- Mordenkainen’s Faithful Hound: Phantom dog can guard, attack.
- Mordenkainen’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
- Night’s Caress: Touched foe takes 1d6 points of damage/level plus 1d6+2 Con damage.
- Nightmare: Sends vision dealing 1d10 damage, fatigue.
- Nightstalker’s Transformation:M Gain +4 Dex, +3 luck bonus to AC, +5 luck bonus on Ref saves, +3d6 sneak attack and evasion.
- 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:X Makes certain spells permanent.
- Persistent Image: As major image, but no concentration required.
- Phantasmal Thief: Creates an unseen force that steals from others.
- Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
- Planar Tolerance: Provides long-term protection against overtly damaging planar traits.
- Prismatic Ray: Ray of light blinds subject, deals random effect.
- Prying Eyes: 1d4 +1/level floating eyes scout for you.
- Rary’s Telepathic Bond: Link lets allies communicate.
- Reciprocal Gyre: Creature or object takes 1d12 damage/level of spell affecting it (max 25d12).
- Reduce Person, Greater: Subject remains reduced for 10 minutes/level.
- Refusal: Spellcasters and creatures with spell-like abilities are prevented from entering an area.
- Seeming: Changes appearance of one person per two levels.
- Sending: Delivers short message anywhere, instantly.
- Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
- Shadow Form: Gain +4 on Hide, Move Silently and Escape Artist checks, and concealment; you can move through obstacles if you have ranks in Escape Artist.
- Shadow Hand: Medium hand blocks opponents or carries items.
- Shadowfade: Opens a portal to the Plane of Shadow.
- Shape Metal: Sculpts metal into any shape.
- Shard Storm: Blast deals 3d6 damage to creatures in area.
- Shroud of Flame: Subject bursts into flames, taking 2d6 fire damage/round.
- Sonic Rumble:F Cone of sound deals damage.
- Spell Matrix, Lesser:F Magical matrix stores a 3rd-level or lower spell to be cast later as quickened spell.
- Spiritwall: Wall of spirit-forms causes panic, deals 1d10 damage if touched, can bestow negative levels if passed through.
- Stunning Breath: Your breath weapon also stuns creatures for 1 round.
- Summon Monster V: Calls extraplanar creature to fight for you.
- Summon Undead V: Summons undead to fight for you.
- Sunlight: 60-ft. radius of sunlight.
- Surefooted Stride, Mass: As surefooted stride but multiple subjects.
- Symbol of Pain:M Triggered rune wracks nearby creatures with pain.
- Symbol of Sleep:M Triggered rune puts nearby creatures into catatonic slumber.
- Symbol of Spell Loss: Triggered rune absorbs spells yet to be cast.
- Telekinesis: Moves object, attacks creature or hurls object or creature.
- Teleport: Instantly transports you as far as 100 miles/level.
- Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
- Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
- Viscid Glob: Ranged touch attack hurls 5-ft.-diameter glob of glue at subject.
- Vitriolic Sphere: Potent acid deals 6d6 acid damage plus possible damage in following 2 rounds.
- Vulnerability: Reduces an opponent’s damage reduction.
- Wall of Dispel Magic: Creatures passing through a transparent wall becomes subjects of targeted dispel magic.
- Wall of Force: Wall is immune to damage.
- Wall of Limbs: Whirling limbs deal 5d6 damage and grab creatures passing through.
- Wall of Stone: Creates a stone wall that can be shaped.
- Waves of Fatigue: Several targets become fatigued.
- Wrack: Renders creature helpless with pain.
- Xorn Movement: Touched creature swims through earth like a xorn.
- Zone of Respite: Prevents teleportation and similar effects from functioning in the area.
- Acid Fog: Fog deals acid damage.
- Acid Storm:M Deals 1d6/level acid damage (max 15d6) in a 20-ft. radius.
- Analyze Dweomer:F Reveals magical aspects of subject.
- Anti-Magic Field: Negates magic within 10 ft.
- Anticipate Teleportation, Greater:F Predict and delay the arrival of creatures teleporting into range by 3 rounds.
- Aura of Evasion:M All within 10 ft. gain evasion against breath weapons.
- Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
- Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
- Bigby’s Forceful Hand: Hand pushes creatures away.
- Bite of the Weretiger: You gain the Strength and attacks of a weretiger.
- Brilliant Blade: Weapon or projectiles shed light, ignore armour.
- Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
- Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
- Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
- Circle of Death:M Kills 1d4/level HD of creatures.
- Cloak of the Sea: Gain blur, freedom of movement and water breathing while in water.
- Contagion, Mass: As contagion, but 20-ft. radius.
- Contingency:F Sets trigger condition for another spell.
- Control Water: Raises or lowers bodies of water.
- Create Undead:M Creates ghouls, ghasts, mummies or mohrgs.
- Disintegrate: Makes one creature or object vanish.
- Dispel Magic, Greater: As dispel magic, but +20 on check.
- Dream Casting: Alter subject’s dreams to produce desired effect.
- Eagle’s Splendour, Mass: As eagle’s splendour, affects one subject/level.
- Extract Water Elemental: Pulls water from victim, forms water elemental.
- Eyebite: Target becomes panicked, sickened and comatose.
- Fire Spiders: Swarm of Fine fire elementals deals fire damage in an area.
- Fires of Purity: Subject bursts into magical flame, becoming a dangerous weapon.
- Flesh to Stone: Turns subject creature into statue.
- Fleshshiver: Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
- Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
- Freezing Fog: Fog slows creatures, obscures vision, hinders movement.
- Geas/Quest: As lesser geas, plus it affects any creature.
- Gemjump:F Teleport to the location of a specially prepared gem.
- Ghoul Gauntlet: Convert victim to a ghoul under your control.
- Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
- Guards and Wards: Array of magic effects protect area.
- Hardening:M Increases object’s hardness by 1 point/2 levels.
- Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
- Howling Chain:F Chain of force trips and attacks opponents.
- Illusory Pit: Creatures in area are knocked prone while believing they’re falling.
- Imbue Familiar with Spell Ability: You transfer spells and casting ability into your familiar.
- Imperious Glare: You cause subjects to cower in fear.
- Incorporeal Nova: Destroy incorporeal undead.
- Interplanar Telepathic Bond: Link lets allies communicate across planes.
- Legend Lore:MF Lets you learn tales about a person, place or thing.
- Make Manifest: You cause a creature on a co-existent plane to appear on your plane.
- Mislead: Turns you invisible and creates illusory double.
- Move Earth: Digs trenches and build hills.
- Ooze Puppet: You telekinetically control an ooze.
- Opalescent Glare: Kill creatures with a look, or make them very afraid.
- Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
- Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
- Permanent Image: Includes sight, sound and smell.
- Planar Binding: As lesser planar binding, but up to 12 HD.
- Probe Thoughts: Read subject’s memories, one question/round.
- Programmed Image:M As major image, plus triggered by event.
- Ray of Entropy: Subject takes –4 Strength, Dexterity and Constitution.
- Ray of Light: Ray blinds subject.
- Reflective Disguise, Mass: Viewers see subjects as their own species and gender.
- Repulsion: Creatures can’t approach you.
- Resistance, Superior: Subject gains +6 on saving throws.
- Revive Undead:M Restores undeath to undead that was destroyed up to 1 day/level ago.
- Ruby Ray of Reversal:F Ray negates magical or mundane hazards.
- Seal Portal:M Seal an interplanar portal or gate.
- Shadow Canopy Create a dome of shadow that is impenetrable to vision and is dark inside.
- Shadow Walk: Step into shadow to travel rapidly.
- Shadowy Grappler: Illusory force grapples subject.
- Sign of Sealing, Greater:M Magical sigil protects door, chest or open space, deals 1d6/level damage (max 20d6) if opened.
- Spectral Touch: Your touch bestows one negative level/round.
- Spore Clock: The cloak is surrounded by a spore cloud providing concelement, 1d6/2d6 Con damage and fungal immunity.
- Stone Body: Your body becomes living stone.
- Stone to Flesh: Restores petrified creature.
- Subvert Planar Essence: Reduces subject’s damage reduction and spell resistance.
- Suggestion, Mass: As suggestion, plus one subject/level.
- Summon Monster VI: Calls extraplanar creature to fight for you.
- Symbol of Fear:M Triggered rune panics nearby creatures.
- Symbol of Persuasion:M Triggered rune charms nearby creatures.
- Tenser’s Transformation:M You gain combat bonuses.
- Transcribe Symbol: Safely moves an untriggered magical symbol to another location.
- True Seeing:M Lets you see all things as they really are.
- Tunnel Swallow: Tunnel’s peristaltic convulsions deal 1d6 points of damage/level (max 15d6).
- Undeath to Death:M Destroys 1d4/level HD of undead (max 20d4).
- Veil: Changes appearance of group of creatures.
- Wall of Gears: Creates wall of moving gears that deals 1d6 damage/2 levels to creatures within 10 ft.
- Wall of Iron:M 30 hp/four levels; can topple onto foes.
- Animate Breath: Your breath weapon becomes an elemental.
- Antimagic Ray:M Subject loses all magical powers.
- Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
- Arrow of Bone:M Missile or thrown weapon gains +4 bonus, subject takes 3d6 damage +1/level (max +20) or is slain.
- Avasculate: Reduce foe to half hp and stun.
- Awaken Undead:X Grant sentience to otherwise mindless undead.
- Banishment: Banishes 2 HD/level of extraplanar creatures.
- Barghest’s Feast:M Destroy corpse, potentially preventing its return to life.
- Bigby’s Grasping Hand: Hand provides cover, pushes or grapples.
- Bite of the Werebear: You gain the Strength and attacks of a werebear.
- Body of War: You change into warforged titan, gain some abilities.
- Brilliant Aura: Allies’ weapons become brilliant energy, ignoring armour.
- Call Kolyarut:X A kolyarut performs one duty for you.
- 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 5 rounds.
- Dispelling Screen, Greater: Targeted dispel magic on any creatures and unattended items, +20 max on caster level check.
- Dragon Ally:X As lesser dragon ally, but up to 15 HD.
- Drawmij’s Instant Summons:M Prepared object appears in your hand.
- Elemental Body: You take on the qualities of a type of elemental.
- Emerald Flame Fist: Touch attack deals 3d6 + fire damage 1/level (max +20); subject can be engulfed by flame for additional damage.
- Energy Ebb: Give subject one negative level/round for 1 round/level.
- Energy Immunity: Subject and equipment gain immunity to damage of specified energy type.
- Energy Transformation Field:MX Area absorbs magic energy to power a predetermined spell.
- Ethereal Jaunt: You become ethereal for 1 round/level.
- Evil Glare: Paralyze creatures with your glare.
- Finger of Death: Kills one subject.
- Forcecage:M Cube or cage of force imprisons all inside.
- Ghost Trap: Incorporeal creatures turn corporeal.
- Glass Strike: Turns subject into glass.
- Hide from Dragons: Dragons can’t perceive one subject/2 levels.
- Hiss of Sleep: You induce comatose slumber in subjects.
- Hold Person, Mass: As hold person, but all within 30 ft.
- Ice Claw: Claw of ice grapples and deals cold damage.
- Insanity: Subject suffers continuous confusion.
- Invisibility, Mass: As invisibility, but affects all in range.
- Ironguard:F Subject becomes immune to all metal.
- Kiss of the Vampire:M You gain vampire-like supernatural abilities, but are vulnerable to attacks that harm undead.
- Limited Wish:X Alters reality -—- within spell limits.
- Mordenkainen’s Magnificent Mansion:F Door leads to extradimensional mansion.
- Mordenkainen’s Sword:F Floating magic blade strikes opponents.
- Phase Door: Creates an invisible passage through wood or stone.
- Planar Bubble: Create bubble around creature that emulates its native planar environment.
- Plane Shift:F As many as eight subjects travel to another plane.
- Power Word Blind: Blinds creature with 200 hp or less.
- Prismatic Eye: Orb produces individual prismatic rays as touch attacks.
- Prismatic Spray: Rays hit subjects with variety of effects.
- Project Image: Illusory double can talk and cast spells.
- Radiant Assault: 1d6 damage/level, victims dazed or dazzled.
- Rebuke, Final: As rebuke, except the subject must save or die.
- 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.
- Simulacrum:MX Creates partially real double of a creature.
- Solipsism: Subject believes it alone exists.
- Spell Matrix:F Stores up to two spells of 3rd level or lower to be released later.
- Spell Turning: Reflect 1d4+6 spell levels back at caster.
- Statue: Subject can become a statue at will.
- Stone Shape, Greater: Sculpts 10 cu. ft. + 10 cu. ft./level of stone into any shape.
- Stun Ray: Subject stunned 1d4+1 rounds.
- Submerge Ship: You control ship mentally while it travels underwater.
- Summon Monster VII: Calls extraplanar creature to fight for you.
- Sword of Darkness: Blade of negative energy bestows one or more negative levels.
- Symbol of Stunning:M Triggered rune stuns nearby creatures.
- Symbol of Weakness:M Triggered rune weakens nearby creatures.
- Symphonic Nightmare:M Discordant noise haunts subject’s sleep.
- Synostodweomer: Channel a spell into positive energy to cure 1d8/spell level.
- Teleport Object: As teleport, but affects a touched object.
- Teleport, Greater: As teleport, but no range limit and no off-target arrival.
- Transfix: Humanoids freeze in place until condition you specify is met.
- Vision:MX As legend lore, but quicker and strenuous.
- Waves of Exhaustion: Several targets become exhausted.
- Antipathy: Object or location affected by spell repels certain creatures.
- Avascular Mass: Reduce foe to half hp and stun, entangle in 20-ft. radius from victim.
- Bestow Curse, Greater: As bestow curse, but more severe penalties.
- Bigby’s Clenched Fist: Large hand provides cover, pushes or attacks your foes.
- Binding:M Utilizes an array of techniques to imprison a creature.
- Blackfire: Subject is engulfed in black flame, takes 1d4 Con damage and becomes nauseated; flames and effects can spread to adjacent living creatures.
- Charm Monster, Mass: As charm monster, but all within 30 ft.
- Clone:MF Duplicate awakens when original dies.
- Create Greater Undead:M Create shadows, wraiths, spectres or devourers.
- Demand: As sending, plus you can send suggestion.
- Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
- Discern Location: Reveals exact location of creature or object.
- Excavate: Creates a permanent passage in earth and walls.
- Field of Icy Razors:F Creatures in area take normal and cold damage, might be slowed.
- Fierce Pride of the Beastlands: Summon celestial lions and celestial dire lions to follow your commands.
- Flensing: Pain and trauma deal 2d6 damage, 1d6 Con damage, 1d6 Cha damage for up to 4 rounds.
- Ghostform: You assume incorporeal form and gain some incorporeal traits and bonuses.
- Heart of Stone:FX Exchange your heart with stone heart to gain damage reduction, resistance to energy for 1 year.
- Horrid Wilting: Deals 1d6/level damage within 30 ft.
- Incendiary Cloud: Cloud deals 4d6 fire damage/round.
- Invisibility, Superior: Subject is invisible to sight, hearing, and scent for 1 minute/level, and can attack.
- Iron Body: Your body becomes living iron.
- Lightning Ring: Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round.
- Maddening Whispers: You induce confusion and madness in subjects.
- Make Manifest, Mass: As make manifest but affecting all creatures in the area.
- Maze: Traps subject in extradimensional maze.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Moment of Prescience: You gain insight bonus on single attack roll, check or save.
- Otiluke’s Telekinetic Sphere: As Otiluke’s Resilient Sphere, but you move sphere telekinetically.
- Otto’s Irresistible Dance: Forces subject to dance.
- Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
- Plane Shift, Greater: Plane shift accurately to your desired destination.
- Polar Ray: Ranged touch attack deals 1d6/level cold damage.
- Polymorph any Object: Changes any subject into anything else.
- Power Word Stun: Stuns creature with 150 hp or less.
- Prismatic Wall: Wall’s colours have array of effects.
- Protection from Spells:MF Confers +8 resistance bonus.
- Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
- Scintillating Pattern: Twisting colours confuse, stun or render unconscious.
- Screen: Illusion hides area from vision, scrying.
- Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
- Shifting Paths: Illusion hides path, creates false new path.
- Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
- Skeletal Guard:M Create one skeleton/level with turn resistance.
- Stunning Breath, Greater: Your breath weapon also stuns creatures for 2d4 rounds.
- Summon Monster VIII: Calls extraplanar creature to fight for you.
- Sunburst: Blinds all within 80 ft., deals 6d6 damage.
- Symbol of Death:M Triggered rune slays nearby creatures.
- Symbol of Insanity:M Triggered rune renders nearby creatures insane.
- Sympathy:F Object or location attracts certain creatures.
- Temporal Stasis:M Puts subject into suspended animation.
- Trap the Soul:MF Imprisons subject within gem.
- Veil of Undeath: You gain undead traits.
- Wall of Greater Dispel Magic: Creatures passing through a transparent wall become subjects of targeted greater dispel magic.
- Wrathful Castigation: Subject dies or is dazed and –4 on saves for 1 round/level.
- Absorption: You absorb spell energy to power spells of your own.
- Abyssal Army: Summons demons to fight for you.
- Astral Projection:M Projects you and companions onto Astral Plane.
- Awaken Construct:X Construct gains human-like sentience.
- Bigby’s Crushing Hand: Large hand provides cover, pushes or crushes your foes.
- Black Blade of Disaster: Floating magic weapon disintegrates subjects.
- Breath Weapon Admixture: Add a second kind of energy to your breath weapon.
- Call Marut:X A marut performs one duty for you.
- Dominate Monster: As dominate person, but any creature.
- Dragon Ally, Greater:X As lesser dragon ally, but up to 21 HD.
- Effulgent Epuration: Creates one sphere/level to negate hostile magic.
- Energy Drain: Subject gains 2d4 negative levels.
- Enervating Breath: Your breath weapon also bestows 2d4 negative levels.
- Etherealness: Travel to Ethereal Plane with companions.
- Eye of Power: As arcane eye, but you can cast spells of 3rd level or lower through it.
- Foresight: “Sixth sense” warns of impending danger.
- Freedom: Releases creature from imprisonment.
- Gate:X Connects two planes for travel or summoning.
- Heavenly Host: Summons archons to fight for you.
- Hellish Horde: Summons devils to fight for you.
- Hindsight:M You see into the past.
- Hold Monster, Mass: As hold monster, but all within 30 ft.
- Imprisonment: Entombs subject beneath the earth.
- Instant Refuge:MX Transport to a safe location of your choice.
- Magic Miasma: Solid fog reduces caster level by –4.
- Maw of Chaos: Chaotic energy dazes, deals damage, impedes concentration.
- Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
- Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
- Obedient Avalanche: Snowy avalanche crushes and buries your foes.
- Perinarch, Planar: Gain control over a small area of any divinely morphic plane.
- Plague of Undead:M Animates horde of undead.
- Power Word Kill: Kills one creature with 100 hp or less.
- Prismatic Sphere: As prismatic wall, but surrounds on all sides.
- Programmed Amnesia:M Destroy, alter or replace memories in subject creature.
- Reality Maelstrom: Hole in reality sends creatures and objects to another plane.
- Reaving Dispel: On a targeted dispel, steal spell power and effects for yourself.
- Refuge:M Alters item to transport its possessor to you.
- Replicate Casting: Duplicate observed spell or spell-like ability.
- Shades: As shadow conjuration, but up to 8th level and 80% real.
- Shapechange:F Transforms you into any creature, and change forms once per round.
- Soul Bind:F Traps newly dead soul to prevent resurrection.
- Spell Matrix, Greater:F Stores up to three spells of 3rd level or lower to be released later.
- Sphere of Ultimate Destruction: Featureless black sphere does 2d6/level damage, disintegrates.
- Summon Elemental Monolith:M Calls powerful elemental creature to fight for you.
- Summon Monster IX: Calls extraplanar creature to fight for you.
- Teleportation Circle:M Circle teleports any creature inside to designated spot.
- Time Stop: You act freely for 1d4+1 rounds.
- Transmute Rock to Lava: Transforms one 10-ft. cube with subsequent fire damage and effects.
- Unbinding: Frees everyone in range from spells that constrain or bind.
- Undermaster:M You gain earth-related spell-like abilities.
- Vile Death:MX Undead creature gains fiendish template.
- Wail of the Banshee: Kills one creature/level.
- Weird: As phantasmal killer, but affects all within 30 ft.
- Wish:X As limited wish, but with fewer limits.
See Sorcerer Variant: Battle Sorcerer.
See The Witch.
See Transversed Arcana: Aligned Spellcaster.
See Stormwrack Class Features: Aquatic Sorcerer.
See Unfamiliar Territory: Arcane Reabsorption.
See Transversed Arcana: Beleaguered Spellcaster.
See Dragonmarks - Sorcerers in Eberron: Blood of Eberron.
See Dragonmarks - Sorcerers in Eberron: Blood of Khyber.
See Dragonmarks - Sorcerers in Eberron: Blood of Siberys.
See Dead Levels: Sorcerer.
See Transversed Arcana: Disciple of Boccob.
See Complete Champion Class Features: Divine Companion.
¶ Domain Access
See Complete Champion Class Features: Domain Access.
See Claim your Birthright: Draconic Ray.
See Draconic Class Features: Drakken Familiar.
Familiars
See Unfamiliar Territory: Focus Caster.
See Frostburn Class Features: Frostfell Sorcerer.
Githyanki Sorcerer
See Pathfinder Chronicles: Sorcerer.
Imbued Staff
See Transversed Arcana: Impromptu Metamagic.
Metamagic Specialist
Poltergeists
See Transversed Arcana: School Mastery.
Sorcerer Spheres
Spell Shield
Stalwart Sorcerer
¶ Wasteland Sorcerer
See Sandstorm Class Features: Wasteland Sorcerer.
Wilderness Companion
Dragonblood Sorcerer
Dwarf Sorcerer
Planar Sorcerer
Raptoran Sorcerer
|
Kobolds, spellscales, and the members of other dragonblood races tap into their innate draconic talents to achieve greater heights of sorcerous power. Forgoing any pretense of mundane pursuits, a dragonblood sorcerer explores new approaches to casting arcane spells.
Hit Die: d4.
To take a dragonblood sorcerer substitution level, a character must have the dragonblood subtype and be about to take his 1st, 4th, or 7th level of sorcerer.
Dragonblood sorcerer substitution levels have the class skills of the standard sorcerer class, minus Craft and Profession, plus Use Magic Device. In addition, a dragonblood sorcerer who takes the 1st-level racial substitution level gains a class skill from his Draconic Heritage feat.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spellcasting |
| 1st |
+0 |
+0 |
+0 |
+2 |
Arcane insight +2, Draconic Heritage |
Same as sorcerer |
| 4th |
+2 |
+1 |
+1 |
+4 |
Arcane insight +4, spell-like ability |
See text |
| 7th |
+3 |
+2 |
+2 |
+5 |
Arcane insight +6, bonus spells known |
See text |
All the following are class features of the dragonblood sorcerer racial substitution levels.
Arcane Insight (Ex): A 1st-level dragonblood sorcerer’s racial talent with magic grants him keen insights into arcane mysteries. Each time he selects a dragonblood sorcerer substitution level, he gains a cumulative +2 insight bonus on Knowledge (Arcana) checks.
Draconic Heritage: A 1st-level dragonblood sorcerer gains Draconic Heritage as a bonus feat.
This substitution feature replaces the standard sorcerer’s familiar class feature.
Spell-Like Ability: A dragonblood sorcerer who takes the 4th-level racial substitution level gains the ability to transform a sorcerer spell he knows into a spell-like ability. A spell chosen for this ability can’t have a costly material component, an XP cost, or any sort of focus, and it can’t be a spell of the highest level the sorcerer can cast. The chosen spell is removed from the sorcerer’s list of spells known, reducing his number of known spells of that level by one, and the sorcerer loses one spell slot of that spell level - as well as one spell slot from the next higher level of spells he is able to cast. In return for those two spell slots, he gains the ability to use the chosen spell as a spell-like ability three times per day, using his sorcerer level as the caster level.
Each time a dragonblood sorcerer who has this substitution level feature gains access to a new spell level, he can exchange the spell chosen for this ability for a new one. He returns the previously chosen spell to his list of spells known and regains both lost spell slots. He then chooses a new spell, subject to the limitations given above. He loses that spell from his spells known list along with one spell slot of the newly chosen spell’s level and a spell slot one level higher than the chosen spell.
Bonus Spells Known: A dragonblood sorcerer who takes the 7th-level racial substitution level adds four spells to his list of known sorcerer spells. The spells added depend on the dragonblood sorcerer’s alignment or draconic heritage.
A dragonblood sorcerer who is good-aligned must choose the good list of known spells, and vice versa. One descended from a particular kind of dragon is treated as if he shared that dragon’s alignment for the purpose of this substitution feature, regardless of his own alignment. For example, a half-red dragon sorcerer, or a sorcerer with Draconic Heritage (red dragon), is treated as evil-aligned for determining which bonus spells known he gains. Dragonblood sorcerers who are neither good nor evil and have no distinct draconic heritage can choose which set of spells to add.
If a dragonblood sorcerer already knows any of the listed spells, he can pick another spell that a sorcerer would ordinarily have available at that same level.
Evil: 1st - charm person; 2nd - darkness, resist energy; 3rd - suggestion.
Good: 1st - bless; 2nd - fog cloud, resist energy; 3rd - fly.
The chosen list of spells known replaces the normal additions to the sorcerer’s list of spells known (one 1st-level spell, one 2nd-level spell, one 3rd-level spell) gained at 7th level.
In most dwarf communities, sorcerers are relatively rare. Dwarves don’t tend to have the force of personality required for top-notch sorcerers; thus they often prefer wizardry instead. However, a dwarf sorcerer can tap into other reservoirs of power - including the very earth itself - to enhance his arcane aptitude. To do this, he gives up some of his versatility, but the power gained is substantial.
Hit Die: d6.
To take a dwarf sorcerer substitution level, a character must be a dwarf about to take his 1st, 5th, or 9th level of sorcerer.
Dwarf sorcerer substitution levels have the class skills of the standard sorcerer class plus Knowledge (Dungeoneering) (Int).
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spellcasting |
| 1st |
+0 |
+0 |
+0 |
+2 |
Arcane earthbond |
Same as sorcerer |
| 5th |
+2 |
+1 |
+1 |
+4 |
Power of stone |
See text |
| 9th |
+4 |
+3 |
+3 |
+6 |
Earth meditation |
See text |
All the following are features of the dwarf sorcerer’s racial substitution levels.
Arcane Earthbond (Su): A dwarf sorcerer who takes the 1st-level racial substitution level can draw power and support from an arcane bond he forges with the earth. Doing so takes 24 hours and uses up magic materials that cost 100 gp.
The arcane earthbond ability grants a dwarf sorcerer the Alertness feat whenever he is in contact with the ground. He also enjoys damage reduction 1/adamantine when in contact with the ground.
This benefit replaces the standard sorcerer’s ability to gain a familiar. If the dwarf gains a familiar from another class (such as wizard), his sorcerer levels don’t stack to determine the familiar’s abilities.
Power of Stone (Su): A dwarf sorcerer who takes the 5th-level racial substitution level learns to channel his spell power through the earth. As long as both he and his target are touching the ground, the range of any spell he casts that targets or affects that creature or object is increased by 50%, and the save DC for the spell increases by 1. If the spell targets multiple creatures or objects, all the targets must be touching the ground for the sorcerer to gain the benefits of this ability.
This benefit replaces the standard sorcerer’s ability to learn a new 2nd-level spell at 5th level. From now on, the dwarf sorcerer’s number of 2nd-level spells known is one fewer than the value shown on Table: Sorcerer Spells Known.
Earth Meditation (Ex): A dwarf sorcerer who takes the 9th-level racial substitution level learns to focus his meditations on the quiet power of the earth beneath him. If the dwarf sorcerer spends his 8 hours of rest and 15 minutes of concentration to prepare spells while in contact with the ground, he can add his Constitution bonus (if any) to his Charisma score to determine his bonus sorcerer spell slots.
This benefit replaces the standard sorcerer’s ability to learn a new 4th-level spell at 9th level. From now on, the dwarf sorcerer’s number of 4th-level spells known is one fewer than the value shown on Table: Sorcerer Spells Known.
See Eberron Campaign Setting: Sorcerer.
As arcane spellcasters, sorcerers belong to the warlock caste. Though sorcerers fill the same role as wizards, the githyanki view them as a completely different kind of spellcaster. As a society that pays careful attention to function and performance, the githyanki recognize the flexibility of sorcerers’ casting as a great advantage, while likewise recognizing the severe limitations of their constrained spell selection. Unlike most other races, the githyanki rarely send a sorcerer to do a wizard’s job, or vice versa. They value sorcerers for combat-heavy missions, where the best tactic is likely to involve blasting the enemy with lightning bolt after lightning bolt.
Like sorcerers among other races, githyanki sorcerers trace their power to dragon ancestry; specifically, to the same interbreeding of githyanki and fiendish red dragons that produced the first duthka’gith. Githyanki sorcerers often manifest monstrous features, largely cosmetic, reminiscent of their infernal draconic heritage.
Sorcerers who choose the path of the duthka’ariy manifest their draconic heritage as they advance levels, but they can never acquire a familiar. A sorcerer of the duthka’ariy gains the following benefits as he advances in level:
| Sorcerer |
| Level |
Duthka’ariy Abilities |
| 1st-4th |
Natural Weapons: The character gains the benefit of the Improved Unarmed Strike feat. |
| Keen Senses: The character gains the benefit of the Alertness feat. |
| 5th-8th |
Natural Armour: The character gains a natural armour bonus of +1. |
| 9th-12th |
Keen Senses: The character’s darkvision extends to 120 feet. |
| 13th-16th |
Fire Focus: The character casts fire spells at +1 caster level. |
| 17th-20th |
Fire Resistance: The character gains fire resistance 10. |
As an optional rule, any sorcerer or wizard may opt to forego a normal familiar in order to imbue her travelling staff with that portion of her power. To do this, she selects a quarterstaff-length of wood that resonates with her mystical signature and personality. It cannot have been previously enchanted (although it may subsequently be) and must be of masterwork quality. It must be prepared using materials costing at least 500 gp, usually with a gem to serve as a mounted finial. The imbuing ritual takes 24 hours and ties a portion of the spellcaster’s power into the staff, a separate piece of her soul that grows in power as she does. Upon its imbuing, the staff becomes magically linked to its creator and is treated as a magic item.
Hit Points: The staff has 10 Hit Points and Hardness 5, both of which increase as the wizard or sorcerer gains levels, according to the Imbued Staff Advancement table.
Saving Throws: The staff saves as its creator, even when unattended.
If an imbued staff is broken, its creator must attempt a DC 15 Fortitude saving throw or lose 500 experience points per wizard or sorcerer level. Success reduces the loss by half. However, a caster’s experience point total can never be reduced below 0 as a result of the loss of her staff. A broken imbued staff cannot be replaced for a year and a day - the loss is too great.
If the character who imbued the staff dies, the staff loses all magical properties. Should the character return from the grave, it regains its imbued powers when it is first touched by the imbuing character.
| Master |
| Class Level |
Hardness |
Hit Points |
Special |
| 1st-2nd |
5 |
15 |
Cantrips, deliver touch spells |
| 3rd-4th |
5 |
15 |
Enhanced weapon +1 |
| 5th-6th |
5 |
15 |
Remote viewing |
| 7th-8th |
10 |
20 |
— |
| 9th-10th |
10 |
20 |
Vital Transfer |
| 11th-12th |
10 |
20 |
Enhanced weapon +2 |
| 13th-14th |
15 |
25 |
Perfect location |
| 15th-16th |
15 |
25 |
Mighty weapon |
| 17th-18th |
15 |
25 |
Return |
| 19th-20th |
20 |
30 |
Enhanced weapon +3 |
An imbued staff has special capabilities depending on its master’s wizard or sorcerer level, as shown on the Imbued Staff Advancement table.
Cantrips (Sp): Three times per day, as a standard action, the wielder of the staff can make it shed a flickering light as per the spell. Once activated, this light remains until the wielder dismisses it (a free action). In addition, the staff can hold a single cantrip available to the wielder, decided upon when it is first imbued. Once per day, as a standard action, the master can cast this cantrip from the staff. The caster level for these effects is equal to that of the master. The save DC for any cantrip cast by the staff is 10.
Deliver Touch Spells (Su): The master may deliver touch spells with the staff. When using the staff in this way, the wielder may attempt to deal the staffs damage by hitting the target’s standard AC (as opposed to the target’s touch AC). A successful critical hit with the staff does not double the spell’s affect when delivered in this way.
Enhanced Weapon (Su): The staff gains the listed enhancement bonus to attack and damage when wielded by its master. This bonus applies to both ends of the staff. In the hands of any other it is merely an ordinary masterwork staff.
Remote Viewing (Su): The staff’s master may concentrate and view the staff’s surroundings as though looking through the finial. This effect is identical to that of clairvoyance except that it lasts for as long as the owner concentrates and has an infinite range so long as the staff is on the same plane. While in effect, the staff’s finial glows faintly, illuminating the area around the staff like a candle.
Vital Transfer (Su): The staff’s master may opt to forego her natural healing for the evening and mend her staff through mystical means. Each night’s rest thus spent returns a number of hit points to the staff equal to the master’s character level, up to the staff’s maximum hit points. The Heal skill does not increase this amount.
Perfect Location (Su): By concentrating for a full round, the wizard knows the direction and distance to her staff, so long as it is on the same plane.
Mighty Weapon (Su): The staff gains the bane, defending, flaming, frost, merciful, shock, or thundering special weapon ability. This ability applies to both ends of the staff. Once chosen, the bonus cannot be changed and does not function in the hands of anyone other than the staff’s master.
Return (Su): The master can summon the staff to her hand as a standard action, so long as it is on the same plane. When summoned in this way, the staff simply appears in its master’s hand. Any effect targeting the staff or the master that prevents teleportation also blocks this ability.
Once a staff has been imbued with a wizard’s power, the spellcaster can further enhance it through feats like Enchant Staff, Imbued Defence, Imbued Strength, Invest Spell, and Recharge Staff. These feats each require further preparation and ornamentation of the staff, and as such are classified as item creation feats.
A wizard with the Craft Staff feat wishing to add powers to her imbued staff as if it were a normal staff may do so, however all costs associated with its creation are increased by 20%. This reflects the difficulty in overlaying the newer abilities with the existing powers. A staff crafted in this manner is created with 50 charges. It retains any imbued powers and its magical nature, even after the charges are expended.
See Player’s Handbook II: Metamagic Specialist.
Though many claim a sorcerer’s power derives from draconic heritage, a few sorcerers believe that their arcane prowess comes from an even purer source - the planes themselves. It isn’t uncommon to see sorcerers travelling the multiverse in search of support for this belief.
Unlike other spellcasters, the sorcerer has a limited ability to customize his talents for planar adventuring. With a small list of spells known, the sorcerer who wishes to adapt to life on the planes must choose his tools wisely. Even so, the wide variety of challenges awaiting the planar sorcerer demands a slightly more adaptable approach to spellcasting.
Hit Die: d4.
To take a sorcerer planar substitution level, a character must be about to take her 5th, 9th, or 13th level of sorcerer.
The character must also fulfill any one of the following criteria:
* Have 1 rank in Knowledge (The Planes).
* Have a heritage feat.
* Have the extraplanar subtype when on the Material Plane.
* Have visited a plane other than the Material Plane.
Sorcerer planar substitution levels have the class skills of the standard sorcerer class plus Knowledge (The Planes) (Int).
Skill Points at Each Level: 2 + Int modifier.
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spellcasting |
| 5th |
+2 |
+1 |
+1 |
+4 |
Force-charged energy |
See text |
| 9th |
+4 |
+3 |
+3 |
+6 |
Extraplanar spell penetration |
See text |
| 13th |
+6/+1 |
+4 |
+4 |
+8 |
Spontaneous planar summoning |
See text |
All of the following are features of the sorcerer’s planar substitution levels.
Force-Charged Energy (Su): At 5th level, a planar sorcerer can lace his spells with pure force, the better to affect the various energy-resistant elementals and outsiders he faces. At the sorcerer’s option, half of the energy damage dealt by a spell he casts is replaced by force damage. This effect can be applied to any spell that deals acid, cold, electricity, fire, or sonic damage.
The maximum spell level to which a planar sorcerer can apply this effect is one lower than the highest level of sorcerer spell that he can cast. For instance, a 5th-level planar sorcerer can apply this effect to 0-level and 1st-level sorcerer spells, while an 18th-level planar sorcerer can apply it to spells of up to 8th level.
This benefit replaces the ability to learn a new 2nd-level spell gained by a standard sorcerer at 5th level. From now on, the sorcerer’s number of 2nd-level spells known at any class level is one less than the value shown on Table: Sorcerer Spells Known.
Extraplanar Spell Penetration (Ex): A 9th-level planar sorcerer can imbue his spells with the ability to penetrate the spell resistance of extraplanar creatures more readily. Three times per day, for 1 round each time, the sorcerer can add his Charisma bonus to all his caster level checks made to overcome the spell resistance of extraplanar creatures.
This benefit replaces the ability to learn a new 4th-level spell gained by a standard sorcerer at 9th level. From now on, the sorcerer’s number of 4th-level spells known at any class level is one less than the value shown on Table: Sorcerer Spells Known.
Spontaneous Planar Summoning (Su): A 13th-level planar sorcerer learns to summon extraplanar creatures spontaneously. When he chooses this planar substitution benefit, a sorcerer selects one of the following categories: elementals (creatures of the elemental type), celestial creatures (creatures with the celestial template), or fiendish creatures (creatures with the fiendish template). He can use any spell slot to spontaneously cast a summon monster spell of the same level, but he can use that spell to summon only creatures of the selected category.
For example, a 13th-level sorcerer who chose elementals could use one of his 6th-level spell slots to cast summon monster VI. He could use that spell to summon a single Large elemental, or 1d3 Medium elementals (from the 5th-level summoning list). He could not use the spell to summon creatures that weren’t elementals.
This benefit replaces the ability to learn a new 6th-level spell gained by a standard sorcerer at 13th level. From now on, the sorcerer’s number of 6th-level spells known at any class level is one less than the value shown on Table: Sorcerer Spells Known.
The magic lives inside sorcerers. It emerges in sparkling motes of power or dazzling bursts of energy that both terrify and delight. For the child destined to become a sorcerer magical outbursts promise greater things to come. Long before they learn to control their power would-be sorcerers plague their households with the unexpected and the unexplained. Called poltergeists (“noisy ghosts”) by some scholars, this untamed magic leaves many parents fearful of restless spirits.
Sometimes a sorcerer never learns to fully control these first flashes of mystical energy and manifests his poltergeists even as an adult. Such a sorcerer lacks some of the flexibility of his comrades but gains unique abilities in exchange. A sorcerer character must choose to have a poltergeist at 1st level and must give up two 0-level spells. These lost spells mean the poltergeist-plagued sorcerer begins play with just three 0-level spells instead of five. In addition, the chosen spells cannot later be learned by the sorcerer. In a sense, the sorcerer has access to the chosen spells but they manifest in a different way. The exact nature and effect of a given poltergeist depends upon the spells that underpin it. The poltergeists shown here are merely the most common. Many others exist.
Crawling Coins (Su): Your first word likely being “Mine”, your loathing of sharing somehow gives life to small objects on your person, sending them scuttling away from those hoping to take them from you. You may use Sleight of Hand to conceal objects on your body even if you put no skill ranks in it. Further, anyone attempting to use Sleight of Hand to take something from you suffers a -4 penalty.
Spells lost: Prestidigitation and open/close.
Fanfare (Su): Perhaps coddled a bit too much as a child, you feel a sense of uniqueness and entitlement that causes you to enter rooms amidst a flourish of glorious sounds and pyrotechnics. You may, as a conscious act of will similar to holding your breath, suppress this ability, allowing you to sneak into a room. Doing so, however, leaves you feeling strangely diminished. When you permit this ability to function normally you gain a +2 bonus on Diplomacy or Intimidate checks for an hour against anyone who witnesses your spectacular entrance.
Spells lost: Dancing lights and ghost sounds.
Frost Fingers (Su): Often belabored for your clumsiness as a child, it sometimes seems as if your merest touch causes objects to shatter and crack. Whenever you first touch an object with a hardness of 2 or less it must make a Fortitude save (DC 10 + Charisma modifier) or take damage equal to your Charisma modifier. This damage ignores hardness. If the item makes its saving throw or endures the damage you may handle it normally thereafter.
Spells lost: Ray of frost and touch of fatigue.
That’ll Leave a Mark! (Su): Called a bully by many, the secret satisfaction you gained from making playmates cry “uncle” somehow caused you to leave a record of their submission visible to all. Whenever you successfully strike an opponent with an unarmed attack or touch attack she must make a Fortitude save (DC 10 + Charisma modifier) or develop a bruise in a shape you desire in the area you struck. This bruise heals normally in a week and is removed by any amount of magical healing.
Spells lost: Acid splash and arcane mark.
The Pinch (Su): A solitary and eccentric child, often targeted by bullies with rocks or rotted food, you developed a minor but effective way of distracting your tormentors. Once per day as a standard action you can target a spellcaster concentrating on a spell and force the spellcaster to succeed at a Concentration check (DC 15 + spell level of spell being concentrated on) or lose the spell. This disrupting effect cannot be used on a spell as it is being cast.
Spells lost: Flare and mage hand.
The raptoran sorcerer has an almost instinctive command of the magical forces required to manipulate the air beneath his wings. He loses some versatility in spellcasting but gains the ability to cast additional air-based spells and even the service of an elemental familiar.
Hit Die: d4.
To take a raptoran sorcerer substitution level, a character must be a raptoran about to take his 1st, 5th, or 11th level of sorcerer.
Raptoran sorcerer substitution levels grant the same class skills as the standard sorcerer class.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character).
| Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spellcasting |
| 1st |
+0 |
+0 |
+0 |
+2 |
Air magic, elemental familiar |
Same as sorcerer |
| 5th |
+2 |
+1 |
+1 |
+4 |
Air magic, command the winds |
See text |
| 11th |
+5 |
+3 |
+3 |
+7 |
Air magic, spell on the wing |
See text |
All the following are features of the raptoran sorcerer’s racial substitution levels.
Air Magic: The following spells are considered to be on a raptoran sorcerer’s class spell list (and thus may be selected as known spells at the appropriate levels):
4th level: Air walk.
5th level: Control winds.
7th level: Wind walk.
8th level: Whirlwind.
A raptoran sorcerer gains this class feature if he selects any of the indicated raptoran sorcerer substitution levels (1st, 5th, or 11th).
Elemental Familiar (Ex): A 1st-level raptoran sorcerer can obtain a Small air elemental as a familiar. The elemental’s hit points are equal to its normal hit points or one half its master’s hit points, whichever are greater. The elemental familiar does not gain the ability to speak with animals. This familiar otherwise functions identically to the standard sorcerer’s familiar ability.
This substitution feature replaces the standard sorcerer’s familiar ability gained at 1st level.
Command the Winds: A 5th-level raptoran sorcerer adds gust of wind, whispering wind, and wind wall to his list of spells known. Wind wall is henceforth treated as a 2nd-level spell for the raptoran sorcerer.
This substitution feature replaces the standard sorcerer’s ability to learn a new 2nd-level spell at 5th level. From this point on, the raptoran sorcerer’s number of 2nd-level spells known (not including the gust of wind, whispering wind, and wind wall spells) is one less than the value shown on Table: Sorcerer Spells Known.
Spell on the Wing (Ex): When airborne and casting a spell with a casting time of 1 standard action or less, a raptoran sorcerer of 11th level or higher can move both before and after spellcasting, provided that his total distance moved is not greater than his speed.
This substitution feature replaces the standard sorcerer’s ability to learn a new 5th-level spell at 11th level. From this point on, the raptoran sorcerer’s number of 5th-level spells known is one less than the value shown on Table: Sorcerer Spells Known.
Some sorcerers have figured out how to tap deeper into the power of their magical ancestors, gaining access to spheres or power over which those ancestors controlled. Specialist sorcerers have themes, referred to among arcane scholars as spheres.
A sphere represents an area with which you have an easier time focusing your arcane energies. Your sphere is the result of a powerful magical creature as an ancestor. You must choose your sphere at 1st level, and you may not change your sphere once you select it nor may you get rid of your sphere in order to become a general sorcerer. You cast all spells from your sphere at +1 caster level. This bonus does not apply to the use of spell trigger and spell completion items that use spells from your sphere.
Your sphere has an opposite, however, a type of magic in which your power is weaker. You cast all spells from your opposed sphere at -2 caster levels. Note that this penalty can delay your access to some spells. For example, if Aphrella has fire as her opposed sphere, she would need to wait until she was a 7th-level caster until she could cast fireball. In addition, you are unable to activate spell trigger and spell completion items from your opposed sphere.
Spheres should be narrower than spell schools, but not so narrow as to only affect a handful of spells. You and your DM should work together to determine what is fair for your campaign. When creating spheres and opposed spheres, the number of spells on each list should be roughly equal and of the same overall power. For example, while spells of the compulsion subschool might make a good sphere, spells of the charm subschool would make a poor opposed sphere since so few spells exist in that subschool. A spell might appear in multiple schools of magic.
Presented here are five sample spheres which you can reverse for a total of ten useable spheres. For example, you can reverse the fire sphere to create the cold sphere. All spells with the cold descriptor belong to the cold sphere while all spells with the fire descriptor become your opposed sphere. Use these spheres as templates for creating your own.
Acid: An especially powerful black dragon is among your ancestors. Spells with the acid descriptor belong to your sphere. Spells with the electricity descriptor make up your opposed sphere.
Air: One of your ancestors was a djinni. Spells with the air descriptor belong to your sphere. Spells with the earth descriptor make up your opposed sphere.
Fire: A fire giant resides in your family tree. Spells with the fire descriptor belong to your sphere. Spells with the cold descriptor make up your opposed sphere.
Shadow: A powerful denizen of the Plane of Shadow is one of your relatives. Spells from the illusion (shadow) subschool belong to your sphere. Spells with the light descriptor make up your opposed sphere.
Summoning: A powerful conjurer resides in your family’s ancestry. Spells from the conjuration (summoning) subschool belong to your sphere. Spells from the conjuration (creation) make up your opposed sphere.
See Dungeonscape Class Features: Spell Shield.
Most sorcerers hide behind walls of steel, slinging spells at enemies safely distant. You have no patience for such cowards and prefer to be near the front line. Your breadth of magical knowledge might not compare with those craven weaklings, but you are proud to dive into the fray alongside the fighter.
Class: Sorcerer.
Level: 1st.
Special Requirement: Knowledge (Arcana) 1 rank.
Replaces: Reduce by one the number of sorcerer spells known for your highest spell level (to a minimum of one). As a 1st-level character, you have one 1st-level spell known rather than two.
When you would gain a second known spell from a higher level, apply this penalty to the new spell level but remove it from the lower level. For example, at 5th level, you reduce your 2nd-level spells known from two to one but you gain the previously unavailable 1st-level spell (increasing your 1st-level spells known from three to four).
Benefit: You gain extra hit points equal to two times your sorcerer class level. Every time you advance a level, you gain another 2 extra hit points. (So, at 1st level you have 2 extra hit points, at 2nd level you have 4 extra hit points, and so on.)
You also gain the Martial Weapon Proficiency feat for a melee weapon of your choice, as well as Weapon Focus with that weapon.
See Wilderness Companion.