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Acid Splash

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S
  • durationInstantaneous

You fire a small orb of acid at the target. You must succeed on a rangedtouch attackto hit your target. The orb deals1d3points of acid damage.

Sorcerer Conjuration cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Sorcerer Transmutation cantrip

Detect Magic (ritual)

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 min./level (D)

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round Presence or absence of magical auras. 2nd Round Number of different magical auras and the power of the most potent aura. 3rd Round The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura

Sorcerer Divination cantrip

Open/Close

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S, F
  • durationInstantaneous

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spells ability to affect.

Sorcerer Transmutation cantrip

Read Magic

  • casting time1 action
  • rangePersonal

  • componentsV, S, F
  • duration10 min./level

By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify aglyph of wardingwith a DC 13Spellcraftcheck, agreater glyph of wardingwith a DC 16Spellcraftcheck, or any symbol spell with aSpellcraftcheck (DC 10 + spell level).

Sorcerer Divination cantrip

Ray of Frost

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S
  • durationInstantaneous

A ray of freezing air and ice projects from your pointing finger. You must succeed on a rangedtouch attackwith the ray to deal damage to a target. The ray deals1d3points of cold damage.

Sorcerer Evocation cantrip

Mage Hand

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S
  • durationConcentration

You point your finger at an object and can lift it and move it at will from a distance. As amove action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spells range.

Sorcerer Transmutation cantrip

Arcane Mark

  • casting time1 action
  • range0 ft.

  • componentsV, S
  • durationPermanent

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Sorcerer Universal cantrip

Mending

  • casting time1 action
  • range10 ft.

  • componentsV, S
  • durationInstantaneous

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the items magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Sorcerer Transmutation cantrip

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Alarm

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S, F
  • duration2 hours/level

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible. Mental Alarm A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental ping that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm. Audible Alarm An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Sorcerer 1st level Abjuration

Grease

  • casting time1 action
  • range25 ft. + 5 ft./2 levels (10ft. square)

  • componentsV, S, M
  • duration1 round/level

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it cant move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Sorcerer 1st level Conjuration

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV, S, F
  • duration1 hour/level

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures cant bypass it the way they do normal armor.

Sorcerer 1st level Conjuration

Magic Missile

  • casting time1 action
  • range100 ft. + 10 ft./level (Up to five creatures, 15ft.)

  • componentsV, S
  • durationInstantaneous

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature cant be singled out. Inanimate objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missiletwo at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Sorcerer 1st level Evocation

Benign Transposition

  • casting time1 action
  • range100 ft. + 10 ft./level (up to Large)

  • componentsV
  • durationInstantaneous

Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes. Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

Sorcerer 1st level Conjuration

False Life

  • casting time1 action
  • rangePersonal

  • componentsV, S, M
  • duration1 hour/level

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10). Material Component A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.

Sorcerer 2st level Necromancy

Glitterdust

  • casting time1 action
  • range100 ft. + 10 ft./level (10ft. Radius)

  • componentsV, S, M
  • duration1 round/level

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks.

Sorcerer 2nd level Conjuration

Scorching Ray

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S
  • durationInstantaneous

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Sorcerer 2nd level Evocation

Rope Trick [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (planes). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope disappear. In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free. Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot by 5-foot window were centered on the rope. The window is present on the Material Plane, but its invisible, and even creatures that can see the window cant see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a

Sorcerer 2nd level Transmutation

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Rope Trick [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour/level

time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Sorcerer 2nd level Transmutation

Web [1/2]

  • casting time1 action
  • range100 ft. + 10 ft./level

  • componentsV, S, M
  • duration10 min./level

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web wont cause you to become entangled. Anyone in the effects area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and cant move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10. If you have at least 5 feet of web

Sorcerer 2nd level Conjuration

Web [2/2]

  • casting time1 action
  • range100 ft. + 10 ft./level

  • componentsV, S, M
  • duration10 min./level

between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover. The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Sorcerer 2nd level Conjuration

Fireball

  • casting time1 action
  • range400 ft. + 40 ft./level (20ft.)

  • componentsV, S, M
  • durationInstantaneous

A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must hit the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits

Sorcerer 3rd level Evocation

Dispel Magic

  • casting time1 action
  • range100 ft. + 10 ft./level

  • componentsV, S
  • durationInstantaneous

Dispel Magic Ends ongoing spells on creatures, objects, or areas

can suppress magic items 3rd level Abjuration

Ray of Exhaustion

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S, M
  • duration1 min./level

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spells duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spells duration expires.

Sorcerer 3rd level Necromancy

Suggestion

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, M
  • duration1 hour/level or until completed

You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).

Sorcerer 3nd level Enchantment

Solid Fog

  • casting time1 action
  • range100 ft. + 10 ft. Level (20-ft. Radius)

  • componentsV, S, M
  • duration1 min./level

This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature cant take a 5-foot step while in solid fog. However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round. Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.

Sorcerer 4th level of Conjuration

Otilukes Resilent Sphere

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S, M
  • duration1 min./level (D)

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spells duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

Sorcerer 4th level Evocation

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Greater Invisibility

  • casting time1 action
  • rangePersonal or touch

  • componentsV, S
  • duration1 round/level (D)

This spell functions like invisibility, except that it doesnt end if the subject attacks. The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible

Sorcerer 4th level Ilusion

Dimension Door [1/2]

  • casting time1 action
  • range400 ft. + 40 ft./level

  • componentsV
  • durationInstantaneous

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desiredwhether by simply visualizing the area or by stating direction. After using this spell, you cant take any other actions until your next turn. You can bring along objects as long as their weight doesnt exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling

Sorcerer 4th level of Conjuration

Dimension Door [2/2]

  • casting time1 action
  • range400 ft. + 40 ft./level

  • componentsV
  • durationInstantaneous

with you take an additional 4d6 points of damage and the spell simply fails.

Sorcerer 4th level of Conjuration

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration10 min./level or until discharged

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gainsdamage reduction10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though anadamantineweapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.

Sorcerer 5th level of Abjuration

Wall of Stone

  • casting time1 action
  • range100 ft. + 10 ft./level (5ft square/level)

  • componentsV, S, M/DF
  • durationInstantaneous

This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the walls area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation

Sorcerer 5th level Conjuration

Dominate Person [1/2]

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S
  • durationOne day/level

You can control the actions of any humanoid creature through a telepathic link that you establish with the subjects mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as Come here, Go there, Fight, and Stand still. You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subjects behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind

Sorcerer 5th level of Enchantment

Dominate Person [2/2]

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S
  • durationOne day/level

of the subject, though it still cant communicate with you. You cant actually see through the subjects eyes, so its not as good as being there yourself, but you still get a good idea of whats going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you dont spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Sorcerer 5th level of Enchantment

Cloudkill

  • casting time1 action
  • range100 ft. + 10 ft./level (20ft radius)

  • componentsV, S
  • duration1 min./level

This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud). A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding ones breath doesnt help, but creatures immune to poison are unaffected by the spell. Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the clouds new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Sorcerer 5th level of Conjuration

Disintegrate

  • casting time1 action
  • range100 ft. + 10 ft./level

  • componentsV, S, M/DF
  • durationInstantaneous

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creatures equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Only the first creature or object struck can be affected

Sorcerer 6th level Transmutation

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Greater Dispel Magic

  • casting time1 action
  • range100 ft. + 10 ft./level

  • componentsV, S
  • durationInstantaneous

This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10. Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic cant dispel that effect.

Sorcerer 6th level of Abjuration

Freezing Fog

  • casting time1 action
  • range100 ft. + 10 ft./level

  • componentsV, S
  • duration1 min./level

A bank of freezing mist billows out from the point you designate, obscuring all sight (including darkvision) beyond 5 feet. Creatures in the first 5 feet of the mist have concealment, while creatures farther inside have total concealment. Each round on your turn, the frigid mist deals 1d6 points of cold damage to each creature and object within it. The freezing fog is so thick that any creature attempting to move through it progresses at a maximum speed of 5 feet (regardless of its normal speed) and takes a -2 penalty on all melee attack rolls and damage rolls and a -6 penalty on ranged weapon attack rolls (but not ranged spell attack rolls). A creature or object that falls into the fog from above is slowed, so that each 10 feet of mist it passes through effectively reduces overall falling distance by 10 feet. Freezing fog also coats all solid surfaces in its area with a slick, icy rime, and on your turn each round, each creature in the area of the fog must make a successful Reflex save or fall. A creature that manages to stand must make a DC 10 Balance check in order to move, falling if it fails its save by 5 or more. Creatures in a freezing fog can't take a 5-foot step. A severe wind (31+ mph) disperses the cloud in 1 round.

Sorcerer 6th level of Conjuration

Power Word Blind

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV
  • durationText

You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind. 50 or less Permanent 51-100 1d4+1 minutes 101-200 1d4+1 rounds

Sorcerer 7th level of Enchantment

Forcecage

  • casting time1 action
  • range25 ft. + 5 ft./2 levels (20ft cell or 10ft cube)

  • componentsV, S, M
  • duration2 hours/level

This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.

Sorcerer 7th level Evocation

Limited Wish

  • casting time1 action
  • rangeText

  • componentsV, S, XP
  • duration2 hours/level

A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things. Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you. Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you. Duplicate any sorcerer/wizard spell of 5th level or lower, even if its of a prohibited school. Duplicate any other spell of 4th level or lower, even if its of a prohibited school. Undo the harmful effects of many spells, such as geas/quest or insanity. Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw. A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.

Sorcerer 7th level

Power Word: Stun

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV
  • durationText

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the targets current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun. 50 or less 4d4 rounds 51-100 2d4 rounds 101-150 1d4 rounds

Sorcerer 8th level of Enchantment

Greater Shadow Evocation [1/2]

  • casting time1 action
  • rangeText

  • componentsV, S
  • durationText

This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage. You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.) Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocations level (5th) rather than the spells normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against

Sorcerer 8th level of ilusion

Greater Shadow Evocation [2/2]

  • casting time1 action
  • rangeText

  • componentsV, S
  • durationText

disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell.

Sorcerer 8th level of ilusion

Mind Blank

  • casting time1 action
  • range25 ft. + 5 ft./2 levels

  • componentsV, S
  • duration24 hours

The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foilslimited wish,miracle, andwishspells when they are used in such a way as to affect the subjects mind or to gain information about it. In the case of scrying that scans an area the creature is in, such asarcane eye, the spell works but the creature simply isnt detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Sorcerer 8nd level Abjuration

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Time Stop

  • casting time1 action
  • rangePersonal

  • componentsV
  • duration1d4+1 rounds

This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells

Sorcerer 9th level of Transmutation

Prismatic Sphere

  • casting time1 action
  • range10ft

  • componentsV
  • durationText

This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum. The spheres blindness effect on creatures with less than 8 HD lasts 2d410 minutes. You can pass into and out of the prismatic sphere and remain near it without harm. However, when youre inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time. Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on. The colors of the sphere have the same effects as the colors of a prismatic wall.

Sorcerer 9th level of Abjuration

Wish [1/3]

  • casting time1 action
  • rangeText

  • componentsV, XP
  • durationText

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects. Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you. Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you. Duplicate any wizard or sorcerer spell of 7th level or lower even if its of a prohibited school. Duplicate any other spell of 5th level or lower even if its of a prohibited school. Undo the harmful effects of many other spells, such as geas/quest or insanity. Create a nonmagical item of up to 25,000 gp in value. Create a magic item, or add to the powers of an existing magic item. Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular

Sorcerer 9th level

Wish [2/3]

  • casting time1 action
  • rangeText

  • componentsV, XP
  • durationText

ability score do not stack, so only the best one applies. Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead. Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within

Sorcerer 9th level

Wish [3/3]

  • casting time1 action
  • rangeText

  • componentsV, XP
  • durationText

the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponents successful save, a foes successful critical hit (either the attack roll or the critical roll), a friends failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

Sorcerer 9th level

  • casting time1 action
  • range

Sorcerer

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