Sorcerer/Wizard Spells

Sorcerer/Wizard Spells

Postby Mask » Fri Jan 16, 2009 12:41 pm

Disrupt Undead
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Touch of Fatigue
Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / Caster Level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.

Benign Transposition
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

Swaps the locations of the target and the caster, target must be a member of the caster's party.

Burning Bolt
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Bolts
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

Add 1d4 temporary fire damage to a bushel of bolts that the caster has equiped.

Cause Fear
Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single (Living)
Duration: 1d4 rounds or 1 round
Additional Counter Spells: Remove Fear
Save: Will partial
Spell Resistance: Yes

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

Chromatic Orb
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: See text
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

This spell causes a 2-foot-diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who cast the spell.
A 1st level the sphere inflicts 1d4 damage and blinds the target for one round.
A 2nd-level the sphere inflicts 1d6 damage and inflicts pain upon the victim.
A 3rd-level the sphere deals 1d8 damage and paralyzes the victim for three rounds.
A 4th-level the sphere deals 1d10 damage and blinds the target for 10 rounds.
A 5th-level sphere deals 1d12 damage and stuns the target for 3 rounds.
The 6th-level sphere deals 2d16 damage and causes weakness in the victim.
The 7th-level sphere deals 2d16 damage and paralyzes the victim for 20 rounds.

A save against this spell negates both the damage and the other effects.

Hail of Stone
Caster Level(s): Druid 1, Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Small
Duration: Instant
Additional Counter Spells:
Save: Reflex negates
Spell Resistance: No

The caster creates a small shower of rocks to come loose and fall on the targets. Ranged touch attack to all targets in small area for 1d4 bludgeoning damage per caster level, up to a max of 5d4.

*Only works underground.

Lesser Acid Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Fires orb of acid that does 1d8 damage per two caster levels, to a max of 5d8.

Lesser Cold Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Fires orb of cold that does 1d8 damage per two caster levels, to a max of 5d8.

Lesser Electric Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Fires orb of electricity that does 1d8 damage per two caster levels, to a max of 5d8.

Lesser Fire Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Fires orb of fire that does 1d8 damage per two caster levels, to a max of 5d8.

Lesser Sonic Orb
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Fires orb of sound that does 1d8 damage per two caster levels, to a max of 5d8.

Reduce Person
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease hanges the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

Shocking Grasp
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).

Aganazzar's Scorcher
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex negates
Spell Resistance: Yes

Beam of fire, 1d8 per two caster levels, to a max of 5d8.

Baleful Transposition
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

Swaps the locations of the target and the caster, hostile targets receive a will save to negate.

Blur
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Component(s): Verbal
Range: Touch
Area of Effect / Target: Creature
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect, but a true seeing spell does.

Daze Monster
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single (Living)
Duration: 2 rounds
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.

False Life
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Hour / Caster Levels or Discharged
Additional Counter Spells:
Save: None
Spell Resistance: No

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).

Fire Burst
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Small
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: No

Small burst of fire centered on caster explodes doing 1d8 damage per caster level, to a max of 5d8.

Glitterdust
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): Creation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: 1 Round / Caster Level
Additional Counter Spells:
Save: Will negates (blinding only)
Spell Resistance: No

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.

Power Word, Sleep
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single
Duration: 5 Rounds
Additional Counter Spells: Silence
Save: None
Spell Resistance: Yes

When a wizard calls upon a Power Word Sleep spell, he causes a comatose slumber to come upon one creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 hit points and gets no saving throw. Magically sleeping opponents can be attacked with substantial bonuses. The sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 hit points

Protection From Piercing
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Caster Level
Additional Counter Spells: Dispel
Save: None
Spell Resistance: No

The warded creature gains resistance to piercing weapons. The subject gains damage reduction 10/magic against piercing weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

Pyrotechnics
Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long

Area of Effect / Target: Single
Duration: 1d4+1 Rounds
Additional Counter Spells:
Save: Will negates or Fortitude negates
Spell Resistance: Yes or No

Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.

Scorching Ray
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Creature / Four Caster Levels over level three
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

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.

Shadow Spray
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Cone
Duration: See text
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

Small burst of black gas come forth from the caster's outstretched hand. Targets take 2 points or permanent strength damage and are dazed for 1 round. And also suffer -2 to saves vs. fear for 1 round per caster level.

Summon Swarm
Caster Level(s): Bard 2, Druid 2, Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): Summoning
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One swarm
Duration: Concentration + 2 Rounds
Additional Counter Spells:
Save: None
Spell Resistance: No

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

Touch of Idiocy
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes

With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1.

Blink
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Round / Three Caster Levels
Additional Counter Spells:
Save: None
Spell Resistance: No

Like a blink dog, you blink back and forth between the Material and the Ethereal planes. You look as though you’re winking in and out of reality very quickly and at random.

Daylight
Caster Level(s): Bard 3, Cleric 3, Druid 3, Paladin 3, Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Light
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Object
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

Deep Slumber
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Medium
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

This spell functions like sleep, except that it affects 10 HD of creatures.

Detect Teleport
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Divination
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

Detects any person using teleportation spells in your area for the next 1 turn per caster level.

Flashburst
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Large
Area of Effect / Target: Small
Duration: See text
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

A flash of light dazzles and blinds in a 20 ft burst Dazes targets for 1 round and blinds for 2d8 rounds. Will save negates blindness.

Forceblast
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: Instant
Additional Counter Spells:
Save: Fortitude and Reflex
Spell Resistance: Yes

A bolt of force hits the target and explodes dealing 1d4 sonic damager per level, to a max of 10d4. All targets of size large or smaller that fail their reflex save are knocked down for one round.

Gaseous Form
Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Somatic
Range: Touch
Area of Effect / Target: Willing Creature
Duration: 2 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form.

Halt Undead
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Up to three undead creatures
Duration: 1 round / Caster Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.

Heroism
Caster Level(s): Bard 2, Wizard / Sorcerer 3
Innate Level: 2
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks

Ice Burst
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: Yes

A burst of ice explodes at the target, doing 1d4+1 per caster level of cold damage, up to a max of 10d4+10. Area of effect is one size larger then fireball.

Improved Mage Armor
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

Like mage armor except you gain armor bonus of 3 + 1 per 2 caster levels, max +8.

Keen Edge
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Meele Weapon or 50 projectiles
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes

This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon.

Nondetection
Caster Level(s): Ranger 4, Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the targets level.

Ray of Exhaustion
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes

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 spell’s duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted.

Rage
Caster Level(s): Bard 2, Wizard / Sorcerer 3
Innate Level: 2
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Creature / Three Caster Levels
Duration: Concentration + 1 Round / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.

Skull Trap
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Until Triggered
Additional Counter Spells:
Save: Reflex negates
Spell Resistance: No

Upon casting this spell, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 20 feet of it. When this happens, the skull is triggered and explodes, damaging everyone with a 30-foot radius. The damage inflicted is equal to 1d6 per caster level. When casting this spell, it is wise to set it far away from the party, lest they set it off accidently.

Spiderskin
Caster Level(s): Druid 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Hour / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

The target turns black like a sword spider and gains a bonus to their natural armor, saves vs. poison, and hide checks. The bonus is 1 + 1 per three caster levels to a max of +5.

Acid Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes

Fires orb of acid that does 1d6 damage per caster level, to a max of 15d6. Fortitude save for 1/2 damage, target is stunned for one round on a failed save.

Animate Weapon
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Weapon (meele)
Duration: 1 Round / Level
Additional Counter Spells: Dispel, Disintagrate
Save: None
Spell Resistance: No

This spell can animate any magical meele weapon bringing it into a life of its own. It does not get a bonus for flanking or help a combatant get one. If the weapon goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.

The sword cannot be attacked or harmed by physical attacks, but dispel magic or disintegrate will destroy the control. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

When the weapon is dispelled or the summon ends, the weapon must make a save DC 14. If it fails the magical force empowering the sword is destroyed, thus destroying the weapon. If the save is successfull the weapon drops where the spell ends. A disintegrate spell will destroy the sword with no chance of a save.

The spell caster must cast this spell on an item in thier inventory, or an item lying on the ground.

Bestow Curse
Caster Level(s): Cleric 3, Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Creature
Duration: Permanent
Additional Counter Spells: Remove Curse
Save: Will
Spell Resistance: Yes

You place a curse on the subject and roll a d2 to apply the following effect:
1: -6 decrease to an ability score (minimum 1).
2: -4 penalty on attack rolls, saves, ability checks, and skill checks.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Blast of Flame
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Cone
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: Yes

A cone of flame burts forward doing 1d6 damage per caster level, to a max of 10d6, reflex save for 1/2.

Cold Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes

Fires orb of cold that does 1d6 damage per caster level, to a max of 15d6. The target is blinded for one round on a failed save.

Crushing Despair
Caster Level(s): Bard 3, Wizard / Sorcerer 4
Innate Level: 3
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Cone-shaped burst
Duration: 1 Turn / Caster Level
Additional Counter Spells: Good Hope
Save: Will
Spell Resistance: Yes

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.

Dimension Door
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Self and touched creature
Duration: Instant
Additional Counter Spells: Teleport Block
Save: None
Spell Resistance: No

Instantly transports the caster and target if they are in the same party as the caster to the area specified. Up to 500lbs. Probability of error 12%.

Teleport Success 01-88
- Roll 100 Take 2d6 damage.

Dimensional Anchor
Caster Level(s): Cleric 4, Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Any creature or object struck is covered with a shimmering emerald field that completely blocks bodily extradimensional travel for 1 turn per caster level. The caster must make a successfull ranged touch attack.

Electric Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes

Fires orb of electricity that does 1d6 damage per caster level, to a max of 15d6. The target is slowed for one round on a failed save.

Fire Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes

Fires orb of fire that does 1d6 damage per caster level, to a max of 15d6. The target is dazed for one round on a failed save.

Ilyykur's Mantle
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

By means of this spell, the wizard creates a protective globe that partially repels lightening and aids against spell protection. While up, it gives +1 to spell saves for every 3 caster levels (max +5) and grants a 35% resistance to electrical damage. The globe can be dispelled away.

Lower Spell Resistance
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Round / Caster Level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: No

Lowers targets spell resistance by 1 per caster level, max 15. A fortitude save negates, but the target creature takes a penalty equal to the caster's level on their fortitude save.

Cant be quickened and takes twice as long as a normal spell to cast.

Mass Reduce Person
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature/level
Duration: 1 Turn / Caster Level
Additional Counter Spells: Dispel
Save: Fortitude negates
Spell Resistance: Yes

This spell functions like reduce person, except that it affects multiple creatures.

Negative Energy Wave
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Burst
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

You release a silent burst of negative energy from your body. You can affect up to 1d6 HD worth of undead per level (maximum 15d6). Living creatures caught within the burst take 1d6 damage per 2 caster levels (maximum 15d6). Undead creatures are healed and recieve 1d4+1 bonus to resist Turn Undead.

Shout
Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal
Range: Close
Area of Effect / Target: Cone
Duration: Instant
Additional Counter Spells: Silence
Save: Fortitude partial
Spell Resistance: No

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half.

Sinsabur's Baleful Bolt
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Fortitude
Spell Resistance: Yes

A bolt of negative energy that does 1d3 + 1 for every four caster levels of strength and constituation damage. Max 1d3 + 3.

Sonic Orb
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes

Fires orb of sound that does 1d6 damage per caster level, to a max of 15d6. The target is deaf for one round on a failed save.

Spirit Armor
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 10 Turns
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps into the target's life force in order to create the barrier. The armor itself is weightless, and does not hinder movement or spell casting at all. The Spirit Armor does not work cumulatively with any other armor, however, dexterity bonus' still apply as well as magic rings and a shield. While in effect the spell takes the caster's armor and makes it equal to full plate. Also, due to the magical nature of the spell, he will also receive a +3 bonus to saves. There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target.

Teleport Field
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: 4 Rounds
Additional Counter Spells: Teleport Block
Save: Will negates
Spell Resistance: Yes

WIth this spell, the wizard instigates a teleportation effect at the target location. All creatures in this area are randomly teleported for the duration of the spell. This spell is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating his/her defenses.

Teleport Trace
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Divination
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

Allows the caster to determine the final location of a teleport spell cast by someone else. Success is Wisdom Modifier, +2 for every additional person that was teleported by the original spell VS a Difficulty Check of 17. The trace must be started within 1 hour of the original teleport spell.

Viscid Glob
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: Reflex
Spell Resistance: No

The caster hurls forth a 5ft diameter viscious green glob at the target sticking them to the floor. The caster must make a ranged touch attack, the target must make a reflex save or be stuck in place, and paralyzed if medium or smaller.
Mask
 
Posts: 531
Joined: Tue Dec 30, 2008 5:59 pm

Re: Sorcerer/Wizard Spells

Postby Mask » Fri Jan 16, 2009 12:50 pm

Baleful Polymorph
Caster Level(s): Druid 5, Wizard / Sorcerer 5
Innate Level: 5
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Creature
Duration: Permanent
Additional Counter Spells: Dispel
Save: Fortitude
Spell Resistance: Yes

As polymorph, except you can change the target into an animal of your choosing.

Greater Fire Burst
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Small
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: No

Medium burst of fire centered on caster explodes doing 1d8 damage per caster level, to a max of 15d8.

Nightmare
Caster Level(s): Bard 5, Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.

The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.

Protection From Normal Weapons
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Caster Level
Additional Counter Spells: Dispel
Save: None
Spell Resistance: No

Protection from Normal Weapons lasts no longer than one turn per caster level. When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This effect lasts for the duration of the spell or until dispelled.

Sunfire
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Somatic
Range: Personal
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells:
Save: Reflex half
Spell Resistance: No

A sunfire is like a Fireball - an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it - 1d6 points of damage per caster level (up to a maximum of 15d6). The wizard gestures with his hand and the entire area around him erupts in flames, strikeing all except for the caster. Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half.

Symbol of Pain
Caster Level(s): Cleric 5, Wizard / Sorcerer 5
Innate Level: 5
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a -4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.

Symbol of Sleep
Caster Level(s): Cleric 5, Wizard / Sorcerer 5
Innate Level: 5
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires. Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.

Teleport
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: Teleport Block
Save: None or Will negates
Spell Resistance: No or Yes

Instantly transports the target if the caster makes a successfull ranged touch attack and they fail the required Will Save. 100lbs + 50lbs per 3 Caster Level. Party members are counted as willing and the Save is not needed. Probability of error 12%.

Teleport Success 01-88
- Roll 100 Take 2d6 damage

Only works on medium or smaller creatures.

Waves of Fatigue
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Cone
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued.

Death Fog
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Medium
Duration: 1 Turn
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: No

The casting of a death fog spell creates an area of solid fog which reduces the speed of all creatures by 50% caught inside, it also has the additional property of being highly acidic. All creatures not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the death fog. Death fog will also instantly kill all summoned creatures.

Disintegrate
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Fortitude partial (object)
Spell Resistance: Yes

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).

Eyebite
Caster Level(s): Bard 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: 1 Round / Three Caster Levels
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects.
HD - Effect
10 or more - Sickened
5 to 9 - Panicked, sickened
4 or less - Comatose, panicked, sickened
The effects are cumulative and concurrent.

Greater Heroism
Caster Level(s): Bard 5, Wizard / Sorcerer 6
Innate Level: 5
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Greater Teleport
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: Teleport Block
Save: None or Will negates
Spell Resistance: No or Yes

Instantly transports the target if the caster makes a successfull ranged touch attack and they fail the required Will Save. 100lbs + 100lbs per 3 Caster Level. Party members are counted as willing and the Save is not needed. Probability of error 12%.

Teleport Success 01-88
- Roll 100 Take 2d6 damage

Only works on large or smaller creatures.

Mass Bull's Strength
Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature/level
Duration: 1 Minute / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell functions like bull’s strength, except that it affects multiple creatures.

Mass Cat's Grace
Caster Level(s): Bard 6, Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature/level
Duration: 1 Minute / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell functions like cat’s grace, except that it affects multiple creatures.

Mass Eagle's Splendor
Caster Level(s): Bard 6, Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature/level
Duration: 1 Minute / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell functions like eagle’s splendor, except that it affects multiple creatures.

Mass Endurance
Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature/level
Duration: 1 Minute / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

Mass endurance works like endurance, except that it affects multiple creatures.

Mass Fox's Cunning
Caster Level(s): Bard 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature/level
Duration: 1 Minute / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell functions like fox’s cunning, except that it affects multiple creatures.

Mass Owl's Wisdom
Caster Level(s): Cleric 6, Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One creature/level
Duration: 1 Minute / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

This spell functions like owl's wisdom, except that it affects multiple creatures.

Mislead
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: Until Dispelled
Additional Counter Spells:
Save: None
Spell Resistance: No

When this spell is cast the wizard is affected with an Improved Invisibility spell and is teleported a few feet away from his original position. Meanwhile an exact image of the caster is created where he used to be with exactly the same hit points as the caster. The image cannot perform any actions at all. The image will remain under the control of the caster until it is reduced to 0 hit points, or until it is affected by a Dispel Magic or a spell that destroys illusions such as True Sight.

Power Word Silence
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s):
Component(s): Verbal
Range: Long
Area of Effect / Target: Single
Duration: 2 Turns
Additional Counter Spells:
Save: None
Spell Resistance: Yes

This spell allows the caster to utter one of the words of power. When spoken, Power Word: Silence can be invoked against any creature in range, preventing them from making a sound. No saving throw is allowed.

Symbol of Fear
Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.

Teleport Block
Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Area
Duration: 1 Hour / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

An invisible, field surrounds the area around the caster which blocks bodily extradimensional travel into, or out of the field. Blocks all Teleporting in or out of the area for 1 hour per caster level.

Acid Storm
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Large
Duration: 1 Round / Caster Level
Additional Counter Spells:
Save: Fortitude half
Spell Resistance: Yes

This deadly spell unleashes a downpour of magical, gelatinous acid droplets. All creatures within the area of effect are coated by globs of gooey acid. The acid remains present for 1 round per level of the caster, then vanishes.

Creatures coated by the acid suffer 1d4 hit points of damage each round during rounds 1-3, 1d6 points in each of rounds 4-6, and 1d8 points on each round thereafter. Characters who successfully save vs. fortitude during the first round suffer only half damage from the acid for the remaining rounds. When the spell expires, no further damage is inflicted.

Insanity
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. Greater restoration or heal can restore the creature.

Mass Hold Person
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save: Will Negates
Spell Resistance: Yes

This spell functions like hold person.

Nybor's Stern Reproof
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: See text
Additional Counter Spells:
Save: Fortitude and Will
Spell Resistance: Yes

Fortitude save or die, if successfull then the target must make a will save or be dazed for 1d4 rounds. Also the target takes a -2 penalty to attacks, saves, and checks for 1 round per caster level, no save.

Power Word Blind
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal
Range: Close
Area of Effect / Target: Single
Duration: See text
Additional Counter Spells:
Save: None
Spell Resistance: Yes

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 target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.

Hit Points - Duration
50 or less - Permanent
51 to 100 - 1d4+1 minutes
101 to 200 - 1d4+1 rounds

Symbol of Stunning
Caster Level(s): Cleric 7, Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.

Symbol of Weakness
Caster Level(s): Cleric 7, Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Small
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage. Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.

Teleport Without Error
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: Teleport Block
Save: None or Will negates
Spell Resistance: No or Yes

Instantly transports the target if the caster makes a successfull ranged touch attack and they fail the required Will Save. 100lbs + 100lbs per 3 Caster Level. Party members are counted as willing and the Save is not needed.

Only works on large or smaller creatures.

Waves of Exhaustion
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Cone
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

Waves of negative energy cause all living creatures in the spell’s area to become exhausted. This spell has no effect on a creature that is already exhausted.

Dimensional Distortion
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Unlimited
Area of Effect / Target: Self
Duration: 10 Turns / Caster Level
Additional Counter Spells:
Save: None
Spell Resistance: No

An invisible, force infects extradimensional space which blocks all extradimensional travel into, or out of the realm. Blocks all Teleporting in the World for 10 minutes per caster level.

Greater Shout
Caster Level(s): Bard 6, Wizard / Sorcerer 8
Innate Level: 6
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: 60 ft
Area of Effect / Target: Large
Duration: Instant
Additional Counter Spells: Silence
Save: Fortitude partial or Reflex negates
Spell Resistance: No

This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.

Iron Body
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 Turn / Caster Level
Additional Counter Spells: Dispel
Save: None
Spell Resistance: No

This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems. You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor.

Irresistible Dance
Caster Level(s): Bard 6, Wizard / Sorcerer 8
Innate Level: 6
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal
Range: Touch
Area of Effect / Target: Single
Duration: 1d4+1 Rounds
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

Mantle of Egregious Might
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 10 Turns
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster receives +4 bonus to all ability scores, AC, attack rolls, and saving throws.

Mass Charm Monster
Caster Level(s): Bard 6, Wizard / Sorcerer 8
Innate Level: 6
School: Enchantment
Descriptor(s): Charm, Mind-Affecting
Component(s): Verbal
Range: Close
Area of Effect / Target: Medium
Duration: 1 Day / Caster Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.

Maze
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Close
Target: Single
Duration: See text
Additional Counter Spells: Dispel
Save: None
Spell Resistance: Yes

You banish the subject into an extradimmensional labyrinth of force planes. Each round on it's turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn't escape, the labyrinth disappears after 10 turns, forcing the subject to leave.

Polar Ray
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Close
Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack to deal damage to a target. The ray deals 1d6 points of cold damage per level to a maximum of 25d6.

Imprisonment
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does.

Freedom
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

To free a creature from imprisonment or maze, you must be in the same area they were last in and cast the spell where it was entombed or banished into the maze.

Imprisonment
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes

When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does.

Mass Hold Monster
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save: Will Negates
Spell Resistance: Yes

This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.

Soul Bind
Caster Level(s): Cleric 9, Wizard / Sorcerer 9
Innate Level: 9
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Corpse
Duration: Permanent
Additional Counter Spells:
Save: Will negates
Spell Resistance: No

You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, or even a true resurrection. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).

Teleport Circle
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s): Teleportation
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Small
Duration: Instant
Additional Counter Spells: Teleport Block
Save: None or Will negates
Spell Resistance: No or Yes

You create a circle on the floor or other horizontal surface that teleports, as Teleport Without Error, any creature who is inside the circle when you cast it. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The spell functions as Teleport Without Error. Up to 8,000lbs.

Only works on large or smaller creatures.
Mask
 
Posts: 531
Joined: Tue Dec 30, 2008 5:59 pm

Re: Sorcerer/Wizard Spells

Postby Mirror Mask » Fri Mar 20, 2009 6:52 pm

Animate Dead
Caster Level(s): Cleric 3, Wizard/Sorc 5
Innate Level: 3
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: 1 Corpse
Duration: Instant
Additional Counter Spells:
Save: None \ Will
Spell Resistance: No

An evil necromancer uses this spell as a means to return to mobility the corpse of a recently killed creature. The body of a fallen creature will rise as a loyal zombie servant of the caster. This zombie can be used for menial tasks much like a pack animal, but its best utility is as a body guard. Zombies created by this spell will be leveled up to the the same level as the caster of the spell has in levels of that class, often resulting in a creature much more powerful in death than it was in life.

Creatures who in life had higher hit dice than the caster has levels are beyond the caster's ability to raise.

Clerics and Mage necromancers may only create one zombie henchman at a time. Pale Masters may animate as many zombie henchmen as they wish, depending on how many times they can cast the spell.

Necromancers who follow Kelemvor are forbidden from casting this spell. It is one of the hallmarks that seperates those who follow the true god of the dead from their enemies.
Mirror Mask
 

Re: Sorcerer/Wizard Spells

Postby Mirror Mask » Sat Apr 11, 2009 12:19 pm

Addendum:

All teleport spells will take XP upon casting, from 250 to 500xp depending on the level of the spell.
Mirror Mask
 

Re: Sorcerer/Wizard Spells

Postby TweetyToad » Wed Jul 21, 2010 12:00 am

The new mod is up! You'll need to download CEP 2.3 and the hak pak from anchordeep.us/haks/AD2010.exe

The port for direct connecting is now anchordeep.kicks-ass-org:5122

We haven't done much testing (I'm planning on doing that with a few folks tomorrow). We ask this: if you come across an issue PLEASE post it on the forums rather than MSN'ing or emailing or PM'ing us. It'll be way easier for us to track and will also hopefully avoid duplicates.

Thanks for the patience and I hope to hell this mod works! *crosses fingers* :?
TweetyToad
 
Posts: 85
Joined: Sun Mar 15, 2009 8:50 pm


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