Class:Sorcerer
From DDO Compendium

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Class: Sorcerer
The sorcerer is the most powerful of the ranged attackers. While capable of casting spells quickly and possessing more spell points than wizards, the sorcerer also prepares fewer spells than their arcane counterparts. A sorcerer can also repair warforged characters using magic. - Lack of armor and combat training makes the sorcerer difficult for solo play
- Sorcerers have the most powerful offensive spells
- Capable of readying fewer spells than the Wizard, but able to cast them more frequently
- Innate magic enables them to cast spells without memorizing them in advance
- Can learn meta-magic feats and enhancements that bolster her arcane spells
- Can summon creatures to fight for them
- Proficient with all simple weapons
- No armor proficiencies
- High charisma score gives them an edge when dealing with NPCs using skills such as diplomacy, bluff, haggle or intimidation
- No alignment restriction
Recommended Attributes: CharismaSorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they direct at will. Some sorcerers claim that the blood of dragons course through their veins. Sorcerers often have very good looks, usually with a touch of the exotic, that hints at an unusual heritage.
| Hit Die: | D4 |
| Caster Type: | Arcane |
| Spell Casting: | Charisma determines how powerful a spell a Sorcerer can cast, how many spells they can cast, and how hard those spells are to resist. |
| Path(s): | Arcane Cannon, The Dynamic Hand, The Voice of Power |
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| 1 |  | Burning Hands | A cone of searing flame shoots forth, damaging targets in the area of the flames for 1d4 damage per caster level (max 5d4). A successful Reflex save reduces the damage by half. |
| 1 |  | Cause Fear | An enemy becomes frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect. |
| 1 |  | Charm Person | Charms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional save every 3d6+12 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. |
| 1 |  | Chill Touch | Makes a touch echo with the chill of death causing 1d6 per caster level (max 5d6) of negative damage and one point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect. |
| 1 |  | Detect Secret Doors | Reveals secret and hidden doors. |
| 1 |  | Expeditious Retreat | Increases base run speed by 25%. |
| 1 |  | Feather Fall | Causes an ally to fall slowly, although faster than feathers typically do. |
| 1 |  | Grease | Covers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. |
| 1 |  | Hypnotism | Gestures and droning incantation fascinate nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. |
| 1 |  | Jump | Gives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level. |
| 1 |  | Mage Armor | An invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC. |
| 1 |  | Magic Missile | A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 force damage. For every 2 caster levels beyond first you gain an additional missile. |
| 1 |  | Master's Touch | Grants the caster proficiency with simple and martial weapons for one minute per caster level. |
| 1 |  | Merfolk's Blessing | Gives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels. |
| 1 |  | Niac's Cold Ray | A ray of freezing ice and air projects from your finger dealing 1d10 cold damage per caster level (max 5d10). A successful Reflex save negates this effect. |
| 1 |  | Nightshield | Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles. |
| 1 |  | Obscuring Mist | A misty vapor arises around the caster, obscuring all sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Obscuring mist can be burned away with fire spells that hit the area of the mist. |
| 1 |  | Protection from Evil | At your touch, a magical barrier is created that wards a target from attacks by evil creatures, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. |
| 1 |  | Ray of Enfeeblement | A coruscating ray springs towards the target, inflicting a 1d6, +1 per 2 caster levels (max 1d6+5), penalty to strength. |
| 1 |  | Repair Light Damage | Transmutes the structure of a living construct ally to repair 1d8 +1 per caster level damage. |
| 1 |  | Shield | Grants a +4 shield bonus to Armor Class and protection from magic missiles. |
| 1 |  | Shocking Grasp | Delivers a jolt of 1d6 per caster level (max 5d6) electricity damage to any enemy you touch. |
| 1 |  | Sleep | Induces a magical slumber to come upon 4 Hit Dice of enemies, rendering them helpless until attacked. Ineffective on undead or constructs. A successful Will save negates this effect. |
| 1 |  | Summon Monster I | Summons a celestial dog to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 1 minute. |
| 1 |  | Tumble | Gives an ally a +10 enhancement bonus on Tumbling. |
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| 2 |  | Bear's Endurance | An ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution. |
| 2 |  | Blindness | The power of unlife renders an enemy permanently blinded. A successful Fortitude save negates this effect. |
| 2 |  | Blur | An ally's outline becomes slightly blurred, granting a 20% miss chance. |
| 2 |  | Bull's Strength | The affected ally gains strength and power, giving a +4 enhancement bonus to Strength. |
| 2 |  | Cat's Grace | An ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity. |
| 2 |  | Command Undead | Control is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 3d100 seconds. Other undead get an additional Will save every 20 seconds up to a maximum of 10 minutes. |
| 2 |  | Daze Monster | Clouds the mind of an enemy so that it takes no actions for 6 seconds. Creatures of 7 or more Hit Dice are not affected. A successful Will save negates this effect. |
| 2 |  | Eagle's Splendor | An ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma. |
| 2 |  | False Life | Harnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 +1 per caster level (max 20) temporary hit points. |
| 2 |  | Flaming Sphere | Creates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2d6 points of damage. A successful Reflex save negates this effect. |
| 2 |  | Fog Cloud | A bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance). |
| 2 |  | Fox's Cunning | The ally gains wit, giving a +4 enhancement bonus to Intelligence. |
| 2 |  | Ghoul Touch | This spell imbues your hand with negative energy, allowing you to paralyze any single living humanoid that you touch. A successful Fortitude save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. |
| 2 |  | Glitterdust | A cloud of golden particles covers everything in an area, causing targets to become blinded and outlining invisible creatures. Any creature covered by the dust takes a -40 penalty on Hide checks. A successful Will save negates the blindness portion of the spell. |
| 2 |  | Hypnotic Pattern | A twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect. |
| 2 |  | Invisibility | An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed. |
| 2 |  | Knock | Unlocks any lock which could be picked by a sufficiently skilled rogue. |
| 2 |  | Melf's Acid Arrow | Deals 2d4 acid damage to a target with a magical arrow of acid. The arrow does an additional 2d4 damage every 2 seconds for a 12 second duration. This duration increases by 6 seconds for every three caster levels after level 3. |
| 2 |  | Ooze Puppet | Telekinetically controls the actions of an enemy ooze, forcing it to change sides. The target is slowed by this spell, but gains additional Fortitude saves every 60 seconds to break free. While under the effect of this spell, the ooze cannot split. |
| 2 |  | Otto's Resistible Dance | At your touch, enemies feel an undeniable urge to dance and begin doing so, complete with foot shuffling and tapping. The spell makes it impossible for the enemy to do anything other than caper and prance in place. A successful Will save negates this effect. |
| 2 |  | Owl's Wisdom | Grants an ally a +4 enhancement bonus to wisdom. |
| 2 |  | Repair Moderate Damage | Transmutes the structure of a living construct ally to repair 2d8 +1 per caster level damage. |
| 2 |  | Resist Energy | Gives an ally limited protection from an elemental damage type, reducing that type of damage taken by 10. The damage reduction increases to 20 at caster level 7 and 30 at caster level 11. |
| 2 |  | Scare | Casts Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become shaken instead. Creatures with 6 or more HD are immune to this effect. |
| 2 |  | Scorching Ray | Blasts a target with fiery rays, doing 4d6 fire damage on impact. The number of rays increases by 1 ray for every four levels beyond 3rd, to a maximum of three rays at 11th level. |
| 2 |  | See Invisibility | You can see invisible creatures and objects. |
| 2 |  | Spawn Screen | Prevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection. |
| 2 |  | Summon Monster II | Summons a fiendish scorpion to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 2 minutes. |
| 2 |  | Touch of Idiocy | Reduces an enemies mental faculties, giving a 1d6 penalty to Intelligence, Wisdom, and Charisma scores. |
| 2 |  | Web | Creates a many-layered mass of strong, sticky strands that entangle targets within them. A successful Reflex save negates this effect. Entangled creatures may attempt to make a Strength check every 2 seconds to escape. Area of effect fire spells will destroy these webs and free any entangled creatures. Incorporeal creatures, oozes, and spiders are naturally immune. Fire elementals and other fire creatures are immune because they burn through the webs. |
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| 3 |  | Deep Slumber | Induces a magical slumber to come upon 10 Hit Dice worth of enemies, rendering them helpless until attacked or for a duration of 1 minute per caster level. Ineffective on undead or constructs. A successful Will save negates this effect. |
| 3 |  | Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +10) versus 11 + the spell's caster level to remove an effect. |
| 3 |  | Displacement | An ally's outline becomes blurred, granting a 50% miss chance. |
| 3 |  | Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that deals 1d6 per caster level fire damage (max 10d6) to targets around it. A successful Reflex save reduces the damage by half. |
| 3 |  | Flame Arrow | Creates fifty flaming ammo of the selected type within your inventory. This spell requires and consumes 1 normal ammo of that type. |
| 3 |  | Halt Undead | Renders undead targets in range immobile for 6 seconds per caster level. A successful Will save negates this effect. Non-intelligent undead do not get a Will save. |
| 3 |  | Haste | Quickens allies, causing them to move 40% faster and attack 25% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. |
| 3 |  | Heroism | Imbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks. |
| 3 |  | Hold Person | The target enemy humanoid becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more. |
| 3 |  | Lightning Bolt | A powerful stroke of electrical energy deals 1d6 per caster level (max 10d6) damage to targets in its path. A successful Reflex save reduces the damage by half. |
| 3 |  | Magic Circle Against Evil | Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magical mental control and compulsions. |
| 3 |  | Protection from Energy | Grants temporary immunity to a form of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) have been absorbed. |
| 3 |  | Rage | Causes the target to fly into a screaming blood frenzy, gaining phenomenal strength and durability but becoming reckless. Grants a +2 morale bonus to Strength, Constitution, and a +1 morale bonus to Will saves, but causes the target to take a -2 penalty to armor. |
| 3 |  | Ray of Exhaustion | A ray projects towards the target enemy, causing it to become immediately exhausted. Exhausted characters take a -6 penalty on Strength and Dexterity. A successful Fortitude save means the creature is only Fatigued. |
| 3 |  | Repair Serious Damage | Transmutes the structure of a living construct ally to repair 3d8 +1 per caster level damage. |
| 3 |  | Sleet Storm | Driving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%. |
| 3 |  | Slow | Causes an enemy to move at 50% speed and attack at a 30% slowed rate and have a -1 penalty on attck rolls, AC, and Reflex saves. A successful Will save negates this effect. |
| 3 |  | Stinking Cloud | Creates a bank of fog that nauseates living targets and obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). A successful Fortitude save negates the nausea. |
| 3 |  | Suggestion | Influences the actions of an enemy, allowing you to suggest it to fight as your ally for 6 seconds per caster level. A successful Will save negates this effect. |
| 3 |  | Summon Monster III | Summons a hellhound to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 3 minutes. |
| 3 |  | Water Breathing | Grants the ability to breathe water to you and your allies. |
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| 4 |  | Acid Rain | You create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 3d4 acid damage every 2 seconds for the duration of the storm. The duration starts at 6 seconds and increases by 2 seconds at level 9 and every 3 caster levels thereafter. |
| 4 |  | Bestow Curse | The target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect. |
| 4 |  | Burning Blood | You taint a living creature's blood with a hot, corrosive infusion, dealing both 1d8 points of acid damage and 1d8 points of fire damage every 2 seconds for a duration of 2 seconds per caster level. A successful Fortitude save negates this effect. |
| 4 |  | Charm Monster | An enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect. |
| 4 |  | Contagion | Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves. |
| 4 |  | Crushing Despair | Causes great sadness in enemies, giving -2 penalties to attack, saves, skill checks, and weapon damage. A successful Will save negates this effect. |
| 4 |  | Dimension Door | Creates a magical portal that can transport you and your companions back to the entrance of your dungeon. |
| 4 |  | Enervation | A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 1d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. |
| 4 |  | Fear | An invisible cone of terror causes each living enemy in an area to become panicked. Cornered enemies cower. A successful Will save causes enemies to become shaken. |
| 4 |  | Fire Shield | Wreaths the caster in hot or cold flames. Any creature striking you in melee takes 1d6 +1 per caster level (max 15) damage. The Fire version of this spell deals fire damage and reduces damage the caster takes from cold by half. The cold version of this spell deals cold damage and protects from fire. The flame from this spell will burn away any webs that attempt to entangle you. |
| 4 |  | Fire Trap | Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d4 fire damage +1 per caster level (max 20). A successful Reflex save reduces the damage by half. |
| 4 |  | Force Missiles | A powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 2d6+2 points of force damage. You gain one missile for every four caster levels. |
| 4 |  | Ice Storm | Great magical hailstones pound down, dealing 2d6 cold and 3d6 bludgeoning damage and slowing the land speed of targets within the area. |
| 4 |  | Lesser Globe of Invulnerability | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 3 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe. |
| 4 |  | Phantasmal Killer | Creates a phantasmal image of the most fearsome creature imaginable by forming the fears of the enemy's subconscious mind into something that its conscious mind can visualize. Enemies must make Will save to disbelieve the spell and then a Fortitude save or die from fear. A successful Fortitude save still results in 3d6 damage. |
| 4 |  | Remove Curse | Removes all curses on an ally. Counters and dispels Bestow Curse. |
| 4 |  | Repair Critical Damage | Transmutes the structure of a living construct ally to repair 4d8 +1 per caster level damage. |
| 4 |  | Shout | Emits an ear-splitting yell that does 5d6 damage to targets in its path. A successful Fortitude save halves the damage. |
| 4 |  | Solid Fog | A bank of fog slows movement and obscures sight, giving a -2 penalty to melee attack and damage rolls and a 20% concealment miss chance to all those inside. |
| 4 |  | Stoneskin | Wards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level (maximum 150 points) it is discharged. Otherwise it lasts 1 minute/level. |
| 4 |  | Summon Monster IV | Summons a fiendish spider to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 4 minutes. |
| 4 |  | Symbol of Flame | You scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 5d6 fire damage to that target. A successful Reflex save reduces damage by half. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. |
| 4 |  | Wall of Fire | Creates a wall of fire. This spell does 2d6 damage +1 per caster level (max 20) to enemies passing through it, 2d4 points of damage to nearby enemies, and double damage to undead. |
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| 5 |  | Ball Lightning | Fills an area with deadly energy that does 1d6 electrical damage per caster level (max 15d6). A successful Reflex save reduces the damage by half. |
| 5 |  | Break Enchantment | Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect. |
| 5 |  | Cloudkill | A bank of heavy yellowish green and poisonous fog rises up, slaying weak targets within the cloud while inflicting 1d4 Constitution damage on stronger targets. A successful Fortitude save reduces the Constitution loss by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). |
| 5 |  | Cone of Cold | Creates an area of extreme cold, originating at your hand and spreading outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level, up to a maximum of 15d6. A successful Reflex save reduces the damage by half. |
| 5 |  | Dismissal | Instantly forces an extra planar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level). |
| 5 |  | Dominate Person | Telepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, but the target only gains additional Will saves every 10d6+30 seconds and has less chance to break free. |
| 5 |  | Feeblemind | Causes the enemy's Intelligence and Charisma levels each to drop to 1, giving it roughly the intelligence of a lizard. A successful Will save negates this effect. |
| 5 |  | Hold Monster | An enemy becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. |
| 5 |  | Mind Fog | Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect. |
| 5 |  | Protection from Elements | Grants temporary immunity to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. |
| 5 |  | Summon Monster V | Summons an earth elemental to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes. |
| 5 |  | Symbol of Pain | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks for a duration of 30 seconds plus 12 seconds per caster level. A successful Fortitude save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. |
| 5 |  | Teleport | Teleports you to one of a variety of locations. |
| 5 |  | Waves of Fatigue | Waves of negative energy cause all living creatures to become fatigued. Fatigued creatures take a -2 penalty to strength and dexterity. |
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| 6 |  | Acid Fog | A billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2d6 acid damage every 2 seconds to targets within the cloud. |
| 6 |  | Bear's Endurance, Mass | Casts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them. |
| 6 |  | Bull's Strength, Mass | Casts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each. |
| 6 |  | Cat's Grace, Mass | Casts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each. |
| 6 |  | Chain Lightning | An electrical discharge strikes a primary target for 1d6 per caster level electrical damage then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half. |
| 6 |  | Circle of Death | Snuffs the life force out of living creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Fortitude save negates this effect. |
| 6 |  | Create Undead | This evil spell allows you to create several powerful sorts of undead: ghouls, ghasts, or mummies. Created undead are automatically under the control of their creator, but have a chance to resist every 3d12+12 seconds. |
| 6 |  | Disintegrate | A sickly green ray emanates forth, doing 2d6 damage per caster level to the target. Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 5d6. |
| 6 |  | Eagle's Splendor, Mass | Casts Eagle's Splendor on multiple targets. |
| 6 |  | Flesh to Stone | Turns a single fleshy target into a mindless, inert statue. If the statue resulting from the spell is broken or damaged, the subject has similar damage or deformities. In stone form, creatures are much more difficult to damage. Only creatures made of flesh are affected by this spell. This effect is permanent, but the target has a chance to remake its Fortitude save every minute. |
| 6 |  | Fox's Cunning, Mass | Casts Fox's Cunning on multiple targets. |
| 6 |  | Globe of Invulnerability | An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of level 4 and lower. Such spells fail to target anyone located within the globe, but any type of spell can be cast through or out of the magical globe. |
| 6 |  | Greater Dispel Magic | Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect. |
| 6 |  | Greater Heroism | Imbues a single ally with great bravery and morale in battle, granting a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear. |
| 6 |  | Mass Suggestion | Casts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 6 seconds per caster level. A successful Will save negates this effect. |
| 6 |  | Otiluke's Freezing Sphere | A frigid globe of cold energy streaks towards a target. On impact it explodes, causing 1d6 per caster level (max 15d6) cold damage to targets in the area. A successful Reflex save reduces the damage by half. |
| 6 |  | Owl's Wisdom, Mass | Casts Owl's Wisdom on multiple targets. |
| 6 |  | Reconstruct | Greatly repairs the ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time. |
| 6 |  | Shadow Walk | Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane. |
| 6 |  | Stone to Flesh | Restores a petrified creature, such as one affected by the Flesh to Stone spell, to its normal state. |
| 6 |  | Summon Monster VI | Summons a fiendish troll to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 6 minutes. |
| 6 |  | Symbol of Fear | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are panicked for 6 seconds per caster level or until the symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. |
| 6 |  | Symbol of Persuasion | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are charmed for 6 seconds per caster level or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once triggered, a symbol's power begins to wane. A symbol will dissipate 20 seconds after first being triggered. |
| 6 |  | Tenser's Transformation | Causes the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks). |
| 6 |  | True Seeing | You confer on the subject the ability to see things as they actually are. This allows the target to notice secret doors hidden by magic, see the exact location of creatures hidden by blur or displacement effects, and see invisible creatures or objects normally. |
| 6 |  | Undeath to Death | Destroys undead creatures in the area. This spell will kill one target of up to 9 Hit Dice per every 4 caster levels (max 4). A successful Will save negates this effect. |
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| 7 |  | Banishment | A more powerful version of the dismissal spell. It enables you to force several extraplanar creatures out of your home plane. A successful Will save negates this effect. (DC = spell's save DC - creature's HD + your caster level). |
| 7 |  | Control Undead | Control is granted over the enemy undead, forcing it to fight for you. Controlled undead get an additional save every 2 minutes. A successful Will save negates this effect. |
| 7 |  | Delayed Blast Fireball | Creates a ball of fire that detonates on impact, causing an explosion of flame that does 1d6 per caster level (max 20d6) damage to targets around it. A successful Reflex save reduces the damage by half. |
| 7 |  | Finger of Death | Slays one living enemy. Those that succeed on a Fortitude save instead are dealt 3d6 +1 per caster level (max 25) damage. |
| 7 |  | Greater Teleport | Teleports you and all nearby allies to one of a variety of locations. |
| 7 |  | Hold Person, Mass | Casts Hold Person on multiple targets. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds. |
| 7 |  | Invisibility, Mass | Casts Invisibility on mulitple targets, causing them to vanish from sight, even from darkvision. Attacking a target will remove the effect. |
| 7 |  | Otto's Sphere of Dancing | A magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect. |
| 7 |  | Power Word: Blind | A single word of power is uttered, causing your target to become blinded. Creatures with 150 or fewer current HP are permanently blinded, creatures with 151 to 300 HP are blinded for 1 to 5 minutes, and creatures with 301 to 600 hp are blinded for 12 to 30 seconds. Creatures with more than 600 HP are unaffected by this spell. |
| 7 |  | Protection from Elements, Mass | Grants temporary immunity to multiple targets to all forms of energy for 1 minute per caster level or until 12 points of energy per caster level (max 120) for each energy type has been absorbed. |
| 7 |  | Summon Monster VII | Summons an efreeti to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 7 minutes. |
| 7 |  | Symbol of Stunning | You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6d6 seconds or until the Symbol expires. A successful Will save negates this effect. A symbol will persist for about 5 minutes until triggered. Once trig | | | |