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Class:Sorcerer

From DDO Compendium

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Sorcerers are born with the ability to use powerful magic. They have fewer spells than wizards but can cast much faster and more often.

Solo Ability: Challenging.

Important stats:

Charisma is the most important stat for sorcerers. High charisma makes a sorcerer's spells more difficult for enemies to resist and also gives him or her more spell points.

Constitution is important for sorcerers who want to increase their hit points, and dexterity is important for increasing defense.

Typical abilities: Empower Spell, Maximize Spell.

Sorcerers can innately cast arcane spells without needing academic training like wizards. They can only perform a fixed number of spells in this way, but they can cast them much faster and can do more damage over time.

Sorcerers, along with Favored Souls, get more spell points than any of the other classes. They also gain more bonus spell points from special magic items. As a result, they can cast more often.

Sorcerers cannot switch spells at taverns or rest shrines. They are able to switch spells but to do so they must undergo a special ritual that can only be done once every few days.

Hit Die:D4
Base Skill Points Each Level:2
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, Arcane Cannon, Arcane Cannon, The Voice of Power, The Dynamic Hand, The Voice of Power, The Dynamic Hand
True Reincarnation Feat(s):Past Life: Sorcerer
1 +0 0 0 2
2 +1 0 0 3
3 +1 1 1 3
4 +2 1 1 4
5 +2 1 1 4
6 +3 2 2 5
7 +3 2 2 5
8 +4 2 2 6
9 +4 3 3 6
10 +5 3 3 7
11 +5 3 3 7
12 +6 / +1 4 4 8
13 +6 / +1 4 4 8
14 +7 / +2 4 4 9
15 +7 / +2 5 5 9
16 +8 / +3 5 5 10
17 +8 / +3 5 5 10
18 +9 / +4 6 6 11
19 +9 / +4 6 6 11
20 +10 / +5 6 6 12

Bluff Allows you to bluff certain NPCs, draw monsters away from their group, or make an individual monster vulnerable to a sneak attack for six seconds. You also gain a decrease to threat generation for a short period of time after successfully using this ability.
Concentration Allows you a chance to continue casting a spell when you would normally be interrupted by taking damage. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.\n\nDetails: To maintain concentration when you take damage, you roll 1d20 and add your concentration skill. The result must equal or exceed 10 + the level of spell you are trying to cast + the incoming damage amount.

Base Spell Points
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100150200250300355415480550625
11121314151617181920
705790880975107511801290140515251650

You receive an additional 80 spell points for having the Magical Training feat

Spell Point Calculator
Sorcerer Level:     Charisma:   
Total Spell Points:

1Acid SprayA cone of burning acid shoots forth, damaging targets in the area of the spray for 3 to 4 acid damage per caster level (up to a max of 15 to 20 damage at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 acid damage per caster level (max 5d2+10).
1Burning HandsA cone of searing flame shoots forth, damaging targets in the area of the flames for 3 to 4 fire damage per caster level (up to a max of 15 to 20 at caster level 5). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d2+2 fire damage per caster level (max 5d2+10).
1Cause FearAn enemy becomes frightened. A successful Will save causes the target to become shaken instead. Necrotic energy slows the target slightly.
1Charm PersonCharms an enemy humanoid, which will fight as a trusted friend and ally. Charmed humanoids get an additional save every 15 to 30 seconds. A successful Will save negates this effect. Humanoids include kobolds, goblinoids, player races except for warforged, troglodytes, and more.
1Chill TouchMakes a touch echo with the chill of death causing 4 to 6 negative energy damage per caster level (up to a max of 20 to 30 damage at caster level 5) and 1 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.\n\nD&D Dice: Deals 1d3+3 negative energy damage per caster level (max 5d3+15) plus 1 point of Str damage.
1Detect Secret DoorsReveals secret and hidden doors.
1Disrupt UndeadThis ray deals 8 to 12 positive energy damage plus an additional 4 to 6 positive energy damage for every two caster levels to an enemy undead. A successful Will save reduces the damage by half.\n\nD&D Dice: Deals 2d3+6 plus an additional 1d3+3 damage per two caster levels to an enemy undead.
1Expeditious RetreatIncreases base run speed by 25%.
1Feather FallCauses an ally to fall slowly, although faster than feathers typically do.
1GreaseCovers the ground with a layer of slippery grease, forcing targets to make a Reflex save or fall. Grease slicks will sometimes be set ablaze by area of effect fire effects, dealing 2 to 12 damage per two caster levels fire damage to all enemies of the caster in the slick every few seconds, as well as the caster of the grease spell. A successful Reflex save will reduce this damage by half. Slicks that have been set ablaze will quickly burn away.
1HypnotismDazes nearby enemies, causing them to stop and stare blankly until damaged. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentually weakened (-3 to will)
1JumpGives an ally a +10 enhancement bonus on Jump checks. This bonus increases to +20 at 5th level and +30 at 9th level.
1Mage ArmorAn invisible, but tangible field of force surrounds an ally, providing a +4 armor bonus to AC.
1Magic MissileA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first level you gain an additional missile up to a maximum of five missiles.\n\nD&D Dice: Deals 1d2+3 force damage per missile (max 5 missiles).
1Master's TouchEnchants the items currently equipped in the target's left and right hands to grant their wielder proficiency if the items are simple or martial weapons or shields. This enchantment lasts until the target rests.
1Merfolk's BlessingGives an ally per caster level a +10 enhancement bonus on Swim checks, plus one for every 2 caster levels.
1Niac's Cold RayA ray of freezing ice and air projects from your finger dealing 6 to 10 cold damage per caster level (to a max of 30 to 50 damage at caster level 5) This ray as double spell range. A successful Reflex save negates this effect.\n\nD&D Dice: Deals 1d5+5 cold damage per caster level (max 5d5+25).
1NightshieldGrants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.
1Obscuring MistA 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.
1Protection from EvilAt 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.
1Ray of EnfeeblementA coruscating ray springs towards the target, inflicting a 1 to 6 point penalty to strength plus an additional 1 for every two caster levels up to caster level 8.\n\nD&D Dice: Inflicts a 1d6 Strength penalty plus 1 additional per 2 caster levels (max 1d6+5). This spell has double range.
1Repair Light DamageTransmutes the structure of a living construct ally to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 5.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 5).
1ShieldGrants a +4 shield bonus to Armor Class and protection from magic missiles.
1Shocking GraspDelivers a jolt of 4 to 6 electricity damage per caster level (up to a max of 20 to 30 damage at caster level 5) to any enemy you touch.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 5d3+15).
1SleepInduces a magical slumber, rendering them helpless until attacked. Ineffective on undead or constructs. Lasts 20 seconds plus 2 per level of caster. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level)
1Sonic BlastBlasts an enemy with loud, high-pitched sounds, doing 3 to 4 sonic damage plus 3 to 4 additional sonic damage for every two caster levels (up to a max of 15 to 20 damage at caster level 8). The target must make a successful Will save or be dazed for a short period of time or until they take damage. This spell has double range. \n\nD&D Dice: Deals 1d2+2 sonic damage plus 1d2+2 sonic damage per two caster levels (max 5d2+10) and dazes.
1Summon Monster IThis spell allows you to summon one of three different creatures: a celestial dog, a giant rat, or a brown spider. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
1TumbleGives an ally a +10 enhancement bonus on Tumbling.
2Bear's EnduranceAn ally gains greater vitality and stamina, giving a +4 enhancement bonus to Constitution.
2BlindnessThe power of unlife renders an enemy blinded. A successful Fortitude save negates this effect.
2BlurAn ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking.
2Bull's StrengthThe affected ally gains strength and power, giving a +4 enhancement bonus to Strength.
2Cat's GraceAn ally becomes more graceful, agile, and coordinated, giving a +4 enhancement bonus to Dexterity.
2Command UndeadControl is granted over the enemy undead, forcing it to fight for you. Mindless undead are controlled for 1 to 4 minutes. Other undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds.
2Daze MonsterClouds the mind of an enemy so that it takes no actions for 6 seconds. A successful Will save negates this effect. Targets of this spell have their will weakend against future mental attacks for a brief period of time even they success against the Will save.
2Eagle's SplendorAn ally becomes more poised, articulate and personally forceful, giving a +4 enhancement bonus to Charisma.
2Electric LoopAn electrical discharge strikes a primary target for 4 to 6 per two caster levels electrical damage (max 20 to 30) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.\n\nD&D Dice: Deals 1d3+3 electric damage per two caster levels (max 5d3+15).
2False LifeHarnesses the power of unlife to grant a limited ability to avoid death, giving a bonus of 10 temporary hit points plus 1 additional one per caster level up to caster level 10.
2Flaming SphereCreates a ball of flame that rolls around slowly, burning enemies it encounters and doing 2 to 12 points of fire damage. A successful Reflex save negates this effect.\n\nD&D Dice: Deals 2d6 fire damage.
2Fog CloudA bank of fog billows out, obscuring sight and giving all creatures in the fog concealment (attackers have 20% miss chance).
2Fox's CunningAn ally gains wit, giving a +4 enhancement bonus to Intelligence.
2Ghoul TouchThis 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.
2GlitterdustA 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.
2Gust of WindThis spell creates a severe blast of air that originates from you and passes through all creatures in its path. Small or smaller enemies are knocked prone, and Medium or smaller enemies are slowed by the winds unless they make a reflex save equal to 12 + your casting stat's modifier. Large or larger enemies are unaffected. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.
2Hypnotic PatternA twisting pattern of subtle, shifting colors weaves through the air, fascinating targets within it. A successful Will save negates this effect. Creatures targeted by this effect have their will save momentually weakened (-3 to will)
2InvisibilityAn ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target, the effect is removed.
2KnockUnlocks any lock which could be picked by a sufficiently skilled rogue.
2Lesser Death AuraEnvelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1 to 4 negative energy damage every two seconds as long as they remain within it. Undead are instead healed by the aura. This aura can affect up to one target per caster level.\n\nD&D Dice: Deals 1d4 negative energy damage every two seconds.
2Melf's Acid ArrowDeals 2 to 8 acid damage +1 per 2 caster levels to a target with a magical arrow of acid for a duration of 12 seconds. The arrow has double spell range. \n\nD&D Dice: Deals 2d4+1 acid damage per 2 caster levels (max 2d4+10).
2Ooze PuppetTelekinetically 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.
2Otto's Resistible DanceAt 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.
2Owl's WisdomGrants an ally a +4 enhancement bonus to wisdom.
2Repair Moderate DamageTransmutes the structure of a living construct ally to repair 6 to 16 damage plus an additional 1 for every caster level up to caster level 10.\n\nD&D Dice: Repairs constructs for 2d6+4 hp plus 1 additional per caster level (max 10).
2Resist EnergyGives 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.
2ScareCasts Cause Fear on multiple targets. Affected enemies become frightened. A successful Will save causes the target to become shaken instead. Targets subject to the fear effect will be slowed slightly by necrotic energy.
2ScorchA jet of roaring flame bursts from your outstretched hand, dealing 5 to 8 fire damage per two caster levels (up to a max of 25 to 40 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d4+4 fire damage per two caster levels (max 5d4+20).
2Scorching RayBlasts a target with fiery rays, each doing 16 to 24 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. Ray spells have double range.\n\nD&D Dice: Each ray deals 4d3+12 fire damage (1 ray at caster level 3, 2 at level 7, 3 at level 11.)
2See InvisibilityYou can see invisible creatures and objects.
2Snowball SwarmA flurry of magical snowballs erupt near your target, dealing 4 to 6 cold damage per two caster levels (max 20 to 30). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 cold damage per two caster levels (max 5d3+15).
2Spawn ScreenPrevents one ally per caster level from rising as undead. Certain rare, extremely powerful undead can circumvent this protection.
2Summon Monster IIThis spell allows you to summon one of three different creatures: a fiendish monstrous scorpion, a fiendish bat, or a black widow. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
2Touch of IdiocyReduces an enemies mental faculties, giving a 1 to 6 penalty to Intelligence, Wisdom, and Charisma scores.\n\nD&D Dice: Deals 1d6 ability damage to Int, Wis, and Cha. Briefly makes the target vulnerable to future mental attacks (will -5)
2WebCreates 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.
3Acid BlastCreates a gout of acid that explodes on impact, dealing 4 to 6 acid damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 acid damage per caster level (max 10d3+30).
3Chain MissilesA missile of magical energy darts forth and unerringly strikes its target inflicting 4 to 5 force damage. For every 2 caster levels beyond first you gain an additional missile (up to 10 missiles) that, after striking your target, explode outwards, striking other creatures near the primary target.\n\nD&D Dice: Each missile deals 1d2+3 force damage.
3Deep SlumberInduces a magical slumber to a group of enemies, rendering them helpless until attacked or for a duration of 20 seconds plus 1 per caster level. Ineffective on undead or constructs. A successful Will save negates this effect.
3Dispel MagicRemoves ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +10)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
3DisplacementAn ally's appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.
3FireballCreates a ball of fire that detonates on impact, causing an explosion of flame that deals 4 to 6 fire damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 10d3+30).
3Flame ArrowCreates 50 flaming ammo of any type within your inventory. This spell requires and consumes 1 normal or masterwork ammo of that type. Flaming ammo does an extra 1 to 6 points of fire damage on a successful hit.
3Frost LanceShoots a target with a freezing energy spear, dealing 24 to 40 cold damage on impact. The number of lances increases by 1 for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half. As a Ray this spell has double range.\n\nD&D Dice: Deals 4d5+20 cold damage per lance.
3Halt UndeadRenders 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.
3HasteQuickens allies, causing them to attack 15% 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.
3HeroismImbues a single ally with great bravery and morale in battle, gaining a +2 morale bonus on attacks, saves, and skill checks.
3Hold PersonThe 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, but do not include Monstrous Humanoids.
3Lightning BoltA powerful stroke of electrical energy deals 4 to 6 electricity damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 10d3+30).
3Magic Circle Against EvilCasts 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.
3Protection from EnergyGrants 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.
3RageCauses 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.
3Ray of ExhaustionA 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. This spell has double range.
3Repair Serious DamageTransmutes the structure of a living construct ally to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 15.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 15).
3Sleet StormDriving sleet blocks all sight (attackers are blinded) and causes the ground around the target to become icy, slowing targets within it by 50%.
3SlowCauses an enemy to move at 50% speed, attack at a 30% slowed rate, and have a -1 penalty on attack rolls, AC, and Reflex saves. A successful Will save negates this effect.
3Stinking CloudCreates 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.
3SuggestionInfluences the actions of an enemy, allowing you to suggest it to fight as your ally for 30 + 2 seconds per caster level. A successful Will save negates this effect.
3Summon Monster IIIThis spell allows you to summon one of three different creatures: a hellhound, a winter wolf, or an air mephit. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
3Water BreathingGrants the ability to breathe water to you and your allies.
4Acid RainYou create a storm that sends down a single torrent of caustic rain. Any creatures that are hit with the rain take 1 to 4 per caster level in acid damage every 2 seconds for a duration of 8 seconds. Targets first entering the rain may make a reflex save for half, but remaining in the rain take damage with no saving throw. Damage progression caps at level 15 for 15 to 60 acid damage.\n\nD&D Dice: Deals 1d4 per caster level acid damage every 2 seconds, for 8 seconds.
4Bestow CurseThe target is cursed, giving a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
4Burning BloodYou taint a living creature's blood with a hot, corrosive infusion, dealing acid damage for 2 to 8 + 1 every 2 levels and fire damage for 2 to 8 +1 per 2 caster levels every 2 seconds for a duration of 10 seconds.
4Charm MonsterAn enemy monster is charmed and will fight as a trusted friend and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.
4ContagionInfects 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.
4Crushing DespairCauses great sadness in enemies, giving -2 penalties to attack, saves, skill checks, and weapon damage. A successful Will save negates this effect but regardless of the saves result the targets are left in vulnerable state to future mental attack. Applies weaken will effect.
4Death AuraEnvelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2 to 8 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it. Undead are instead healed by the aura. This aura can affect up to one target per caster level.\n\nD&D Dice: Deals 2d4 negative energy damage plus 1 per caster level every two seconds.
4Dimension DoorCreates a magical portal that can transport you and your companions back to the entrance of your dungeon.
4EnervationA black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 1 to 4 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 -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.\n\nD&D Dice: Gives enemies 1d4 negative levels.
4FearAn cone of terror causes each living enemy in an area to become panicked. A successful Will save causes enemies to become shaken. Creatures that fail their save are also slowed by necrotic energy.
4Fire ShieldWreaths the caster in hot or cold flames. Any creature striking you in melee takes 4 to 6 damage plus an additional 1 for every caster level up to caster level 15. The Fire version of this spell deals fire damage and reduces the damage the caster takes from cold by half. The cold version of this spell deals cold damage and reduces incoming fire damage by half. The flame from this spell will burn away any webs that attempt to entangle you.\n\nD&D Dice: Deals 1d3+3 damage plus 1 additional per caster level (max 15).
4Fire TrapCreates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 4 to 6 fire damage for every caster level up to caster level 20. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level.
4Force MissilesA powerful missile of magical force darts from your fingertips and unerringly strikes its target, inflicting 10 to 14 points of force damage. You gain one missile for every four caster levels.\n\nD&D Dice: Each missile deals 2d3+8 force damage.
4Ice StormGreat magical hailstones pound down, dealing 1 to 6 cold + 1 per caster level (max 1d6+10) and 2 to 12 bludgeoning damage and slowing the movement speed of targets within the area.\n\nD&D Dice: Deals 1d6 + 1 per caster level cold damage and 2d6 bludgeoning damage. Max 1d6+10 cold, 2d6 bludgeoning.
4Lesser Globe of InvulnerabilityAn 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.
4Negative Energy BurstA blast of negative energy expands from the caster, doing 5 to 8 damage per two caster levels (max 25 to 40) to all living enemies caught within it. Undead are instead healed by the attack. A successful Fortitude save reduces the damage by half.\n\nD&D Dice: Deals 1d4+4 negative energy damage per two caster levels (max 5d4+20).
4Phantasmal KillerCreates 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 can make a Will save to disbelieve the spell and suffer no ill effects. If they fail the Will save, they then must make a Fortitude save or die from fear. A successful Fortitude save still results in 2 to 4 damage per caster level.\n\nD&D Dice: Kills one creature on a failed Will and Fort save or deals 1d3+1 damage per caster level on a successful Fort save.
4Remove CurseRemoves all curses on an ally. Counters and dispels Bestow Curse.
4Repair Critical DamageTransmutes the structure of a living construct ally to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 20.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 20).
4ShoutEmits an ear-splitting yell that does 20 to 30 sonic damage to all targets in its path. A successful Fortitude save halves the damage.\n\nD&D Dice: Deals 5d3+15 sonic damage.
4Solid FogA 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. Enemies within this cloud suffer a -5 penalty to their reflex save.
4StoneskinWards an ally with damage reduction 10/adamantine. Once the spell has prevented a total of 10 points per caster level it is discharged. Otherwise it lasts 1 minute per caster level.
4Summon Monster IVThis spell allows you to summon one of three different creatures: a fiendish monstrous spider, a greater ice mephit, or a lantern archon. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
4Symbol of FlameYou scribe a potent rune of power in the air. When a target comes within range, the symbol activates and does 20 to 30 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. Symbols are volatile when placed together.\n\nD&D Dice: Deals 5d3+15 fire damage to any that come in range.
4Wall of FireCreates a wall of fire. This spell does 2 to 12 fire damage plus 1 additional point of damage per caster level. (up to a max of 15 additional points at caster level 15) to enemies. The flames do additional 2 to 12 fire damage to undead. Enemies just passing through the wall get a reflex save for half.\n\nD&D Dice: Deals 2d6 fire damage plus 1 additional per caster level (max 15) to targets within the wall. Does an additional 2d6 damage vs undead.
5Ball LightningFills an area with deadly energy that does 4 to 6 electrical damage per caster level (up to a max of 60 to 90 damage at caster level 15). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level (max 15d3+45).
5Break EnchantmentAffected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1 to 20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.
5CloudkillA bank of heavy yellowish green, poisonous fog rises up, slaying weak targets within the cloud while inflicting on stronger targets 1 to 4 Constitution damage and 2 to 12 acid damage plus an additional 1 acid damage for every caster level up to caster level 20. Successful Fortitude saves reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell.\n\nD&D Dice: Deals 1d4 Con damage and 2d6 acid damage plus 1 damage per caster level (max 20).
5Cone of ColdCreates an area of extreme cold, originating at your hand and spreading outward in a cone. It drains heat, dealing 4 to 6 points of cold damage per caster level (up to a maximum of 60 to 90 damage at caster level 15). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 15d3+45).
5Cyclonic BlastYou send a twisting torrent of wind toward your enemies that deals 4 to 6 damage per caster level (up to a max of 80 to 120 damage at caster level 20) to targets in its path. A successful Reflex save reduces the damage by half. If the target fails its Reflex save, it must make a Strength check or be knocked down. As a bolt this spell has double range. The spell also clears away all lingering effects in its path, such as clouds and walls of fire.\n\nD&D Dice: Deals 1d3+3 damage per caster level (max 20d3+45).
5DismissalInstantly forces an extraplanar enemy back to its proper plane. A successful Will save negates this effect. (DC = spell's save DC - creature's Hit Dice or Level + your caster level). Even on a successful save the target still suffers 4 to 6 damage per caster level in damage. \n\nD&D Dice: Deals 1d3+3 per caster level on successful save.
5Dominate PersonTelepathically controls the actions of a humanoid enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.
5Eladar's Electric SurgeThe target's body is wracked with powerful electric shocks, dealing 1 to 6 +1 electrical damage per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.
5FeeblemindCauses 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.
5Hold MonsterAn 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.
5Mind FogProduces 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.
5Niac's Biting ColdA deep and chilling cold settles into the target's body, dealing 1 to 6 cold damage +1 per caster level every 2 seconds for a duration of 16 seconds. This spell can stack on the target up to 3 times, increasing the damage with each stack.
5Prismatic RayA brilliant ray of multicolored light projects from your finger, blinding weak targets and producing one or more random effects. This spell has double range.
5Protection from ElementsGrants 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.
5Repair Light Damage, MassTransmutes the structure of living construct allies to repair 3 to 8 damage plus an additional 1 for every caster level up to caster level 25.\n\nD&D Dice: Repairs constructs for 1d6+2 hp plus 1 additional per caster level (max 25).
5Summon Monster VThis spell allows you to summon one of three different creatures: a medium earth elemental, a bearded devil, or an umbral worg. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
5Symbol of PainYou 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. Symbols are volatile when placed together.
5TeleportTeleports you to one of a variety of locations.
5Waves of FatigueWaves of negative energy cause all living creatures to become fatigued. Fatigued creatures take a -2 penalty to strength and dexterity.
6Acid FogA billowing mass of misty vapors slows movement, obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance), and causes 2 to 12 acid damage every 2 seconds to targets within the cloud. Enemies within this cloud also suffer a -4 penalty to their armor class.\n\nD&D Dice: Deals 2d6 acid damage every 2 seconds.
6Bear's Endurance, MassCasts Bear's Endurance on multiple targets giving a +4 enhancement bonus to Constitution to each of them.
6Bull's Strength, MassCasts Bull's Strength on multiple targets giving +4 enhancement bonus to Strength to each.
6Cat's Grace, MassCasts Cat's Grace on multiple targets, giving a +4 enhancement bonus to Dexterity to each.
6Chain LightningA powerful electrical discharge strikes a primary target for 4 to 6 electrical damage per caster level and then arcs to other nearby targets hitting each of them with a similar lightning bolt. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 electricity damage per caster level.
6Circle of DeathRains dark energy into an area. Living creatures are subject to a death effect, getting a Reflex save and then a Fortitute save to avoid death. Targets who succeed against the Reflex save suffer no ill effect, but creatures who succeed against the Fortitude save will still get level drained for 1 to 4 levels.
6Create UndeadThis evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator.
6DisintegrateA sickly green ray emanates forth, doing 8 to 12 damage per caster level to the target (up to a max of 160 to 240 damage at caster level 20). Anything reduced to 0 hit points is disintegrated. A successful Fortitude save reduces this damage to 18 to 30. As a ray this spell has double normal range.\n\nD&D Dice: Deals 2d3+6 damage per caster level (max 40d3+120).
6Eagle's Splendor, MassCasts Eagle's Splendor on multiple targets, giving a +4 enhancement bonus to Charisma to each.
6Flesh to StoneTurns 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 lasts 60 seconds + 10 seconds per caster level, but the target has a chance to remake its Fortitude save every 24 seconds.
6Fox's Cunning, MassCasts Fox's Cunning on multiple targets, giving each of them a +4 enhancement bonus to Intelligence.
6Globe of InvulnerabilityAn 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.
6Greater Dispel MagicRemoves ongoing spells that have been cast on a target. You must make a caster level check (roll a 20 sided die and add your caster level (maximum +20)) versus 11 + the spell's caster level to remove an effect. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.
6Greater HeroismImbues 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.
6Mass SuggestionCasts Suggestion on multiple enemies. The actions of affected enemies are influenced by you, allowing you to suggest that they fight as your allies for 30 + 2 seconds per caster level. A successful Will save negates this effect.
6Necrotic RayBlasts a target with a negative energy ray that does 5 to 8 negative energy damage per caster level to a living enemy. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it a negative level.\n\nD&D Dice: Deals 1d4+4 negative energy damage per caster level and bestows one negative level.
6Otiluke's Freezing SphereA frigid globe of cold energy streaks towards a target. On impact it explodes, causing 4 to 6 cold damage per caster level (up to a max of 90 to 120 damage at caster level 20) to targets in the area. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 20d6).
6Owl's Wisdom, MassCasts Owl's Wisdom on multiple targets, giving each of them a +4 enhancement bonus to Wisdom.
6ReconstructGreatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it an increase in attack speed for a short time.\n\nD&D Dice: Repairs constructs 10 hp per caster level (max 150).
6Repair Moderate Damage, MassTransmutes the structure of living construct allies to repair 6 to 16 damage plus an additional 1 for every caster level up to caster level 30.\n\nD&D Dice: Repairs constructs for 2d6+4 hp plus 1 additional per caster level (max 30).
6Shadow WalkTransports 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.
6Stone to FleshRestores a petrified creature, such as one affected by the Flesh to Stone spell, to its normal state.
6Summon Monster VIThis spell allows you to summon one of three different creatures: a fiendish troll, a large water elemental, or an eladrin bralani. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
6Symbol of FearYou 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. Symbols are volatile when placed together.
6Symbol of PersuasionYou 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. Symbols are volatile when placed together.
6Tenser's TransformationCauses 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).
6True SeeingYou 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.
6Undeath to DeathDestroys undead creatures in the area. A successful Will save negates this effect.
7BanishmentA 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 but cause the targets take 4 to 6 points of damage per caster level. (DC = spell's save DC - creature's Hit Dice or Level + your caster level).\n\nD&D Dice: Successful save still causes 1d3+3 bane damage per caster level.
7Control UndeadControl 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.
7Delayed Blast FireballCreates a ball of fire that detonates on impact, causing an explosion of flame that does 4 to 6 fire damage per caster level (up to a max of 80 to 120 damage at caster level 20) to targets around it. A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d3+3 fire damage per caster level (max 20d3+60).
7Finger of DeathAttempts to slay one living enemy. Deals 7 to 12 negative energy damage per caster level up to caster level 25 against any living target and hits the target with a death effect that they must save against or die.\n\nD&D Dice: Slays one living enemy or deals 2d3+6 damage per caster level (max 50d3+150) if the target saves.
7Greater TeleportTeleports you and all nearby allies to one of a variety of locations.
7Hold Person, MassCasts 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.
7Invisibility, MassCasts Invisibility on mulitple targets, causing them to vanish from sight, even from darkvision. Attacking a target will remove the effect.
7Otto's Sphere of DancingA magical sphere that compels all enemies who enter it to dance. A successful Will save negates this effect.
7Power Word: BlindA 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 above 301 hp are blinded for 10 to 30 seconds.
7Prismatic SprayA brilliant cone of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.
7Protection from Elements, MassGrants 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.
7Repair Serious Damage, MassTransmutes the structure of living construct allies to repair 9 to 24 damage plus an additional 1 for every caster level up to caster level 35.\n\nD&D Dice: Repairs constructs for 3d6+6 hp plus 1 additional per caster level (max 35).
7Summon Monster VIIThis spell allows you to summon one of three different creatures: an efreeti, a djinni, or a huge earth elemental. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
7Symbol of StunningYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6 to 36 seconds 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. Symbols are volatile when placed together.
7Symbol of WeaknessYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets take 3 to 18 points of Strength damage. 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. Symbols are volatile when placed together.
7Waves of ExhaustionWaves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity.
8Black Dragon BoltDeals 1 to 3 acid damage per caster level (up to a max of 25 to 75 at caster level 25) every 2 seconds for 6 seconds to an enemy with a powerful bolt of corrosive acid. This spell has double range. \n\nD&D Dice: Deals 1d3 acid damage per caster level (max 3d25).
8Greater ShoutEmits an ear-splitting yell that deals 35 to 60 sonic damage and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun.\n\nD&D Dice: Deals 5d6+30 sonic damage and stuns.
8Horrid WiltingDeals 4 to 6 damage per caster level (up to a max of 80 to 120 at caster level 20) to living targets by evaporating moisture from their bodies. Deals 5 to 8 damage per caster level (max 100 to 160) to water type outsiders and plants.\n\nD&D Dice: Deals 1d3+3 damage per caster level (max 20d3+60). Deals 1d4+4 damage per caster level against water type outsiders and plants (max 20d4+80).
8Incendiary CloudCreates a cloud of roiling smoke shot through with white-hot embers, obscuring sight and dealing 2 to 8 + 1 per caster level in fire damage every two seconds. Creatures entering the cloud save vs reflex or become blind until they leave the cloud. Cloud lasts 30 seconds.\n\nD&D Dice: Deals 2d4 + 1 per level fire damage every 2 seconds.
8Mass Charm MonsterA group of enemy monsters are charmed and will fight as trusted friends and ally. Charmed monsters get additional saves every 15 to 30 seconds. A successful Will save negates this effect.
8Otto's Irresistible DanceAt your touch, enemies feel an irresistible 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.
8Polar RayDeals 4 to 6 cold damage per caster level (up to a max of 100 to 150 at caster level 25) to an enemy with a powerful ray of freezing ice and air. Rays have double range.\n\nD&D Dice: Deals 1d3+3 cold damage per caster level (max 25d3+75).
8Power Word: StunA single word of power is uttered, causing your target to become stunned. Creatures with 150 or fewer current HP are stunned for 4 to 32 seconds, creatures with 151 to 300 HP are stunned for 2 to 16 seconds, and creatures with 301 hps or more are stunned for 8 seconds.
8Repair Critical Damage, MassTransmutes the structure of living construct allies to repair 12 to 32 damage plus an additional 1 for every caster level up to caster level 40.\n\nD&D Dice: Repairs constructs for 4d6+8 hp plus 1 additional per caster level (max 40).
8Summon Monster VIIIThis spell allows you to summon one of three different creatures: a bezekira, a greater air elemental, or an orthon. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
8SunburstA globe of searing radiance explodes to blast targets for 6 to 36 of light damage in addition to blinding them. Oozes and Undead take 4 to 6 per caster level damage. A successful Reflex save reduces the damage by half and negates the blindness. Light fearing undead may be instantly destroyed by this spell.\n\nD&D Dice: Deals 6d6 light damage and blinds or deals 1d3+3 light damage per caster level to undead and oozes.
8Symbol of DeathYou scribe a potent rune of power in the air. When the symbol is activated by a target approaching, one or more nearby targets are subject to having a level drained. 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. Symbols are volatile when placed together.
8Trap the SoulForces a creature's life force and its material body into a gem on a failed Will save. Although this essentially 'kills' the target, it is not a death effect and functions on creatures such as undead (but not most constructs). This spell requires a khyber dragonshard as a special material component.
9Dominate MonsterTelepathically controls the actions of an enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 15 to 30 seconds, but the creature will follow you throughout the dungeon.
9Energy DrainA black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2 to 8 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 -2 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack. As a ray this spell has double range.\n\nD&D Dice: Gives enemies 2d4 negative levels.
9Hold Monster, MassCasts Hold Monster 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.
9Meteor SwarmCauses four 2-foot-diameter chunks of rock to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing 24 to 36 fire damage (a successful Reflex save reduces the fire damage by half) and 8 to 12 bludgeoning damage (no save) to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected. This spell has double range.\n\nD&D Dice: Each of four meteors deals 6d3+18 fire damage and 2d3+6 bludgeoning damage.
9Mordenkainen's DisjunctionA powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1 to 20 + your caster level (no maximum) versus 11 + the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled.
9Power Word: KillA single word of power is uttered, instantly killing a target creature.
9Summon Monster IXThis spell allows you to summon one of three different creatures: a hezrou, an elder fire elemental, or an eladrin ghaele. It will fight for you for a brief time, but you can only have one summoned creature serving you at a time. Summoning another creature will return this one to its home plane.
9Wail of the BansheeEmits a terrible scream that kills living creatures who hear it. Even those who survive suffer horribly, taking 7 to 12 negative energy damage per caster level.\n\nD&D Dice: Slays multiple living enemies or deals 2d3+6 damage per caster level if they save.

1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Dismiss Charm Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
1 Heroic Durability Increases your maximum hit points by 20.
1 Magical Training Increases your maximum spell points, representing the training you received as a level 1 character in the arcane or divine arts.
1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.
1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
2 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
2 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
2 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)

1 Sorcerer Energy of the Dragonblooded I
Grants a 30 point increase to spell points.
Cost: 1 action point
2 Sorcerer Charisma I
Grants a +1 increase to your Charisma score.
Cost: 2 action points
Spent: 2 action points
2 Sorcerer Improved Empowering I
Using the Empower Spell feat costs you 2 fewer spell points.
Cost: 2 action points
Spent: 2 action points
Requires All of: Empower Spell
2 Sorcerer Improved Enlarge I
Using the Enlarge Spell feat costs you 1 less spell point.
Cost: 2 action points
Spent: 2 action points
Requires All of: Enlarge Spell
2 Sorcerer Improved Maximizing I
Using the Maximize Spell feat costs you 3 fewer spell points.
Cost: 2 action points
Spent: 2 action points
Requires All of: Maximize Spell
2 Sorcerer Improved Quickening I
Using the Quicken Spell feat costs you 1 less spell point.
Cost: 2 action points
Spent: 2 action points
Requires All of: Quicken Spell
2 Sorcerer Wand and Scroll Mastery I
Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
Cost: 1 action point
Spent: 3 action points
3 Sorcerer Wand Heightening I
You add +1 to the DC of your offensive wands.
Cost: 1 action point
Spent: 7 action points
4 Sorcerer Subtle Spellcasting I
Your damaging spells generate 10% less hate than they normally would, making enemies less likely to attack you.
Cost: 1 action point
Spent: 11 action points
5 Sorcerer Energy of the Dragonblooded II
Grants an additional 40 spell points, bringing your total increase to 70 points.
Cost: 2 action points
Spent: 14 action points
5 Sorcerer Improved Spell Penetration I
You add +1 to your level when attempting to overcome an enemy's spell resistance.
Cost: 2 action points
Spent: 14 action points
5 Sorcerer Wand and Scroll Mastery II
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
Cost: 2 action points
Spent: 14 action points
6 Sorcerer Air Savant I
You have focused your training on elemental mastery over lightning. You gain +2 caster levels when casting electrical and air spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting acid or earth spells. You gain 5 points of electrical resistance and bypass 5 points of electrical resistance of opponents. You can cast the Shocking Grasp spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Tumble skill.
Cost: 4 action points
Spent: 16 action points
Grants: Acid Deficiency I, Inherent Shocking Grasp
6 Sorcerer Charisma II
Grants an additional +1 to your Charisma score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Sorcerer Charisma I
6 Sorcerer Earth Savant I
You have focused your training on elemental mastery over acid. You gain +2 caster levels when casting acid and earth spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting air or electricity spells. You gain 5 points of acid resistance and bypass 5 points of acid resistance of opponents. You can cast the Acid Spray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Balance skill.
Cost: 4 action points
Spent: 16 action points
Requires One of: Maximize Spell, Empower Spell
Grants: Electrical Deficiency I, Inherent Acid Spray
6 Sorcerer Fire Savant I
You have focused your training on elemental mastery over flame. You gain +2 caster levels when casting fire spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting cold or water spells. You gain 5 points of fire resistance and bypass 5 points of fire resistance of opponents. You can cast the Burning Hands spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Intimidate skill.
Cost: 4 action points
Spent: 16 action points
Requires One of: Maximize Spell, Empower Spell
Grants: Cold Deficiency I, Inherent Burning Hands
6 Sorcerer Improved Empowering II
Using the Empower Spell feat costs you 4 fewer spell points.
Cost: 4 action points
Spent: 16 action points
6 Sorcerer Improved Enlarge II
Using the Enlarge Spell feat costs you 2 fewer spell points.
Cost: 4 action points
Spent: 16 action points
6 Sorcerer Improved Heightening I
Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
Cost: 4 action points
Spent: 16 action points
Requires All of: Heighten Spell
6 Sorcerer Improved Maximizing II
Using the Maximize Spell feat costs you 6 fewer spell points.
Cost: 4 action points
Spent: 16 action points
6 Sorcerer Improved Quickening II
Using the Quicken Spell feat costs you 2 fewer spell points.
Cost: 4 action points
Spent: 16 action points
6 Sorcerer Water Savant I
You have focused your training on elemental mastery over ice. You gain +2 caster levels when casting cold spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting fire spells. You gain 5 points of cold resistance and bypass 5 points of cold resistance of opponents. You can cast the Niac's Cold Ray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Swim skill.
Cost: 4 action points
Spent: 16 action points
Requires One of: Maximize Spell, Empower Spell
Grants: Fire Deficiency I, Inherent Niac's Cold Ray
7 Sorcerer Subtle Spellcasting II
Your damaging spells generate 20% less hate than they normally would, making enemies less likely to attack you.
Cost: 2 action points
Spent: 22 action points
7 Sorcerer Wand Heightening II
You add an additional +1 to the DC of your offensive wands, bringing the total increase to 2.
Cost: 2 action points
Spent: 22 action points
8 Sorcerer Wand and Scroll Mastery III
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
Cost: 3 action points
Spent: 25 action points
9 Sorcerer Energy of the Dragonblooded III
Grants an additional 40 spell points, bringing your total increase to 110 points.
Cost: 3 action points
Spent: 29 action points
9 Sorcerer Improved Spell Penetration II
You add +2 to your level when attempting to overcome an enemy's SR.
Cost: 4 action points
Spent: 28 action points
10 Sorcerer Charisma III
Grants an additional +1 to your Charisma score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Sorcerer Charisma II
10 Sorcerer Improved Empowering III
Using the Empower Spell feat costs you 6 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Sorcerer Improved Enlarge III
Using the Enlarge Spell feat costs you 4 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Sorcerer Improved Heightening II
Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
Cost: 6 action points
Spent: 30 action points
10 Sorcerer Improved Maximizing III
Using the Maximize Spell feat costs you 9 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Sorcerer Improved Quickening III
Using the Quicken Spell feat costs you 4 fewer spell points.
Cost: 6 action points
Spent: 30 action points
10 Sorcerer Subtle Spellcasting III
Your damaging spells generate 30% less hate than they normally would, making enemies less likely to attack you.
Cost: 3 action points
Spent: 33 action points
11 Sorcerer Wand and Scroll Mastery IV
Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 55%.
Cost: 4 action points
Spent: 36 action points
11 Sorcerer Wand Heightening III
You add an additional +1 to the DC of your offensive wands, bringing the total increase to 3.
Cost: 3 action points
Spent: 37 action points
12 Sorcerer Air Savant II
You have continued to focus your training on elemental mastery over lightning. You gain an additional +2 caster levels when casting air and electricity spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid and earth spells. Your electrical resistance grows to 10 points and you now bypass 10 points of electrical resistance of opponents. You can cast the Electric Loop spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to electrical damage, an additional +2 bonus to the Tumble skill, and have a permanent personal Featherfall toggle.
Cost: 2 action points
Spent: 42 action points
Grants: Acid Deficiency II, Inherent Electric Loop, Awaken Elemental Weakness: Electricity, Personal Featherfall Toggle
12 Sorcerer Earth Savant II
You have continued to focus your training on elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 10 points and you now bypass 10 points of acid resistance of opponents. You can cast the Melf's Acid Arrow spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to acid damage, an additional +2 bonus to the Balance skill, 10 additional hit points, and +2 stacking Natural Armor.
Cost: 2 action points
Spent: 42 action points
Grants: Electrical Deficiency II, Inherent Melf's Acid Arrow, Awaken Elemental Weakness: Acid
12 Sorcerer Fire Savant II
You have continued to focus your training on elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold and water spells. Your fire resistance grows to 10 points and you now bypass 10 points of fire resistance of opponents. You can cast the Scorch spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to fire damage, an additional +2 bonus to the Intimidate skill, and a permanent fire guard effect (deals 1d6 fire damage to opponents that strike you in melee).
Cost: 2 action points
Spent: 42 action points
Grants: Cold Deficiency II, Inherent Scorch, Awaken Elemental Weakness: Fire
12 Sorcerer Water Savant II
You have continued to focus your training on elemental mastery over ice. You gain an additional +2 caster levels when casting cold and water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 10 points and you now bypass 10 points of cold resistance of opponents. You can cast the Snowball Swarm spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to cold damage, an additional +2 bonus to the Swim skill, and the ability to breathe water as if it were air.
Cost: 2 action points
Spent: 42 action points
Grants: Fire Deficiency II, Inherent Snowball Swarm, Awaken Elemental Weakness: Cold
13 Sorcerer Energy of the Dragonblooded IV
Grants an additional 40 spell points, bringing your total increase to 150 points.
Cost: 4 action points
Spent: 44 action points
13 Sorcerer Improved Spell Penetration III
You add +3 to your level when attempting to overcome an enemy's SR.
Cost: 6 action points
Spent: 42 action points
13 Sorcerer Subtle Spellcasting IV
Your damaging spells generate 40% less hate than they normally would, making enemies less likely to attack you.
Cost: 4 action points
Spent: 44 action points
18 Sorcerer Air Savant III
You have completed your elemental mastery over lightning. You gain an additional +2 caster levels when casting air or electrical spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid or earth spells. Your electrical resistance grows to 15 points and you now bypass 15 points of electrical resistance of opponents. You can cast the Lightning Bolt spell as a spell-like ability. You are now immune to most knockdown effects (but not slippery surfaces), can leap through the air with incredible grace, and an additional +2 bonus to the Tumble skill.
Cost: 2 action points
Spent: 66 action points
Grants: Acid Deficiency III, Inherent Lightning Bolt, Wind Dance
18 Sorcerer Earth Savant III
You have completed your elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 15 points and you now bypass 15 points of acid resistance of opponents. You can cast the Acid Blast spell as a spell-like ability. You also gain the ability to cause earthen hands to grab your opponent rendering them helpless and dealing bludgeoning damage, and an additional +2 bonus to the Balance skill.
Cost: 2 action points
Spent: 66 action points
Grants: Electrical Deficiency III, Inherent Acid Blast, Earthgrab
18 Sorcerer Fire Savant III
You have completed your elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold or water spells. Your fire resistance grows to 15 points and you now bypass 15 points of fire resistance of opponents. You can cast the Fireball spell as a spell-like ability. You gain the ability to raise the internal temperature of a living creature to a horrifying degree, and an additional +2 bonus to the Intimidate skill.
Cost: 2 action points
Spent: 66 action points
Grants: Cold Deficiency III, Inherent Fireball, Heat Death
18 Sorcerer Water Savant III
You have completed your elemental mastery over ice. You gain an additional +2 caster levels when casting cold or water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 15 points and you now bypass 15 points of cold resistance of opponents. You can cast the Frost Lance spell as a spell-like ability. You also gain the ability to attempt to lock an opponent in an Icy Prison, dealing cold damage and may freeze them in place, and an additional +2 bonus to the Swim skill.
Cost: 2 action points
Spent: 66 action points
Grants: Fire Deficiency III, Inherent Frost Lance, Icy Prison
20 Sorcerer Bloodline of Power
Your blood energizes with arcane power as you tap into a powerful aspect of your dragon-touched heritage. Your destructive magic has been amplified. All of your damage dealing spells that are capable of being Empowered deal 20% additional damage (regardless of whether or not Empower Spell is active).
Cost: 2 action points
Spent: 74 action points





 


Number of spell slots of each spell level (per levels)

Sorcerer 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level 1 2                
Level 2 3                
Level 3 4                
Level 4 4 1              
Level 5 4 2              
Level 6 4 2 1            
Level 7 4 3 2            
Level 8 4 3 2 1          
Level 9 4 4 3 2          
Level 10 4 4 3 2 1        
Level 11 4 4 4 3 2        
Level 12 4 4 4 3 2 1      
Level 13 4 4 4 4 3 2      
Level 14 4 4 4 4 3 2 1    
Level 15 4 4 4 4 4 3 2    
Level 16 4 4 4 4 4 3 2 1  
Level 17 4 4 4 4 4 3 3 2  
Level 18 4 4 4 4 4 3 3 2 1
Level 19 4 4 4 4 4 3 3 3 2
Level 20 4 4 4 4 4 3 3 3 3
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