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Thread: Rewriting Core Project 5: The Sorcerer

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    Ogre in the Playground
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    Jul 2012
    Lost in my imagination

    Default Re: Rewriting Core Project 5: The Sorcerer

    Epic Sorcerer:
    Sorcerer Level Special
    21st ó
    22nd ó
    23rd Bonus feat
    24th ó
    25th ó
    26th Bonus feat
    27th ó
    28th ó
    29th Bonus feat
    30th ó
    The sorcererís caster level is equal to their class level. The sorcererís number of spells per day does not increase after 20th level. The sorcerer does not learn additional spells unless they select the Spell Knowledge feat.

    The sorcererís familiar continues to increase in power. Every two levels beyond 20th the familiarís natural armor and Intelligence each increase by +1. The familiarís spell resistance is equal to the masterís class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its masterís choice.

    Bonus Feats
    The epic sorcerer gains a bonus feat (selected from the list of epic sorcerer bonus feats) every three levels after 20th.

    Epic Sorcerer Bonus Feat List
    Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.

    A * means it's a new spell, or it was changed in someway.

    Sorcerer/Wizard Spells
    0-Level Sorcerer/Wizard Spells (Cantrips)
    Resistance: Subject gains +1 on saving throws.

    Acid Splash: Orb deals 1d3 acid damage.

    Detect Poison: Detects poison in one creature or small object.
    Detect Magic: Detects spells and magic items within 60 ft.
    Read Magic: Read scrolls and spellbooks.

    Daze: Humanoid creature of 4 HD or less loses next action.
    Charm of Apathy: Make one person apathetic*

    Dancing Lights: Creates torches or other lights.
    Flare: Dazzles one creature (-1 on attack rolls).
    Ray of Frost: Ray deals 1d3 cold damage.

    Ghost Sound: Figment sounds.
    Light: Object shines like a torch.*

    Disrupt Undead: Deals 1d6 damage to one undead.
    Touch of Fatigue: Touch attack fatigues target.

    Mending: Makes minor repairs on an object.
    Message: Whispered conversation at distance.
    Open/Close: Opens or closes small or light things.

    Arcane Mark: Inscribes a personal rune (visible or invisible).
    Prestidigitation: Performs minor tricks.
    Mage Hand: 5-pound telekinesis.*

    1st-Level Sorcerer/Wizard Spells
    Alarm: Wards an area for 2 hours/level.
    Endure Elements: Exist comfortably in hot or cold environments.
    Hold Portal: Holds door shut.
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Shield: Invisible disc gives +4 to AC, blocks magic missiles.
    Mage Armor: Gives subject +4 armor bonus.*
    Dispel Magic, Lesser: As dispel magic, but +1 on check.*

    Grease: Makes 10-ft. square or one object slippery.
    Mount: Summons riding horse for 2 hours/level.
    Obscuring Mist: Fog surrounds you.
    Summon Monster I: Calls extraplanar creature to fight for you.
    Unseen Servant: Invisible force obeys your commands.

    Comprehend Languages: You understand all spoken and written languages.
    Detect Secret Doors: Reveals hidden doors within 60 ft.
    Detect Undead: Reveals undead within 60 ft.
    Identify M: Determines properties of magic item.
    True Strike: +20 on your next attack roll.

    Charm Person: Makes one person your friend.
    Hypnotism: Fascinates 2d4 HD of creatures.
    Sleep: Puts 4 HD of creatures into magical slumber.

    Burning Hands: 1d4/level fire damage (max 5d4).
    Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
    Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
    Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

    Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
    Disguise Self: Changes your appearance.
    Magic Aura: Alters objectís magic aura.
    Silent Image: Creates minor illusion of your design.
    Ventriloquism: Throws voice for 1 min./level.

    Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
    Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
    Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
    Brief Rise: Target corpse becomes zombie for 1 round/level

    Animate Rope: Makes a rope move at your command.
    Enlarge Person: Humanoid creature doubles in size.
    Expeditious Retreat: Your speed increases by 30 ft.
    Feather Fall: Objects or creatures fall slowly.
    Jump: Subject gets bonus on Jump checks.
    Reduce Person: Humanoid creature halves in size.

    Magic Weapon: Weapon gains +1 bonus.*

    2nd-Level Sorcerer/Wizard Spells
    Arcane Lock M: Magically locks a portal or chest.
    Obscure Object: Masks object against scrying.
    Protection from Arrows: Subject immune to most ranged attacks.
    Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.

    Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
    Fog Cloud: Fog obscures vision.
    Summon Monster II: Calls extraplanar creature to fight for you.
    Summon Swarm: Summons swarm of bats, rats, or spiders.
    Web: Fills 20-ft.-radius spread with sticky spiderwebs.

    Detect Thoughts: Allows ďlisteningĒ to surface thoughts.
    Locate Object: Senses direction toward object (specific or type).
    See Invisibility: Reveals invisible creatures or objects.
    Object Reading: Learn details about an objectís previous owner.

    Daze Monster: Living creature of 6 HD or less loses next action.
    Hideous Laughter: Subject loses actions for 1 round/level.
    Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
    Mindlink: You forge a limited mental bond with another creature.*

    Continual Flame M: Makes a permanent, heatless torch.
    Darkness: 20-ft. radius of supernatural shadow.
    Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
    Gust of Wind: Blows away or knocks down smaller creatures.
    Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
    Shatter: Sonic vibration damages objects or crystalline creatures.

    Blur: Attacks miss subject 20% of the time.
    Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
    Invisibility: Subject is invisible for 1 min./level or until it attacks.
    Magic Mouth M: Speaks once when triggered.
    Minor Image: As silent image, plus some sound.
    Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
    Misdirection: Misleads divinations for one creature or object.
    Phantom Trap M: Makes item seem trapped.
    Glitterdust: Blinds creatures, outlines invisible creatures.*

    Blindness/Deafness: Makes subject blinded or deafened.
    Command Undead: Undead creature obeys your commands.
    False Life: Gain 1d10 temporary hp +1/level (max +10).
    Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
    Scare: Panics creatures of less than 6 HD.
    Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

    Alter: Changes the surface details of target.
    Bearís Endurance: Subject gains +4 to Con for 1 min./level.
    Bullís Strength: Subject gains +4 to Str for 1 min./level.
    Catís Grace: Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.
    Eagleís Splendor: Subject gains +4 to Cha for 1 min./level.
    Foxís Cunning: Subject gains +4 Int for 1 min./level.
    Levitate: Subject moves up and down at your direction.
    Owlís Wisdom: Subject gains +4 to Wis for 1 min./level.
    Pyrotechnics: Turns fire into blinding light or choking smoke.
    Rope Trick: As many as eight creatures hide in extradimensional space.
    Spider Climb: Grants ability to walk on walls and ceilings.
    Whispering Wind: Sends a short message 1 mile/level.

    3rd-Level Sorcerer/Wizard Spells
    Dispel Magic: Cancels magical spells and effects.
    Explosive Runes: Deals 6d6 damage when read.
    Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
    Nondetection M: Hides subject from divination, scrying.
    Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

    Phantom Steed: Magic horse appears for 1 hour/level.
    Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
    Sleet Storm: Hampers vision and movement.
    Stinking Cloud: Nauseating vapors, 1 round/level.
    Summon Monster III: Calls extraplanar creature to fight for you.

    Arcane Sight: Magical auras become visible to you.
    Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
    Tongues: Speak any language.
    Destiny Dissonance: Your dissonant touch sickens a foe.

    Deep Slumber: Puts 10 HD of creatures to sleep.
    Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
    Hold Person: Paralyzes one humanoid for 1 round/level.
    Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
    Suggestion: Compels subject to follow stated course of action.

    Daylight: 60-ft. radius of bright light.
    Fireball: 1d6 damage per level, 20-ft. radius.
    Lightning Bolt: Electricity deals 1d6/level damage.
    Tiny Hut: Creates shelter for ten creatures.
    Wind Wall: Deflects arrows, smaller creatures, and gases.
    Flame Arrow: Arrows deal +1d6 fire damage.*

    Displacement: Attacks miss subject 50%.
    Illusory Script M: Only intended reader can decipher.
    Invisibility Sphere: Makes everyone within 10 ft. invisible.
    Major Image: As silent image, plus sound, smell and thermal effects.

    Gentle Repose: Preserves one corpse.
    Halt Undead: Immobilizes undead for 1 round/level.
    Ray of Exhaustion: Ray makes subject exhausted.
    Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

    Blink: You randomly vanish and reappear for 1 round/level.
    Gaseous Form: Subject becomes insubstantial and can fly slowly.
    Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
    Keen Edge: Doubles normal weaponís threat range.
    Secret Page: Changes one page to hide its real content.
    Shrink Item: Object shrinks to one-sixteenth size.
    Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
    Water Breathing: Subjects can breathe underwater.

    Fly: Subject flies at speed of 60 ft.*
    Magic Weapon, Greater: +1/four levels (max +5).*

    4th-Level Sorcerer/Wizard Spells
    Dimensional Anchor: Bars extradimensional movement.
    Fire Trap M: Opened object deals 1d4 damage +1/level.
    Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
    Remove Curse: Frees object or person from curse.
    Stoneskin M: Ignore 10 points of damage per attack.

    Black Tentacles: Tentacles grapple all within 20 ft. spread.
    Dimension Door: Teleports you short distance.
    Minor Creation: Creates one cloth or wood object.
    Secure Shelter: Creates sturdy cottage.
    Solid Fog: Blocks vision and slows movement.
    Summon Monster IV: Calls extraplanar creature to fight for you.

    Arcane Eye: Invisible floating eye moves 30 ft./round.
    Detect Scrying: Alerts you of magical eavesdropping.
    Locate Creature: Indicates direction to familiar creature.
    Scrying F: Spies on subject from a distance.

    Charm Monster: Makes monster believe it is your ally.
    Confusion: Subjects behave oddly for 1 round/level.
    Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
    Geas, Lesser: Commands subject of 7 HD or less.

    Fire Shield: Creatures attacking you take fire damage; youíre protected from heat or cold.
    Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    Resilient Sphere: Force globe protects but traps one subject.
    Shout: Deafens all within cone and deals 5d6 sonic damage.
    Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
    Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

    Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
    Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
    Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
    Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
    Rainbow Pattern: Lights fascinate 24 HD of creatures.
    Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.

    Animate Dead M: Creates undead skeletons and zombies.
    Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
    Contagion: Infects subject with chosen disease.
    Enervation: Subject gains 1d2 negative levels.*
    Fear: Subjects within cone flee for 1 round/level.

    Animorph: Transforms the target into the shape of an animal. *
    Anthromorph: Transforms target into Fey, Humanoid, Giant, or Monstrous
    Humanoid. *
    Necromorph: Animorph for undead.*
    Enlarge Person, Mass: Enlarges several creatures.
    Reduce Person, Mass: Reduces several creatures.
    Stone Shape: Sculpts stone into any shape.

    5th-Level Sorcerer/Wizard Spells
    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    Dismissal: Forces a creature to return to native plane.
    Mageís Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

    Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
    Mageís Faithful Hound: Phantom dog can guard, attack.
    Major Creation: As minor creation, plus stone and metal.
    Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
    Summon Monster V: Calls extraplanar creature to fight for you.
    Teleport: Instantly transports you as far as 100 miles/level.
    Wall of Stone: Creates a stone wall that can be shaped.

    Contact Other Plane: Lets you ask question of extraplanar entity.
    Prying Eyes: 1d4 +1/level floating eyes scout for you.
    Telepathic Bond: Link lets allies communicate.
    Terrible Secret F: Hurts target with unimaginable secret.*

    Dominate Person: Controls humanoid telepathically.
    Feeblemind: Subjectís Int and Cha drop to 1.
    Hold Monster: As hold person, but any creature.
    Mind Fog: Subjects in fog get -10 to Wis and Will checks.
    Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.

    Cone of Cold: 1d6/level cold damage.
    Interposing Hand: Hand provides cover against one opponent.
    Sending: Delivers short message anywhere, instantly.
    Wall of Force: Wall is immune to damage.

    Dream: Sends message to anyone sleeping.
    False Vision M: Fools scrying with an illusion.
    Mirage Arcana: As hallucinatory terrain, plus structures.
    Nightmare: Sends vision dealing 1d10 damage, fatigue.
    Persistent Image: As major image, but no concentration required.
    Seeming: Changes appearance of one person per two levels.
    Shadow Evocation: Mimics evocation below 5th level, but only 20% real.

    Blight: Withers one plant or deals 1d6/level damage to plant creature.
    Magic Jar F: Enables possession of another creature.
    Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
    Waves of Fatigue: Several targets become fatigued.

    Aeromorph/Geomorph/Hydromorph/Pyromorph: Transforms creature into elemental type creature.*
    Turn to Frog: Transforms target into harmless animal.*
    Animal Growth: One animal/two levels doubles in size.
    Fabricate: Transforms raw materials into finished items.
    Passwall: Creates passage through wood or stone wall.
    Telekinesis: Moves object, attacks creature, or hurls object or creature.
    Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
    Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
    Xenomorph: Transforms creature into Aberration, Ooze, or Vermin.

    Permanency X: Makes certain spells permanent.
    Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.*

    6th-Level Sorcerer/Wizard Spells
    Antimagic Field:
    Negates magic within 10 ft.
    Dispel Magic, Greater: As dispel magic, but +20 on check.
    Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
    Guards and Wards: Array of magic effects protect area.
    Repulsion: Creatures canít approach you.

    Acid Fog: Fog deals acid damage.
    Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.*
    Summon Monster VI: Calls extraplanar creature to fight for you.
    Wall of Iron M: 30 hp/four levels; can topple onto foes.

    Analyze Dweomer F: Reveals magical aspects of subject.
    Legend Lore M F: Lets you learn tales about a person, place, or thing.
    True Seeing M: Lets you see all things as they really are.
    Creature Sense: You sense what the creatures around are like.*

    Geas/Quest: As lesser geas, plus it affects any creature.
    Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
    Suggestion, Mass: As suggestion, plus one subject/level.
    Symbol of Persuasion M: Triggered rune charms nearby creatures.

    Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
    Contingency F: Sets trigger condition for another spell.
    Forceful Hand: Hand pushes creatures away.
    Freezing Sphere: Freezes water or deals cold damage.

    Mislead: Turns you invisible and creates illusory double.
    Permanent Image: Includes sight, sound, and smell.
    Programmed Image M: As major image, plus triggered by event.
    Shadow Walk: Step into shadow to travel rapidly.
    Veil: Changes appearance of group of creatures.

    Circle of Death M: Kills 1d4/level HD of creatures.
    Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
    Eyebite: Target becomes panicked, sickened, and comatose.
    Symbol of Fear M: Triggered rune panics nearby creatures.
    Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).

    Bearís Endurance, Mass: As bearís endurance, affects one subject/level.
    Bullís Strength, Mass: As bullís strength, affects one subject/ level.
    Catís Grace, Mass: As catís grace, affects one subject/level.
    Control Water: Raises or lowers bodies of water.
    Disintegrate: Makes one creature or object vanish.
    Eagleís Splendor, Mass: As eagleís splendor, affects one subject/level.
    Flesh to Stone: Turns subject creature into statue.
    Foxís Cunning, Mass: As foxís cunning, affects one subject/ level.
    Move Earth: Digs trenches and build hills.
    Owlís Wisdom, Mass: As owlís wisdom, affects one subject/ level.
    Stone to Flesh: Restores petrified creature.
    Planomorph: Turns creature into outsider.*

    7th-Level Sorcerer/Wizard Spells
    Banishment: Banishes 2 HD/level of extraplanar creatures.
    Sequester: Subject is invisible to sight and scrying; renders creature comatose.
    Spell Turning: Reflect 1d4+6 spell levels back at caster.

    Instant Summons M: Prepared object appears in your hand.
    Mageís Magnificent Mansion F: Door leads to extradimensional mansion.
    Phase Door: Creates an invisible passage through wood or stone.
    Plane Shift F: As many as eight subjects travel to another plane.
    Summon Monster VII: Calls extraplanar creature to fight for you.
    Teleport, Greater: As teleport, but no range limit and no off-target arrival.
    Teleport Object: As teleport, but affects a touched object.
    Planar Binding: As lesser planar binding, but up to 12 HD.

    Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
    Scrying, Greater: As scrying, but faster and longer.
    Vision M X: As legend lore, but quicker and strenuous.
    Sense of Timing F: You do not provoke attacks of opportunity.*

    Hold Person, Mass: As hold person, but all within 30 ft.
    Insanity: Subject suffers continuous confusion.
    Power Word Blind: Blinds creature with 200 hp or less.
    Symbol of Stunning M: Triggered rune stuns nearby creatures.

    Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
    Forcecage M: Cube or cage of force imprisons all inside.
    Grasping Hand: Hand provides cover, pushes, or grapples.
    Mageís Sword F: Floating magic blade strikes opponents.
    Prismatic Spray: Rays hit subjects with variety of effects.

    Invisibility, Mass: As invisibility, but affects all in range.
    Project Image: Illusory double can talk and cast spells.
    Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
    Simulacrum M X: Creates partially real double of a creature.

    Control Undead: Undead donít attack you while under your command.
    Finger of Death: Kills one subject.
    Symbol of Weakness M: Triggered rune weakens nearby creatures.
    Waves of Exhaustion: Several targets become exhausted.

    Control Weather: Changes weather in local area.
    Ethereal Jaunt: You become ethereal for 1 round/level.
    Reverse Gravity: Objects and creatures fall upward.
    Statue: Subject can become a statue at will.

    Limited Wish X: Alters realityówithin spell limits.

    8th-Level Sorcerer/Wizard Spells
    Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
    Mind Blank: Subject is immune to mental/emotional magic and scrying.
    Prismatic Wall: Wallís colors have array of effects.
    Protection from Spells M F: Confers +8 resistance bonus.

    Incendiary Cloud: Cloud deals 4d6 fire damage/round.
    Maze: Traps subject in extradimensional maze.
    Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
    Summon Monster VIII: Calls extraplanar creature to fight for you.
    Trap the Soul M F: Imprisons subject within gem.

    Discern Location: Reveals exact location of creature or object.
    Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
    Prying Eyes, Greater: As prying eyes, but eyes have true seeing.

    Antipathy: Object or location affected by spell repels certain creatures.
    Binding M: Utilizes an array of techniques to imprison a creature.
    Charm Monster, Mass: As charm monster, but all within 30 ft.
    Demand: As sending, plus you can send suggestion.
    Irresistible Dance: Forces subject to dance.
    Power Word Stun: Stuns creature with 150 hp or less.
    Symbol of Insanity M: Triggered rune renders nearby creatures insane.
    Sympathy F: Object or location attracts certain creatures.

    Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
    Polar Ray: Ranged touch attack deals 1d6/level cold damage.
    Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
    Sunburst: Blinds all within 10 ft., deals 6d6 damage.
    Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

    Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
    Screen: Illusion hides area from vision, scrying.
    Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.

    Clone M F: Duplicate awakens when original dies.
    Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
    Horrid Wilting: Deals 1d6/level damage within 30 ft.
    Symbol of Death M: Triggered rune slays nearby creatures.
    Transmogrification: Transforms objects and people into other objects.*
    Iron Body: Your body becomes living iron.
    Temporal Stasis M: Puts subject into suspended animation.
    Dracomorph: Turns target into dragon.*

    9th-Level Sorcerer/Wizard Spells
    Freedom: Releases creature from imprisonment.
    Imprisonment: Entombs subject beneath the earth.
    Mageís Disjunction: Dispels magic, disenchants magic items.
    Prismatic Sphere: As prismatic wall, but surrounds on all sides.

    Gate X: Connects two planes for travel or summoning.
    Refuge M: Alters item to transport its possessor to you.
    Summon Monster IX: Calls extraplanar creature to fight for you.
    Teleportation Circle M: Circle teleports any creature inside to designated spot.

    Foresight: ďSixth senseĒ warns of impending danger.
    Terrible Revelation: As per Terrible secret but everyone within range.*

    Dominate Monster: As dominate person, but any creature.
    Hold Monster, Mass: As hold monster, but all within 30 ft.
    Power Word Kill: Kills one creature with 100 hp or less.

    Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
    Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.

    Shades: As shadow conjuration, but up to 8th level and 80% real.
    Weird: As phantasmal killer, but affects all within 30 ft.

    Astral Projection M: Projects you and companions onto Astral Plane.
    Energy Drain: Subject gains 1d4+1 negative levels.*
    Soul Bind F: Traps newly dead soul to prevent resurrection.
    Wail of the Banshee: Kills one creature/level.

    Etherealness: Travel to Ethereal Plane with companions.
    Time Stop: You act freely for 1d4+1 rounds.
    Infinimorph: You can rapidly change forms.*

    Wish X: As limited wish, but with fewer limits.*
    Last edited by asdflove; 2014-04-07 at 12:37 PM.
    My pronouns are they/them, but I don't care much.

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