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    Ogre in the Playground
    Join Date
    Jul 2012
    Location
    Lost in my imagination

    Default Rewriting Core Project 5: The Sorcerer

    Shamelessly based on Pathfinder.

    The Sorcerer
    Level BAB Fort Ref Will Special
    1st +0 +0 +0 +2 Summon familiar, eschew materials, bloodline
    2nd +1 +0 +0 +3
    3rd +1 +1 +1 +3 Bloodline power, bloodline spell
    4th +2 +1 +1 +4
    5th +2 +1 +1 +4 Bloodline spell
    6th +3 +2 +2 +5
    7th +3 +2 +2 +5 Bloodline power, bloodline spell
    8th +4 +2 +2 +6
    9th +4 +3 +3 +6 Bloodline power, bloodline spell
    10th +5 +3 +7 +3
    11th +5 +3 +3 +7 Bloodline spell
    12th +6/+1 +4 +4 +8
    13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell
    14th +7/+2 +4 +4 +9
    15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell
    16th +8/+3 +5 +5 +10
    17th +8/+3 +5 +5 +10 Bloodline power, bloodline spell
    18th +9/+4 +6 +6 +11
    19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell
    20th +10/+5 +6 +6 +12 Bloodline power

    Alignment: Any.
    Hit Die: d6.

    Class Skills
    The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points at 1st Level: (4 + Int modifier) ×4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Class Features
    All of the following are class features of the Sorcerer.

    Weapon and Armor Proficiency
    Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor can cause their spells with somatic components to fail.

    Spells
    A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. They can cast any spell they know without preparing it ahead of time.

    To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

    A sorcerer can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Spells per Day. They receive bonus spells per day if they have a high Charisma score.

    A sorcerer’s selection of spells is limited. A sorcerer begins knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, they gain one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by their Charisma; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however.

    Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. The sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. They can cast any spell he knows at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells they'll cast.

    Table: Sorcerer Spells Known
    Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 4 2 —
    2nd 5 2 —
    3rd 5 3
    4th 6 3 1
    5th 6 4 2
    6th 7 4 2 1
    7th 7 5 3 2
    8th 8 5 3 2 1
    9th 8 5 4 3 2
    10th 9 5 4 3 2 1
    11th 9 5 5 4 3 2
    12th 9 5 5 4 3 2 1
    13th 9 5 5 4 4 3 2
    14th 9 5 5 4 4 3 2 1
    15th 9 5 5 4 4 4 3 2
    16th 9 5 5 4 4 4 3 2 1
    17th 9 5 5 4 4 4 3 3 2
    18th 9 5 5 4 4 4 3 3 2 1
    19th 9 5 5 4 4 4 3 3 3 2
    20th 9 5 5 4 4 4 3 3 3 3

    Spells per Day
    Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st 5 3 - - - - - - - -
    2nd 6 4 - - - - - - - -
    3rd 6 5 - - - - - - - -
    4th 6 6 3 - - - - - - -
    5th 6 6 4 - - - - - - -
    6th 6 6 5 3 - - - - - -
    7th 6 6 6 4 - - - - - -
    8th 6 6 6 5 3 - - - - -
    9th 6 6 6 6 4 - - - - -
    10th 6 6 6 6 5 3 - - - -
    11th 6 6 6 6 6 4 - - - -
    12th 6 6 6 6 6 5 3 - - -
    13th 6 6 6 6 6 6 4 - - -
    14th 6 6 6 6 6 6 5 3 - -
    15th 6 6 6 6 6 6 6 4 3 -
    16th 6 6 6 6 6 6 6 5 4 -
    17th 6 6 6 6 6 6 6 6 5 -
    18th 6 6 6 6 6 6 6 6 6 3
    19th 6 6 6 6 6 6 6 6 6 4
    20th 6 6 6 6 6 6 6 6 6 6
    [/td][/tr][tr][td]
    Familiar
    A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

    The sorcerer chooses the kind of familiar they get. As the sorcerer advances in level, their familiar also increases in power.

    If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means they lose 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

    A character with more than one class that grants a familiar may have only one familiar at a time.


    Eschew Materials
    A sorcerer gains Eschew Materials as a bonus feat.

    Bloodline
    Each sorcerer has a source of magic somewhere in their heritage that grants them their power. This source can be a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

    At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

    At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

    Sorcerer Bloodlines

    The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon.

    Spoiler: Aberrant
    Show
    There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

    Class Skill: Knowledge (dungeoneering).

    Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), infinimorph (19th).

    Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

    Bloodline Arcana: Whenever you cast a spell that uses the polymorph template, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

    Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.

    Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this a number of times per day equal to 3 + your Charisma modifier.

    Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

    Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

    Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.

    Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.



    Spoiler: Abyssal
    Show
    Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.

    Class Skill: Knowledge (planes).

    Bonus Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), planomorph (13th), greater teleport (15th), summon monster VIII (17th), summon monster IX (19th).

    Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

    Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

    Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

    Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

    Demon Resistances (Ex): At 3rd level, you gain electricity resistance 5 and a +2 bonus on saving throws made against poison. At 9th level, your electricity resistance increases to 10 and your bonus on poison saving throws increases to +4.

    Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

    Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

    Demonic Might (Su): At 20th level, Abyssal power flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).


    Spoiler: Arcane
    Show

    Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

    Class Skill: Knowledge (any one).

    Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

    Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

    Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

    Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

    Arcane Lore (Su): Due to your upbringing, and with a little push from your magic, you can recall bits and pieces of information you've heard. This ability is identical to the bard's bardic knowledge class feature, using the sorcerer's class level in place of the bard level.

    Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

    New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

    School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

    Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.


    Spoiler: Celestial
    Show
    Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

    Class Skill: Heal.

    Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

    Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Heal), Weapon Finesse.

    Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

    Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

    Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Celestial Resistances (Ex): At 3rd level, you gain acid resistance 5 and cold resistance 5. At 9th level, your resistances increase to 10.

    Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive.

    Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

    Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain electricity resistance 10, fire resistance 10, and a +4 racial bonus on saves against poison. You gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).


    Spoiler: Destined
    Show
    Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

    Class Skill: Knowledge (history).

    Bonus Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

    Bonus Feats: Combat Casting, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

    Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.

    Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you.

    Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

    It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

    Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

    Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.



    Spoiler: Draconic
    Show
    At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

    Class Skill: Search.

    Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), contingency (13th), forcecage (15th), dracomorph (17th), wish (19th).

    Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

    Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

    Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.

    Dragon|Type|Energy Type|Breath Shape
    Black|Acid|60-foot line
    Blue|Electricity|60-foot line
    Green|Acid|30-foot cone
    Red|Fire|30-foot cone
    White|Cold|30-foot cone
    Brass|Fire|60-foot line
    Bronze|Electricity|60-foot line
    Copper|Acid|60-foot line
    Gold|Fire|30-foot cone
    Silver|Cold|30-foot cone

    Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

    Dragon Resistances (Ex): At 3rd level, you gain energy resistance 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

    Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

    Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

    Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.


    Spoiler: Elemental
    Show
    The power of the elements resides in you. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

    Class Skill: Knowledge (planes).

    Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), wall of fire* (9th), Aeromorph/Geomorph/Hydromorph/Pyromorph (11th), creature sense (13th), prismatic spray (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).

    *These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.

    Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

    Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.

    Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.
    Element|Energy Type|Elemental Movement
    Air|Electricity|Fly 60 feet (average)
    Earth|Acid|Burrow|30 feet
    Fire|Fire|+30 feet base speed
    Water|Cold|Swim 60 feet


    Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.

    Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

    Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

    Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.



    Spoiler: Fey
    Show
    The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

    Class Skill: Knowledge (nature).

    Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), infinimorph (19th).

    Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

    Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

    Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.

    Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

    Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

    Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

    Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.

    Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.


    Spoiler: Infenal
    Show

    Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

    Class Skill: Diplomacy.

    Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding, lesser (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).

    Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

    Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

    Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

    Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Infernal Resistances (Ex): At 3rd level, you gain fire resistance 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.

    Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

    On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

    Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and darkvision with a range of 60 feet.


    Spoiler: Undead
    Show
    The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

    Class Skill: Knowledge (religion).

    Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).

    Bonus Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness.

    Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

    Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.

    Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

    Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

    Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

    Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

    One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.



    Familiars
    Familiar Special
    Bat Master gains a +3 bonus on Listen checks
    Cat Master gains a +3 bonus on Move Silently checks
    Hawk Master gains a +3 bonus on Spot checks in bright light
    Lizard Master gains a +3 bonus on Climb checks
    Owl Master gains a +3 bonus on Spot checks in shadows
    Rat Master gains a +2 bonus on Fortitude saves
    Raven1 Master gains a +3 bonus on Appraise checks
    Snake2 Master gains a +3 bonus on Bluff checks
    Toad Master gains +3 hit points
    Weasel Master gains a +2 bonus on Reflex saves
    1. A raven familiar can speak one language of its master’s choice as a supernatural ability.
    2. Tiny viper.
    A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

    A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

    Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

    Familiar Basics
    Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

    Hit Dice
    For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

    Hit Points
    The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

    Attacks
    Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

    Damage equals that of a normal creature of the familiar’s kind.

    Saving Throws
    For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

    Skills
    For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

    Master Class Level Natural Armor Adj. Int Special
    1st-2nd +1 6 Alertness, improved evasion, share spells, empathic link
    3rd-4th +2 7 Deliver touch spells
    5th-6th +3 8 Speak with master
    7th-8th +4 9 Speak with animals of its kind
    9th-10th +5 10
    11th-12th +6 11 Spell resistance
    13th-14th +7 12 Scry on familiar
    15th-16th +8 13
    17th-18th +9 14
    19th-20th +10 15

    Familiar Ability Descriptions
    All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table. The abilities given on the table are cumulative.

    Natural Armor Adj.
    The number noted here is an improvement to the familiar’s existing natural armor bonus.

    Int
    The familiar’s Int score.

    Alertness (Ex)
    While a familiar is within arm’s reach, the master gains the Alertness feat.

    Improved Evasion (Ex)
    When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Share Spells
    At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

    If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.

    A master and their familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

    Empathic Link (Su)
    The master has an empathic link with their familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

    Because of this empathic link, the master has the same connection to an item or place that their familiar does.

    Deliver Touch Spells (Su)
    If the master is 3rd level or higher, a familiar can deliver touch spells for them. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

    Speak with Master (Ex)
    If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

    Speak with Animals of Its Kind (Ex)
    If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

    Spell Resistance (Ex)
    If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

    Scry on Familiar (Sp)
    If the master is 13th level or higher, they may scry on his familiar (as if casting the scrying spell) once per day.



    Arcane Spells And Armor
    Wizards and sorcerers do not know how to wear armor effectively.

    If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.

    Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

    By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.

    If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally).
    Last edited by asdflove; 2014-04-01 at 09:15 AM. Reason: Taaaaaables >:P
    My pronouns are they/them, but I don't care much.

    My PbP Characters:
    Ailian Sunblazer

    My Homebrew

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Jul 2012
    Location
    Lost in my imagination

    Default Re: Rewriting Core Project 5: The Sorcerer

    Epic Sorcerer:
    Sorcerer Level Special
    21st
    22nd
    23rd Bonus feat
    24th
    25th
    26th Bonus feat
    27th
    28th
    29th Bonus feat
    30th
    Spells
    The sorcerer’s caster level is equal to their class level. The sorcerer’s 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.

    Familiar
    The sorcerer’s familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s 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 master’s 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.

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

    Conj
    Acid Splash: Orb deals 1d3 acid damage.

    Div
    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.

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

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

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

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

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

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


    1st-Level Sorcerer/Wizard Spells
    Abjur
    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.*

    Conj
    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.

    Div
    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.

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

    Evoc
    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).

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

    Necro
    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

    Trans
    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.

    Univ.
    Magic Weapon: Weapon gains +1 bonus.*


    2nd-Level Sorcerer/Wizard Spells
    Abjur
    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.

    Conj
    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.

    Div
    Detect Thoughts: Allows “listening” 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 object’s previous owner.

    Ench
    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.*

    Evoc
    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.

    Illus
    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.*

    Necro
    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.

    Trans
    Alter: Changes the surface details of target.
    Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
    Bull’s Strength: Subject gains +4 to Str for 1 min./level.
    Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
    Darkvision: See 60 ft. in total darkness.
    Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
    Fox’s Cunning: Subject gains +4 Int for 1 min./level.
    Levitate: Subject moves up and down at your direction.
    Owl’s 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
    Abjur
    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.

    Conj
    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.

    Div
    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.

    Ench
    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.

    Evoc
    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.*

    Illus
    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.

    Necro
    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.

    Trans
    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 weapon’s 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.

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


    4th-Level Sorcerer/Wizard Spells
    Abjur
    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.

    Conj
    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.

    Div
    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.

    Ench
    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.

    Evoc
    Fire Shield: Creatures attacking you take fire damage; you’re 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.

    Illus
    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.

    Necro
    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.

    Trans
    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
    Abjur
    Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
    Dismissal: Forces a creature to return to native plane.
    Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

    Conj
    Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage.
    Mage’s 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.

    Div
    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.*

    Ench
    Dominate Person: Controls humanoid telepathically.
    Feeblemind: Subject’s 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.

    Evoc
    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.

    Illus
    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.

    Necro
    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.

    Trans
    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.

    Univ
    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
    Abjur
    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 can’t approach you.

    Conj
    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.

    Div
    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.*

    Ench
    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.

    Evoc
    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.

    Illus
    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.

    Necro
    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).

    Trans
    Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
    Bull’s Strength, Mass: As bull’s strength, affects one subject/ level.
    Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
    Control Water: Raises or lowers bodies of water.
    Disintegrate: Makes one creature or object vanish.
    Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
    Flesh to Stone: Turns subject creature into statue.
    Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
    Move Earth: Digs trenches and build hills.
    Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/ level.
    Stone to Flesh: Restores petrified creature.
    Planomorph: Turns creature into outsider.*

    7th-Level Sorcerer/Wizard Spells
    Abjur
    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.

    Conj
    Instant Summons M: Prepared object appears in your hand.
    Mage’s 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.

    Div
    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.*

    Ench
    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.

    Evoc
    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.
    Mage’s Sword F: Floating magic blade strikes opponents.
    Prismatic Spray: Rays hit subjects with variety of effects.

    Illus
    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.

    Necro
    Control Undead: Undead don’t 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.

    Trans
    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.

    Univ
    Limited Wish X: Alters reality—within spell limits.

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

    Conj
    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.

    Div
    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.

    Ench
    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.

    Evoc
    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.

    Illus
    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.

    Necro
    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.
    Trans
    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
    Abjur
    Freedom: Releases creature from imprisonment.
    Imprisonment: Entombs subject beneath the earth.
    Mage’s Disjunction: Dispels magic, disenchants magic items.
    Prismatic Sphere: As prismatic wall, but surrounds on all sides.

    Conj
    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.

    Div
    Foresight: “Sixth sense” warns of impending danger.
    Terrible Revelation: As per Terrible secret but everyone within range.*

    Ench
    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.

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

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

    Necro
    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.

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

    Univ
    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.

    My PbP Characters:
    Ailian Sunblazer

    My Homebrew

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Jul 2012
    Location
    Lost in my imagination

    Default Re: Rewriting Core Project 5: The Sorcerer

    Spoiler
    Show
    Charm of Apathy
    Enchantment (Charm) [Mind-Affecting]
    Level: Brd 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: 10 ft.
    Target: One humanoid creature
    Duration: 1 minute
    Saving Throw: Will negates
    Spell Resistance: Yes

    This charm makes a humanoid creature apathetic to you (treat the target’s attitude as indifferent). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.


    Light
    Illusion [Light]
    Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
    Components: V, M/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Object touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

    A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

    Arcane Material Component
    A firefly or a piece of phosphorescent moss.


    Mage Hand
    Universal
    Level: Brd 0, Sor/Wiz 0
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One nonmagical, unattended object weighing up to 5 lb.
    Duration: Concentration
    Saving Throw: None
    Spell Resistance: No
    You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.


    Dispel Magic, Lesser
    Abjuration
    Level: Sor/Wiz 1

    This spell functions like dispel magic, except that the maximum caster level on your dispel check is reduced to +1 (instead of +10).


    Mage Armor
    Abjuration [Force]
    Level: Sor/Wiz 1
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 hour/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: No
    An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

    Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

    Focus
    A piece of cured leather.


    Brief Rise
    Necromancy [Evil]
    Level: Sor/Wiz 1, Cleric 1
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Corpse touched
    Duration: 1 round/level (D)
    Saving Throw: Round
    Spell Resistance: No
    You briefly raise a corpse to fight for you. That corpse becomes a zombie for the duration of the spell. When the spell ends the corpse falls dead again and cannot be targeted by this spell again.
    You can only control 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings immediately have the spell end for them. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

    Material Component
    A few black grains of sand.

    Magic Weapon
    Universal
    Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Weapon touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)

    You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

    Glitterdust
    Illusion (Shadow)
    Level: Brd 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Area: Creatures and objects within 10-ft.-radius spread
    Duration: 1 round/level
    Saving Throw: Will negates (blinding only)
    Spell Resistance: Yes
    An illusory cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

    Any creature covered by the illusory dust takes a -40 penalty on Hide checks.

    Material Component
    Ground mica.

    Mindlink
    Enchantment [Mind-Affecting]
    Level: Sor/Wiz 2, Bard 3
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels); see text
    Target: You and one other willing creature within range that has an Intelligence score of 3 or higher
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).

    Alter
    Transmutation
    Level: Brd 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature
    Duration: 1 hour./level (D)
    Saving Throw: None
    Spell Resistance: No
    You alter the surface features of the target creature to look different in some way. You need not limit your alterations to what would be the natural range of choices for the target creature; indeed, you may alter the creature's appearance so dramatically (within the guidelines presented below) that it appears to be a member of another species entirely--even a species that does not exist! You must stay within the general range of the creature's type, however; you cannot make a human look exactly like a bear, for example, but you could make him look like a bear-like humanoid, even if you have no knowledge of such a humanoid race existing.

    You may change the target's coloration, skin texture, facial features, or other topographical details as you wish. You may lengthen or shorten their hair, or cause the appearance of hair or fur to grow where it did not before. You may increase or decrease their height slightly, as long as they remain within the same size class. You may cause them to appear to gain or lose body fat or muscle, giving them the appearance of being up to 25% heavier or lighter, though their actual mass does not change. You may make the creature appear to be of the opposite gender, or of no gender. You may shape the creature's flesh to give it imitation claws, horns, or fangs, or other features, though any such changes are nonfunctional and cannot be used as natural weapons. You can even make the creature look as if it has additional limbs, such as a tail or wings or an extra arm, but they cannot be used (or even moved) by the subject unless they normally possess such a limb. You may not create additional working hands from feet or other limbs, nor can you reduce the number of limbs on the creature. You may not make any changes to the creature's skeleton or internal organs at all.

    Alter does not change the target's existing equipment or possessions in any way. However, you can create the appearance of equipment that does not exist, as long as the creature does not have any equipment filling that body slot. For example, you could make the creature appear to be wearing a helmet if it is not, but if the creature were wearing an actual hat or helmet, you could not hide the fact. No equipment mimicked in this way can be used to make an attack or provide any AC, skill, or save bonuses of any kind; it is completely nonfunctional. It i, in fact, a part of the creature, and cannot be removed or separated from it.

    Alter counts as a disguise on the target creature, and grants +6 shapechanging bonus and a +4 circumstance bonus to your Disguise check. You may alter a creature that has been granted the Polymorphed template, but note that alter cannot change a creature's size or fundamental structure, so that you cannot anthromorph oneself into a troll and then use alter to appear human. Applying the Polymorphed also template dispels alter, if the subject is under this spell's effects. A true seeing spell reveals the target's natural appearance.

    Material Component: A tiny lump of blue clay.

    Object Reading
    Divinaton
    Level: Sor/Wiz 2
    Components: V, S
    Casting Time:1 minute
    Range: Touch
    Target: Object touched
    Duration: Concentration, up to 10 min./level (D)
    Saving Throw: None
    Spell Resistance: Yes

    You can learn details of an inanimate object’s previous owner. Objects accumulate impressions left by their previous owners, which can be read by use of this spell. The amount of information revealed depends on how long you study a particular object.

    1st Minute
    Last owner’s race.

    2nd Minute
    Last owner’s gender.

    3rd Minute
    Last owner’s age.

    4th Minute
    Last owner’s alignment.

    5th Minute
    How last owner gained and lost the object.

    6th+ Minute
    Next-to-last owner’s race, and so on.

    The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

    There is a 90% chance that this spell will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

    This spell will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

    An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the spell’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.

    Destiny Dissonance
    Divination [Mind-affecting]
    Level: Sor/Wiz 3, Cleric 4
    Components: V, S, M
    Manifesting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: None
    Spells Resistance: Yes

    Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the caster.


    Fly
    Universal
    Level: Sor/Wiz 3, Travel 3
    Components: V, S, F/DF
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)
    The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

    Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

    Arcane Focus
    A wing feather from any bird.


    Magic Weapon, Greater
    Universal
    Level: Clr 4, Pal 3, Sor/Wiz 3
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
    Duration: 1 hour/level
    Saving Throw: Will negates (harmless, object)
    Spell Resistance: Yes (harmless, object)
    This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

    Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)

    Arcane Material Component
    Powdered lime and carbon.


    Flame Arrow
    Evocation [Fire]
    Level: Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: Fifty projectiles, all of which must be in contact with each other at the time of casting
    Duration: 10 min./level
    Saving Throw: None
    Spell Resistance: Yes
    You imbue ammunition (such as arrows, bolts, shuriken, and stones) with fiery energy that turns them into flaming projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.

    Material Component
    A drop of oil and a small piece of flint.

    Enervation
    Necromancy
    Level: Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: Ray of negative energy
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes
    You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d2 negative levels.

    If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

    Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

    Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.

    An undead creature struck by the ray gains 1d4×5 temporary hit points for 1 hour.

    Animorph
    Transmutation
    Level: Druid 4, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    You transform the target into the shape of an animal, granting it the Polymorphed template for the duration of the spell. This replaces any existing Polymorphed template the creature may have had. The assumed shape must be the most common form of any creature of the Animal or Magical Beast type, subject to the following restrictions:
    The total Hit Dice of the creature must be equal to or lower than your caster level.
    The size of the creature can be no larger than one size greater than the target, and no smaller than Fine.
    The creature cannot be one with a template.
    The creature cannot have the Swarm subtype.
    The creature may be the adult form of the creature or any younger form.
    You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.
    You are free to designate the cosmetic appearance of the assumed shape, choosing the hair color, hair texture, eye color, height, and weight, within the normal range for creatures of that kind. If the base creature possessed the Shapechanger subtype before gaining the Polymorphed template, they may revert to their original form (that is, lose the Polymorphed template altogether) as a standard action. If slain, the subject reverts to their original form.

    This spell dispels animal growth, enlarge person, and reduce person if the target is affected by these spells.

    Necromorph
    Transmutation
    Level: Clr 5, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing undead creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    You may change the shape of an undead creature, granting it the Polymorphed template. This spell works exactly as Animorph, except as noted above and in the choice of assumed shape, which must be that of an untemplated creature of the Undead type, or else an Animal, Giant, Humanoid, Magical Beast, or Monstrous Humanoid with the Skeleton or Zombie template.

    Material Component: A mummified caterpillar.

    Overland Flight
    Universal
    Level: Sor/Wiz 5
    Components: V, S
    Range: Personal
    Target: You
    Duration: 1 hour/level
    This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

    Anthromorph
    Transmutation
    Level: Bard 5, Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as animorph, except that the assumed shape must be of the Fey, Humanoid, Giant, or Monstrous Humanoid type.

    Aeromorph/Geomorph/Hydromorph/Pyromorph
    Transmutation
    Level: Druid 7, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as animorph, except that the assumed shape must be of the Elemental type, or of the Outsider type with the Air, Earth, Fire, or Water subtype. In addition, you may also grant the target the form of an Animal or Magical Beast with any inherent template that would cause the creature to gain the Elemental type.

    When you use this spell to take the form of a creature with the Air, Earth, Fire, or Water subtypes, it is a spell of that type. For example, aeromorph is an air spell when used to take the form of a djinni. While the spell is often called by the name that reflects the element being chosen, it is still one spell, not four separate ones.

    Turn to Frog
    Transmutation
    Level: Druid 5, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One living creature
    Duration: 1 day/level (D)
    Saving Throw: Fortitude negates, Will partial (see text)
    Spell Resistance: Yes
    You turn one creature into a frog (or, at DM's discretion, a similar inoffensive Diminutive creature with a Challenge Rating less than 1). The creature gains the Polymorphed template with frog as the assumed shape. None of the creature's equipment or carried objects are changed or meld into its new form.

    If the target fails its initial Fortitude save, it must also immediately make a secondary Will save. If this also fails, the target cannot use any extraordinary, supernatural, or spell-like abilities for the duration of the spell, and gains the Intelligence, Wisdom, and Charisma scores of a frog.

    Material Component: A live insect and a tiny gold crown worth 5 gp.


    Xenomorph
    Transmutation
    Level: Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as animorph, except that the assumed shape must be of the Aberration, Ooze, or Vermin type.

    Terrible Secret
    Divination
    Level: Brd 6, Sor/Wiz 5
    Components: V, F
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: Will half (see below)
    Spell Resistance: No
    This spell uses powerful divination magic to access a secret that was never meant to be known; a sanity-shattering truth that tears at one's brain from within, threatening to destroy it. Unlike other divinations, though, you do not unveil this knowledge unto yourself when casting this spell. You instead reveal this terrible secret to one other creature, whispering in horrific insights into its ear, hoping this will cause his brain to explode at the very understanding of it.
    Knowledge of the secret inflicts 1d6 points of damage per caster level (maximum 15d6) if it fully understood. The target can attempt to shut out knowledge with a successful Will save, which reduces the damage by half. The more intelligent the target, however, the more difficult it is to resist the urge to understand the secret. The target adds his Intelligence modifier to the Will saving throw DC, so that the secret is less effective on the blissfully ignorant. Creatures without an Intelligence score ignore this spell entirely, as do deific beings (as they presumably have the faculties to actually accept the secret as fact). Because the secret is whispered to the target, deafened creatures or those in a magical area of silence are also protected. The secret automatically adapts to any language the target knows, or is transmitted as a series of sounds of such primal significance that even the language-deficient can grasp them.
    The secret is such that the non-divine mind cannot grasp it for long, and it mostly fades from the target's memory after being revealed. Any creature that has been exposed to the secret remembers enough to help it resist the urge to look or listen should it be revealed again, granting it a +4 circumstance bonus to Will saves against this spell in the future.
    Focus
    The preserved brain of an outsider with an Intelligence score of 14 or higher.

    Planomorph
    Transmutation
    Level: Clr 7, Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions as animorph, except that the assumed shape must be of the Outsider type and not possess the Air, Earth, Fire, or Water subtypes. In addition, you may also grant the target the form of an Animal or Magical Beast with the Celestial or Fiendish templates (but not Half-Celestial or Half-Fiend templates) applied. At the DM's discretion, there may be additional templates allowed based on other Outsider types.

    For the duration of the spell, your natural weapons and any weapons you wield are treated as aligned with any alignment subtype your assumed shape would have (Chaotic, Evil, Good, or Lawful), though you do not actually gain that subtype. When you use this spell to take the form of a creature with one or more of these subtypes, it is a spell of that type. For example, planomorph is a Chaotic and Evil spell when used to take the form of a demon.

    Planar Binding, Lesser
    Conjuration (Calling) [see text]
    Level: Sor/Wiz 6
    Components: V, S
    Casting Time: 10 minutes
    Range: Close (25 ft. + 5 ft./2 levels); see text
    Target: One elemental or outsider with 6 HD or less
    Duration: Instantaneous
    Saving Throw: Will negates
    Spell Resistance: No and Yes; see text
    Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.

    To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.

    The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + ½ your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.

    If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.

    Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.

    When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


    Creature Sense
    Divination
    Level: Sor/Wiz 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Long (400 ft. + 40 ft./level)
    Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    You gain an immediate mental impression of nearby monsters, learning the distance, direction, size, and type (but not subtype) of all creatures within range. You do not learn the specific kind of creature; for example, a minotaur would register only as a Large monstrous humanoid. This spell can be fooled by misdirection, nondetection, or polymorph magic. It can be blocked by a thin sheet of lead, but otherwise penetrates solid earth easily.
    Material Component
    The brain of a bat.

    Planar Binding
    Conjuration (Calling) [see text for lesser planar binding]
    Level: Sor/Wiz 7
    Components: V, S
    Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
    This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.

    Sense of Timing
    Divination
    Level: Sor/Wiz 7
    Components: V, S, F
    Casting Time: 1 standard action
    Range: Touch
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)
    Spell Resistance: No
    The creature touched gains a powerful instinct about when attacks are occurring, allowing him to take dangerous or even foolhardy actions in the middle of battle with near-impunity. While benefiting from this sense of timing, the target does not provoke any attacks of opportunity for the duration of the spell, regardless of his actions. The target may choose to ignore his senses if, for some reason, he wishes to provoke an attack of opportunity. In addition, the target fights as if he knew the Combat Reflexes feat for the duration of the spell, allowing him to take advantage of openings he would normally miss.
    Focus
    A tiny hourglass, filled with diamond dust, worth 500 gp.

    Dracomorph
    Transmutation
    Level: Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    The target takes on the form of a mighty dragon. This spell functions as animorph, except that the assumed shape must be of the Dragon type and may be up to two sizes larger than the target's normal size.
    In addition, once during the spell's duration, the target may use the breath weapon (if any) of the assumed shape as a standard action. The damage, area, and energy type are identical to those of the assumed shape at that particular age category. The saving throw for the breath weapon is equal to 10 + 1/2 the subject's HD + the subject's Con modifier (which is itself modified by the dracomorph spell).

    Transmogrification
    Transmutation

    Level: Sor/Wiz 8
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One nonmagical object of up to 100 cu. ft./level, or one willing construct
    Duration: 1 day/level (for objects) or 10 min./level (for construct creatures) (D)
    Saving Throw: Fortitude negates (see text)
    Spell Resistance: No
    You may change any object into any other object, or a creature into an object. You may not increase the size of the target, though you may decrease it as much as you like. The final object must be composed entirely of the same substance, even if the target is not, and you may only create a single object. For example, you could turn a horse into a simple longsword (composed entirely of steel), but not a crossbow (composed of wood, string, and metal). You also could not create a pile of copper coins, though you could create either a single copper coin or a large block of copper.

    A creature turned into an object has no Intelligence, Wisdom, or Charisma scores for as long as the spell is in effect. They are not dead, and cannot be raised, reincarnated, or resurrected. However, they are no longer living creatures, either, and cannot be targeted by spells that do not target objects. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.

    Certain metals have resonances that cannot be duplicated by this spell: gold, silver, platinum, adamantine, mithral, mercury, gemstones, and certain other metals (at the DM's discretion) cannot be created by this spell, though they can be turned into something else. This is part of the reasons why these metals have their value in the first place, and why so many wizards search for the means to turn lead into gold. While iron is viable, any iron objects created do not have the special properties of cold iron. You can create dead organic material, such as wood, rope, bone, or leather, but the object must still be entirely of the same substance, which means you cannot create a complete corpse (which contains dead flesh, bone, blood, hair, etc.).

    Because the spell is permanent, the object created radiates magic and can be dispelled. You cannot create magic items or creatures of any kind (living or not). Magic items cannot be targeted, but any spell cast on the target (even permanently) continues to be active. Only creatures or objects attended by a creature receive a saving throw.

    You may also use this spell to grant the Polymorphed template to one willing construct. You may give the construct the shape of any Aberration, Animal, Construct, Fey, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Vermin type. The construct retains the appearance of the substance that it is constructed from, so that an iron golem transmogrified into a griffon looks like an iron griffon. Unlike most applications of the Polymorphed template, the construct may keep its own natural armor bonus if it is higher than that of the assumed shape.

    Material Component: A bit of gum arabic and a drop of mercury.

    Infinimorph
    Transmutation
    Level: Sor/Wiz 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Duration: 10 min./level (D)
    Saving Throw: None
    Spell Resistance: No
    You gain absolute control of your form. Once per round as a free action, you may apply or remove the Polymorphed template; the assumed shape may be a creature with any type. Any assumed shape must be the most common form of any creature type and may be of any size (from Fine to Colossal) or stage of development. The assumed shape chosen must be a creature that conforms to the following restrictions:
    The total Hit Dice of the creature must be equal to or lower than twice your caster level.
    The creature may not have more than one template applied. Further, any template cannot be one that increases the Challenge Rating of the creature by an amount greater than one-quarter your caster level.
    You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.

    Other than the wider range of available shapes and the ability to change shape repeatedly, this spell functions as animorph.

    Energy Drain
    Necromancy
    Level: Clr 9, Sor/Wiz 9
    Saving Throw: Fortitude partial; see text for enervation
    This spell functions like enervation, except that the creature struck gains 1d4+1 negative levels, and the negative levels last longer.

    There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.

    An undead creature struck by the ray gains 2d4×5 temporary hit points for 1 hour.

    Terrible Revelation
    Divination
    Level: Sor/Wiz 9
    Range: Medium (100 ft. + 10 ft./level)
    Targets: All living creatures within range
    As terrible secret, except this spell reveals the knowledge to all creatures within range. You and up to one creature per caster level of your choice may be shielded from the secret.
    Focus
    The preserved brain of an outsider with an Intelligence score of 22 or higher.

    Wish
    Universal
    Level: Sor/Wiz 9
    Components: V, XP
    Casting Time: 1 standard action
    Range: See text
    Target, Effect, or Area: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: Yes
    Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.

    Even wish, however, has its limits.

    A wish can produce any one of the following effects.

    Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
    Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
    Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
    Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
    Undo the harmful effects of many other spells, such as geas/quest or insanity.
    Create a nonmagical item of up to 25,000 gp in value.
    Create a magic item up to 25,000 gp in value.
    Grant a creature a +1 inherent bonus to an ability score. This effect stacks with itself up to 5 times on a given ability score.
    Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
    Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
    Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
    Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
    You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)

    Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).

    Material Component
    When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.

    XP Cost
    The minimum XP cost for casting wish is 10,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 10,000 XP or that cost, whichever is more.
    Last edited by asdflove; 2013-12-28 at 09:13 PM.
    My pronouns are they/them, but I don't care much.

    My PbP Characters:
    Ailian Sunblazer

    My Homebrew

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