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Sorcerer Spells
These spells are only usable by Sorcerer characters and are usable in the same manner as Magical Spells.


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First One Level Sorcerer Spells


Analyze
  • This spell is identicle to the Magical spell (from the rulebook).


Detect Magic
  • This spell is identicle to the Magical spell (from the rulebook).


Magic Bolt
  • Range: 150'
  • Duration: 1 round
  • Effect: Creates 1 or more magical bolts
  • A magic bolt is a glowing magical ball, created and shot by magic, which inflicts 1d6+1 (2-7) points of damage to any creature it strikes. After the spell is cast, the bolt immediately is shot at one visible target, specified by the spellcaster. A regular "to hit" roll is required to hit the target with normal missile modifiers applied. For every 5 levels of experience of the caster, two more bolts are created by the same spell.


Minor Cure
  • Range: Touch
  • Duration: Permanent
  • Effect: Any one living creature
  • This spell will heal damage from one living creature. If used to heal, it can cure 2-7 (1d6+1) points of damage. This spell cannot increase a creature's total hit points above the original amount. There is a small price in exchange for the benefit. Any one living creature must suffer one point of damage. The creature must be completely willing to suffer the damage (there is no saving throw permitted).


Minor Shield
  • Range: 0
  • Duration: 4 turns
  • Effect: Spellcaster only
  • This spell creates a magical barrier around the spellcaster (less than an inch away). It moves with the spellcaster. While the duration lasts, the spellcaster has an AC of 5 against all attacks.

    If someone shoots a magic missile at a spellcaster protected by this spell, the spellcaster may make a saving throw vs spells (one saving throw per missile). If the saving throw is successful, the magic missile hits for half of the normal damage.


Read Languages
  • This spell is identicle to the Magical spell (from the rulebook).


Read Magic
  • This spell is identicle to the Magical spell (from the rulebook).


Resist Cold
  • This spell is identicle to the Clerical spell (from the rulebook).


Spoil Food and Water
  • Range: 10'
  • Duration: Permanent
  • Effect: See Below
  • This spell will force safe food or water to become spoiled. It will spoil one ration of preserved food, six waterskins of water, or enough normal food to feed a dozen people. This spell will not affect any living creature.


Ventriloquism
  • This spell is identicle to the Magical spell (from the rulebook).



Second Level Sorcerer Spells


Create Cord
  • Range: 100'
  • Duration: 9 turns
  • Effect: Binds one creature
  • This spell will affect any one creature of approximately human size or smaller. A magical rope is created that wraps itself around the target creature. The victim may make an immediate strength test to break free of the bonds. If the test is failed the creature will be unable to move except to wiggle and shift. The creature is still able to speak as normal.


Detect Invisible
  • This spell is identicle to the Magical spell (from the rulebook).


ESP
  • This spell is identicle to the Magical spell (from the rulebook).


Knock
  • This spell is identicle to the Magical spell (from the rulebook).


Know Alignment
  • This spell is identicle to the Clerical spell (from the rulebook).


Levitate
  • This spell is identicle to the Magical spell (from the rulebook).


Minor Invisibility
  • Range: 120'
  • Duration: 6 turns
  • Effect: One creature or object
  • This spell is identicle to the Magical spell (from the rulebook).


Perspective Image
  • Range: 0
  • Duration: 6 turns
  • Effect: The spellcaster only
  • With this spell, the spellcaster's body appears to be slightly further to the left or right than it's actual position. All attacks against the spellcaster are penalized with a -3 to hit penalty.


Resist Fire
  • This spell is identicle to the Clerical spell (from the rulebook).


Silence
  • Range: 90'
  • Duration: 1 turn
  • Effect: One creature is silenced
  • This spell creates an area of silence that surrounds one creature. It is impossible for the creature to converse or cast spells for the duration of the spell. This spell does not prevent the target from hearing other noises that occur around him. The victim is permitted a saving throw vs spells to avoid the spell effect.



Third Level Sorcerer Spells


Clairvoyance
  • This spell is identicle to the Magical spell (from the rulebook).


Cure Blindness
  • This spell is identicle to the Clerical spell (from the rulebook).


Dispel Magic
  • This spell is identicle to the Magical spell (from the rulebook).


Fire Bolt
  • Range: 240'
  • Duration: Instantaneous
  • Effect: Explosion in a 20' diameter
  • This spell creates a missile of fire that bursts into a ball of fire with a 20' diameter where it strikes a target. It will cause 1d6 points of damage per level of the caster to every creature in the area of effect. Each victim may make a saving throw vs spells; if successful, the spell will only do half damage.


Growth of Animal
  • This spell is identicle to the Clerical spell (from the rulebook).


Infravision
  • This spell is identicle to the Magical spell (from the rulebook).


Lashing
  • Range: 30'
  • Duration: 1 turn
  • Effect: 1d4 bonus to damage on 1 weapon
  • This spell allows any one weapon to inflict 1d4 additional points of damage per attack. This bonus only applies to damage rolls. It this spell is cast on a normall weapon, the weapon may then damage creatures which are normally affected only by magic weapons; the weapon will do 1d4 points of damage per strike, regardless of the normal damage of the weapon.
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Lightning Burst
  • Range: 0
  • Duration: Instantaneous
  • Effect: Explosion in a 10' diameter
  • This spell creates a burst of electricity that expands from around the caster's body. It will inflict 1d6 points of damage per level of the caster to all creatures positioned within 10' of the spellcaster. Each victim may make a saving throw vs spells; if successful, the spell will only do half damage.


Protection from Normal Missiles
  • This spell is identicle to the Magical spell (from the rulebook).


Water Breathing
  • This spell is identicle to the Magical spell (from the rulebook).



Fourth Level Sorcerer Spells


Animate Dead
  • This spell is identicle to the Clerical spell (from the rulebook).


Clothform
  • This spell is identicle to the Magical spell (from the rulebook).


Confuse
  • Range: 100'
  • Duration: 6 rounds
  • Effect: Any one creature
  • This spell will confuse its victim. Victims with less than 2+1 Hit Dice are not allowed a saving throw. Others are permitted a saving throw vs spells every round of the duration or remain confused. Confused creatures act randomly (as described in the rulebook for the Confusion spell).


Dimension Door
  • This spell is identicle to the Magical spell (from the rulebook).


Ice Blast/Wall of Ice
  • Range: 120'
  • Duration: Blast, 1 round; Wall, 12 turns
  • Effect: Blast in a 10'x10'x10' volume; or Wall of 1,200 square feet
  • This spell may be cast as either an icy blast or as a wall of ice.

    An ice blast fills a 10'x10'x10' cube. If cast in a smaller area, it will remain 10' long at most. The blast inflicts 1d6 points of cold damage per level of the caster to every creature in the area. Each victim must make a saving throw vs spells; if successful, he takes only half damage. Fire-type creatures have a -4 penalty on their saving throws, but cold-type creatures are not affected by the spell.

    A wall of ice is exactly as described in the rulebook.


Polymorph Other
  • This spell is identicle to the Magical spell (from the rulebook).


Polymorph Self
  • This spell is identicle to the Magical spell (from the rulebook).


Serious Cure
  • Range: Touch
  • Duration: Permanent
  • Effect: Any one living creature
  • This spell will heal damage from one living creature. If used to heal, it can cure 4-14 (2d6+2) points of damage. This spell cannot increase a creature's total hit points above the original amount. There is a small price in exchange for the benefit. Any one living creature must suffer 4 points of damage. The creature must be completely willing to suffer the damage (there is no saving throw permitted).


Wall of Fire
  • This spell is identicle to the Magical spell (from the rulebook).


Wizard Eye
  • This spell is identicle to the Magical spell (from the rulebook).



Fifth Level Sorcerer Spells


Conjure Lesser Elemental
  • Range: 240'
  • Duration: Concentration
  • Effect: Summons one 12 HD elemental
  • This spell is identicle to the Magical spell "Conjure Elemental" (from the rulebook), except for the elemental's statistics.


Critical Cure
  • Range: Touch
  • Duration: Permanent
  • Effect: Any one living creature
  • This spell will heal damage from one living creature. If used to heal, it can cure 6-21 (3d6+3) points of damage. This spell cannot increase a creature's total hit points above the original amount. There is a small price in exchange for the benefit. Any one living creature must suffer 7 points of damage. The creature must be completely willing to suffer the damage (there is no saving throw permitted).


Dissolve*
  • This spell is identicle to the Magical spell (from the rulebook).


Magic Jar
  • This spell is identicle to the Magical spell (from the rulebook).


Passwall
  • This spell is identicle to the Magical spell (from the rulebook).


Telekinesis
  • This spell is identicle to the Clerical spell (from the rulebook).


Teleport Self
  • Range: 0
  • Duration: Instantaneous
  • Effect: Caster only
  • This spell is identicle to the Magical spell "Teleport" (from the rulebook), except that it only affects the caster.


Truesight
  • This spell is identicle to the Clerical spell (from the rulebook).


Wall of Stone
  • This spell is identicle to the Magical spell (from the rulebook).


Woodform
  • This spell is identicle to the Magical spell (from the rulebook).



Sixth Level Sorcerer Spells


Animate Objects
  • This spell is identicle to the Clerical spell (from the rulebook).


Anti-Magic Shell
  • This spell is identicle to the Magical spell (from the rulebook).


Blade Barrier*
  • Range: 60'
  • Duration: 12 turns
  • Effect: Creates whirling blades
  • This spell creates a magical barrier in an area up to 30' in diameter and 30' high. The barrier is a wall of tiny whirling blades. Any creature passing through the barrier takes 4d10 points of damage from the blades (no saving throw allowed).

    The reverse of this spell (Remove Barrier) is identical to the Clerical spell (from the rulebook).


Conjure Elemental
  • This spell is identicle to the Magical spell (from the rulebook).


Invisible Stalker
  • This spell is identicle to the Magical spell (from the rulebook).


Major Cure
  • Range: Touch
  • Duration: Permanent
  • Effect: Cures full wounds
  • This spell will cure the target of all damage, thereby restoring him to full hit points.


Minor Death
  • Range: 100'
  • Duration: Instantaneous
  • Effect: Slays 2d8 (2-16) Hit Dice of creatures within a 40'x40'x40' area
  • This spell will affect 2d8 Hit Dice of living creatures within the given area. Normal plants and insects are automatically slain, and those with no hit points are not counted in the total affected. Undead are not affected, nor are creatures with 8 or more Hit Dice. The lowest Hit Dice creatures are affected first. Each victim must make a saving throw vs death ray or die.


Projected Image
  • This spell is identicle to the Magical spell (from the rulebook).


Stoneform
  • This spell is identicle to the Magical spell (from the rulebook).


Wall of Iron
  • This spell is identicle to the Magical spell (from the rulebook).



Seventh Level Sorcerer Spells


Delayed Blast Firebolt
  • This spell is identicle to the Magical spell "Delayed Blast Fireball (from the rulebook), except that it explodes into a firebolt instead of a fireball.


Ironform
  • This spell is identicle to the Magical spell (from the rulebook).


Eliminate Gravity
  • Range: 90'
  • Duration: 2 rounds
  • Effect: Causes gravity to disappear in a 30' cubic volume
  • This spell affects all creatures and objects within a cubic volume 30'x30'x30', causing them to be affected by anti-gavity. This causes complete weightlessness and may cause creatures to be unable to move unless they have some way to propel themselves in a given direction.


Find the Path
  • This spell is identicle to the Clerical spell (from the rulebook).


Lore
  • This spell is identicle to the Magical spell (from the rulebook).


Magic Door
  • This spell is identicle to the Magical spell (from the rulebook).


Minor Stun
  • Range: 100'
  • Duration: 1d3 turns
  • Effect: Stuns one creature of 70 hp or less
  • This lets the caster stun one victim within 100' (no saving throw). No creature with greater than 71 hit points is affected.


Statue
  • This spell is identicle to the Magical spell (from the rulebook).


Summon Object
  • This spell is identicle to the Magical spell (from the rulebook).


Sword
  • This spell is identicle to the Magical spell (from the rulebook).



Eighth Level Sorcerer Spells


Dance
  • This spell is identicle to the Magical spell (from the rulebook).


Earthquake
  • This spell is identicle to the Clerical spell (from the rulebook).


Flame Cloud
  • Range: 10'
  • Duration: 3 turns
  • Effect: Creates a cloud of flame
  • This spell creates a cloud of searing flames. It inflicts 2 points of fire damage for each two levels of the caster rounded down. All victims within the cloud may make a saving throw vs spells. If successful, the damage is halved. Damage will continue to occur each round as long as a creature remains within the cloud.


Permanence
  • This spell is identicle to the Magical spell (from the rulebook).


Raise Dead*
  • This spell is identicle to the Clerical spell (from the rulebook).


Mind Barrier*
  • This spell is identicle to the Magical spell (from the rulebook).


Minor Blind
  • Range: 100'
  • Duration: 1 day
  • Effect: Blinds one creature of 80 hp or less
  • This lets the caster blind one victim within 100' (no saving throw). No creature with greater than 81 hit points is affected. A blinded victim suffers penalties of -4 on all saving throws and +4 on armor class.


Steelform
  • This spell is identicle to the Magical spell (from the rulebook).


Symbol
  • This spell is identicle to the Magical spell (from the rulebook).


Wall of Force
  • Range: 120'
  • Duration: 6 turns
  • Effect: Creates an invisible barrier
  • This spell creates an invisible, immovable wall of pure force. This spell is identical to the Magical spell "Force Field" (from the rulebook), except that it creates a straight wall (instead of a sphere) up to 40' wide and 20' tall.



Ninth Level Sorcerer Spells


Contingency
  • This spell is identicle to the Magical spell (from the rulebook).


Gate*
  • This spell is identicle to the Magical spell (from the rulebook).


Immunity
  • This spell is identicle to the Magical spell (from the rulebook).


Maze
  • This spell is identicle to the Magical spell (from the rulebook).


Minor Restore
  • Range: Touch
  • Duration: Permanent
  • Effect: Restores 1 level lost to energy drain
  • This spell is identicle to the Clerical spell "Restore" (from the rulebook), except that the caster must first roll a percentile. The spell will only succeed if the result is less then 4% x the casters level.


Fire Storm
  • Range: 180'
  • Duration: 1d4 rounds
  • Effect: Creates a storm of flame
  • This spell creates a storm with the same dimensions as an "Ice Storm" spell. Victims within the area will take 1d6 points of fire damage per level of the caster. Affected creatures may make a saving throw vs spells. If successful, the damage is halved. Damage will continue to occur each round as long as a creature remains within the storm.


Prismatic Wall
  • This spell is identicle to the Magical spell (from the rulebook).


Survival
  • This spell is identicle to the Magical spell (from the rulebook).


Timestop
  • This spell is identicle to the Magical spell (from the rulebook).


Wish
  • This spell is identicle to the Magical spell (from the rulebook).


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