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Arcane Magic
Sorcerers are able to channel arcane magic.  This ability increases in power as the Sorcerer gains levels.  The details of this magic, including spells, and however many times the Sorcerer can cast them per day is detailed below.  To channel this arcane power, the Sorcerer must have a Charisma score equal to 10 plus the level of the spell to be cast.

Sorcerers can also summon a familiars.  Details on familiars can also be found below.
Spells Per Day and Spell Known

Spells Known - A Sorcerer begins play knowing five 0 level spells, and three 1st level spells, plus a number of additional 0 or 1st level spells equal to his Charisma modifier.  Each time the Sorcerer achieves a new class level, he gains two new spells of any level or levels that he can cast (according to his new level).

Spells Per Day - The Sorcerer can cast a number of spells per day as outlined by the table below.  Also, a high Charisma modifier helps to give the Sorcerer bonus spells.  For every level of spell a Sorcerer can cast, he gains a number of bonus spells equal to half his Charisma modifier.

Level 0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 5 3 1 - - - - - - -
4 6 4 2 - - - - - - -
5 6 5 3 1 - - - - - -
6 6 6 4 2 - - - - - -
7 6 6 5 3 1 - - - - -
8 6 6 6 4 2 - - - - -
9 6 6 6 5 3 1 - - - -
10 6 6 6 6 4 2 - - - -
11 6 6 6 6 5 3 1 - - -
12 6 6 6 6 6 4 2 - - -
13 6 6 6 6 6 5 3 1 - -
14 6 6 6 6 6 6 4 2 - -
15 6 6 6 6 6 6 5 3 1 -
16 6 6 6 6 6 6 6 4 2 -
17 6 6 6 6 6 6 6 5 3 1
18 6 6 6 6 6 6 6 6 4 2
19 6 6 6 6 6 6 6 6 5 3
20 6 6 6 6 6 6 6 6 6 4

 

Familiars

Familiars are magically linked to their masters.  In some sense, the familiar and the master are practically one being.  That's why for example, the master can cast a personal range spell on a familiar even though he can normally cast such a spell only on himself.  As the Sorcerer progresses in levels, his familiar gains certain powers and abilities.  Any normal small animal may be selected as a familiar.  Different benefits will be assigned to the master based on his chosen familiar. 

Master Level Natural Armor Intelligence Special
1-2 +1 6 Alertness, Empathic Link, Improved Evasion, Share Spells 
3-4 +2 7 Touch
5-6 +3 8 Speak with master
7-8 +4 9 Speak with animals of it's type
9-10 +5 10 One Language
11-12 +6 11 Spell Resistance
13-14 +7 12 Scry on Familiar
15-16 +8 13  
17-18 +9 14  
19-20 +10 15  

Alertness - The presence of the familiar sharpens its master's senses.  While the familiar is nearby, the master gains the benefits of the Alertness feat.

Empathic Link - The master has an empathic link with the familiar out to a distance of one mile.  Through this link, the master and the familiar can communicate telepathically.

Improved Evasion - If the familiar is subject to an attack that normally allows a saving throw for half damage, the familiar takes no damage if it makes a successful save and half damage even if the saving throw fails.

Share Spells - At the master's option, he can have a spell he casts on himself also affect his familiar.  The familiar must be within 1 range (5 ft) of the Sorcerer at the time, and some spells may cease to function when the familiar leaves this range.

Touch - If the master is 3rd level or higher, the familiar can deliver touch spells for the master.

Speak with master - The familiar and 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 it's type - The familiar can communicate with animals of approximately the same type as itself.  This communication is limited to the Intelligence of the conversing creatures.

One Language - The familiar is able to learn a real language, thus allowing it to communicate with any one else who knows the language.

Spell Resistance - The familiar gains spell resistance equal to the master's level +5.

Scry on Familiar - The master may Scry on the familiar as per the spell once per day.  This happens without need of actually casting or even knowing the spell.

0 Level Arcane Spell Descriptions

Acid Splash - missile deals 1d3 acid damage
Electric Jolt - Ranged tough attack deals 1d3 electricity damage
Horizikaul's Cough - Target takes 1 point of sonic damage and is deafened for 1 round
Resistance - subject gains a +1 on saving throws
Ray of frost - ray deals 1d3 cold damage
Daze - creature loses next action
Dancing Lights - creates torches or other lights
Flare - dazzles one creature(-1 attack)
Light - object shines like a torch
Ghost Sound - figment sounds
Mage Hand - 5-pound telekinesis
Mending - makes minor repairs on an object
Open/Close - opens or closes small or light things
Arcane Mark - Inscribes a personal rune (visible or invisible)
Detect Magic - Detects spells and magic items within 60ft.
Read Magic - Read scrolls and spell books

1st Level Arcane Spell Descriptions

Alarm - wards an area for 2 hours/level
Endure Elements - Damage reduction 5/round form one energy type
Hold Portal - Holds door shut
Shield - Invisible disc gives cover, blocks magic missiles
Grease - makes 10ft square of one object slippery
Mage Armor - Gives subject +4 armor bonus
Obscuring Mist - fog surrounds you
Summon Monster 1 - calls outsider to fight for you
Unseen Servant - Invisible force obeys your commands
Comprehend Languages - Understand all spoken and written languages
Detect Secret Doors - Reveals hidden doors within 60ft
Identify - Determines single feature of magic item (takes 8 hrs)
True Strike - Adds +20 bonus to your next attack roll
Charm Person - Makes one person your friend
Hypnotism - Fascinates 2d4 hit dice of creatures
Sleep - puts 2d4 hit dice of creatures into comatose slumber
Magic Missile - 1d4+1 damage, +1 missile/two levels above 1st max of 5 missiles
Tenser's Floating Disk - 3ft diameter horizontal disk that holds 100lb/level
Change Self - changes your appearance
Color Spray - knocks out, blinds or stuns 1d6 weak creatures
Nystul's Magical Aura - Makes a false magical aura
Nystul's Undetectable Aura - Masks a magical aura
Silent Image - creates minor illusions with out sound
Ventriloquism - throws voice for 1 min/level
Cause Fear - one creature flees for 1d4 rounds
Chill Touch - 1 touch/level deals 1d6 damage and 1 Strength stat damage
Ray of Enfeeblement - Ray reduces Strength by 1d6 +1/two caster levels
Burning Hands - 1d4 fire damage/level (5d4 max)
Enlarge - object grows 10%/level (50% max)
Expeditious Retreat - x2 speed when retreating
Feather Fall - Object falls like a feather
Jump - +30 on your next jump check
Magic Weapon - Weapon gains +1 magic bonus
Message - Whisper conversation at a distance
Reduce - Object shrinks 10%/level (max 50%)
Shocking Grasp - touch does 1d8 and +1/level of electricity
Spider Climb - You can walk on walls and ceilings
Corrosive Grasp - 1 touch/level deals 1d6+1 acid damage
Summon Undead 1 - Summons undead to fight for you
Know Protections - Determines target's defenses
Force Wave - deals 1d4+1 damage plus bull rush
Horizikaul's Boom - Target takes 1d4/2 levels of sonic damage plus deafness
Ice Dagger - Grenade like weapon deals target 1d4 cold damage per caster level
Shelgarn's Persistent Blade - Blade of force attacks target, automatically flanks
Net of Shadows - Ordinary shadows that provide concealment to all in the area
Spirit Worm - Target takes 1 point of con damage every round for 1 round/level
Kaupaer's Skittish Nerves - Target gains +5 bonus on initiative checks
Laeral's Cutting Hand - Your hand gains a +2 bonus to attack rolls

2nd Level Arcane Spell Descriptions

Igedrazaar's Miasma - Cloud of fog deals 1d4 sub dual damage/level
Summon Undead 2 - Summons undead to fight for you
Aganazzar's Scorcher - Path of fire deals 1d8/2 levels
Cloud of Bewilderment - Stun and blind targets
Combust - target takes 2d6+1/level of fire damage
Flame Dagger - As flame blade but 1d4 +1/level
Gedlee's Electric Loop - 5ft radius burst deals 1d6 electricity/2 levels plus stunning
Snilloc's Snowball Swarm - deals 1d6 cold/2 levels to a 10ft radius
Claws of Darkness - Your hands become reach melee touch attacks that deal 1d4 cold plus slow
Resist Elements - Ignores 12 damage/round from one energy type
Fog Cloud - Fog obscures vision
Glitterdust - Blinds creatures, outlines invisible creatures
Melf's Acid Arrow - ranged touch attack 2d4 damage for 1 round +1 round/three levels
Summon monster 2 - Calls outsider to fight for you
Web - fills 20ft radius spread with sticky spider webs
Detect Thoughts - Allows "listening" to surface thoughts
Locate Object - Senses direction toward object
See Invisibility - Reveals invisible creatures or objects
Tash's Hideous Laughter - Subject loses actions for 1d3 rounds
Continual Flame - Makes a permanent heatless torch
Darkness - 20ft radius of supernatural darkness
Daylight - 60ft radius of bright light
Flaming Sphere - Rolling ball of fire, 2d6 damage lasts1 round/level
Blur - attacks miss subject 20% of the time
Hypnotic Pattern - Fascinates 2d4+1 hit dice/level of creatures
Invisibility - subject is invisible for 10min/level or until it attacks
Leomund's Trap - makes item seem trapped
Magic Mouth - speaks once when triggered
Mirror Image - Creates decoy duplicates of you 1d4+1/3lvls (max8)
Ghoul Touch - paralyzes one subject, who exudes stench (-2 penalty) nearby
Scare - panics creatures of less then 6 hit dice (15 radius)
Spectral Hand - creates disembodied glowing hands to deliver touch attacks
Alter Self - as change self plus more drastic changes
Blindness/Deafness - Makes subject blind or deaf
Bull's Strength - subject gains 1d4+1 Strength for 1hr./level
Cat's Grace - subject gains 1d4+1 Dexterity for 1hr./level
Darkvision - see 60ft in total darkness
Endurance - subject gains 1d4+1 con for 1hr./level
Knock - opens locked or magically sealed door
Levitate - subject moves up and down at your direction
Pyrotechnics - turns fire into blinding light or chocking smoke
Whispering Wind - sends a short message one mile/level