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Sorcerer Spells - First Level
Burning Hands

Level: Sor 1
Range: 10'
Duration: Instantaneous
Area: A semi-circle with a 10' radius, emanating from the caster
Saving Throw: Reflex halves
Spell Resistance: Yes

A thin sheet of searing flame shoots from the caster's outspread fingertips. Any creature in the area of the flames suffers 1d4 fire damage per caster level, to a maximum of 5d4.


Charm Person

Level: Sor 1
Range: Close (25 ' + 5'/2 levels)
Duration: 1 hour/level
Target: One person
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This charm makes a humanoid of Medium-size or smaller regard the caster as his trusted friend and ally. If the creature is currently being threatened or attacked by the caster or the caster's allies, however, he receives a +5 bonus on his saving throw. A charmed person will fight at the caster's side as if he were an ally under the party's control. Any act by the caster or the caster's apparent allies that threatens the charmed person breaks the spell.


Chill Touch

Level: Sor 1
Range: Touch
Duration: Instantaneous
Target: One creature touched/level
Saving Throw: Fortitude partially negates (see text)
Spell Resistance: Yes

A touch from the caster's hand, which glows with blue energy, disrupts the life force of living creatures. Each successful melee touch attack deals 1d6 damage and 1 point of temporary Strength damage. (A Fortitude saving throw negates the Strength damage.) The caster can use this touch attack up to 1 time per level.


Mage Armor

Level: Sor 1
Range: Touch
Duration: 1 hour/level
Target: One creature
Saving Throw: None
Spell Resistance: No

An invisible, tangible field of force surrounds the subject of mage armor. It provides a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, spell failure chance, or movement reduction. Since the AC bonus is an armor bonus, it does not stack with other armor bonuses, such as from mundane armor or bracers of armor. Incorporeal creatures can not bypass this effect as the spell creates a magical protection that differs from normal armor.


Magic Missile

Level: Sor 1
Range: Medium (100' + 10'/level)
Duration: Instantaneous
Target: Up to five creatures, no two of which can be more than 15' apart
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from the caster's fingertip and unerringly strikes its target. The missile inflicts 1d4+1 damage. The missile strikes unerringly, even if the target is in melee or has partial cover or concealment. For every 2 extra levels of experience past 1st, the caster gains an additional missile - she has two at 3rd level, three at 5th level, four at 7th level, up to a maximum of five missiles at 9th level or higher. If the caster shoots multiple missiles, she can have them strike a single creature or several creatures.


Protection from Evil

Level: Clr 1, Pal 1, Sor 1
Range: Touch
Duration: 1 minute/level
Target: Creature touched
Saving Throw: None
Spell Resistance: No

This spell conjures a field around the target that has three major effects: it gives a +2 bonus to AC and a +2 bonus on saving throws, both against attacks made by evil creatures, it blocks any attempt to possess or to exercise mental control over the warded creature, and lastly it prevents bodily contact by elementals and outsiders. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the warded creature.


Protection from Good

Level: Clr 1, Sor 1

As protection from evil, except that the bonuses apply to attacks from good creatures (not evil ones), and evil outsiders and elementals (not good ones) can touch the target.


Shield

Level: Sor 1
Range: Personal
Duration: 1 minute/level
Target: The caster

Shield creates an invisible, mobile disc of force that hovers in front of the caster. It completely negates magic missile attacks directed at him. The disc intercepts attacks, providing three-fourths cover (+7 AC and +3 on Reflex saving throws).


Shocking Grasp

Level: Sor 1
Range: Touch
Duration: 1 round
Target: One creature or object
Saving Throw: None
Spell Resistance: Yes

This spell imbues the caster's hand with a powerful electrical charge, which she can use to damage an opponent. The caster must make a successful melee touch attack which deals 1d8 damage + 1/caster level (maximum 1d8+20). The damage is electrical damage. When delivering the jolt, the caster gains a +3 attack bonus if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, etc).


Sleep

Level: Rgr 2, Sor 1
Range: Medium (100' + 10'/level)
Duration: 1 minute/level
Area: Several living creatures within a 15' radius burst
Saving Throw: Will negates
Spell Resistance: Yes

A sleep spell causes a comatose slumber to come upon one or more creatures. Up to 2d4 Hit Dice or levels of creatures can be affected, with creatures with the least amount of Hit Dice affected first. No creature with 5 or more Hit Dice or levels is affected, and Hit Dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not. Awakening a creature is a partial action.