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Sorcerer Spells - Sixth Level
Chain Lightning

Level: Sor 6
Range: Long (400' + 40'/level)
Duration: Instantaneous
Target: One primary target plus one secondary target/level within 30' of the primary target
Saving Throw: Reflex halves
Spell Resistance: Yes

This spell creates an electrical discharge that begins as a single stroke commencing from the caster's fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt initially inflicts 1d6 electricity damage per caster level (maximum 20d6). After the bolt strikes, lightning can arc to as many secondary targets as the caster has levels; the secondary bolts each strike one target and inflict half as many dice of damage as the primary (rounded down).


Circle of Death

Level: Sor 6
Range: Medium (100' + 10'/level)
Duration: Instantaneous
Area: Several living creatures within a 50' radius burst
Saving Throw: Fortitude negates
Spell Resistance: Yes

Circle of Death snuffs out the life forces of living creatures, killing them instantly. The spell slays 1d4 Hit Dice worth of living creatures per caster level (maximum 20d4). The weakest (lowest Hit Die) creatures in the area are affected first. Creatures with at least 9 Hit Dice or levels are not affected, nor does a circle of death spell affect creatures that are not alive.


Disintegrate

Level: Sor 6
Range: Medium (100' + 10'/level)
Duration: Instantaneous
Target: One creature or 10' cube of nonliving matter or energy
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

A thin, green beam springs from the caster's pointing finger, causing the creature or object it strikes to glow and vanish, leaving behind only traces of fine dust. The caster must make a successful ranged touch attack to hit. The ray affects even magical matter or energy of a magical nature but not a globe of invulnerability. A creature or object that successfully saves is only partially affected; it suffers 5d6 damage.


Globe of Invulnerability

Level: Sor 6
Range: 10'
Duration: 1 round/level
Area: 10' radius centered on the caster's location
Saving Throw: None
Spell Resistance: No

The globe of invulnerability works like the minor globe of invulnerability except that it also excludes 4th-level spells.


Mass Suggestion

Level: Sor 6
Range: Medium (100' + 10'/level)
Duration: 1 hour/level
Target: One living creature/level, no two of which can be more than 30' apart
Saving Throw: Will negates
Spell Resistance: Yes

The spell causes multiple creatures to fall under the sway of the caster's side of the battle. Such creatures will fight for the caster as if they were controlled by the party (much like the spells Charm Person or Charm Monster).


Repulsion

Level: Sor 6
Range: 10'/level
Duration: 1 round/level
Area: Up to 10' radius/level, centered on the caster
Saving Throw: Will negates
Spell Resistance: Yes

An invisible, mobile field surrounds the caster and prevents creatures from approaching her. Creatures within or entering the field must attempt saving throws. If they fail, they become unable to move toward the caster for the duration of the spell. Repelled creatures' actions are not otherwise restricted; they can fight other creatures and can cast spells and attack the caster with ranged weapons. Targets in the thrall of the spell may make melee attacks against the warded individual if the warded individual moves within reach.


True Seeing

Level: Clr 5, Sor 6
Range: Touch
Duration: 1 minute/level
Target: Creature touched
Saving Throw: None
Spell Resistance: No

The caster confers on the recipient the ability to see all things as they actually are. The target sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of changed or altered things.