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Sorcerers and Wizards

Posted: Mon Mar 14, 2011 7:26 pm
by KaiserKris
The idea of a contrasting an intuitive magic-user with a more traditional study-oriented one is interesting, and I thought I would give it a bit of a stab here. The basic spell progression table for the wizard and sorcerer both are the same as in the PHB, though naturally they have different means of casting spells and particular abilities.

Some credit goes to Serelan here for the hints with metamagic and specialization abilities.

Sorcerer: (Charisma)
Alignment: Any
Hit Dice: d6
BtH: 1/3
Weapons: Any one-handed melee weapon, sling, dart
Armour: None
EPP: As Wizard
Abilities: Arcane Blast, Arcane Spellcasting, Ascension Power

Arcane Blast: Sorcerers possess the ability to unleash a blast of primal magical power at their enemies. This blast extends to a range of forty feet, is a ranged touch attack, and can be used 1 + Charisma modifier times per day. At 1st level, it inflicts 1d6+Cha mod damage, at 7th level, it inflicts 2d6+Cha mod damage, at 13th level, 3d6+Cha mod damage, and at 19th, 5d6+Cha mod damage. The attack roll for the blast uses the Sorcerer’s class level, rather than their BtH.

Cantrips: Sorcerers have the ability to cast any of the cantrips they know at will.

Arcane Spellcasting: Sorcerers are capable of casting arcane spells like Wizards, but they do not prepare daily spells like a wizard can, they rather know a fixed number of spells equal to the spell slots they can use daily. A high Charisma score allows a Sorcerer to know and cast more spells per day. Sorcerers cannot learn new spells from scrolls as wizards can, nor are they eligible for specialization. Sorcerers are capable of altering their spells through an act of will, but they must make a successful Charisma check modified by the spell level of the spell, plus the following for specific feats of metamagic.

Metamagic Preparation
Maximize Damage: 2 Higher
Instant Casting: 3 Higher
Double Spell Duration: 1 Higher
Exclude Specific Targets: 1 Higher
Double Area of Effect: 2 Higher
Change Damage Type: Same
Double Range of Spell: 1 Higher
Subduing Spell: 2 Higher
Cast Spell Silently: 1 Higher
Cast Spell Stilly: 1 Higher

Capstone Power: At 20th level, Sorcerers gain a permanent +1 bonus to their Charisma score and the ability to cast 1st-level spells at will.

Wizard:
Alignment: Any
Hit Dice: d4
BtH: As PHB
Weapons: Staff, sling, dagger, club, light crossbow, dart
Armour: None
Abilities: Arcane Spells, Arcane Training, Specialization, Ascension Power

Arcane Spells: Wizards are capable of casting spells from the wizard’s spell list, and unlike sorcerers, must prepare their spells in advance from the spells they know. Wizards begin play with 4 0-level spells and 2 1st-level spells in their spellbook and gain one spell per level. They may also learn spells from scrolls or from studying with other wizards. A high Intelligence score grants a Wizard bonus spells.

Cantrips: Wizards are capable of casting each of the cantrips they know a number of times equal to 1+Int modifier per day.

Arcane Training: Thanks to their long arcane training, Wizards are capable of performing a number of feats that other classes are incapable of performing. Rather than have to cast the spell Identify on a scroll, Wizards can simply make an Intelligence skill check, modified by the level of the spell on the scroll to read the scroll in question. They can then cast that scroll, provided they are of high enough level to cast the spell as it is. They may also attempt to permanently write the spell into their spellbook. To determine their success in doing so, roll a d100. They can also cast all cantrips they know at will, without any limitations. Wizards are also capable of altering the spells they cast through special preparation. To alter a spell, a Wizard must make a successful Intelligence check modified by their spell level at preparation, and then prepare that spell as a more advanced spell.

Chance of Learning Spell by Intelligence:
1: 0%, 2: 10%, 3: 15%, 4: 20%, 5: 25%, 6: 30%, 7: 35%, 8: 40%, 9: 45%, 10: 50%, 11: 55%, 12: 60%, 13: 65%, 14: 70%, 15: 75%, 16: 80%, 17: 85%, 18: 90%, 19: 95%, 20 and above: 100%

Metamagic Preparation
Maximize Damage: 2 Higher
Instant Casting: 3 Higher
Double Spell Duration: 1 Higher
Exclude Specific Targets: 1 Higher
Double Area of Effect: 2 Higher
Change Damage Type: Same
Double Range of Spell: 1 Higher
Subduing Spell: 2 Higher
Cast Spell Silently: 1 Higher
Cast Spell Stilly: 1 Higher

Specialization: At 1st level, a Wizard must choose whether or not they are going to specialize in a particular school of magic. Specialization is a very important choice- it imparts significant bonuses on the spellcaster, but forces them to permanently abjure two other schools of spells. These abjured spells can be cast from scrolls, but can never be added to the wizard’s spellbook.

Abjurer
• +1 Armour Class
• SR equal to the wizard’s intelligence modifier + 1
• Bonus spell slot

Conjurer
• +1 HD of summoned creatures
• Can conjure up to five pounds of any material, up to 10 gp in value once per day.
• Bonus spell slot

Diviner
• +2 to all Initiative rolls
• +2 to all saves against Illusions, and Intelligence skill checks involving Knowledge
• Bonus spell slot

Enchanter
• +2 to saves against charm and fear
• Spell-Like Ability: mind trick, grants +4 bonus to Charisma checks against one target, lasts for one minute per level. Can be used 1+Cha bonus times per day.
• Bonus spell slot

Illusionist
• +2 to saves against illusions
• Spell-Like Ability: dispel illusion, can cast 1 + Int mod times per day
• Bonus spell slot

Invoker
• +1 bonus damage to damage-dealing spells per spell level. For example, each missile in a magic missile spell will do 1d4+2 damage, a fireball may do 6d6+3 damage to each target, etc.
• Can change energy type of damage-dealing spells freely
• Bonus spell slot

Necromancer
• +2 to all saves against undead creatures
• Can rebuke/control undead at level 3, as a cleric of 1st level
• Bonus spell slot

Transmuter
• +1 to any one physical-based attribute, can be altered daily
• Can boost the GP value of a non-magical object by 15%, once per day
• Bonus spell slot

Capstone Power: At 20th level, Wizards gain a permanent +1 bonus to their Intelligence scores and gain the ability to contact a ‘patron’, a powerful being of 20 HD or higher, with appropriately matching alignment to the Wizard and subject to CK approval. This patron will grant the Wizard a new permanent power, in relation to its own abilities, and will also act as an advisor to the wizard.

Wizard-Sorcerer Spell List:
* = Not available to Sorcerer

0-level: (All arcane spellcasters can use all of these cantrips, regardless of their school origins)
Acid Orb: Ranged touch attack inflicts d3 damage.
Arcane Mark: Creates personal visible or invisible rune.
Bleed: Stabilized subject resumes dying or causes loss of 1 hp/round for 1d3 rounds.
Copy: Creates flawless copy of writing
Dancing Lights: Creates ghostly lights
Daze Monster: Monster of 3 HD or less loses next action
Detect Magic: Detects the presence of magic in an object or area
Detect Poison: Detects poison in one object or creature
Endure Elements: Can exist comfortably in hot or cold environments
Flare: Creates bright flare for signalling
Ghost Sound: Creates phantom sounds
Light: Object emits aura of light, similar to a torch
Mage Hand: Allows 5-pound telekinesis
Mending: Repairs small, simple objects
Message: Whispers communication at a distance
Prestidigitation: Creates a variety of small sensory illusions and effects
Ray of Frost: Ranged touch attack inflicts 1d3 damage
Read Magic: Allows flawless reading of magical inscriptions
Resistance: Grants +1 bonus to saving throw made within 1d3 rounds
Touch of Fatigue: Subject becomes fatigued, suffering -1 penalty to all rolls next turn

1st-level:
Alarm (Abjuration): Wards area, creating mental or audible alarm. Lasts 2 hours/level.
Hold Portal (Abjuration): Holds door shut as strongly as man with 18 Str. Can also open unlocked doors silently.
Protection from Evil/Good/Chaos/Law (Abjuration): Grants bonus to AC, saves, prevents active mind control or physical contact by summoned/conjured creatures.
Grease (Conjuration): Makes 10x10 area of terrain extremely slippery.
Mage Armour (Conjuration): Grants +3 bonus to AC, bonus increases by +1 every 4 levels to +6 maximum.
Mount (Conjuration): Creates riding horse which lasts for 1 hour/level
Unseen Servant (Conjuration): Creates invisible servant that can do simple tasks
Comprehend Languages (Divination): Subject understands one language.
Identify (Divination): Instantly identifies some properties of magical item.
True Strike (Divination): Next 1d4 attacks made using +3 bonus, wizard level for BtH.
Charm Person (Enchantment): Makes one humanoid the caster's trusted friend.
Intoxication (Enchantment): Improves Charisma saves against fear, but reduces them against charm/diplomacy. Bonus to Constitution saves, but penalty to Dexterity saves. Or alternatively, instant sobriety.
Sleep (Enchantment): Puts 2d4+1 HD of creatures to magical sleep.
Burning Hands (Evocation): Inflicts 1d2+level damage within 10 feet.
Chromatic Orb (Evocation): Inflicts 1d4+Int damage, inflicts further penalties on enemy.
Floating Disk (Evocation): Disk holds up to 100 lbs/weight per level.
Magic Missile (Evocation): Unerring missile inflicts 1d4+1 damage, +1 missile/2 levels (Maximum 5)
Shield (Evocation): Invisible shield provides +2 AC, blocks magic missiles
Change Self (Illusion): Caster can change their form.
Colour Spray (Illusion): Burst of light and colour knocks out, blinds or stuns enemies.
Silent Image (Illusion): Creates static image.
Bone Weapon (Necromancy): Bone transforms into club, dagger or other appropriate weapon.
Chill Touch (Necromancy): Touch inflicts 1d6 damage, Str and Dex penalty.
Spectral Hand (Necromancy): Disembodied hand can make touch attacks.
Alter Size (Transmutation): Increases or decreases size of one subject. (Up to double/half of regular size)
Expeditious Retreat (Transmutation): Increases speed by 30 feet, but forbids all other actions while active.
Feather Fall (Transmutation): Slows falling to safe speeds.
Jump (Transmutation): Allows subject to make extraordinary leaps. (10 + 5/Dex vertically, 10 + 10/Dex horizontally)
Magic Weapon (Transmutation): Temporarily makes weapon +1 magical weapon.
Spider Climb (Transmutation): Allows subject to climb on walls and ceilings.
Summon Familiar (Universal): Summons familiars.

2nd-level:
Misdirection (Abjuration): Misleads divinations for one creature or object
Protection from Missiles (Abjuration): Protects against most missile weapons.
Resist Energy (Abjuration): Protects against 10 hp/level damage from one type of energy
Acid Arrow (Conjuration): Make ranged attack to deal 2d4 per 1 round/two levels acid damage (Maximum 5 rounds)
Fog Cloud (Conjuration): Fog obscures vision
Glitterdust (Conjuration): Blinds creates, outlines invisible creatures.
Pit/Snare (Conjuration): Creates magical pit or snare to trap creatures.
Web (Conjuration): Creates magical web which can trap creatures.
Detect Thoughts (Divination): Allows caster to read surface thoughts.
Sense Direction (Divination): Senses general direction towards location.
Hideous Laughter (Enchantment): Subject loses action for 1 round/level. (Maximum 5 rounds)
Touch of Idiocy (Enchantment): Subject loses 1d6 Int, Wis and Cha from touch attack.
Continual Flame (Evocation): Creates longlasting, harmless flame.
Darkness (Evocation): Creates field of darkness over 20 feet, or aura of bright light.
Flaming Sphere (Evocation): Movable sphere of flame inflicts 3d6 damage, lasts for 1 round/3 levels. (Maximum 5 rounds)
Knock (Evocation): Strong force breaks down doors, forces open chests, can knock Medium creature up to 1d10 feet.
Shatter (Evocation): Sonic vibrations shatter crystalline objects.
Invisibility (Illusion): Subject becomes invisible for 5 minutes/level.
Magic Mouth (Illusion): Illusory mouth speaks when triggered.
Minor Image (Illusion): Illusion has minor sound or thermal effects.
Mirror Image (Illusion): Creates 1d4+1 decoy duplicates of caster.
Cause Fear (Necromancy): Creates state of terror in one creature.
False Life (Necromancy): Grants 1d10+level temporary hit points to subject. (Maximum 10)
Ray of Enfeeblement (Necromancy): Inflicts -1 penalty to damage and BtH/2 levels (Maximum 5)
Alter Self (Transmutation): Caster more drastically changes themselves.
Darkvision (Transmutation): Caster grants themselves flawless vision in darkness.
Enhance Attribute (Transmutation): Caster raises one attribute of a subject, 1d4+1 if prime, 1d2+1 if not.
Levitate (Transmutation): Objects move up and down at caster's command.
Pyrotechnics (Transmutation): Fire becomes blinding flare or choking smoke.
Rope Trick (Transmutation): Rope leads to extradimensional hiding place.

3rd level:
Dispel Magic (Abjuration): Dispels one magical effect.
Iron Will (Abjuration): Grants immunity for 1 hour/level to enchantment spells.
Magic Circle Against Evil (Abjuration): Grants benefits of Protection Against Evil to all within 15' radius.
Nondetection (Abjuration): Hides subject from divination, scrying
Flame Arrows (Conjuration): Conjures forth 1/2 level arrows that do 1d6 normal and 1d6 fire damage (maximum five arrows)
Greater Mount (Conjuration): Can carry up to four creatures, flying or walking at 60 ft/round, lasts 1 hour/level.
Summon Monster I (Conjuration): Summons up to 6 HD of monsters, none more than 3 HD.
Tiny Hut (Conjuration): Provides shelter for up to 10 creatures
Clairvoyance/Clairaudience (Divination): See/hear at a distance for 1 minute/level
Fortune's Favor (Divination): Make two rolls for any one action in the next hour, choose more favorable one. Can also be used to force enemy to roll again, taking the less favorable roll for one action of theirs.
Tongues (Divination): Subject can speak and understand all languages.
Heroic Delusion (Enchantment): Grants +2 bonus to attack rolls and saving throws.
Hold Person (Enchantment): Holds one person helpless 1 round/level
Rigid Thinking (Enchantment): Makes one individual bound to their current course of action
Suggestion (Enchantment): Compels subject to follow stated course of action
Fireball (Evocation): 1d6 damage/level in 40 ft. diameter square (maximum 12d6)
Gust of Wind (Evocation): Blows away or knocks down small creatures
Iceball (Evocation): Freezes and damages enemies for 1d4+1 rounds
Lightning Bolt (Evocation): Electricity deals 1d6 damage/level in 100 foot line. (maximum 12d6)
Illusory Assistance (Illusion): Illusory figure bears useful, mundane item.
Invisibility Sphere (Illusion): Shadowy figure appears bearing useful mundane item
Major Image (Illusion): As silent image, plus sound, smell and thermal effects
Stinking Cloud (Necromancy): Nauseating vapors that make helpless and limit sight
Vampiric Touch (Necromancy): Touch deals 1d6 damage/2 levels, caster receives half of these as temporary hit points (maximum 10d6 damage, 5d6 temporary hit points)
Fly (Transmutation): Subject flies at speed of 90
Gaseous Form (Transmutation): Subject becomes insubstantial and can fly slowly
Haste (Transmutation): Subject moves faster and gains more attacks, or moves more slowly and loses attacks.
Magic Darts (Transmutation): Creates magical darts which hit for 1d6+2 damage, 2/round (up to 10 darts)
Magic Vestment (Transmutation): Grants +1/5 levels bonus to any armour or shields
Water Breathing (Transmutation): Subject can breathe underwater.

4th level:
Detect Scrying (Abjuration): Detects any attempts at scrying.
Dimensional Anchor (Abjuration): Forbids extradimensional movement.
Minor Globe of Invulnerability (Abjuration): Blocks all spell effects from 1st to 3rd levels
Remove Curse (Abjuration): Frees subject from a curse.
Stoneskin (Abjuration): Grants damage resistance of 10 to caster.
Black Tentacles (Conjuration): Tentacles grasp and slowly crush enemies.
Dimension Door (Conjuration): Subject and gear teleports up to 500 feet.
Minor Creation (Conjuration): Creates object of wood or cloth.
Wall of Ice (Conjuration): Creates wall or hemisphere of ice.
Arcane Eye (Divination): Magical eye scouts at a distance.
Locate Creature (Divination): Provides location of type of creature within limits.
Scrying (Divination): Views an individual from a distance.
Charm Monster (Enchantment): Makes one monster your trusted friend.
Confusion (Enchantment): Makes one subject behave randomly.
Emotion (Enchantment): Instills strong emotion in one subject.
Elemental Shield (Evocation): Provides immunity to one element, inflicts elemental damage on all those who touch subject.
Ice Storm (Evocation): Hail deals 5d6 damage in cylinder 50 feet tall/across
Resilient Sphere (Evocation): Subject traps but protects subject.
Shout (Evocation): Powerful sonic shout causes damage and stuns enemy
Wall of Fire (Evocation): Creates wall or hemisphere of fire
Improved Invisibility (Illusion): Can attack or cast spells and remain invisible
Seeming (Illusion): Changes the forms of 1 subject/level
Shadow Conjuration (Illusion): Shadow creatures attack enemy.
Bestow Curse (Necromancy): Bestows curse on an enemy.
Fear (Necromancy): Subjects flee for 1 round/level
Last Breath (Necromancy): Wizard is granted one last normal action before starting dying.
Planar Adaptation (Transmutation): Adapts subject to conditions on another plane.
Polymorph (Transmutation): Transforms willing subject into another form.
Minor Sequencer (Universal)**: Programs 2 1st-2nd level spells to be released at will simultaneously.
Mnemonic Enhancer (Universal)**: Programs up to 4 levels of 1st to 3rd level spells to be memorized and used normally.

5th level:
Break Enchantment (Abjuration): Subject is freed from all enchantments.
Spell Resistance (Abjuration): Grants SR of 1d6+Int modifier, or removes it from a subject.
Bind Elemental (Conjuration): Binds one elemental to serve caster.
Faithful Hound (Conjuration): Magical hound guards and defends caster.
Major Creation (Conjuration): As minor creation, but can also use stone or metal.
Summon Monster II (Conjuration): Summons 9 HD of monsters, none more than 9 HD to serve the caster
Teleport (Conjuration): Caster is instantly teleported anywhere.
Wall of Iron/Stone (Conjuration): Creates wall or hemisphere of iron or stone.
Contact Other Plane (Divination): Ask questions of extraplanar entity
Find Person (Divination): Discerns exact location of one individual within limits.
Telepathic Bond (Divination): Creates telepathic bond between caster and up to ten others.
Dream (Enchantment): Sends message to anyone sleeping.
Feeblemind (Enchantment): Reduces Int, Wis and Cha of one victim to 1.
Hold Monster (Enchantment): Holds one monster helpless for 1 round/level.
Cone of Cold (Evocation): 1d6 cold damage/level
Interposing Hand (Evocation): Magical hand seperates attackers from caster.
Wall of Force (Evocation): Wall, sphere or hemisphere is immune to damage
Greater Shadow Conjuration (Illusion): More powerful illusory creatures attack caster.
Persistent Image (Illusion): As major image, but longer-lasting.
Shadow Evocation (Illusion): Mimics certain types of other spells.
Animate Dead (Necromancy): Animates corpses into skeletons and zombies.
Cloudkill (Necromancy): Poison fog kills 3 HD or less, 4-6 HD save or die
Magic Jar (Necromancy): Allows possession of another creature
Suffocate (Necromancy): Slowly strangles subject, inflicting subdual damage until unconscious
Alter Gravity (Transmutation): Traps enemies on ground or in air within 20x20 area
Magic Staff (Transmutation): Staff holds one spell level per three levels of the wizard
Passwall (Transmutation): Creates temporary passages through walls
Permanency (Transmutation): Makes certain spells permanent with a cost
Telekinesis (Transmutation): Lifts or moves 25 lb/level at long range
Transmute Mud and Rock (Transmutation): Change mud into rock and vice versa

6th level:
Anti-Magic Shell (Abjuration): Creates mobile sphere that negates magic
Globe of Invulnerability (Abjuration): Stops 1st through 4th level spell effects
Spell Immunity (Abjuration): Provides immunity against one school of spells.
Acid Fog (Conjuration): Acid fog damages, corrodes equipment/objects.
Guards and Wards (Conjuration): Array of magic effects protect area
Legend Lore (Divination): Learn tales about a person, place or thing
True Seeing (Divination): See all things as they really are.
Geas (Enchantment): Forces one creature to fufil a quest
Suggestion, Mass (Enchantment): Compels one subject/level to follow course of action
Chain Lightning (Evocation): Deals 1d6 damage/level, strikes multiple targets
Forceful Hand (Evocation): Hand pushes creatures away
Refraction (Evocation): Mirrored surface reverses direction of missile weapons and similar spells
Mislead (Illusion): Turns caster invisible and creates illusory double
Permanent Image (Illusion): Includes sight, sound and smell, but permanent
Programmed Image (Illusion): As persistent image, but can be programmed within limited parameters.
Project Image (Illusion): Illusory double of caster can move or cast spells.
Cloak of Death (Necromancy): Aura of negative energy inflicts 2d8 damage to all within 15 feet of subject.
Disintegrate (Necromancy): Destroys one creature or object
Soul Bond (Necromancy): Bonds individual together, target takes half of Wizard's damage
Animate Objects (Transmutation): Objects attack your foes
Control Weather (Transmutation): Changes weather in local area
Flesh to Stone (Transmutation): Turns one subject into stone, or reverses spell.
Move Earth (Transmutation): Digs trenches and build hills
Contingency** (Universal): Programs one spell of levels 1 to 5 to be released on specific condition

7th level:
Invulnerability to Weapons (Abjuration): Provides immunity against all weapons of less than +3 enchantment.
Sequester (Abjuration): Subject is invisible to sight and scrying
Spell Turning (Abjuration): Reflect 1d4+6 spell levels back at caster
Instant Summons (Conjuration): Prepared object appears in the caster's hand
Summon Monster III (Conjuration): Summons up to 15 HD of monsters, none more powerful than 9 HD.
Greater Teleport (Conjuration): Instantly teleports caster anywhere, without error, or teleports large number of people within limits.
Greater Scrying (Divination): Like scrying, but works faster and longer.
Vision (Divination): As legend lore, but more quickly
Dominate Person (Enchantment): Gain complete mental domination of one individual.
Insanity (Enchantment): Subject suffers continuous confusion
Mass Hold Person (Enchantment): As hold person, but 1 person/level.
Power Word Stun (Enchantment): Creatures with up to 120 hp are stunned
Delayed Blast Fireball (Evocation): As fireball, but can be delayed for up to five rounds
Forcecage (Evocation): Cube or cage of force imprisons all inside
Grasping Hand (Evocation): Hand provides cover, pushes or grapples
Prismatic Spray (Evocation): Energy blasts enemies with variable effects
Illusory Blade (Illusion): Floating blade inflicts 4d6+Int modifier damage, lasts 1 round/level
Invisibility, Mass (Illusion): As invisibility, but 1 subject/level.
Finger of Death (Necromancy): Instantly kills one subject.
Ghostly Servant (Necromancy): Binds soul of slain subject as ghostly creature that will serve you.
Elemental Transformation (Transmutation): Transforms self into an elemental shape.
Control Gravity (Transmutation): Controls gravity within 40x40 area.
Statue (Transmutation): Turns self into a statue willingly.
Limited Wish (Universal): Alters reality, but with limits.

8th level:
Antipathy (Abjuration): Subjects are intensely repelled from subject, or alternatively, highly attacted to subject.
Mind Blank (Abjuration): Subjects mind is protected from all mind-affecting abilities.
Maze (Conjuration): Target temporarily lost in extradimensional maze.
Symbol (Conjuration): Magical symbol has variety of effects when triggered.
Foresight (Divination): Grants several bonuses relating to precognitive abilities
Prescience (Divination): Gain 1/level bonus on any one roll made that day.
Binding (Enchantment): Variety of techniques to imprison a creature
Charm, Mass (Enchantment): As charm person, but up to 2 creatures/level.
Power Word Blind (Enchantment): Creatures with up to 100 HP are blinded.
Clenched Fist (Evocation): Large hand provides cover, pushes or attacks foes
Energy Blades (Evocation): Creates energy blades that do 4d8+5 damage, punch through SR and DR.
Incindiary Cloud (Evocation): Smoke deals 4d6 damage/round and limits vision
Screen (Illusion): Illusion hides area from vision, scrying
Simulacrum (Illusion): Creates illusory double, but weaker and without memory
Clone (Necromancy): Duplicates a creature
Horrid Wilting (Necromancy): Deals 1d6/level damage within 30 feet
Trap The Soul (Necromancy): Imprisons subject within gem
Iron Body (Transmutation): Your body becomes living iron
Polymorph Any Object (Transmutation): Changes any creature or object into anything else
Spell Sequencer** (Universal): Stores two spells of levels 7 or lower to be released as desired.

9th-level:
Disjunction (Abjuration): Dispels magic, disenchants magical items
Imprisonment (Abjuration): Imprisons subject deep underneath earth.
Invulnerability (Abjuration): Briefly makes subject almost invulnerable to all damage.
Gate (Conjuration): Connects two planes for travel or summoning
Refuge (Conjuration): Alters item to teleport its possessor to the caster
Summon Monster IV (Conjuration): Summons up to 15 HD of creatures to aid caster, none stronger than 12 HD.
Revelation (Divination): Grants extraordinary insight, granting several bonuses
Dominate Monster (Enchantment): Places one monster under your absolute mental control.
Power Word Kill (Enchantment): One tough subject or many weak ones die
Meteor Swarm (Evocation): Multiple fireballs deal damage in path
Prismatic Sphere (Evocation): Multi-coloured protective sphere
Shades (Illusion): Illusory creatures attack caster
Weird (Illusion): Fearsome illusion kills subjects in area or deals damage
Astral Projection (Necromancy): Projects the caster and companions into astral plane
Stasis (Necromancy): Puts subject into suspended animation
Wail of the Banshee (Necromancy): Kills one creature below 10 HD/level
Shapechange (Transmutation): Transforms caster into any creature once per round
Time Stop (Transmutation): The caster stops time and acts freely for 1d4+1 rounds
Greater Contingency** (Universal): Stores two spells of 8th level or below to be released on a set trigger
Wish (Universal): Alters reality as desired, but with risk

Re: Sorcerers and Wizards

Posted: Tue Mar 15, 2011 12:43 am
by Andred of Albans
Sweet!

Nice work

Re: Sorcerers and Wizards

Posted: Tue Mar 15, 2011 3:08 am
by jaguar451
" A high Intelligence score allows a Sorcerer to know and cast more spells per day."

Should that be Charisma?

Re: Sorcerers and Wizards

Posted: Tue Mar 15, 2011 3:17 am
by KaiserKris
jaguar451 wrote:" A high Intelligence score allows a Sorcerer to know and cast more spells per day."

Should that be Charisma?
... yes, it should.