Monte Cook's BoEM2 Sorcerer Variant

Falcon

First Post
Hey Everyone,

A friend mentioned Monte's sorcerer variant to me, and I am curious about it, since magic is a bit different in the campaign I DM. Can anyone give me the low-down on his sorcerer variant?
Thanks!
 
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His version of the sorceror differs in that it uses a d6 for hit points, has 4 skill points per lvl and has a slightly different class skill list including diplomacy and gather information.

It does not need meteral components (but may have to spend 1xp per 25gp normally needed for a spell component). It also has a restricted spell list - no identify, haste is a 4th lvl spell - mostly use it now rather than academic or diviniation type spells.
 

Basically, it differs from the PHB Sorcerer as follows:

d6 HD

4 skill points/level.

Two extra Charisma-related class skills. (Diplomacy and Gather Information)

No material components are needed, but they must pay 1/25 of the gp cost of material components in XP (with a minimum of 1 XP)

Slightly increased number of spells known. They get spells a little quicker, and end up with one extra 3rd-8th level spell known.

The sorcerer's spell list has been modified slightly, reducing the number of spells available and changing the level of some of the spells (i.e. Shield is 2nd, Haste is 4th, etc.). The introduction to this section states:
"The spell list has been rebalanced with the idea that the sorcerer can and will cast his spells over and over in a given day, rather than once or twice like a wizard. It contains more general, dramatic, call-up-the-power-right-now spells but fewer divinations, specific spells, or those requiring a lot of time to cast (like identify or clone). No effort was made to maintain balance among the schools, since sorcerers do not specialize."
 
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http://www.montecook.com/mpress.html

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Note - link changed by admin, due to copyright issues. It's a cool book, though! - Piratecat
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P.S. Please don't just rip it from that page and use it. Use that page only as a way to see a sneak peak of the class, then go buy the book (electronic or hard copy) from montecook.com. Believe me when I tell you it is worth it. It really, really is worth buying.
 
Last edited by a moderator:

Mistwell, I hate to say this (especially after you mention buying it at montecook.com), but please remove the link. It's copyrighted material, and linking to it at a private web site isn't cool. Thank you for trying to help, though!

Thanks - if you don't see this in the next few minutes, I'll edit out the link myself.
 

I have just now checked in to the point. I am planning on buying the BoEM2, as I have the first one, and I actually did get the information I needed from the previous posts here, as well as from the reviews. And Piratecat, I fully understand why you removed the link.
 

100% legal reprint under the terms of the OGL...

Brought to you by the wonders of Open Game Content. Since Monte has specifically designated the Sorcerer Variant as OGC, I am allowed to re-print it so long as I do so under the OGL. Since the spells introduced in BoEM1 and 2 are NOT OGC, you will note that they have been expunged from the spell-list. :)

If you like what you see, buy the book. A lot of the stuff that makes the variant sorcerer cool had to be expunged because it wasn't OGC, but here are the OGC bits. :)

If the admins wish to edit this, they are within their power to do so, I guess, but this "re-print" is 100% legal and within the bounds of the OGL. :) Not trying to cause trouble here, but if someone asks for something and I can legally make it available to them, I would like to try to accomodate them.

--The Sigil

Sorcerer Variant
Sorcerers embody the raw power of magic. Sorcerous power wells within them from birth, often because of some mysterious aspect of their heritage. While some believe sorcerers have a demonic aspect in their family line, others trace their talents back to a more noble quality:They claim to be the descendants of the dragons themselves.
Sorcerers use magic as a natural expression of their own wills. They do not study their spells in books, nor do they possess the other trappings of wizardry. Theirs is not a practice of obscure bits of lore supplemented by an eye of newt. The way of the sorcerer is inherent, undeniable power.
The innate magical power of sorcerers grants them a force of personality and natural charisma that draws people to them. Most have striking good looks, often with some exotic or unusual mark or trait, such as a particular birthmark, slightly pointed eyebrows, sparkling eyes, or some other aspect that betrays their supernatural heritage.
Adventures: While some take an interest in lore, most sorcerers do not seek out knowledge the way other spellcasters might. Honing and improving their power comes from within, not from without. Sorcerers instead enjoy interacting with the world. Rather than sequestering themselves in dust-filled libraries, they seek to live life to its fullest and interact with other creatures. They thrive on experiences, and-sometimes-on displaying their powers and testing their own limits.
Characteristics: A sorcerer grounds his magic in intuition instead of logic or science. These characters know fewer spells than wizards do and acquire spells from a different, smaller selection than wizards. However, they can cast them more often and need not select and prepare them ahead of time. Nor do they require material components.
Sorcerers are hardier than wizards, and better able to devote attention to things other than magic, since they do not require the years of intensive study that wizards do. They are proficient with simple weapons.
Alignment: Sorcerers base their outlooks on the power within them-a free, chaotic spark of magic fueled by their own creative spirit. They have no need for discipline and structure, finding such things restrictive. Sorcerers tend toward chaos over law.
Religion: If a sorcerer pays any attention to religion at all, he most likely looks to a god of magic for guidance and support. Some sorcerers, however, find their way into dragon cults or bind themselves to minor extraplanar entities on the promise of greater innate power.
Background: Sorcerers are born with magic flowing into and out of them. Rarely does the birth of a sorcerer go unnoticed. As they mature, they learn to harness the power within them to accomplish things. They must devote a great deal of inner will toward each channeling of their power; thus they can develop only a handful of applications, called spells. While sometimes they receive advice and guidance from a learned soul who understands the needs and challenges of sorcerers, more often they are on their own. Sometimes a sorcerer attends a school for wizardry, but they never last long at such places, having no patience for the endless study and tedious formulas.
Races: Most sorcerers are humans or half-elves. The innate power, however, can be born within anyone.
Other Classes: Sorcerers can get along with anyone, and most people find them compelling. They sometimes take umbrage at the structured outlook of paladins and monks, or feel the inherent competition between them and wizards.
Sorcerers make excellent diplomats and negotiators due to their coupling of magical enchantments and a decent selection of skills. They also can become magical powerhouses, decimating their enemies with repetitive castings of potent spells.

The Sorcerer
Attack Fortitude Reflex Will -Spells per Day-
Level Bonus Save Save Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Summon 5 3 - - - - - - - -
familiar
2 +1 +0 +0 +3 6 4 - - - - - - - -
3 +1 +1 +1 +3 6 5 - - - - - - - -
4 +2 +1 +1 +4 6 6 3 - - - - - - -
5 +2 +1 +1 +4 6 6 4 - - - - - - -
6 +3 +2 +2 +5 6 6 5 3 - - - - - -
7 +3 +2 +2 +5 6 6 6 4 - - - - - -
8 +4 +2 +2 +6 6 6 6 5 3 - - - - -
9 +4 +3 +3 +6 6 6 6 6 4 - - - - -
10 +5 +3 +3 +7 6 6 6 6 5 3 - - - -
11 +5 +3 +3 +7 6 6 6 6 6 4 - - - -
12 +6/+1 +4 +4 +8 6 6 6 6 6 5 3 - - -
13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4 - - -
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 - -
15 +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 - -
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3 -
17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4 -
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 4
20 +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6

Game Rule Information
Sorcerers have the following game statistics.
Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. (See "Spells" under "Class Features.")
Alignment: Any
Hit Die: d6
The "Sorcerer Spells Known" table shows the total number of spells of each level that the sorcerer knows (regardless of his Charisma modifier).

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

Class Skills
The sorcerer's class skills (and the key ability for each) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See the Player's Handbook, Chapter Four: Skills, for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail (if those spells have somatic components).
Spells: A sorcerer casts arcane spells from his own spell list. His selection of spells is extremely limited. Your sorcerer begins play knowing four 0-level spells (cantrips) and two 1st-level spells of your choice. At each level, the sorcerer gains one or more new spells, as indicated on the "Sorcerer Spells Known" table. These spells can be common spells chosen from the Variant Sorcerer Spells List in this chapter.
Sorcerers gain their spells from innate, inborn power. Because of this, they have no need to worry about material components-they are, in essence, their own material components. Spells with costly material components require a little extra personal power on the sorcerer's part. He still does not need to obtain the material component, but he must instead pay a price in experience points for casting the spell. The sorcerer pays 1/25th of the gold-piece cost of the component in XP (minimum loss of 1 XP). Thus, if a sorcerer casts stoneskin, which requires 250 gp worth of diamond dust, the sorcerer instead pays 10 XP (250 divided by 25 is 10). Spells that already require an expenditure of experience points are handled normally.
A sorcerer is limited to casting a certain number of spells from each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. For instance, at 1st level, the sorcerer Vabris can cast four 1st-level spells per day-three for being 1st level, plus one thanks to his high Charisma. However, he only knows two spells: magic missile and shield. In any given day, he can cast magic missile four times, cast shield four times, or cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he'll cast.
A sorcerer may use a higher-level slot to cast a lower-level spell effect if he so chooses. For example, if an 8th-level sorcerer has used up all of his 3rd-level spells slots for the day but wants to cast another one, he could use an available 4th-level slot to do so. The spell is still treated as its actual level, not as the level of the slot used to cast it.
To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 plus the spell's level. The DC for saving throws against sorcerer spells is 10 plus the spell's level plus the sorcerer's Charisma modifier.
Familiar: A sorcerer can spend a full day to call a familiar. A familiar is a magical, unusually tough, and intelligent version of a small animal such as a cat, ferret, crow, hawk, snake, owl, raven, spider, toad, weasel, or even a mouse. It is a magical beast, not an ordinary animal. The creature serves as a companion and servant.
The sorcerer chooses the type of familiar he gets. As the sorcerer increases in level, his familiar also increases in power, as shown in the Player's Handbook for the standard sorcerer.
If the familiar dies, or the sorcerer chooses to dismiss it, he must attempt a Fortitude saving throw (DC 15). Should the saving throw fail, the sorcerer loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a sorcerer's experience can never go below zero as the result of a familiar's demise. A slain or dismissed familiar cannot be replaced for a year and a day. Slain familiars can be raised from the dead just as characters can, but they do not lose a level or Constitution point when this happy event occurs.

Variant Sorcerer Spell List
The spell list has been rebalanced with the idea that the sorcerer can and will cast his spells over and over in a given day, rather than once or twice like a wizard. It contains more general, dramatic, call-up-the-power-right-now spells but fewer divinations, specific spells, or those requiring a lot of time to cast (like identify or clone). No effort was made to maintain balance among the schools, since sorcerers do not specialize.

0-Level Sorcerer Spells (Cantrips)

Dancing Lights. Creates torches or other lights.
Daze. Creature loses next action.
Detect Magic. Detects spells and magic items within 60 feet.
Disrupt Undead. Deals 1d6 damage to one undead.
Flare. Dazzles one creature (-1 attack).
Ghost Sound. Figment sounds.
Light. Object shines like a torch.
Mage Hand. 5-lb. telekinesis.
Mending. Makes minor repairs on an object.
Open/Close. Opens or closes small or light things.
Prestidigitation. Performs minor tricks.
Ray of Frost. Ray deals 1d3 cold damage.
Read Magic. You can read scrolls and spellbooks.
Resistance. Subject gains +1 on saving throws.

1st-Level Sorcerer Spells

Animate Rope. Makes a rope move at your command.
Burning Hands. Inflicts 1d4 fire damage/level (max. 5d4).
Cause Fear. One creature flees for 1d4 rounds.
Change Self. Changes your appearance.
Charm Person. Makes one person your friend.
Chill Touch. One touch/level deals 1d6 damage and possibly 1 Strength damage.
Color Spray. Knocks unconscious, blinds, or stuns 1d6 weak creatures.
Comprehend Languages. Understands all spoken and written languages.
Endure Elements. Ignores 5 damage/round from one energy type.
Expeditious Retreat. Doubles your speed.
Grease. Makes 10-foot square or one object slippery.
Hypnotism. Fascinates 2d4 HD of creatures.
Jump. Subject gets +30 on Jump checks.
Mage Armor. Gives subject +4 armor bonus.
Magic Missile. Inflicts 1d4 + 1 damage; +1 missile/2 levels above 1st (max. 5).
Message. Whispered conversation at a distance.
Obscuring Mist. Fog surrounds you.
Protection from Chaos/Evil/Good/Law. Offers +2 AC and saves, counters mind control, hedges out elementals and outsiders.
Ray of Enfeeblement. Ray reduces Strength by 1d6 points +1 point/2 levels.
Shocking Grasp. Touch delivers 1d8 + 1/level electricity.
Silent Image. Creates minor illusion of your design.
Sleep. Puts 2d4 HD of creatures into comatose slumber.
Spider Climb. Grants ability to walk on walls and ceilings.
Summon Monster I. Calls outsider to fight for you.
Tenser's Floating Disk. 3-foot-diameter horizontal disk holds 100 lbs./level.
True Strike. Adds +20 bonus to your next attack roll.
Unseen Servant. Invisible force obeys your commands.
Ventriloquism. Throws voice for 1 minute/level.

2nd-Level Sorcerer Spells

Alter Self. As change self, plus more drastic changes.
Arcane Lock. Magically locks a portal or chest.
Blindness/Deafness. Makes subject blind or deaf.
Blur. Attacks miss subject 20 percent of the time.
Bull's Strength. Subject gains 1d4 + 1 Strength, 1 hour/level.
Cat's Grace. Subject gains 1d4 + 1 Dexterity, 1 hour/level.
Continual Flame. Makes a permanent, heatless torch.
Darkness. Creates 20-foot radius of supernatural darkness.
Darkvision. See 60 feet in total darkness.
Daylight. Creates 60-foot radius of bright light.
Detect Thoughts. Allows "listening" to surface thoughts.
Endurance. Subject gains 1d4 + 1 Constitution, 1 hour/level.
Flaming Sphere. Rolling ball of fire inflicts 2d6 damage, lasts 1 round/level.
Fog Cloud. Fog obscures vision.
Ghoul Touch. Paralyzes one subject, who exudes stench (-2 penalty) nearby.
Glitterdust. Blinds creatures, outlines invisible creatures.
Hypnotic Pattern. Fascinates 2d4 + 1 HD/level of creatures.
Knock. Opens locked or magically sealed door.
Levitate. Subject moves up and down at your direction.
Melf's Acid Arrow. Ranged touch attack inflicts 2d4 damage for 1 round + 1 round/3 levels.
Minor Image. As silent image, plus some sound.
Mirror Image. Creates decoy duplicates of you (1d4 +1/3 levels, max. 8).
Misdirection. Misleads divinations for one creature or object.
Obscure Object. Masks object against divination.
Protection from Arrows. Subject immune to most ranged attacks.
Resist Elements. Ignores 12 damage/round from one energy type.
Rope Trick. Up to eight creatures hide in extradimensional space.
Scare. Panics creatures of less than 6 HD (15-foot radius).
See Invisibility. Reveals invisible creatures or objects.
Shatter. Sonic vibration damages objects or crystalline creatures.
Shield. Invisible disk gives cover, blocks magic missiles.
Spectral Hand. Creates disembodied glowing hand to deliver touch attacks.
Summon Monster II. Calls outsider to fight for you.
Summon Swarm. Summons swarm of small crawling or flying creatures.
Tasha's Hideous Laughter. Subject loses actions for 1d3 rounds.
Whispering Wind. Sends a short message 1 mile/level.

3rd-Level Sorcerer Spells

Blink. You randomly vanish and reappear for 1 round/level.
Clairaudience/Clairvoyance. Hear or see at a distance for 1 minute/level.
Dispel Magic. Cancels magical spells and effects.
Displacement. Attacks miss subject 50 percent.of the time.
Fireball. Inflicts 1d6 damage per level, 20-foot radius.
Flame Arrow. Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage).
Gaseous Form. Subject becomes insubstantial and can fly slowly.
Gust of Wind. Blows away or knocks down smaller creatures.
Halt Undead. Immobilizes undead for 1 round/level.
Hold Person. Holds one person helpless for 1 round/level.
Invisibility. Subject is invisible for 10 minutes/level or until it attacks.
Lightning Bolt. Electricity deals 1d6 damage/level.
Magic Circle Against Chaos/Evil/Good/Law. As protection spells, but 10-foot radius and 10 minutes/level.
Major Image. As silent image, plus sound, smell, and thermal effects.
Nondetection. Hides subject from divination, scrying.
Protection from Elements. Absorbs 12 damage/level from one kind of energy.
Sleet Storm. Hampers vision and movement.
Slow. One subject/level takes only partial actions, -2 AC,
-2 melee rolls.
Stinking Cloud. Nauseating vapors, 1 round/level.
Suggestion. Compels subject to follow stated course of action.
Summon Monster III. Calls outsider to fight for you.
Tongues. Speak any language.
Vampiric Touch. Touch deals 1d6/2 caster levels; caster gains damage as hp.
Water Breathing. Subjects can breathe underwater.
Web. Fills 20-foot radius spread with sticky spiderwebs.
Wind Wall. Deflects arrows, smaller creatures, and gases.

4th-Level Sorcerer Spells

Bestow Curse. Causes -6 to an ability; -4 on attacks, saves, and checks; or 50 percent chance of losing each action.
Charm Monster. Makes monster believe it is your ally.
Confusion. Makes subject behave oddly for 1 round/level.
Contagion. Infects subject with chosen disease.
Dimension Door. Teleports you and up to 500 lbs.
Dimensional Anchor. Bars extradimensional movement.
Emotion. Arouses strong emotion in subject.
Enervation. Subject gains 1d4 negative levels.
Evard's Black Tentacles. 1d4 + 1/level tentacles grapple randomly within 15 feet.
Fear. Subjects within cone flee for 1 round/level.
Fire Shield. Creatures attacking you take fire damage; you're protected from heat or cold.
Fly. Subject flies at speed of 90.
Haste. Extra partial action and +4 AC.
Ice Storm. Hail deals 5d6 damage in cylinder 40 feet across.
Invisibility Sphere. Makes everyone within 10 feet invisible.
Lesser Geas. Commands subject of 7 HD or less.
Minor Creation. Creates one cloth or wooden object.
Minor Globe of Invulnerability. Stops 1st- through 3rd-level spell effects.
Otiluke's Resilient Sphere. Force globe protects but traps one subject.
Phantasmal Killer. Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away.
Scrying. Spies on subject from a distance.
Shout. Deafens all within cone and deals 2d6 damage.
Solid Fog. Blocks vision and slows movement.
Stoneskin. Stops blows, cuts, stabs, and slashes.
Summon Monster IV. Calls outsider to fight for you.
Wall of Fire. Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 2d6 + 1/level.
Wall of Ice. Ice plane creates wall with 15 hp +1 /level, or hemisphere can trap creatures inside.

5th-Level Sorcerer Spells

Animate Dead. Creates undead skeletons and zombies.
Bigby's Interposing Hand. Hand provides 90 percent cover against one opponent.
Cloudkill. Kills 3 HD or less; 4 to 6 HD save or die.
Cone of Cold. Inflicts 1d6 cold damage/level.
Contact Other Plane. Ask question of extraplanar entity.
Dismissal. Forces a creature to return to native plane.
Dominate Person. Controls humanoid telepathically.
Dream. Sends message to anyone sleeping.
Fabricate. Transforms raw materials into finished items.
Feeblemind. Subject's Intelligence drops to 1.
Hold Monster. As hold person, but any creature.
Improved Invisibility. As invisibility, but subject can attack and stay invisible.
Magic Jar. Enables possession of another creature.
Major Creation. As minor creation, plus stone and metal.
Mind Fog. Subjects in fog get -10 Wisdom, Will checks.
Nightmare. Sends vision dealing 1d10 damage, fatigue.
Passwall. Breaches walls 1 foot thick/level.
Persistent Image. As major image, but no concentration required.
Polymorph Other. Gives one subject a new form.
Polymorph Self. You assume a new form.
Rary's Telepathic Bond. Link lets allies communicate.
Seeming. Changes appearance of one person/2 levels.
Sending. Delivers short message anywhere, instantly.
Summon Monster V. Calls outsider to fight for you.
Telekinesis. Lifts or moves 25 lbs./level at long range.
Teleport. Instantly transports you anywhere.
Transmute Mud to Rock. Transforms two 10-foot cubes/level.
Transmute Rock to Mud. Transforms two 10-foot cubes/level.
Wall of Iron. Wall has 30 hp/4 levels; can topple onto foes.
Wall of Stone. Creates a stone wall that can be shaped.

6th-Level Sorcerer Spells

Acid Fog. Fog deals acid damage.
Bigby's Forceful Hand. Hand pushes creatures away.
Chain Lightning.Causes 1d6 damage/level; secondary bolts.
Circle of Death. Kills 1d4 HD/level.
Control Water. Raises or lowers bodies of water.
Control Weather. Changes weather in local area.
Disintegrate. Makes one creature or object vanish.
Eyebite. Charm, fear, sicken, or sleep one subject.
Flesh to Stone. Turns subject creature into statue.
Geas/Quest. As lesser geas, plus it affects any creature.
Globe of Invulnerability. As minor globe, plus 4th level.
Greater Dispelling. As dispel magic, but +20 on check.
Mass Suggestion. As suggestion, plus one subject/level.
Move Earth. Digs trenches and builds hills.
Otiluke's Freezing Sphere. Freezes water or deals cold damage.
Project Image. Illusory double can talk and cast spells.
Repulsion. Creatures can't approach you.
Summon Monster VI. Calls outsider to fight for you.
Veil. Changes appearance of group of creatures.
Wall of Force. Wall is immune to damage.

7th-Level Sorcerer Spells

Antimagic Field. Negates magic within 10 feet.
Banishment. Banishes 2 HD/level extraplanar creatures.
Bigby's Grasping Hand. Hand provides cover, pushes, or grapples.
Control Undead. Undead don't attack you while under your command.
Delayed Blast Fireball. Causes 1d8 fire damage/level; you can delay blast for 5 rounds.
Drawmij's Instant Summons. Prepared object appears in your hand.
Finger of Death. Kills one subject.
Forcecage. Cube of force imprisons all inside.
Greater Scrying. As scrying, but faster and longer.
Insanity. Subject suffers continuous confusion.
Limited Wish. Alters reality-within spell limits.
Mass Haste. As haste, affects one subject/level.
Phase Door. Creates invisible passage through wood or stone.
Power Word, Stun. Stuns creature with up to 150 hp.
Prismatic Spray. Rays hit subjects with variety of effects.
Reverse Gravity. Objects and creatures fall upward.
Shadow Walk. Step into shadow to travel rapidly.
Spell Turning. Reflects 1d4 + 6 spell levels back at caster.
Summon Monster VII. Calls outsider to fight for you.
True Seeing. See all things as they really are.
Vanish. As teleport, but affects a touched object.

8th-Level Sorcerer Spells

Bigby's Clenched Fist. Large hand attacks your foes.
Demand. As sending, plus you can send suggestion.
Discern Location. Determines exact location of creature or object.
Ethereal Jaunt. You become ethereal for 1 round/level.
Horrid Wilting. Deals 1d8 damage/level within 30 feet.
Incendiary Cloud. Cloud deals 4d6 fire damage/round.
Iron Body. Your body becomes living iron.
Mass Charm. As charm monster, but all within 30 feet.
Maze. Traps subject in extradimensional maze.
Mind Blank. Subject is immune to mental/emotional magic and scrying.
Otiluke's Telekinetic Sphere. As Otiluke's resilient sphere, but you move sphere telekinetically.
Otto's Irresistible Dance. Forces subject to dance.
Plane Shift. Up to eight subjects travel to another plane.
Polymorph Any Object. Changes any subject into anything else.
Power Word, Blind. Blinds 200 hp worth of creatures.
Prismatic Wall. Wall's colors have array of effects.
Protection from Spells. Confers +8 resistance bonus.
Screen. Illusion hides area from vision, scrying.
Sequester. Subject is invisible to sight and scrying.
Summon Monster VIII. Calls outsider to fight for you.
Sunburst. Blinds all within 10 feet; deals 3d6 damage.
Sympathy. Object or location attracts certain creatures.
Teleport Without Error. As teleport, but no off-target arrival.

9th-Level Sorcerer Spells

Astral Projection. Projects you and companions into Astral Plane.
Bigby's Crushing Hand. As Bigby's interposing hand, but stronger.
Dominate Monster. As dominate person, but any creature.
Energy Drain. Subject gains 2d4 negative levels.
Etherealness. Travel to Ethereal Plane with companions.
Foresight. "Sixth sense" warns of impending danger.
Gate. Connects two planes for travel or summoning.
Imprisonment. Entombs subject beneath the earth.
Meteor Swarm. Deals 24d6 fire damage, plus bursts.
Mord's Disjunction. Dispels magic, disenchants magic items.
Power Word, Kill. Kills one tough subject or many weak ones.
Prismatic Sphere. As prismatic wall, but surrounds on all sides.
Shapechange. Transforms you into any creature and lets you change form once/round.
Soul Bind. Traps newly dead soul to prevent resurrection.
Summon Monster IX. Calls outsider to fight for you.
Temporal Stasis. Puts subject into suspended animation.
Time Stop. You act freely for 1d4+1 rounds.
Wail of the Banshee. Kills one creature/level.
Weird. As phantasmal killer, but affects all within 30 feet.
Wish. As limited wish, but with fewer limits.

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Open Game License: Version 1.0a
The following text is the property of Wizards of the Coast, Inc., and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes, and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title, and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
d20 System rules and Content Copyright 2000, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, and Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
The Book of Eldritch Might, The Book of Eldritch Might II: Songs and Souls of Power, The Banewarrens, Requiem for a God, and The Book of Eldritch Might III: The Nexus (c) Copyright 2001, 2002 Monte J. Cook. All rights reserved.
 


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