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Building God's Grimoire:: Iluzry's Guide To Sorcerer Spells & Spellcasting

This document provides an introduction and guide to spellcasting for sorcerers in the Pathfinder roleplaying game. It begins with an introduction by the author, Iluzry, explaining their goal to provide helpful content for players. The guide then outlines some key aspects of spontaneous spellcasting for sorcerers, including pros like having magic innately and more spells per day, and cons like delayed spell level progression and a limited number of spells known. It presents a table comparing the pros and cons. The guide goes on to provide rules and recommendations for optimizing a sorcerer's spell selection and use of metamagic and alternative spell sources. It concludes by listing spells categorized by level and school.
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100% found this document useful (1 vote)
937 views

Building God's Grimoire:: Iluzry's Guide To Sorcerer Spells & Spellcasting

This document provides an introduction and guide to spellcasting for sorcerers in the Pathfinder roleplaying game. It begins with an introduction by the author, Iluzry, explaining their goal to provide helpful content for players. The guide then outlines some key aspects of spontaneous spellcasting for sorcerers, including pros like having magic innately and more spells per day, and cons like delayed spell level progression and a limited number of spells known. It presents a table comparing the pros and cons. The guide goes on to provide rules and recommendations for optimizing a sorcerer's spell selection and use of metamagic and alternative spell sources. It concludes by listing spells categorized by level and school.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 59

Building God’s Grimoire:

Iluzry’s Guide to Sorcerer Spells & Spellcasting

Introduction
Heyo Internet, my name is Iluzry or Polypan if you’ve seen me around! I am not what one would
call a veteran, I don’t think, but I’ve been playing this game for a longer time! This guide, and the
ones following it are all a part of my overall goal to give people more up to date content for
pathfinder players to use, because I love the game and I want to help everyone become the
ungodly kaiju monster of their DM’s dreams/nightmares.

To See My List of Guides, Go Here

I guess if I keep doing this I should get like a patreon or something. For now, I’m just a girl who
likes making people feel strong. I’m new to this so if you are looking at this guide in the future, I
hope it helps!! From one player to another. NOW onto the guide.

1
Table of Contents
Introduction
Table of Contents
Rating System
Guide Overview
Spontaneous Spellcasting: A Refresher Course
Pros and Cons Table
Guidelines for the Godhood
Rule I: The 3 V’s
Rule 1.A - Spell Versatility
Rule 1.B - Spell Variety
Rule 1.C - Spell Value
Rule II: Be Spell Gender-Fluid
Spell Gender Breakdown
Rule III: Plan Metamagic Proactively
Rule 3.A - Use Metamagic out of combat with long lasting effects
Rule 3.B - If Used in combat, Standard Action Only
Rule 3.C - Use Versatile Spontaneity to be Pseudo-Prepared
Rule 3.D - Use Curator of Mystic Secrets Exemplar Trait
Rule IV: Master All Spell Sources
Rule 4.A - Scrolls
Rule 4.B - Wands
Rule 4.C - Staves
Rule 4.D - Feats
Rule V: Don’t Ignore Spell Resistance
Rule 5.A - Avoid SR Checks
Battlefield Control:
Conjure Creatures:
Choose SR:No Spells:
Rule 5.B - Boost SR Checks
Feats
Race
Items
Class Features:
Spells:
Variant Spellcasting: Words of Power
Words of Power Guides
Sorcerer Spells by Level
Cantrips (0th Level Spells)
Control
Buff
Debuff
Blast
Summons
Utility
Alt Sources
1st Level Spells
Control
Buff
Debuff
Blast
Summons
Utility

2
Protection
1st Lvl Alt Sources
2nd Level Spells
Control
Buff
Debuff
Blast
Summons
Utility
Protection
2nd Lvl Alt Sources
3rd Level Spells
Control
Buff
Debuff
Blast
Summons
Utility
Protection
3rd Lvl Alt Sources
4th Level Spells
Control
Buff
Debuff
Blast
Summons
Utility
Protection
4th Lvl Alt Sources
5th Level Spells
Control
Buff
Debuff
Blast
Summons
Utility
Protection
5th Lvl Alt Sources
6th Level Spells
Control
Buff
Debuff
Blast
Summons
Utility
Protection
6th Lvl Alt Sources
7th Level Spells
Control
Buff
Debuff
Blast
Summons
Utility
Protection

3
7th Lvl Alt Sources
8th Level Spells
Control
Buff
Debuff
Blast
Summons
Utility
Protection
8th Lvl Alt Sources
9th Level Spells
Control
Buff
Debuff
Blast
Summons
Utility
Protection
9th Lvl Alt Sources

4
Rating System
All Guides use the Color Rating System and honestly? It’s a good Idea.
● Game Breaking (6/5): This feature or option is so powerful, so
useful, so unapologetically ridiculous that it very well make
snap the game in half. DM’s reading this guide are welcome to
ban these options, or are warned to somehow work around them.
Players? Use these powers carefully.
● Take Me Now (5/5): Class defining. Taking them changes the game,
or adds so much power it's insane not to.
● Fantastic (4/5): Incredibly solid, Not class breaking, but
something that can add a fair bit of power and versatility to
the character.
● Okay/Fine (3/5): Pretty good. They'll be helpful and have some
use, but aren't likely to make things incredibly amazing.
● Maybe Don’t (2/5): Unhelpful. It probably doesn’t...do much for
you to pick these. Either they make your life slightly harder,
or the bonuses just aren't very relevant to what you do.
● Actively Bad (1/5): God why. These options are the least
helpful. They either are pointless, replaceable or completely
outdated. These are abilities that will likely never be used
and make you ask why they are there in the first place.
● Unrated: This is rare but some options are unratable. Likely a
class feature that is powered on DM fiat, in which case...ask
the DM, something that is campaign dependent or something that
literally does nothing.

5
Guide Overview
So we have finally gotten to...this part of the guide. Look, usually I wouldn’t do this. I didn’t do it
for the druid because you get your ENTIRE spell list and there was no way in hell I was
reviewing everything because really, as a prepped caster with that many options, just look at
your situation and prep what you need.

BUT as the sorcerer, we don’t have that freedom. We have to choose a very specific set of
spells in our kit, like the mages of old...which means that choosing one bad spell can hurt for a
really long time. Every spell known should MASSIVELY improve your power, completely
removing a previous obstacle or the like. It is no secret that pathfinder LOVES including trap
options for all casters, and while a wizard can simply pick it up, be sad, and then pick something
else the next day...we are more or less stuck with it.

Sigh...which is why I, Iluzry, will be making a short guide to Spells for the Sorcerer. It
would not be the first, far from it, but I feel like for a guide the sorcerer to be truely completely, I
unfortunately, do have to tell you which spells are worth it so that you can just...avoid fucking
yourself. I will not be reviewing every spell, as that is mind numbing and wastes both of
our time, but I will be using my rating system to tell you if something is really good, game
changing, or godlike. Now before we get into it let’s remind ourselves what makes sorcerer
spellcasting unique.

Those Who Came Before Me:


● A Quick Guide to Pathfinder Sorcerers
● The Inner Power. A Guide for Sorcerers - A good resource for blaster sorcerers especially
● Core+ Wizard Guide: An Expansion to Treantmonk's Guide
● Top Arcane Spell Combinations
● Compiled Bestiary Statistics (<- incredibly useful)

6
Spontaneous Spellcasting: A Refresher Course
Remember, as a Sorcerer, you are a Spontaneous Arcane Fullcaster. This is a really good set
up, and will give us access to a lot of power, but does come with some...hiccups to keep us from
smiting god...at level 1. We’ll get there.

Pros and Cons Table

Pros Cons
● No Prepapred Slots: Rather than ● Metamagic Casting Time: Anytime you
prepare spells each morning, you’ve got use metamagic, since it’s being applied on
magic in your fucking bones. That’s right, the spot, it takes a little longer to cast the
no one can steal your spellbook, or burn spell. A standard action becomes a full
your staff. You are magic incarnate and round action, and anything longer just adds
known how to cast innately. You can cast another full round action at the end.
any spell that you know so long as you ● Delayed Spell Level Progression:
have the juice (spell slots) to do so. FACCCCKKKKK. This is one of the most
● Extra Spells Per Day: You have 2 more agonizing pain points, and is a holdover
spells per day at EVERY LEVEL in from 3.5. You get access to new spell
comparison to the prepared caster, which levels 1 level after prepared casters. While
means that you have some SERIOUS this might not seem like much, you will
endurance. Long after the wizard is out of DEFINITELY feel it in rp, as the party cleric
viable options, you’ll still be slinging spells is dropping curses and summoning
like its no tomorrow outsiders and you are stuck with your
● Swapping Out Old Spells: At 4th level, scorching rays.
and at every even-numbered sorcerer ● Limited Spells Known: Bad news?
level after that (6th, 8th, and so on), a Because your magic comes from within, so
sorcerer can choose to learn one new do your spells...which means you only
spell in place of one she already knows. have a limited number of them that you
● The Best Spell List: You cast from the know and it’s fairly difficult to get new
sorcerer/wizard spell list, which is ones.
objectively the best. There are entire ● Arcane Spell Failure: If you wear armor,
archetypes whose worth is based solely there is a % chance that your spells
on their ability to get access to YOUR just...don’t work. That sounds terrible! Why
spells. is this green???? Mainly because we have
● You are the Fullcaster: From 0 to 9th so many ways to get around this.
level spells, you have more options than
anyone. If this were your only merit, it’d
still make you one of the strongest
classes in the game. Don’t believe me?
Ask the wizard.

7
Guidelines for the Godhood
So for those of you not in the know, there are two main kinds of spellcasters prepared, and
spontaneous. Sorcerers have the joys of being a spontaneous caster, one of the two...and a half
spontaneous fullcasters in the game. While this has some benefits, it also has some annoying
pitfalls that more or less relate to one another. To deal with these problems, we spontaneous
casters have a few rules to abide by.

Rule I: The 3 V’s


The first thing to note is because you have a limited number of spells known, our spells
have to follow a specific set of rules. That means when you are choosing a spell, if it does
not abide by the following rules? Skip. There are enough spells in pathfinder that you can avoid
to get rid of most of them and still have options. Trust me.

How do we know if a spell is worth it then? For the sake of the fact that I enjoy brevity, I will
break this down into what I call, The Three V’s: Versatility, Variety, and Value.

● Rule 1.A - Spell Versatility


○ Your Spells Must Be Versatile. You can’t afford to pick up situational spells, even
if they would be super useful. If you can’t think of yourself using this in almost any
fight or any day? Skip it. Each spell should be multipurpose or just always helpful.
● Rule 1.B - Spell Variety
○ Your Spells Must Be Varied. This is the #1 sorcerer pitfall. So many players
build around a specific bloodline or ability and then make all of their spells based
around that, either taking only blasting spells for elemental/orc bloodlines or only
enchantment spells for fey bloodlines or so on and so forth.. Do not let yourself
be fooled. Make sure that you pick spells that affect different saves, have no
saves, hit touch ac, force movement are used for a variety of different roles, from
blasting, to summoning. Just so long as they aren’t too similar. It doesn’t matter if
each of your spells does 5 things if they are the same 5 things. We will cover
more of this in Rule II
● Rule 1.C - Spell Value
○ Your Spells Must Be Valuable. Pick good, potent spells. Every single spell has to
have bang for its buck and be a valuable asset to your team. If this could be
better as a wand or scroll? Skip it. It doesn't matter if it has no save, and hits
everything, if it’s not valuable or good as a spell using your casting modifiers and
caster level, then it’s not worth your time. Looking at you Polypurpose
Panacea...even though I love you…

8
Rule II: Be Spell Gender-Fluid
Secondly, you are not building a spell specialist. Leave that to the wizard, they can hot
swap what they are good at every day. You are building THE spell generalist caster. Don’t
turn your nose up at anything. Be greedy. You are a fully realised master of the arcane and you
should treat yourself as such, taking advantage of all that your nature brings with it.

This changes how we look at spells. We don’t really care what school we cast from, but we do
care what niche a spell fits into, to keep ourselves from being too pigeon holed. Diversification is
KEY and thus, when looking at spells, I will be dividing them into groups and choosing the spells
that are the best from each group! Many of these titles were coined by Treantmonk (O ancient
lord of guides, hallowed be thy docs) but I will be adding one or two of my own and I will be
calling these genders, because I am gay, and that is fun to me.

Spell Gender Breakdown


● Control: Control spells generally change the battlefield, reducing, eliminating or
changing you and your opponents options for engagement indirectly. This generally
includes fog spells, wall spells, pit spits, or generally any spell that changes the world to
shift the battle.
● Buff Spells: These are spells that make you or your team more capable directly, either
by raising stats, providing boons to players, or giving them access to new abilities. This
is also where we are putting most of our polymorph spells.
● Debuff Spells: These decrease or inhibit the abilities of others directly, by inflicting
them with status effects, providing penalties, or removing their abilities. This is also
where we will be putting our “save or lose” spells.
● Blast: These spells directly damage the enemy, generally with energy attacks but don’t
have to. These spells are meant to lower the HP of the opponent, and occasionally come
with rider effects, but most often, are just supposed to hurt.
● Summons: This does not only refer to conjuration spells but any spell that really
creates minions. This includes animate undead spells, spells that summon swarms,
unseen servants, animated objects, or spells that call things from other realities. If it
gives you more manpower, it goes in the summons box. Will be taking a lot of cues from
Why work when others can do it for you - a guide to Summoning
● Utility: Provides us with some other use that is outside of the described areas of
expertise, like teleportation, item creation, contingent spells, telekinesis, information
gathering spells, spells that remove ailments and so on and so forth. If I can’t put it
anywhere else, but it’s worth talking about, It’ll likely go in here.
● Protection: These spells keep us safe, and keep us from getting killed. While they are
similar to buff spells, rather than simply focusing on making us stronger or more deadly,
they make the world LESS deadly to us, or save our bacon.
● Alt Source: These are spells that I don’t think you, as a sorcerer, should spend your
spells known on BUT are worth picking up as a scroll or wand or whatever or spells that
you wouldn’t normally have access to but are worth bullshitting for. More on this in Rule
IV

9
Rule III: Plan Metamagic Proactively
So as sorcerers, we still love metamagic. It gives our spells versatility, and helps us get around
obstacles, just like every other spellcaster. HOWEVER, unlike prepared spellcasters, when we
use metamagic, it increases the casting time of our spells, from a standard to a Full Round
action (which just means we use our standard and move). Anything more than that just adds full
round actions, which makes them basically impossible to use in combat. So How should we
handle metamagic?

● Rule 3.A - Use Metamagic out of combat with long lasting effects
○ If you are going to use metamagic, use it for pre-buffs on things that last at
the VERY least minutes per level, preferably 10 minutes per level or Hours
per level. This way, you don’t really need to worry about getting smacked mid
combat, and your buffs still rule.
○ Alternatively, we use metamagic out of combat on spells that already have
an insane casting time, because adding a few rounds to 10 minutes really
doesn’t matter in the grand scheme of things.
○ This will be our primary strategy for using metamagic, as it gives us the most
benefit given our limitations. Good metamagic feats for this playstyle:
■ Extend Spell
■ Widen Spell
■ Persistent Spell
■ Conditional Spell
■ Contingent Spell
■ Encouraging Spell
■ Latent Curse
■ Solid Shadow
■ Vast Spell
● Rule 3.B - If Used in combat, Standard Action Only
○ So this means we can’t cast metamagic on spells that are Full round actions or
more. Which means no buffing our summons this way unfortunately. Luckily, most
spells are a standard action, so this shouldn’t be too hard but also shouldn’t be
something we are doing FREQUENTLY.
○ This is less detrimental if you have a mount of some kind to handle your
movement for you. Worth summoning, or picking up a few feats to get
something that can carry you around.
○ We don’t want to do this too often, because it eats actions, but is a worthwhile
playstyle. As a result, we only want to select metamagic that give us a massive
advantage for using them, or change the game. One’s best used mid combat are
■ Dazing Spell
■ Cherry Blossom Spell
■ Selective Spell
■ Studied Spell
■ Reach Spell
■ Piercing Spell

10
■ Quickened Spell (Does not use full round action!)
● Rule 3.C - Use Versatile Spontaneity to be Pseudo-Prepared
○ So this feat is...a little insane and definitely something that every single sorcerer
should pick up. Lets you turn a spell slot into a prepared slot. This means that
while that slot is locked in, it also counts as a prepared spell, meaning that
casting time isn’t increased.
○ This isn’t something we can do a lot, if more than once at all .
● Rule 3.D - Use Curator of Mystic Secrets Exemplar Trait
○ So if your DM allows traits in their game, the exemplar trait counts as two but
gives you the ability to use metamagic without raising the casting time twice per
day!!! That’s already better than a feat. Even if your DM doesn’t normally allow
traits at creation, you can take Additional Traits to pick it up.
○ MOREOVER you get an additional use for every other magic trait you have, and
some magic traits are downright bonkers. I’ll include a list of my favorite magic
traits below as per usual.
■ Fortunate: roll twice on random effect tables and choose which one you
want.
■ Guiding Spirit: Once per day as a swift action, you can make it so the next
time you roll a d20 you roll twice and can choose the better result. Great
for breaking spell resistance.
■ Magical Lineage: Magi aren’t the only ones who can use this you know!!!
Since you have a limited spells known, you probably have a go-to one or
two that you love. Slap this onto your fireball and make life that much
easier.
■ Trickster: +1 Caster Level for ALLL illusion spells. If you like illusions this
is basically just a free buff that’s nice to have!
■ Unseen But Not Undone: Once per day, cast a bloodline spell as if you’d
used the Still Spell feat without affecting it’s level. HEY LOOK FREE
METAMAGIC :D
○ Don’t be afraid to take advantage of Drawbacks if they are allowed, there are
plenty of ways to take tiny debuffs that you don’t care about in exchange for
REAL POWER that you do.
● Rule 3.E - Use Spontaneous Metafocus and Spell Perfection for signature spells.
○ Now that one spell doesn’t increase it’s casting times! Woo! This is good if you
have a spell that you use all the time, like fireball mains, that constantly benefits
from having lots of metamagic.
○ Don’t forget that Spell Perfection also doubles any numeric bonuses a specific
spell receives...which could be a lot. Damage bonuses, caster level bonuses. It
can turn a single spell into a powerhouse without much effort!
● Rule 3.F - Use Class Features
○ This one may seem obvious but there aren’t many class features that solve this
problem. In our case, we lucked out in having the Arcane Bloodline Power:
Metamagic Adept. So if you have it? Don’t be stingy.

11
Rule IV: Master All Spell Sources
Scrolls, Wands, Staves, and Feats. All of these are means to indulge your power. You aren’t
above any of them and in fact, should look at each of these tools as a means to improve
yourself. Each has its own benefits and weaknesses, but are made to fill up spaces for the
spells that we could not take. Think of them as Auxiliary spells and abilities. So? How do we
choose what we use for what? Remember Rule I.

● Rule 4.A - Scrolls


○ Scrolls are used for spells that are Valuable but not Versatile, spells that are
incredibly powerful and useful but aren’t something we want to be using daily.
These spells are VALUABLE as they are very good spells that can give us a lot of
use for what they are, but not VERSATILE meaning we can’t use them in a wide
range of situations, or it’s difficult to use them often.
■ Examples: Create Demiplane, Geas, Magic Circle Against X, etc
● Rule 4.B - Wands
○ Wands are used for spells that are Versatile but not necessarily Valuable,
low level spells that we could use often, but only in specific situations, or are
rather weak or less potent. Versatile yes but doesn’t have nearly enough value.
We don’t want to burn a spell known on spells that aren’t going to give us the
best bang for our buck spell slot wise, but that doesn’t mean they aren’t worth
having or don’t have their uses. When you want A LOT of something that is a bit
weaker or more specific, this is what we go for.
■ Examples: Alter Summoned Monster, Cure Light Wounds, Shield, etc
● Rule 4.C - Staves
○ Staves are used to make our casting more Varied, as they have a wide variety
of spells within them, and be recharged by simply expending spells per day, so
long as you can cast one of the spells in the staff. Just one. Moreover, unlike
other magic items, staves use your caster level and DC for their effects, in
essence giving you a few spells known that can be used in emergencies. Even if
they are expensive, they can had a fair bit of variety to your spells, which is worth
considering.
■ Examples: Staff of the Planes, Staff of Size Alteration, Staff of the
Woodlands
● Rule 4.D - Feats
○ Feats can add Variety, Versatility, or Value! This isn’t something you probably
have to think about too hard, but it’s important to remember that every feat
should be adding MULTIPLE avenues of growth and be useful in a number of
scenarios. We don’t was just +1 to DC or +5 to a skill if we can avoid it. Each and
every feat should give us new options, or fundamentally change out we think or
play as a sorcerer, or refine our current abilities in such a way that we have more
opportunities to shine.
■ Examples: Emergency Attunement, Signature Skill (Heal), Magic Trick,
Quicken Spell.

12
Rule V: Don’t Ignore Spell Resistance
As we grow into our almighty power, spell resistance will become our greatest foe. In effect,
Spell Resistance (SR) acts as a secondary defense against spells, much like AC works as a
defense against martial attacks. Basically, if a monster has Spell Resistance (SR) and if your
spell says “Spell Resistance: Yes”, you now have to roll a d20+your caster level. If you get a
number below the creatures SR?

You fail to affect a creature with your spell. At all. Completely bypassing any saves, statuses or
so on and so forth.

Being an entirely passive magical defense, even if a creature is entirely paralyzed IT WILL
STILL HAVE SPELL RESISTANCE. Meaning there is still a chance that even an entirely
helpless creature will be able to unweave your power. Now, this would be fine as an addition to
the game. After all, having some anti-caster abilities and defenses keep things interesting.

The problem lies in the fact that after level 11 or so, most, if not all of the creatures you
encounter will have SR...and not an insignificant amount of it. More frustratingly, most
spells have to contest spell resistance to affect a creature directly!!! Which again, would be fine
if we had a way of easily increasing our odds on a Caster Level, but there are painfully few ways
to do so. It’s not as simple as just boosting our charisma as in most cases, our caster level is
simply the same as our class level, and any bonuses to it are sparing, allowing a +1 here, or a
+1 there. This is not a hurdle we can ignore, because again, most of our opponents WILL have
spell resistance late game, and most of our best spells WILL require a contested roll.

So what do we do about it?

● Rule 5.A - Avoid SR Checks


○ So our first strategy is to take spells and abilities that avoid SR checks entirely!
When we choose our spells, we should choose them in such a way that we can
bypass Spell Resistance as a mechanic, while still remaining useful on the
battlefield. So how do we do it?
■ Battlefield Control:
● The easiest way to do this is to make sure you have spells that
don’t DIRECTLY effect the monsters in question. Battlefield control
spells tend to have SR less often, and can still have massive
effects on creatures. Find ways to change how creatures act
without having to interact with them directly!
■ Conjure Creatures:
● Summoning spells are another amazing way to get around this.
You can bring a creature into existence, with its own extraordinary,
supernatural and spell-like abilities, that may have abilities that
bypass that resistance...also free actions!

13
■ Choose “SR: No” Spells:
● I know this might be obvious but it matters! Keep track of which of
your spells make you roll SR and which ones do not! There are
some really good spells in this game that get even more powerful
because they ignore this mechanic!
● Rule 5.B - Boost SR Checks
○ The second strategy is just to make sure you can pass your SR checks when
they come up! You’ll probably want to do both of these if I’m honest, but like I
said, boosting this isn’t the easiest thing in the world! So what’s a good way to
make sure you can break that check?
■ Feats
● Knowledgeable Spellcaster: Okay so this one is hilariously
powerful because in exchange for a knowledge roll, you can get
+3 to overcoming SR and then when you have 10 ranks, its +5.
That beasts out and stacks with spell penetration and all you have
to do is be decent at knowing things. 1000% worth it.
● Spell Penetration and Greater Spell Penetration: Super duper
boring and eat up a good part of your build but...they give you +2
to spell penetration each for a total of +4 on all SR checks.
● Piercing Spell: Treats their opponent’s SR as 5 lower when
applied! This is really helpful so long as you do not forget Rule 3.
● Varisian Tattoo: +1 vs. SR (for a single school)
● Bloodmage Initiate: +1 vs. SR (for a single school)
● Spell Specialization: +2 vs. SR (single spell only)
■ Race
● Elves get a natural +2 to all SR checks via Keen Magic
● Half Elves can take the Elven Spirit to also have +2 to all SR
checks
■ Items
● Dweomer's Essence: +5 vs. SR (once)
● Orange Prism Ioun Stone: +1 vs. SR
● Robe of the Archmagi: +2 vs. SR (arcane casters only)
● Pipes of Dissolution: +2 vs. SR (requires Perform skill)
■ Class Features:
● Seeker Archetype: Gives bloodline spells +4 to SR checks.
● Blood Piercing (9th Level Bloodline Mutation): Once per day,
when you cast a damaging spell, you can add your charisma to
your SR check. Get another use for ever 5 levels beyond 3rd level.
● Fey Magic (15th Level Fey Bloodline Power): Lets you reroll
any SR check once before results are revealed by the DM.
■ Spells:
● Sure Casting (1st Level): +5 to to the next spell you cast before
the end of the following round. Very good for quickened spell.

14
● Ally Across Time (1st Level) /Army Across Time (5th Level):
Boost your caster level into the stratosphere and then just...roll SR
with impunity.

Variant Spellcasting: Words of Power


So forever ago, Paizo had this really cool idea, to create a new sort of spell casting system.
Rather than have complete spells, you’d have effect words (what it does), target words (who it
affects), and meta words (changes the spell). Moreover, effect words could be combined,
raising the spell level but adding more effects, thus increasing your action economy. Each spell
was a combination of these words, and thus one could make unique little franken-spells And
guess what? Since you are a sorcerer you could arrange these words ON THE FLY. That’s right,
you can just slam them together however you want, for whatever problem you are having, no
fuss, making the sorcerer the undisputed God of wordcasting

So if you are reading this, this probably sounds AMAZING and you are wondering why every
sorcerer isn’t a word caster? Well two reasons.
● Lack of Options: paizo basically released the first wordcasting list and...dropped it. Has
not gotten any additions since, so while the sorcerer/wizard list for normal casting has
gotten more options with every release, the wordcasters have been left wanting since
like 2012. Because of this, there are a bunch of things that word casters can’t do that
normal casters can, just because they were never given more options
○ Note: Because other people love this system, some people have made new words, which I will
include in links below. Ask your DM if it’s okay since they are homebrew or 3rd party.
■ WoP Supplement
■ Lost Spell Words by Jon Brazer Enterprises
■ Energy Words Revisited by Jon Brazer Enterprises
■ Book of Magic: 10 Undead Spell Words by Jon Brazer Enterprises
■ Word of Power Unleashed by Interjection Games
● Hidden Away: So since the sorcerer is basically the ONLY class that can use
wordcasting to its fullest extent (having the best spell list, and spontaneous fullcasting) it
doesn’t get talked about often outside of the occasional experimental wordcaster
(undeath) mention, even though it has some truly game breaking spells.

So is it worth playing a Wordcasting Sorcerer? Hell yeah! They are still super fun and
interesting and if you aren’t in a wargame, I definitely think they can still be super cool.

if you are still interested in this super rad alternate casting system, I’ll drop a guide below. Since
the system hasn’t been updated, even if it’s a little old, a lot of the advice should still hold up
great! Even if you don’t intend on being a full wordcaster yourself, I HIGHLY recommend picking
up one or two, because some wordspells are straight up insane. I’ll also include some
particularly strong word spells below.

Words of Power Guides


● Sorcerer Specific Guide To Word’s Of Power [pdf]

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● CTP Guide To Word’s of Power
● The Mage King Guide To Word’s of Power

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Sorcerer Spells by Level

Cantrips (0th Level Spells)

Control ● N/A

Buff ● N/A

● Daze: Your first save or lose! It isn’t...amazing but it does it’s job for a
Debuff while. Trade out at 4th or 6th for something more utility oriented.

Blast ● N/A

Summons ● N/A

● Detect Magic: More than even reading magic, you will be probably
expected to tell if things are just magical in general. This will come
up...basically anytime anything vaguely magical happens outside of
combat. So just pick it up so that you don’t feel silly. It’s basically your
perception.
● Dancing Lights: Don’t wanna check if you have a lamp or a torch all
of the time? Having a free movable light is incredibly helpful. I prefer
this over the light spell, as they are much more mobile, and since they
are cantrips, you just turn on your magic flashlight as needed.
● Ghost Sounds: A horrifically versatile spell. So long as it falls within
the volume limit you can make ANY kind of sound. Want to fake a
conversation? Make your illusions all the more frightening? Go for it.
Honestly it’s a great tool in any casters kit, doubly so for you.
● Mage Hand: Magical TK is super helpful, from sneaky shenans to
Utility popping traps from afar. Really, this is a great team player cantrip, and
you’ll almost always have SOMETHING to do with it.
● Message: Ranged whisper!!! Great for covert operations!!! Now you
may be wondering why you’d choose this over ghost sounds? Well
this spell has a longer range and is far more selective, allowing you to
send information around corners, and keep multiple people up to
date. Great for intrigue campaigns, or anything where you need to be
sneaky at a distance.
● Prestidigitation: Aka, Least Wish to my HPatN20 friends. The
amount you can do with this spell is incredibly versatile and thus
gives you the ability to more or less find a reason to use it for
anything from silly pranks to intelligent deceptions.
● Read Magic: This lets you read magical writing, and as a caster, that
is something you will be expected to do often. Even if the wizard has
this, you should have this for when YOU need to translate scrolls.
● Mending: This is one of those “It’s really nice to have when you need

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it” spells. Sometimes a sword is broken and the black smith needs to
fix it and boom you can, or a spellbook gets ripped, boom its fixed.
Not necessary but just...convenient
● Chameleon Scales: At-will color change? Surprisingly useful. If the
guards are looking for an elf, become a drow. Looking for a pale
human, with brown eyes? Put on some sung glasses and be a blue
skinned tiefling who hasn't grown their horns yet. It’s a good low
level illusion spell for getting you in and out of trouble, if you know
how to use it.
● Arcane Mark: See someone you need to keep an eye on? Mark them.
Got an object you want to hide, but need to be able to find it later?
Mark it. Good spell with some fun uses.

Alt Sources ● N/A

1st Level Spells

● ✰Deja Vu✰: Okay no save, your opponent has to repeat whatever


actions it took in the last round, for two rounds, and if they can’t, they
are confused. Making enemies more predictable is fantastic, or forcing
enemies to act in a way that keeps you in the advantage, is awesome.
This is sort of an insane first level control spell.
● Grease: The OG control spell. Choose a 10 ft square. Everyone in that
square make a reflex save (Which monsters tend to be meh at) or fall
prone, making them easy cleanup for your melee team. You’ll
find...other uses for it in the future, but trust me when i say this is a
go-to for a reason.
Control ● Obscuring Mist: Another classic. This blinds archers, blocks line of
sight from other casters, makes it harder for melee personnel to see.
It only gets BETTER if you pick up the Magic Trick Feat, or a saltspray
ring...and woo just wait until the next level when this can become
EVEN DIRTIER.
● Expeditious Construction: Baby’s first wall spell!!! Gives us cover,
blocks line of sight, and can be surprisingly sturdy. What’s not to love?
Remember, since this is an instantaneous conjuration (creation) spell,
the magic simply assembles the materials, afterwards, its real! Have fun
building!

● ✰Enlarge Person✰: ENBIGGENATE!!!!! The classic go to Buff. Your


martial will love this from level 1 to level 20, even if they get better
buffs because this gives three very important things: Extra Strength,
Buff Higher Damage Die, and REACH. That last one is super important
because its actually pretty hard to increase your reach...especially
constantly. Want to be a team player? Take this, and keep it moving.

Debuff ● Color Spray: So this spell gets a bad rap for not being useful after

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level 5 but...creatures who are hit by it are still STUNNED For a turn,
which can be a death sentence. At level 1-5? Anything hit by this baby
is out of the fight immediately. Blinded, stunned, possibly even
unconscious, its will save or just be done and THAT is how casters do
it.
● Ray of Enfeeblement: Fort save or take hilarious amounts of
strength damage. If you make your save? CONGRATS...YOU STILL
TAKE HALF. Use this to whittle down brawlers, or make it so the
caster can’t move his arms lmao.
● Touch of Gracelessness: Like Ray of enfeeblement BUT its a touch
attack and deals DEXERITY DAMAGE. You’ll probably want to use this
with a familiar or spectral hand, but this can directly lower your
opponents AC...making them easier to kill for your team, or at higher
levels, if they just have GARBAGE Dex and just become barely mobile
and mostly paralyzed.
● Unlock Flesh: Fort save or become flayed and staggered. NOW they
can attempt a standard action to make their save again...but doing so
means that they've now used their standard action...meaning they
cant do anything else that turn, effectively making this a pseudo hold
person. Again, it’s a touch attack, so get a familiar or spectral hand, or
reach or something to help you out.
● Sleep: So this is a bit of a polarizing one. From levels lets say 1-5
where you meet creatures with HD 4 or less and basically just have to
be able survive the “cats can kill you” period of being a caster, this is
INVALUABLE...but after which point it quickly falls into irrelevance as
the foes you face, even the weaker ones, grow stronger. One of your
first to pick up and first to switch out.
● Cause Fear: Will save or become FRIGHTENED, which effectively
removes them from the fight. Doesn’t work on anyone after 6HD so ya
know, if you are around level 5 or so, definitely worth ditching.
● Break: Lmao this spell is rude as hell. Okay so the item rolls a fort
save...or be broken. Now, being broken doesn’t DO much to most
items...but if it fails it’s save a second time, it’s destroyed. This works
on ANY medium sized or smaller object...meaning that if you heighten
this spell and smack the BBEG’s rod of infinite power enough times,
you can just...break his shit. God damnit I love casters.

● Ear-Piercing Scream (also Debuff): REEEEEEEEEEEEEEEE. You


scream and the target takes some meh sonic damage (still very rarely
resisted) and has to make a fort save or be DAZED which is...another
ouchy ouch condition. Anything we can do to make the enemy lose
actions, we take.
● Magic Missile: THE first level arcane spell. Point to a creature (no
Blast attacking the darkness). That creature now just...takes 1d4+1 force
damage, per two levels. Now, is this a small amount of damage? Yes
totally...but it’s also no save automatic force damage so long as you
can beat spell resistance, making it great against incorporeals or
people with low health but CRAZY defenses. Later on, you’ll want to
intensify and quicken it for just free damage to a target.

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● Animate Rope: Funny note, doesn’t HAVE to be a rope, just rope like.
Curtains, Chains...whatever you have around can function. It’s a
versatile little partner too, being able to entangle foes one minute, or
make triplines to stop pursuers, or help you climb the castle walls!
Use with mage hand to have some fun little options.
● Mount (w/ Heightened Spell and Alter Summoned Monster): Now this
spell? This spell is worth it’s weight in gold and then some. It
summons a basically spirit horse for 2 hours per level...which is
insane. This is a better summon than most of the monsters on the
Summon Monster I list, and lasts far longer. Having a mount means
you can spend less actions moving and more casting, and they can
even be good shields or combat buddies! Great spell at low levels...but
what about at higher levels???

Weeeellll at higher levels...if you pick up the metamagic feat


Summons Heightened Spell and a wand of Alter Summoned Monster, this feat
can basically mimic ANY higher level Summon Monster Spell...with a
far longer duration. If you can’t get the wand, take it as a spell
known...it’s on your list! Basically means that at the beginning of the
day, you can burn a spell slot to get an all day companion, making one
of the most, if not the most versatile spell combination for a sorcerer
to have. If your DM lets you do this, don’t be a jerk about it...this could
save you a LOT of spells known in the long run. Take it and run.
● Summon Minor Monster: So this spell is fun because the only
limitations are 1.) you can’t summon it in an environment that cannot
support it and 2.) it has to be tiny or smaller animals...which does not
necessarily indicate their power :3 Throw out a skunk for debuffs,
some Owls or Hawks for airborne dpr, bats for detecting invisible
creatures, or just some other critter to scratch their face off. You’ve
got options!!!!

● Auditory Hallucination: Aka GREATER ghost sounds. How is this


better than the at will cantrip? Well a few things. First of all, better
range and no sound upper limit...but it also is sneakier, as you can
choose which creatures to effect by it. This can also work on your own
team as a sort of...psuedo telepathy or with collaborators as a pseudo
tongues.. But most importantly, you don’t actually have to KNOW
what the thing you want ACTUALLY sounds like. You just have to have
an idea of it. Never spoken the guards language? It’s fine! Don’t know
what that monster sounds like? It’s cool. So long as you have the idea,
Utility it flies! Great in a creative players hands.
● Blood Money: The only reason we want ANY higher level of strength.
Taking strength damage to pay for expensive components is a pretty
crazy way to get around component cost, but not practical for things
like Wish...still it can save you a lot of money if you have a way of
healing the ability damage. Of course, if you find a means to have an
absurd strength score, this becomes better! (not as good as a wand
because its normally a swift action, not a standard)
● Charm Person: Make someone your best friend! This lasts for ONE

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HOUR PER LEVEL so if you get someone, you can REALLY get them,
and to convince them to do something for you, you need to make a
charisma check….OH HEY WE ARE GOOD AT THOSE!!! The magic of
friendship should never be underestimated.
● Floating Disk (w/ Magic Trick): So on its own, I would not suggest this
spell….but with a few ranks in fly and a feat??? You can basically turn
a first level slot into fly. That is HILAROUSLY useful. Not only can it
save you a higher level spell known, but if you pick up heightened
spell, which if you saw mount you probably should anway, you can
even carry your friends on this moving doom platform! Ever wanna
be the best super hero? This is how we do it.
● Silent Image: This spell accompanied by ghost sounds ties with
mount and alter summoned monster for crazy versatility. I’m serious!
You can make this look like anything and with silent image, it can
sounds like anything, and for most people, if it looks like a duck and
sounds like a duck, its a duck, and you can abuse that. Moreover,
unlike the other combination, this one is dirt cheap...both of them
spells are good on their own! Just requires a creative mind.
Remember, creatures can only disbelieve your illusion if they directly
interact with it. They don’t get a save from just seeing it unless it says
so.

● Mage Armor: This one is for you. It’s a free AC bump that lasts a very
long time...and as you go on, you will want to get armor but a lot of
times its actually cheaper to diversify before it makes sense to
actually get an armor bonus over this spell. For now take it, and
MAYBE take a mithiral buckler, and keep it moving. It’s more useful
than you think.
● Stone Shield: As an immediate action, intercept an attack with a wall,
giving you +4 to your ac. My 5e players will notice that this is basically
Protection their shield, but a little weaker. STILL, as a sorc, we always have our
spells on tap, and being able to summon a wall of suddenly +4 ac can
be a life saver, even if its only for a round!
● Vanish (also Utility): So at level 1 this isn’t great, because you basically
cast it on yourself and then move and then it goes away...but it gets
better and better. You’ll want to trade it out for its older brother,
invisibility, when you get the chance, but for now, being able to vanish
and mess with people indirectly is fantastic.

● Alarm (wand): Good for preventing ambushes at night, not worth


taking a spell slot for.
● Heightened Awareness (wand): +2 to perception checks and
knowledge checks for 10 minutes per level, annnd can be dispelled
1st Lvl Alt for a +4 to initiative.
Sources ● Alchemical Tinkering (scroll): Can be crazy if you have the team or
the build for it, but too infrequent to use a spell known.
● Comprehend Languages (scroll): Incredibly helpful given the
nature of languages in PF1e BUTTTT not something we will be
dealing with every day.

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● Break (wand): Cast it twice and destroy the BBEG’s toy, or the
fighters stick or what have you. Doesn’t matter what it’s hardness is,
or anything like that. Hit this twice? It’s destroyed.
● Infernal Healing (wand): Our caster level doesn’t particularly
matter for this, and since it’s out of combat healing, we will take it.
● Cure Light Wounds (wand): Same as above.
● Feather Fall (wand / snapleaf / ring of featherfall): When you
need it? You need it. Otherwise, we can live without it. If someone else
has this prepared you can go without.
● Expeditious Retreat (scroll): Sometimes...you gotta go fast….thats
it, just something for the sonic fans.
● Disguise Self (Hat of Disguise): Being able to be other people is
great! But why burn a spell known when you can instead, just get this
awesome fashion accessory and take the chameleon scales cantrip.
● Ears of the City (wand): Gathering information is fun, and knowing
things is always useful. This is great if your DM makes you do this
often and you have the ranks in diplomacy, but remember...we don’t
have a lot of ranks in anything!!!
● Protection from X (scroll): So you wont need this...often but when
someone gets dominated, or if you keep getting bapped by
summoned monsters, this will be a great keepsake.
● Lesser Restoration (wand): Steal it from the paladin and use it to
cure all that damage you took from blood money.
● Tears to Wine (scroll/wand): Steal it from the shaman or bard. Get a
MASSIVE Boost to skill checks from drinking some dope uh….”wine.”
Great for wizards well anyone trying to make int or wisdom
checks...which includes us! This goes to perception and spellcraft!!!!

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2nd Level Spells

● Create Pit: So this is a “create problem” spell. Before flying gets


involved, and frankly, for a while after that, you just drop this sucker
down and BOOM they have a problem. Reflex save or get stuck in the
hole. Also after the whole is made, if you are pushed into the hole, you
do not get a save if you fail to the effect so….in the hole you go!
● Stone Call (also Blast): Do some meh AOE damage (but enough to
count for Dazing Spell) but make a significant portion of the ground
difficult terrain...which means your enemies have to move at half
speed and can’t charge. It’s also save No and SR No so just...take these
rocks I guess?
● Web: Alright. Reflex save or be grappled? Made your save? Okay you
try to move? Great….Make a CMB or Escape artist check? You failed?
Control You are grappled? You passed? It’s difficult terrain. Also so long as
there is at least 5 feet of webbing between you and your opponent,
you have cover
● Euphoric Cloud (also debuff): Okay so just...I gotta keep my straight
face for this one because...god this is so funny...okay so like it counts as
fog cloud so it blocks all sight and you roll fort or you are fascinated.
The reason this is REALLY GOOD is because the people who fail
this...can’t see. Meaning they can’t see any immediately hostile
threats...so they are basically just out of combat until one of them
realises something bad is going on...and now that I’ve done the adult
thing- #420BLAZEIT #SMOKEWEEDEVERYDAY #SOHIGHICANFLY
#JOININGTHEWARONDRUGSONTEAMDRUGS #TOOOOOHIGGGHHH

● ✰Ashen Path✰: Okay this is DECEPTIVELY good. The problem with a


lot of AOE control spells (at least latter on) is that you can’t see shit.
That’s normally sorta the point, to blind the enemy, but if YOUR TEAM
can’t see shit, then it’s an issue...until you get this spell and suddenly?
Buff All cloud spells go up a rating because now, you and your whole gang,
and see RIGHT through it. No concealment for them and they can’t see
you. Take it, take it, take it, take it, take it, take it, take it for the love of
all that is arcane if you EVER use a SINGLE cloud spell take this.

● Blindness/Deafness: Look at a person and say “fuck you in


particular”. That person makes a fort save or is blinded or
deafened….forever I guess lmao. This is an incredibly rude thing to
do...but like ya know...it fucking works. Blind the archer, deafen the
caster, make everyone’s day hell and remind them why the sorcerer is
Debuff to be feared. Fun note...it’s a verbal only spell, meaning you can use it
without your hands :D
● Aboleth’s Lung: This is the reason we are picking up spectral hand?
Why? Well touch attack + will save. They fail? They can’t breath air.
This...basically forces them to keep making con checks to like hold

23
their break, which can completely shut down casters, and be a real
nuisance to everyone else as they just...immediately being to suffocate.
Remember kids, holding your breath doesnt matter if you cANT
BREATH AIR.
● Glitterdust: This spell was made by gays, for gays...but we’ll share
with everyone else. GLITTER BLAST!!!! So this also blinds people, but
at least it’s not forever, and completely removes any chance they had
at stealthing or invisibility ever. Also remember, this effects multiple
people in a 10 foot spread. Time to ruin that platoon!
● Hideous Laughter: Will save, or your opponent can take no actions.
They aren’t helpless! But...they can’t do shit. Which is hilarious. They
can try to make a new save as a full round action, but that still wastes
their time, and wasting their time is the name of the game for debuffs.
● Mortal Terror: Okay this can make fear coniditions...basically
skyrocket, but they HAVE to fail that first will save. If they do this can
get NASTY, as every time they take damage, they have to make another
save or their fear gets WORSE. Shakened is one thing. Frightened, and
Panicked are a completely different beast. If you are going to take this,
I highly suggest picking up a scroll of Bloody Tears and Jagged Smile.
● Shatter: Fuck that item in particular. The door? Fuck it. The lock?
Fuck it. That sword? Fuck your sword. I have a special love for this
spell because it can be used to ruin people’s days in a number of ways,
but mainly, just fuck your gear.
● Limp Lash: Okay...smack a target with a ranged touch attack within
20ft? Did it hit? Great, they are taking 1d6 damage to their Strength,
Dex, AND con, every turn, so long as you hold your magical whip. If
they move outside the range of the spell, the spell ends but WOO boy,
even if you just get them once? This is horrifying. It has SR but
like...this still can be a fight ender, especially if you are using your
control spells well.
● ✰Ghoul Touch✰: So it says fort negates, but fort only negates the
STENCH effect, not the paralysis!!! All that requires is a successful
melee touch attack. This can EASILY take major players out of the fight
REALLY early on. Absolutely must have especially if you took…that’s
right…SPECTRAL HAND. YOU DID TAKE THAT RIGHT????

● Burning Arc: Chain flame attack! It targets reflex, which a lot of


monsters aren’t stellar at, and lets you get 1 guy for d6/level, the next
guy with d6/2 levels, and so on and so forth. Solid damage option, and
this is the level when we can actually contribute to damage in a
meaningful way. Just remember...fire damage.
● Scorching Ray: This one scales really weirdly but it does really nice
Blast damage for us. Some people have a good reflex save. Almost NO ONE
has a good touch ac, so having a no save lazer beam is pretty fucking
sick. After all, if it works for the emperor of evil, why not have it work
for us? Just remember… SR and fire damage.
● Flaming Sphere: Make a big ball of fire that you can move around as a
move action. This is a good spell to have when you are doing other
things, as you can just keep bapping people with flaming sphere every

24
turn while casting even more spells. Again remember, fire and SR.
● Aggressive Thundercloud: Oh hey, its flaming sphere, but with
electricity damage! This technically gives concealment to whoever is
in it….or would if we hadn’t taken Ashen Path… you did take that
remember? So really its just a better damage type.

● Summon Monster II: So this is when summon monster


becomes...sorta worth it. It’s not bad, don’t get me wrong, but it’s
nothing compared to next level. For now, you get some fun elementals,
and a few monsters that can be nice walls. If you are doing the mount
strats, don’t bother, but if you want extras it’s always a good pick up.
● ✰Spectral Hand✰: There are SOOOOOOOO many really really deadly
touch spells between levels 1-4 that are super super super good and
this makes them ALL viable. If you plan on using ANY touch spells
Summons between levels 1-4? Any of them at all? This WILL be worth it then.
● Mount, Communal: Are you using Alter Summoned Monster like I
told you to? Good. This is a strict upgrade to regular mount, as you can
now have multiple creatures that all last a fuck long amount of time.
You’ll be doing this outside of combat, so extending it isn’t a problem.

Did the DM ban this combo (which I’m not saying they should)? Then
skip, and just wait for the next level, we can get you a better horse.

● Detect Thoughts: Reading people's minds is cool. Remember that A.)


it is a cone meaning you are detecting MANY thoughts and B.) they
only get a will save on round 3, and C.) there is nothing that says your
target is alerted when they succeed. This is a great mass information
gathering tool when in towns, just don’t forget to be inconspicuous
about it.
● Knock: Open everything!!!! If something is closed, locked, and you
Utility don’t have the key? Now it is not closed or locked. Oddly useful, just
don’t...don’t steal the rogues thunder too much. They deserve love too
ya know.
● Alter Self (also buff): Hey, polymorph into other races! Good for either
turning your familiar into a person, and having fun with that, hiding
out or simply just getting that swim speed those aquatic bloodlines
keep talking about...

● ✰Mirror Image✰: THE BEST Defensive spell at this level, and frankly
for the majority of the game. You will always cast this. I’m not joking.
This? This should be the first mitigation spell you pick up because it’ll
NEVER be unhelpful. Even if there is 1 image, that is basically a 50%
miss chance. If there are 3? 4? 8?????? This spell makes you much
Protection much harder to bring down. THE SORCERER USED DOUBLE TEAM.
THEIR EVASION ROSE!!!!
● Resist Energy (w/ Emergency Attunment): This is something you’ll want
a little later in your career, but is no less useful. Being able to resist
energy attacks can save you a whole mess of damage later on, and
getting up to resistance 30 at level 11 is HUGE. On its own, it’s a great

25
thing to pick up when you know you are going to be up against
something big, but it only gets BETTER with emergency attunement,
allowing you to have the exact resistance you need, when you need it.
● Blur: When people try to hit you there is a 20% chance that they do
not. While I don’t say avoid bumping your ac, at a certain point is far
safer to just make it hilariously difficult to even try to hit you. This
shouldn’t be the first of what we will call...mitigation defense spells,
but it’s good to have. Later replace it with Cloak of Displacement
Minor
● Invisibility (Also Utility): HAHAHA ooooh this demon of a spell.
Another classic from the arcane school? Why? Because it last minutes
per level and the ONLY thing that breaks it is direct damage. So long as
you can manage to NOT blast? Buff? Summoning? Debuffing (without
attack rolls) All fair game. Also your rogues will love you and give you
some nice loot.

● Alter Summoned Monster (wand): Turns Mount into your go to


summoning spell, making one spell known as good as 9. I think this is
a cool thing and gives sorcerer’s unique flexibility that should be
celebrated. Others may beg to differ. Either way, if allowed, I definitely
think this is something you should pick up as a wand. If wands are
available? Move this to utility and then pick it up as a spell known. It's
worth it.
● Full Pouch (wand): Do you have someone who uses alchemical
items? A gunslinger? Perhaps an investigator? They’ll love you for this.
This can get weird, but definitely can save someone a pretty penny.
● Command Undead (scroll): Are you a necromancer? Then you need
this. Are you not a necromancer? Then you’ll probably want at least
one of this for when the DM throws skeletons at you.
● Bloody Tears and Jagged Smile (wand/scroll): The natural attack is
whatever, we aren’t going to use it. What we are here for is the +4 to
2nd Lvl Alt Fear Spell DC’s. Fear spells can absolutely DESTROY people but a lot of
creatures are immune or worse, make their save and basically just get
Sources shaken. A +4 to end your opponent is tasty. Probably not spell known
tasty, but definitely have in your back pocket tasty.
● Diminish Resistance (scroll): Hey is that fire resistance 30 being the
ABSOLUTE Worse and none of your party has a way around it this
time? IS your magus TIRED of not being able to shocking grasps the
boss as much as they’d like? Why don’t you just say “fuck your
resistance” with our brand new product!!!
● See Invisibility (scroll): There are a lot of ways to do this...but when
you need it...you need it. So it’s nice to have it.
● Rope Trick (wizard/wand): So this spells is a weird case because it
is Valuable but not Versatile….BUT if you are using it you probably
want to use it every night. So why not have it as a spell known? Well
we ONLY use it at night...that’s it. It’s just shelter which...we can get a
lot of other ways. So either let the wizard, who only has to burn 1 spell
slot, do this, or just get a wand and hope for the best.
● Make Whole (scroll): Sometimes you are going to have to fix things,

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not break them. This is good for that!

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3rd Level Spells

● Aqueous Orb (also Blast): The yoink orb. This spell is hilarious
because it basically rolls over people, and if they fail their reflex save,
get yeeted into the orb and have to hold their breath, making it both a
HILAROUS Way to shut down casters, but also just a really funny sight.
Also don’t forget, it’s limited by size, not HD, so if that efreeti is being a
pain in the ass, just throw him into the washing machine.
● Sleet Storm: No one can see shit, and they move half as fast. Great
movement control, especially for less dexterious characters, and it has
no SR, so this will be useful for a LONG time....Also Ashen Path might
be able to see through it.
● Wind Wall: Haha fuck your ranged attack, also WIND TUNNEEEL.
● Shifting Sand: Moving quicksand!!! Really funny because if someone
fails their save, you can move them too, no save. Great forced
repositioning tool, great control spell.
● Chains of Perdition: Chain of so many god damn combat maneuvers.
Also, we have a lot of “move actions also move the spell” tricks this
level, which means we should probably get a mount...OH RIGHT we
should already be able to summon one. ANYWAY, if you wanna be an
Control ABSOLUTE nuisance, this is a great way to do it.
● Stinking Cloud (also Debuff): Okay once you shut up the 4 year old in
your brain giggling about the fart cloud of doom, you realise that this
is the OTHER ungodly debuff. SR no poison fog cloud that blocks line
of sight (but not for us because we have ashen path, fuck you) and fort
save or be NAUESATED...which is a HORRIFIC debuff. Nauseated
creatures cannot take standard actions, only move actions, and there
aren’t many ways to cure it! Sure if they are immune to poison, they
are immune to the effect but then its STILL a cloud spell...which lets it
block casting line of sight, makes archers blind, and generally is a pain
to deal with. FUCK. Yes. Fart Cloud Rules (ehehehe...fart)
● Spiked Pit (also Blast)(w/ Cherry Blossom Spell): Hey it’s create pit, but
spiked!!!! The pit is deeper, and now, every second they climb out they
get stabbed. Have fucking knocking them back into the spikes of
doom! Also...if combined with Cherry Blossom spell, a character can
build up an ungodly amount of ability damage. Remember, they only
get a save IF the spell doesn’t have any save of its own, not specifically
a save to mitigate the damage ;)

● ✰Haste✰: Our first gold star spell of this level, haste is...hilariously
overtuned. Instead of assuming you know why, let's dive in. First of all
it effects 1 creature per level, and at this level, that’s 6
Buff creatures...which is your entire party. So great. What do they get?

+1 to attack rolls (oh thats neat i guess…), +1 dodge bonus to ac (oh i


mean meh but like nice), +1 to reflex saves (oh okay cool), +30 to ALL

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MOVEMENT SPEED (Jesus fuck oka-) WHEN MAKING A FULL ATTACK
YOU CAN MAKE AN EXTRA ATTACK AT FULL BAB BONUS. At this level,
the fighter has 2 attacks in a full attack...this gives him a third. That’s a
potential 50% increase in DPR...and you can drop this on your entire
team. This is THE combat buff, and while the wizard CAN have it,
you SHOULD have it because you will ALWAYS USE IT, from now until
level 20.
● Fly: Sigh...okay this is the second gold star spell of this level. In fact,
this spell is sooo fucking good that the other casters on your team
have probably already taken it so you don’t have to. Being able to fight,
move and interact in 3 dimensions is so game changing that
pathfinder more or less expects EVERYONE to be able to fly around
level 7. Meaning that if you don’t have anyone on your team that can
cast fly….you need to be able to cast fly. With this, rivers are no longer
a problem, you dont have to climb towers, or be blocked by walls, you
can attack and defend from new angles like...it’s incredibly versatile
and lasts for minutes per level with a 60 ft fly speed which is insane.

THAT SAID…if you have someone in your party that already took fly
AND you took Floating Disk with Magic Trick at level one...you don't
NEED it...just so long as SOMEONE has it.
● Arcane Sight: Greater detect magic! You detect magic constantly and
also can get more information from auras. Can be an amazingly
informative spell in the hands of a good DM.
● Heroism: It isn’t nearly as potent as haste but getting +2 to attack and
saves for 10 minutes per level is an insanely long bonus, which makes
it great for pre-buffing as the morale bonus stacks with basically
everything else.
● Contagious Zeal: Heroism but with a shorter duration, the morale
bonuses are to attack and damage and every round you get to choose
someone else to be heroic. Also known as “Lesser Inspire Courage”
● Paragon Surge (Half-Elf Only) (w/ Emergency Attunement): So on it’s own
I think paragon surge is one of the few spells that actually can keep up
with Haste and Fly...this spell has received a lot of controversy but I
think it’s about their level...on its own. You see, because of this faq, it
basically lets you get 1 temporary feat, which while incredibly
versatile, isn’t like...entirely game breaking in my opinion. Sure you
can use it to get new spells buuuut you are stuck with them for the
day, which doesn’t see much more broken then ya know...normal
prepared casters...and you don’t even get them all day, only when you
cast the spell. Again...amazing spell….don’t think its too bad on its
own…

That SAID….once you include Emergency Attunement...this becomes


a different matter entirely. Being able to have a feat on shuffle is
INSANELY powerful, and makes this your go to 3rd level buff in EVERY
situation, making it the second godly spell we’ve seen so far!!!

Debuff ● Slow: Alright….entire enemy team? Save or be staggered for the

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entirety of combat by fuckoff time magic. Also have your movement
HALVED. This? This is one of the best debuffs in the game.
● Heatstroke: Ray of Exhaustion, but if targets are wearing heavy
armor, they get a -4 to their save. As a reminder, Exhaustion gives a
person -6 to their Strength and Dex...basically ruining most martials.
Youch.
● Irradiate: Scaling AOE Con Drain...also since it’s instantaneous….and
a creation spell I think like...you just chernobyl an area. It’s just sorta
fucked now????
● Hold Person: You point to a humanoid and decide they should not be
allowed to do things. They must then save or have their action
economy taken away by the fun time police. They can spend a full
round trying to plead their case, but that wastes their time which is
rule 1 of being a shitlord debuffer.
● Excruciating Deformation: This spell is sorta fucked up. Bap
someone with the spell (from a range because you took spectral hand
right?), and they take Dex and Con damage, along with some
nonlethal. Every round that being can make a fort save...to RESIST the
effects for THAT ROUND. Meaning so long as you get the bap, this is
something they have to deal with and every round they fail, they take
con damage, making it harder to pass the next rounds. OOUUUCCCH.

● Fireball: Fireball. The ultimate in caster technology THE ICONIC


SPELL. Only fireball. Just fireball. Always fireball. So long as there are
casters in DND, this spell will exist...buuuuut why is it good? Does it do
amazing damage? Not particularly, it’s not bad but not
groundbreaking. Does it have HORRIBLE status effects? Nope just
hurts. Immune to Spell resistance or Energy resistance? No actually
both of those hurt a lot, especially since it’s fire damage. So what
makes THIS spell so good?

Well because it does everything...well. It is average in everything it


does which makes it an EXCELLENT foundation to build from. It has
an INSANE range, It’s low enough level to add metamagic, does
enough damage that boosting that damage doesn’t feel useless, affects
Blast a wide-ish area so if you want to add debuffing metamagic, like the
INFAMOUS dazing spell, it’s great. It targets Reflex, which is a save
most monsters aren’t great at, and because people love it so much,
there is a lot of content to support it, like Magic Trick. Fireball isn’t
just a good spell because it’s effects blow other spells out of the water.
What makes fireball good is that it can grow with you, and STAY
devastating in ways that make it harder for other blast spells to keep
up, just because again, it has such a SOLID mechanical foundation.
● Lightning Bolt: Fireballs lanky brother! It also targets reflex and is
ELECTRICITY damage, which is resisted far less often. The only reason
that this spell tends to lose out to fireball is that monsters are rarely
standing in a line that you can take advantage of, BUT it’s a great way
to snipe multiple targets across a battlefield, and do some pretty nice
damage while you are at it!!!!

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● Battering Blast (also Control): Bull rushing bashing bowling balls
batman!!! Another oddly scaling spell. While it can do some nice force
damage, which is rarely resisted, the real gold point here is using it as
both a blasting AND forced repositioning tool.

Important note though...it doesn’t have a CAP. So if you were to


somehow...I dunno, get an insanely high caster level? You could do
some absolutely ludicrous damage with this, more than possibly any
other blasting spell.

● Summon Monster III: This is where summoning sorta starts to pop


off and become something tremendous. Want a mount that can fly and
scope out invisible enemies? Direbat. Monster has super high ac?
Throw out a lantern archon with touch attack lazers.
● Phantom Steed: Summon scaling super horse! I told you I could get
you a better mount. As you level up, your (incredibly fast) mount of
choice gets even more movement options, all the way to being able to
fly under its own power while you ride to victory at the speed of
sound.
● Mad Monkeys: This spell is….fucking funny, I’m NGL, you literally
Summons just drop a barrel of monkeys on the enemy, and now every round
they have to save against Distraction (which is nauseated), hope they
dont get their shit stolen, take damage, and generally just have he
absolute worst time. Combine with a pit spell to create the ball pit of
doom, and revel in the screeching madness.
● ✰Undeath (Experimental Wordcaster)✰: All of the benefits of
animate dead, far fewer of the shortcomings. As a standard action,
from a range, raise up an undead horde for free. This spells is
MANDATORY for Necromancers, just fantastic for anyone else who
doesn't mind.

● Dispel Magic (also Debuff): Wow okay. So remember how I just


described like a BUNCH of spells and how good they are? Crazy
thing...the enemy can have spells too! Well we can’t have that. All jokes
aside, dispel magic is a keystone to any casters build, as it lets you
remove debuffs, weaken items, remove buffs, and all around smack
anyone you don’t like with the no fun button. You WILL feel it if you
don’t have this spell.
● Major Image: Create an audio, visual, smell and sensory illusion that
everyone can see. Great for distractions, hiding, mind games,
Utility communications, just all forms of trickery and guile!
● Audiovisual Hallucination: So you cause a good number of people to
hallucinate...basically anything you want. You can make them see any
object, force or individual you can imagine or can designated them to
imagine. This can...basically super fuck people as they see what you
want them to see, causing them to run into traps, attack allies,
like...the chaos this can cause is unimaginable and I FUCKING love it.
This is frankly what I’ve always wanted for illusions. You want
inspiration? Look up Genjutsu and just...have a fucking ball….ALSO

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reminder, its just a somatic component, so you can cast it even when
silenced.
● Shrink Item: Wow, this spell is just FUN. Of course you can get into
some cheesy nonsense with it but just being able to shrink a tree and
throw it at a guy, is just...gold.
● Suggestion: A very open ended lesser dominate person as you tell
someone to do something for you. This of course can be used for all
manner of sillness. The INSANE duration gets cut short if they
complete the request, so try to give something general to take
advantage of it.
● ✰Shadow Enchantment✰: HAHAHAHAHAHA you can choose ANY
enchantment spell from the Sorc OR psychic list...and the psychic
actually gets some spells of this level early!!!! Shadow spells are
amazing for sorcerer’s, giving us access to ENTIRE SUITES of spells.
Sure you have to add a will save on top of it, but there are plenty of
great spells that DON'T get saves or buffs you can cast that like...don’t
need to be saved against. Like Christ this is so like useful for a
sorcerer, basically all shadowspells now get the WEIRD but NEW
rating of ✰Fucking Christ✰ which is better than 5 but not
gamebreaking just super good.
● Dimensional Hop (Experimental Wordcaster): Teleport your
fighter immediately in for a full attack from a range.
#BetterCombatTeleportation

● Displacement: Give yourself 50% miss chance on all attacks. It’s not
Protection better than mirror image, but does stack with it, and makes
everything awful. Probably something to pick up later.

● Explosive Runes (scroll): This is a fun spell that everyone loves.


You’ll want to use it at least once. Book of explosive runes is a classic
and IIIII will never not suggest having this somehow.
● Arcane Concordance (Ring of Spell Knoweldge/scroll): Steal it
from the bard, for free metamagic!!! No seriously this is an aMAZING
spell and finding a way to steal it should definitely be on our list of
things to do.
● Magic Circle Against X (scroll): When you need it, you need it, and
when you don't, you don't. Thing is, it only protects against a single
3rd Lvl Alt alignment...per spell, and we don’t have the spells known to deal with
all of these alignments. Which is a shame because this spell is one of
Sources the Three Pillars of Planar Domination, one of the earliest pathways to
ultimate divinity. If only there was a spell like this one but we like...got
to pick….yeah….that’d be nice.
● Conjure Carriage (scroll): Get a ride for the squad. You only really
need it for long trips and even then, only when you don’t feel like
dealing with, or can’t find normal transports.
● Tiny Hut (scroll): Nice little fun house for night time. Same vibe as
Rope trick
● Tongues (scroll): Speak all of the languages, or summon an lantern
archon to do it for you. You’ll want this every so often but like its okay.

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● Resist Energy, Communal (scroll): Resist energy, but communal!
Will be usefulness for pre-buffing for big fights, but not necessary on
our list.

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4th Level Spells

● Black Tentacles: Saving throws? SR? Get that shit out of here.
Everything within a 20ft radius gets hit with cosmic hentai a mass of
angry tentacles that are immune to damage, and try to grapple
ANYONE who enters that range. This is an AMAZING AMAZING
control tool, as the tentacles deal damage, forcing concentration
checks, have a pretty damn good modifier, and once again, do not have
any SR or Save, just grapple checks that can be a major pain in the ass.
NICE.
● Solid Fog: As fog cloud but people can’t shoot ranged attack through
it, take penalties to melee, still can't see shit, and have to move at half
speed (note it is not difficult terrain). This is really good….and much
Control better for us because we can still see through it. Because you took
Ashen Path….RIGHT >.>
● Resilient Sphere: Reflex Save or get bubbled!!! This works as wall of
force, which makes it a motherfucker to get out of, spells can’t bypass
it, and it has an outrageous defense. So if someone gets bubbled by
this, they are probably stuck there unless they can teleport.
● Acid Pit (also Blast)(w/ Cherry Blossom Spell): Like create pit, but with
ACID!!! Super deep, extra annoying, and now with a rarely resisted
damage type and still no spell resistance allowed. Add Cherry
Blossom Spell to have people slowly melt away as time rips them to
shreds...YAY :D

● Borrow Future (Experimental Wordcaster): Anyone remember


Celerity from 3.5? Yeah, meet it’s younger brother. Enjoy using
quickened metamagic to give yourself two turns for the price of one,
or just casting this on the fighter to give them as many attacks as they
could damn well desire.
● Telekinetic Charge: Throw the fighter at their target with an
almighty YEET. Not as good as Dimensional Hop in my opinion BUT its
a fun way to position your teammates
● Monstrous Physique II (also Utility): Okay good movement options,
some defense buffs with our natural armor make it good for
Buff survivability. It can also get pretty wacky if you turn into a
Doppelganger, since you get access to Mimcry, which allows you to
cast from spell trigger and completion items as if you had their class
list. Fun stuff! (Also we can still cast spells. Woo!)
● Fey Form I: Minor boost to stats, some movement options, AND if
whatever you transform into as SLA’s that match the spells you cast,
you can cast those spells Silenced and Still, and it can’t be
counterspelled! Neat!!!!
● Shadow Projection (Also Protection): This spell is a doozy if your GM
goes by like James Jacobs FAQ’s and such. He says here, that shadows
SHOULD be able to speak common, thus meaning they have limbs, and

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can speak, so they should be able to cast. This isn’t totally off base as
they are intelligent undead (albiet not the brightest) and have a
societal hierarchy. Also this technically isn’t a polymorph spell, so that
ruling shouldnt apply in the first place, but just in case your DM is the
fickle sort...

Now that that’s out of the way this spell lets you be an incorporeal
battle ghost for hours per day. Being incorporeal is really really cool,
gives us a lot of defensive options and makes us much harder to
kill….the downside is that we don’t really get our items for the
duration. Great for stealth or campaigns where you don’t get a lot of
magic items that you use daily, but it will hurt not to have your
headband of stats. Still, for the amount of use you can get out of this?
Might be worth it until you can pick up an Amulet of Grasping Souls
and just GO HAM. Also remember, that if you die in the shadow, you
die in real life, so like...don’t be stupid.

Also Beware of DM’s that will try to fuck with your body. Don’t...don’t
let that be a thing.

● Confusion: Alright, everyone in this 15ft circle? Will save (with SR) or
have a 75% chance of being aBSOLUTELY useless this round….which
can be turned into a 100% chance if you are a caster who gets bapped
and must now attempt to bap a fighter. Have. Fucking. Fun.
● Envervation: So negative levels were a lot….scarier in 3.5. Back then,
if you took negative levels, you actually lost like...spell slots and shit.
That said, it’s not like its a total joke now. Your DC’s get lower, you lose
5 HP from your total health PER level, and all your saves, skills are
such get a -1 per negative level. This is uh...well if it hits it’s a sort of all
around fuck you, but not...game ender. Just make sure you heal it off,
okay?
● Calcific Touch: Okay, once again, YOU TOOK SPECTRAL HAND
RIGHT??? Okay, good. Once per round, every round of this spell, you
can bap someone with a touch attack. If they get hit, they take 1d4 Dex
Debuff damage, no save, and have to fort save or be slowed. If they get to 0
dex? Petrified...permanently. This is a sort MONSTER of a spell for big
creatures who have shit dex, and can be used to pass around the pain
or just smack one guy with as much fuck off damage as possible.
Combine this with...idk...touch of gracelessness or something to get
him to 1 and then zero them out the same turn.
● Moonstruck: Point at any caster, archer...anyone who you know isn’t
supposed to be in melee. They make a will save (with SR)...and if they
fail they are dazed for 1 round...which is already like...not good. Then
they grow FUCKING CLAWS and are CONFUSED and attempt to attack
everything with their new werewolf powers! AND THEN AT THE
END? THEY ARE DAZED AGAIN. Welcome to Save or Lose.
● Mydriatic Spontaneity: Aka, Nauseating Blindness, as you basically
smack them with the Seizure Beam MKII, causing one person to save
or be nauseated. This is really just a fun one.

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● Bestow Curse: Aka “Lesser Fuck You.” Yes. Lesser. And again, for the
love of god PLEASE tell me you took spectral hand? You promise?
Okay good. So basically, this lets you choose one of many fuck you
abilities...and just gives you a lesser version, maximizes it and makes it
permanent. Enervation? -4 to all saves and skills. Ray of X? -6 to one
stat, flat out. Confusion? 50% chance you just can’t do
anything...forever...and you can make your own curses like this is just
like...like Lesser wish but all of the bad things. Aka...Lesser Fuck You.
We’ll get to Fuck You proper later.
● Fear: Save (w/ SR) or be removed from combat. I’m serious. It’s a
emotion, mind effecting, fear effect, so there is a lot that is flat out
immune but what isn’t...well...if they fail their save they are just kinda
OUTIE. Ah I love the save or lose level. It’s so much fun.
● Wandering Star Motes: Aka Dazing Dancing Dots, whose whole
purpose is to flit around, bap people in the noggin, take away ALL of
their actions for that round and then force them to keep saving while
the team beats them up. Requires some teamwork to REALLY pull it
off, but my god...is it funny when it works.
● Mass Daze: BUNCH OF PEOPLE. Will Save (w/ SR) or be dazed...for
one round. Now don’t get me wrong, if you play this right it can be
good BUTttt...I think there are other ways to ruin people for longer.
● Firefall (also Blast)(w/ Selective Spell): Okay...choose a fire source
(preferably a magical one). All creatures and objects within 60 FEET
OF THE SOURCE take 5d6 damage and must reflex save or catch fire.
That’s...that’s everyone. Everyone is on fire. “But Iluzry” I hear you ask,
“I thought this was a debuff spell???” It is….because everyone within
120 FEET of the fire source have to make a WILL SAVE or be
bLINDEDED!!! WHICH AGAIN...IS EVERYONE!!!!!!!!!!!! Cast flaming
sphere and then just keep fucking pounding people with saves, at SR
NO. Uh...it’s actually so insane that you should probably wait until you
can get Selective Spell to get it, just so that you don’t like...blind your
friends!!!!
● Dimensional Anchor (also Utility): Ah yes, the third spell in the Three
Pillars of Planar Domination. This one is actually pretty useful on its
own. Ranged touch attack, no save, yes DR. If it hits, then they just
can’t teleport. This keeps particularly annoying creatures from
escaping and as you level up, this will become more and more
common.

● Dragon’s Breath: So this one isn’t a super fancy spell, but just like
fireball, has a really good foundation. 1d6 per caster level of cold,
electricity, acid, or fire damage, Reflex save (w/ SR). Good versatile
spell that lets you control the area type, and energy type that can
handle any number of opponents. If you aren’t building around an
Blast element and just need a generalist blasting spell, just in case? This is a
great great pick up.
● Aggressive Thundercloud, Greater: As Aggressive thundercloud, but
now, the first person to get bapped might be stunned and it does more
damage.

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● Flaming Sphere, Greater: As a normal flaming sphere but now, it
does more damage, and they might catch on fire!
● Boneshatter (also Debuff): Point to...really any creature that has inside
or outside bones. So like...if its a ghost, or some spooky
elemental/Logia nonsense, this doesn’t work, but outsiders
aren’t...inherently immune. That said Fort Save (w/SR) or take 1d6
per caster level and also be exhausted for a minute. Ouch and Yikes.
Skeletons get it even worse.

● Animate Dead: Okay. This costs 25 GP per HD and requires touch, so


it’s not really for mid combat but...if you are trying to be a
necromancer? This is THE necromancer spell. This is your bread and
butter, milk and honey, lover from afar and your pride and joy. This is
how you build your army of the undead, and how you break the world
over your knee. Do you want to be a ruler of the undead? This is
Summons where it starts. You aren’t the best at this, but this is how you do it.
● Phantom Steed, Communal: Everyone gets a super sick horse!!! Love
that. If you already have a super sick way of travel, don’t worry about
it.
● Summon Monster IV: It’s not a bad spell at all, it’s just ya
know...not...a fucking amazing at this level. You don’t want to pick up
SM at every level but this is still one of the best spells of this level.

● ✰Shadow Conjuration✰: Jesus fuck. You can cast any summoning or


creation conjuring spell of 3 level or lower...and that’s A LOT of spells.
A lot of potentially REALLY good spells. Yes it requires an extra save,
Yes, it’s not perfect but god damn does this give you versatility.
● Dimension Door: YAY TELEPORTATION. Teleport friends into kill
range, get past the horde, get into the secret building, like its just a lot
of options and we love that.
● Arcane Eye: Play I-Spy with an Eye Spy. Knowing things is always
useful, and being able to sneak in bugs can always be useful.
● Stone Shape: Smack stone and make it shapeshift however you want!
Great for making doors in castles, and eventually, once you gain wall
of stone, making a castle for yourself as you bap a bunch of walls and
Utility start turning them into a god-damn city.
● Complex Hallucination: This is where I think Hallucination spells
surpass image spells, because now you can include TACTILE elements
to your hallucinations, having them be entirely immersed in the world
you create for them. Now you can basically fool them into thinking
anything and it looks, feels and sounds as real as their mind will allow,
which is incredibly rude but also really really fun. Convince your
enemy you’ve cast time stop and they can’t move as you slaughter
their friends and family in the dream, only for them to wake up to the
nightmare that is you. Enjoy being Aizen you sick fuck.
● Charm Monster: Make anyone be your friend!!! This is great for
handling situations diplomatically or just getting access to places that
you definitely shouldn’t.

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● Stoneskin: A bit expensive BUT it gets you dR 10 adamantine for a
while and trust me, that comes in handy more often than you’d think.
● Emergency Force Sphere: Now this...wars have been fought over this
spell. Entire threads? Burned to the fucking ground over this spell.
This is THE spell you will be picking up for defense. As an IMMEDIATE
action, meaning as soon as someone even tRIES you, summon a 5ft
Hemispherical dome with a bunch of hitpoints. NOW. This blocks line
of sight, so you can’t cast through it. On the off chance that someone,
somehow, gets through your blur, mirror image, wall, and actually
tries to land a hit on you, you immediately immediately tell them to
fuck right off.
● Globe of Invulnerability, Lesser: Hey remember all of those amazing
3rd level and below spells I’ve been talking about. You are now
entirely immune to them, congrats. This specifically includes spell like
abilities, and remember, even if a spell is cast with metamagic, it still
Protection counts as a lower level for the purpose of effects (with the exception
of heightened spell). So no, that empowered, maximized fireball did
not work on your party.
● Greater Invisibility (also Utility): AH THE BLEEDING EDGE OF
SCUMBAG CASTER TECHNOLOGY. Now, even if you use attacking
spells, you are still invisible! What’s more, the rogue and all its cousins
can add their damage dice without care and stealth becomes a breeze.
You love it, you want it, and being an illusionist fucking rocks.
● Horrific Doubles: Mirror Image, but terrifying!!!
● Shocking Image: Mirror image, but shocking!
● Thaumaturgic Circle (Also Utility): Magic circle against whatever I
want!!! Much preferred to the lower level version of magic circle
against 1 thing!!! Again, this is the second key spell to the Three Pillars
of Planar Domination. The time of binding is slowly coming upon us.
Note, that this also can be affected by Emergency Attunement.

● Scrying (scroll): Time to be the NSA and spy on people like an old
school witch. Knowing things is always useful, but this isn’t something
I’d expect you to cast every day.
● Minor Creation (scroll): You create some vegetable matter! You can
get creative with this thought not enough that I can recommend it as a
spell known.
● Eyes of Void (scroll): See through all darkness, darkness is no longer
4th Lvl Alt a problem. Similar space to Ashen path, but there are FAR more cloud
spells that we can abuse than darkness. Still, it’s nice to have when
Sources some devil thinks it’s being clever.
● Conjuration Foil (scroll): Don’t summon shit. Again, not really a
necessary spell, but if you find yourself attacked by a summoner of
sorts, this is a hilarious thing to cast.
● Mnemonic Enhancer (Ring of Spell Knowledge/Circlet of Spell
Eating): Are you preparing spells using Versatile Spontaneity?
Congrats you can now prepare 3 more levels worth of spells. It’s not
much, but it’s more.

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5th Level Spells

● Wall of Stone: Create a wall...or a bridge...or a ramp or a staircase


doesn’t really matter, just so long as you connect it to other stone. This
is an instantaneous creation effect, so that wall is just...THERE now
and has motherfucker defenses, so it can’t be dispelled or anything
because that real rock. Great control spell on its own, but this, along
with stone shape is how you get to build a castle for free :3 Happy
Crafting!
● Wall of Force: Wall of fuck off and don’t try. Spells can’t pass through,
breath attacks, nothing. You wanna hit it? Fine but it has DR/30 fuck
you. It’s immune to dispel magic and honestly is just a huge problem
Control for anyone who gets caught on the other side. Effectively, this is how
you decide you are only going to fight half of the army. Just watch out
for disintegrate!
● Roaming Pit: Create pit, but now, it plays tag!!! This is a great way to
just start scooping up the ground army and force them all into one
spot so you can turn this into a fish in a barrel sort of situation.
● Cloudkill (also Debuff): Aka cloud of con damage. Works as fog cloud
(remember ashen path) but just sort of floats away from you slowly
fucking up people’s lives. This can hilarously roll through entire
armies but because it moves without control, I wouldn’t rely on it as a
killing implement.

● Polymorph (w/ Emergency Attunement): Ever wanted all of the


transformations? It isn’t particularly powerful but it doesn’t really
need to be as it gives you access to whatever you need, whenever you
need it. MOREOVER if you take Emergency attunement, you can turn
this spell into Lesser Shapechange. Remember, our goal with spell
selection is to cover as many bases as possible with the fewest
number of spells known.
● Elemental Body II: More stat boosts and movement options!!!!
Buff ● Mask From Divination: If they thought they saw you? They didn’t.
This shields you from scrying eyes, which is meh, but the more
interesting effect is that individuals who could see through your spells
now have to make a caster level check against you. If they fail, then
even true-seeing can’t see through your invisibility...and that’s
poggers.
● Thoughtsense: Get blindsight 60 feet, and be a problem when the DM
tries to sneak up on you. IT doesn’t have that long of a duration, so just
make sure you bap yourself before the fight.

● Feeblemind: OH fuck. Um...fuck….like fuck okay Will Save (w/ SR).


Are you able to cast arcane spells? You get a -4 to the save. Did you
Debuff fail? Your int and charisma are set to 1...permanently. That’s right. It
doesn’t matter how high it was...it’s 1 now. Like if you get hit with this

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you are just...done. Like done done like I...fuck this HURTS and is
TERRIFYING.
● Hold Monster: Hold person, but now you can paralyze whoever!
Remember, a paralyzed creature is helpless, so it can be
coup-de-grace’d and hyper murdered at your leisure.
● Icy Prison: Reflex save (w/ SR) or become helpless as you
immediately get just….turned into an iceblock. Since it’s ice I’d argue
it doesn’t block line of sight but Jesus this is a scary spell. You can’t
make another save to get out, you have to make a strength check
which uh...depending on who you bap with this...is just not gonna
happen.
● Suffocation: Alright, point to a creature. Fort save (w/ SR) or for the
next three rounds, you are either staggered, suffocating, unconscious,
or dead. It’s really really mean.
● Wrecking Ray (w/ Maximize Spell): Feeblemind but this time fuck
fighters. Ranged touch attack and then 1d4 points of Dexerity and
Strength damage per 3 caster levels...which means at this level thats
3d4 of each. Maximize this spell and basically turn the tarrasque into
an oversized puppy. Oh and you can make a fort save….for half
damage ohohohohoho.
● Baleful Polymorph: Fort save (w/ SR) or become a newt, as Beast
Shape III. Now they also get to make a will save….and if they fail that,
thats when the REAL damage comes in when you basically strip them
of their class features. It’s a shame that happens second….
● Phantasmal Web: MINDDDDD WEB. Will save (w/ SR) or be affected
by the web spell, just you, and whoever else failed, everyone else is
fine. Also every round, make a fort save. If you fail, you are
nauseated!!! HA this is just funny. It’s literally the “spiders all over me”
hallucination.
● Mind Fog: ...Damn...okay you drop a wave of like...okay look is like
DMT. Will save (w/ SR), while in the fog. They fail???? They now take a
WHOOPING -10 TO ALL WISDOM CHECKS AND WILL SAVES which
basically means that whatever you hit them with next WILL ruin them.
Amazing set up spell, really fucked up.

● Cone of Cold: Simple ice blast. Large cone, reflex save (w/ SR) for 1d6
cold damage per caster level.
● Iluzry Note: Hey for anyone who is trying to do big damage with your
spells and be the best sort of blaster? You don’t actually need or want
Blast a lot of blast spells. In fact, at this level, and going forward, it’s
generally more productive to put metamagic on your lower level
blast spells and give them powerful rider effects, than it is to get
just...more dice. Just...something to consider, okay?

● Army Across Time: Read This and have fun. Buy a ring of Tactical
Precision and take Allied Spellcaster with the fools for friends trait.
Summons Now throw your caster level through the roof and destroy the world
because you are god I guess.
● Summon Monster V: HEYYY we got some serious firepower this time

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around! The Babau, Dire Lion, and Azata are ALLLL great pickups.
● Planar Binding, Lesser: The first, final and most glorious spell in our
path to planar domination. Planar binding. Though we may only call
upon lesser spirits for now...this is the beginning of our ascension. All
dramatics aside this is a WICKED powerful spell because it involves
the true calling of outsiders. Unlike normal summoning, which
basically makes a shadow clone, this calls an aCTUAL planar being
into your existence, with all of its powers, abilities and directives
completely intact. This makes this spell immediately WILDLY
powerful as it’s only limited by HD...and also incredibly dangerous.

So how do we get the most out of this absurd spell? Well we need to
follow the rules. Hopefully, by now, you’ve recovered the other two
pieces of Three Pillars of Planar Domination because here’s when we
need them. First? Set up your Magic Circle...preferably in a place
where you can set up defenses and have the advantage. This will take
a hell of a long time, but it’ll keep the outsider from capping you on
sight. Second? Imbue said circle with Dimensional anchor. This will
more or less force whatever poor soul you call to deal with you, as
they can’t teleport away. Now...they still have SR. But..after that it
comes down to a Charisma check. Yes that's right. The things we are
fucking steallar at. This is why, despite getting it later, sorcerer’s can
make AMAZING outsider callers. For more in-depth notes, read
DMDM's Guide To Planar Binding and Crowdsourced Guide to
Planar Binding

Now this is...a hell of a spell. If you intend to take it...which I’m not
saying you shouldn’t...PLEASE talk to your dm. PLEASE. This can
either be the coolest thing in the world and let you have a army of
angels ooor can fuck an entire campaign because no one was ready for
you to drop an actual real ice devil in the middle of the battle field.
Just...be nice okay? I’m not saying you have to sacrifice your own fun,
but It’s just easier if everyone is on-board.
● Khain’s Army: Lmao okay this one is just a fun spell uh you summon
1d4 ghouls and a ghast commander who do what you say! Ghouls
paralyze people good, and can be fun for that if nothing else.

● Teleport: Alright movement is no longer a problem. IF the wizard has


this, you don’t need to, but if they don’t you do, because it literally just
removes so many problems by just existing.
● Dominate Person: Will Save (w/ SR). They fail? You now own this
person. Yes that is a fucked sentence but thats basically it. You only
have to spend a single round concentrating on the spell each day to
Utility deny them a save, you really just have to keep them from doing
anything “obviously against their nature” or “incredibly harmful”
which is a lot. Also someone can willingly fail a will save….so you
might just be able to smack someone with charm person while they
are mind fucked and have them forever!
● Possession (also Protection): Do you know what’s better than owning a

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person? Stealing that person’s life entirely. As far as I can tell,
Possession is just a BETTER magic jar. You get their HP, their physical
scores and any passive abilities they may have and you can rock this
pet body for hours per level...meaning that you can just hire some
really buff adventurer to be your meat suit for the day, or take that
really annoying monster that you just smacked full of Debuffs. This
can obviously get cheesy but like...come on this is a fucking FUN spell.
● ✰Shadow Evocation✰: Access to EVERY evocation spell of 4th or
lower. Remember this isn’t only blasting spells? This is control spells
like Resilient sphere, and some buff spells and just...a whole mess of
great great options. Amazing, spell, gives us a ridiculous amount of
options, yes yes yes yes yes yes gold fucking star.
● Prying Eyes: YAY MORE SPYING SPELLS. KNOWING THINGS IS
ALWAYS USEFUL. Look I know I rated this ⅘ but I’d take it because its
just so fucking cool to have your own personal mini spy network.
AAHHH.
● Fabricate: “Water: 35 liters, Carbon: 20 kg, Ammonia: 4 liters, Lime:1.5
kg, Phosphrus: 800 g, salt: 250g, saltpeter:100g, Sulfer: 80g, Fluorine:
7.5 g, iron: 5.6 g, Silicon: 3g, and 15 other elements in small quantities....
thats the total chemical makeup of the average adult body. Modern
science knows all of this, but there has never been a single example of
succesful human trasmutation. It's like there's some missing
ingredient..... Scientists have been trying to find it for hundreds of years,
pouring tons of money into research, and to this day they don't have a
theory. For that matter, the elements found in a human being is all junk
that you can buy in any market with a child's allowence. Humans are
pretty cheaply made.”
● Telekinesis: Having the force is tight!!! Has a wide variety of uses and
can generally just be a really really fun spell. Nothing game breaking
but definitely worth enjoying.
● Create Mindscape: This is the Penultimate Genjutsu. Will save (w/
SR). If they fail they are in a mind realm of your own creation, entirely
of your own design. It can be either overt, in which your victim
actively knows its an illusion but still has to deal with it. You
TECHNICALLY have to make a means of escape but….you can make
this literally as difficult and confusing as possible. If you make it veiled
they think its a real place, but can make a will save as they interact
with the world. Now...you also can’t act but this is a fucking AMAZING
spell. Do you wanna give a noble the time of their life? Hit someone
with literal Inception? Just take a guy out of the fight while he has to
fight his inner demons made real???? We love it all. Moreover, if you
have mindscape door, you can throw your allies into this realm, who
now can beat the shit out of whoever is stuck in your cost doom realm.
● Scripted Hallucination: AN ILLUSION WITH AI. We absolutely love
that. Has a script, as settings, and can intelligently react to the way
people act upon it. This is fucking glorious and the only reason i dont
rate it higher is because well, you’ve probably already taken at least
one of these.
● Mirage Arcana (also Control): Cover a massive area in an illusion

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creating the world of your dreams! Also includes tactile elements,
unlike most figment spells, so enjoy dropping your reality marble on a
situation. This is basically a MASSIVE battlefield control spell, as you
warp the world around you to your whims.
● Telepathic Bond: ...This one has such a fucking weird material
component. Anyway, you want this because telepathy means that you
can have all of those OOC plans IC, act silently and update one another
in weird and crazy ways that I think are super cool. Awesome utility
spell.

● Stoneskin, Communal: Still expensive, but now you have defense for
Protection the whole team! Yay!!!

● Permanency (scroll): Make a spell last forever! This costs a fair bit of
money which means we don’t want to be doing this every day, but
getting some low level buffs with duration forever can be amazing!
Just make sure they don’t get dispelled!
● Break Enchantment (scroll): Occasionally, the DM will get you or
one of your teammates with some serious shit. If its a heavy curse, and
you don’t have access to the Heal spell, for a scary number of effects,
its either this, or wish...so you’d better have this on hand.
● Major Creation (scroll): Create a thing! Can definitely be cheesed,
but unless you plan on doing some wild Looney Toons trickery, this
can be skipped.
● Mages Private Sanctum (scroll): New fun house spell, now with an
even cooler house! When you need a cool house, cast cool house!
5th Lvl Alt ● Secret Chest (scroll): Do you need to hide things incredibly well?
Here is how you do it. Give it to the Wizard to hide their spellbook.
Sources ● Hammer of Mending (scroll): AOE Make Whole fixes lots of things! A
bit costly with that mithral hammer but ya know we like that.
● Sending (scroll): Sometimes you need to communicate with homies
far away. This is one of the best ways to do it strangely enough.
● Planar Adaptation (scroll): Okay around this level you and your
team will start getting involved in planar nonsense. This will save you
from fucking dying on some planes, so when you need it, YOU NEED
IT.
● Astral Projection, Lesser (scroll/versatile spoenaeity): This costs
1000gp per casting...so obviously you can’t do it all of the time...BUT it
does give you and your party a get of of jail free card with death, and it
lasts until you decide for it not to so like….10000% worth it. The
ONLY reason I say you shouldn’t pick it up as a spell known is because
it is SO good and SO long lasting that you literally just don’t need to.

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6th Level Spells

● Jatambe’s Ire✰: IF there is moral nuance or ambiguity in your


games, do not take this spell. If you are good guys fighting evil
Control people, constantly? This is a hilariously massive Greater Black
Tentacles that only effects enemies. So great for undead or demon
focused campaigns.

● Form of The Dragon I (also Blast/Protection): YAYYYY our first serious


transformation buffs. Dragon’s can cast spells, so we can cast spells
and this gives us some fucking JUICE. Bonus to Strength, Con, Natural
Armor, 60ft Fly, Darkvision, Energy Resistance 20 or 30 (depending on
the dragon), and a (that you can use once) 6d8 Breath Weapon, as
well as some new movement options! This spell is versatile, helpful,
has a good duration and honestly? Couldn’t suggest it more. If you
want to be in melee for some ungodly reason??? This is one of the best
ways to do it.
○ Form of The Exotic Dragon I (also Blast/Protection): As Above
but with access to Primal Dragons.
○ Form of The Alien Dragon I (also Blast/Protection): As Above
but with access to Esoteric Dragons
● Beast Shape IV: Okay so usually, I don’t like talking about the beast
shape spells for sorcerers…because again unless we are in a form that
can cast spells, we can’t cast, and we aren’t really built for
melee...HOWEVER. Beast Shape IV is sort of the height of the beast
shape line and fixes a lot of problems by getting us access to some
AMAZING forms, like the Chimera, has no limitation on breath weapon
Buff usage unlike form of the dragon, great abilities and is all around a fan
fucking tastic spell….tHAT REMOVES OUR SPELLCASTING DAMNIT.
Anyway, this level is apparently the “melee sorcerer lover” level
so...have fun.
● Undead Anatomy III (also Protection): So undead anatomy is a REALLY
weird spell because RAW, skeleton and zombie aren’t creatures...they
are templates that you aPPLY to creatures. Which leads to the
reasonable ruling that Undead Anatomy allows you to apply Undead
TEMPLATES to your character, rather than just taking the form of a
generic creature stat block.

So with that understanding, it’s around this level that I think this
transformation becomes REALLY cool. Become a lich and get some
nice resistances, or a vampire and some cool powers. Overall its good
for resistances, keeping casting, and some neat tricks.
● Elemental Body III (also Protection): Stat jump is okay but the real
benefit here is being immune to crits, bleed, and sneak attack
damage!!! Great option for people who want a lot of a movement
option but don’t want to get dragged down with bells and whistles.

44
● Borrowed Time: Okay….you get an EXTRA swift action EVERY
ROUND but if you use it, you take 1 con damage, which ya know isn’t
great...but you don’t HAVE to take it. This can be used to activate
abilities, cast swift action spells, and generally be a nuisance in all
forms. This only gets MORE problematic if you can become immune to
ability damage...in which case you only take 5 damage….for a swift
action…..Oh no not fast healing 5. Oh noooooooooooooo-

● ✰Negation (Experimental Wordcaster)✰: Drop ANTIMAGIC FIELD


onto your enemies instead of yourself. This is hilariously strong and if
played well can absolutely destroy encounters.
● Sirocco (also Blast): SO....another 20ft radius fuck you that does some
baby damage BUTTTT if your opponents take ANY damage from this
spell, they are fatigued...and then exhausted. ANY damage...and let me
remind you, a fort save only HALFS to damage. So if they aren’t
immune to fire or don’t have enough SR????? This can kinda shut
down armies.
● Baleful Shadow Transmutation: Look at a creature within close
range. Will save (w/ SR)...if they fail? They lose…*inhales* all
extraordinary abilities, supernatural abilities, spell-like abilities, the
ability to cast spells AT ALL, and gains the alignment, special abilities,
and INT, WISDOM, AND CHARISMA scores of its NEW FORM in place
of its own. Ya know the form you choose for it...which should be the
Debuff shittiest one possible. Or cutest. I don’t judge….

Oh also they have to make a fort save or aCTUALLY turn into the
creature...which is whatever but also remember they just lost… A LOT
of stats potentially...just...consider.
● ✰Chains of Light✰: REFLEX SAVE NO SR!!!! Most monsters late game
have GARBAGE reflex saves and this gets you a paralyze, again WITH
NO SR!!!!!!!! NONE. Fail their save? They are out of the fight
IMMEDIATELY. NO TELEPORTATION. NO SPELLS. NO NOTHING. THIS
IS THEE DESTROYER OF HIGH LEVEL DEATH BEASTS.
● Flesh to Stone: Point to person. Fort Save (w/ SR). Did they fail? Okay
then they lose and are now stone. Rip.
● Major Bestow Curse: Close range bestow curse that is harder to
break, and has a higher DC. If you didn’t take spectral hand, but still
thought this spell was neat, take this version.

● Chain Lightning: Point your finger at one person, Reflex save (w


/SR). IF they fail they take 1d6 per caster level (up to 20d6) zap
damage AND you can choose up to your caster level in secondary
targets who are within 30 feet of the first guy and also ZAP THEM for
the same amount of damage. Ouch ouch ouch. Can take out some
Blast goons like almost nothing else.
● Disintegrate: Anti force beam!!! Point to a person For Save (w/ SR)
andddd if they fail they take 2d6 damage per caster level and if they
die they are entirely disintegrated, being impossible to revive. It also
automatically erases wall’s of force and other force constructs. This uh

45
ouchie ouch spell if you get it off.
● Hellfire Ray: Satanic Scorching Ray! You can fire one ray, plus one for
every 4 levels beyond 11. Each ray does 1d6 damage (max 15d6) on a
ranged touch attack (w/ SR) but no saves involved. The damage is half
fire, half edge cringe unholy damage, which is nice.
● Cold Ice Strike: Reflex save (w/SR) sure, 1d6 per casterlevel,
yeah...thirty foot line is kinda small...I wonder what all the rage is
abou- SWIFT ACTION???? YOU CAST THIS AS A SWIFT
ACTION???????? WH-

● Planar Binding (also Utility): Again, this spell is insane and is so


powerful that I literally have no logical reason why I can tell you to not
cast this every single day other than the fact that I know how
powerful this spell is, and therefore, the chaos it can cause to
campaigns. Lesser Planar Binding is annoying and can be problematic.

Planar binding proper, giving us access to creatures up to 12HD????


That’s when everything starts to break down. It’s at this level that we
can summon and bind Efreeti (who only have 10HD) to cast Wish for
substantially cheaper than it would cost to cast yourself and much
earlier. It’s with this spell that you can kinda just...solve most
problems in the campaign by summoning the right powerset. There
are A LOT of extraplanar creatures with below 12HD that are REALLY
powerful.

Summons This, in my opinion, is the strongest spell in the game if used well....I
mean...well second strongest...we haven’t gotten to Greater Planar
Binding, yet.
● Summon Monster VI: Surprisingly Solid! We usually don’t get back to
back bangers on the SM list, but this one hands us the Dire Tiger,
Lillend Azata, Huge elementals and neat dinosaurs.
● Animate Objects: Awaken construct homie!!!!! You can animate...a
surprising number of things with this spell to be really annoying! Also
don’t forget...different sizes have different CP, giving them access to
various abilities! Check out the animate object rules here.
● Summon Genie, Greater: So real talk...Genie are nothing to fuck with.
Yes this isn’t an efreeti, YES this doesn’t give you the most expansive
spell list but these elemental overlords have some SERIOUS tells to
work with. The Shaitan in particular is kinda amazing in the fact that
it gets Wall of Stone, Stone Skin, and Stone Shape, all as SLA’s...oh and
also QUICKENED glitterdust. Yeah. This spell isn’t a game.

● Transfiguring Touch: “Alchemy. It is the scientific technique of


understanding the structure of matter, decomposing it, and then
reconstructing it. If performed skillfully, it is even possible to create gold
Utility out of lead. However, as it is a science, there are some natural principles
in place. Only one thing can be created from something else of a certain
mass. This is the Principle of Equivalent Exchange.”
● ✰Dispel Magic, Greater✰ (also Debuff): Absolutely rip magic apart. At

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this level? Everything has magic. Break their buffs. Unmagic magic
weapons. Smack a whole group of annoying spells all at once. This is a
groundbreaker spell, and you WILL be on your list of spells known.
● ✰Shadow Enchantment, Greater✰: Every enchantment spell from
the Sorcerer OR psychic spell list of 5th level or lower. Sure they
require an extra save. Sure they require an illusion. This is still an
insane amount of free spell versatility, giving you access to dozens
upon dozens of spells, all with their own uses. This is godlike.
● Mass Suggestion: Convince a bunch of people to do stuff for you. Can
super be used to get into some wild as hell shenanigans.
● Veil: Mass ultra Disguise! Now Anyone can be anything and no one
will ever be the wiser...
● Analyze Dweomer: True Detect Magic! Look at someone and tell
EXACTLY what sort of buffs they are rocking, and how powerful they
are. Combine with Greater dispel magic to be a fucking spell sniper.

● Getaway: Pick a space and your homies. Basically, anytime during the
duration, you can use a swift action to piece you and your homies the
fuck out of a situation back to your rendevous point, potentially
avoiding a TPK or making a transport mission that much easier.
● Repulsion: HEY DONT TOUCH ME THERE, THIS IS MY NO-NO
SQUARE!!!! Will Save (w/ SR). If they fail they cannot approach you!
You can approach them but they cannot get any closer to you. Good for
keeping melee off you.
● Boosted Unseen Shell (Experimental Wordcaster): Give your
entire party greater invisibility while they hang out with you. Make
everyone’s life miserable. The boosted version is a 6th level spell but
Protection you also get the normal version at 4th level version
● Energy Immunity (Experimental Wordcaster): Become immune to
an energy type! At this level, like this isn’t a bad option, especially if
you know who you are up against, but we also have resist energy 30
which handles MOST things pretty well.
● Resist Arcana (Experimental Wordcaster): Get spell resistance
12+caster level! Usually, you don’t get to have spell resistance, but
now, you can make the DM roll incredibly silly checks! See how they
like it!!!!! While most monsters have SR, they don’t usually have the
tools to bypass it themselves. (Also remember you can voluntarily
lower your SR)

● Contingency (scroll): Definitely Definitely Definitely something you


want in your back pocket. Set a condition and attach a spell to that
condition. If that condition is met within the next...CL number of days,
then the spell goes off instantaneously. For example..ifff the condition
6th Lvl Alt is “be below half health” and you attach Teleport, the next time you
Sources are under half health, contingency will IMMEDIATELY cast teleport!
Can and will save your life and your teammates life at least once.
● Geas/Quest (scroll): Make someone your slave...errr in a more
general sense. A really good way to seal the deal on Planar Binding
spells, and can be a really interesting way to handle contracts or deals,

47
as it has some incredibly serious penalties long term for disobedience.
● Mage’s Decree (scroll): Mass speech, or weird secret orders thing
that is honestly? Super sick. You will not use this every day, but when
you do it’ll be super cool as you let everyone within 12 miles know
that you have the biggest dick in existence.
● Genius Avaricious (scroll): Spend 3000gp every month or so to get a
MASSIVE stacking boost to your charisma, and immunity to poison,
disease, and aging. Is it super evil? Yeah! Does it damn you? No! So we
don’t care!!! Later on, buy an extended scroll to have it last even
longer.
● Guards and Wards (scroll): Tower defense spell! You wont always be
on defense but if you are, this spell is really useful for locking down a
building.
● Impart Mind (scroll): Arcane awaken!!! Create intelligent item!!! We
are not taking this as a spell because its super expensive, but you can
basically make an artifact at late level and give it a bunch of really cool
spell like abilities that it can use at will if you have the funds to burn!!!
● Summon Flight of Eagles (scroll): Okay. You all know you want to
pull a gandalf at least once. Come on. Don’t act like you don’t want to
do it AT LEAST ONCE!!!!
● True Seeing (scroll): See ALL the things. You know all of those pesky
sorcerer’s using BLUR and MIRROR IMAGE to make themselves
virtually unhittable! Well now you have the counter HAHAHA. See
through the enemy’s invisibility and such is incredibly helpful and will
save your life at least once.
● Emblem of Greed (scroll): Do I suggest casting this often? No. Is this
the best way for a sorc to be in melee? Definitely not. Is it fucking cool
to suddenly be a kung fu master with this glavie you just pulled out of
your ass? Absolutely. Style points always matter.

Now that said, while this is usually meh, it does give you a BAB equal
to your caster level. So if one were to say, perhaps, have a way of
boosting their caster level through the stratosphere with an army of
time clones. Well….then this would probably be significantly better
and somehow give you ultra BAB. Somehow.

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7th Level Spells

● Forcecage: Greater Resilient Sphere. Reflex Save, SR no! They fail?


They get put in the no fun box. You can teleport out, but you can’t
using blink or any ethereal nonsense to walk through. It’s not
complex, but the mere fact that its a reflex and has no SR makes it a
great pick.
● Hungry Darkness (also Debuff): Deeper Darkness, but worse! If you
begin your turn in the darkness, you take 3d6 force damage (which is
almost never resisted) and 2 Con damage (which can really really
hurt). SR can be applied to the damage but the darkness still
Control functions, so it’s good for having a continuous large scale problem.
● Reverse Gravity: Anything that can’t fly (which isn’t much…) is now
yeeted as gravity gets flipped, with no save, or SR because you are
fucking with gravity. Great way to deal with mooks and have them be
set up for insta murder.
● Grasping Hand (also Protection): Hand of fuck off, no, and fuck you!
While CMD rises like a MF in late game, this can be used to give you
cover and defense, grappling or repositioning of enemies each turn,
making it a variable defensive tool. Great spell, great options….does
have SR though.

● ✰Polymorph, Greater (w/ Emergency Attunement)✰: Remember all of


those forms from last level that I said were really good and worth
picking up? CONGRATS. NOW YOU HAVE ALL OF THEM. YEAH. IN
ONE SPELL. Meaning that yes, if you can, you should totally wait to get
this spell the level after and honestly have every reason to take it.
Now have whatever buff you want at the drop of a hat. Breath
weapon? Movement Type?

With Emergency Attunement this only gets MORE nutty, as you are
able to have basically Shapechange, swapping your forms as you
please!!! Need the dragons flyspeed to get up on the enemy and then
to get a chimera’s breath attack? Sure it eats up your action economy,
Buff but having options is ALWAYS helpful.
● Form of the Dragon II: Like Form of the Dragon one
butttt….*Inhales* Large Size, +6 bonus to Strength, 90ft fly speed, +4
Con, +6 natural armor, and 2 use 8d8 Breath Weapon that now can
either be a 40ft cone or 80ft line. Great bonuses! Good form! Can it
compete with the godlike versatility of Greater Polymorph????
Ehhh…..up to you.
● Form of The Exotic Dragon II (also Blast/Protection): As Above but
with access to Primal Dragons. It also doesn’t get a second use of
it’s breathe weapon.
● Form of The Alien Dragon II (also Blast/Protection): As Above but
with access to Esoteric Dragons. Your breathe weapon also stays

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at 6d8 and you don’t get a second use...jeez.
● Magical Beast Shape: Become an even more insanely potent magical
beast!!!! Problem being that you can ONLY assume the form of a
magical beast. This isn’t to say magical beasts aren’t amazing, and
getting access to huge and diminutive is great Buuuuuut its still losing
a vast array of options.
● Elemental Body IV: Big bonuses get bigger! Again, great spell...but
you can get elemental body III and like 5 other spells with greater
polymorph...
● Arcane Sight, Greater: Ultimate Detect Magic! Now when you look at
people you just know what they are working with from the jump. Also
known as Analyze Dweomer with less chance for saves!!! IF you got
that spell before, you don’t need to get this, BUT if you didn’t...well
this is just that but better! Woo! Knowing things is always useful.
● ✰Boosted (Selected) Boosted Borrow Future (Experimental
Wordcaster)✰: *Deep Breath* DM I’d like to give my entire team an
extra turn in exchange for a 7th level spell-slot and the fact that they
will be staggered next round? What? What happens if using my vast
magical power to choose teammates, companions, or individuals who
are immune to staggered or don’t care? OH….well then everyone just
gets an extra turn because I say so….uh...yeah so I guess we just win this
fight yeah? See you next session.
● Legendary Proportions: I summon the power of the MYSTIC
MUNGUS FOR MAXIMUM ENBIGGENATION!!!!! +6 Str, +4 Con, +6
Natural Armor, DR10/ADAMANTINE and you go up one size category.
This is uh...well this is when your fighter finally gets tired of enlarge
person...and wants to try something more...fitting. Enjoy crushing
towers my dude.

● Waves of Exhaustion: Okay...point a 60 foot cone at people...do they


have SR? Roll SR. Did you succeed? Great, they are exhausted with no
save...and like the only way to cure exhaustion is to take a long rest so
thats just a wide range tactical -6 to STR and DEX that might as well
be permanent for any combat situation.
● Insanity: Bap someone. Will Save (w/ SR). They fail and you succeed?
They are confused...forever.
● Crime Wave: Okay this one is just...fun look, it’s not always optimal
but its fucking hilarous AND it CAN be useful. Will Save (w/ SR) on a
bunch of creatures. They fail??? They are now obligate thieves,
Debuff burglars, and murderers.
● Mass Hold Person: Okay so this is a bunch of will saves all with SR
but ya know, if SR isn’t involved it becomes just MASS HYPER
PARALYZE. This one BARRELY makes the list mainly because of the
fact that you get a much higher DC due to its level.
● Resounding Word (Also Blast): So this one is easy. It last for 3 rounds
and each round, the character rolls a fort save. The spell has SR, but
they only have to roll that once to be under the effects. Anyway, if they
fail the first one, they are staggered and take some baby sonic
damage. Fail the second save? Stunned for one round. Third round?

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Stunned for 1d4+1 rounds. Amazing spell to using persistent
metamagic on, but the real benefit is that it has medium range, so you
can just set it on someone and let them deal with that problem.

● Caustic Eruption: HUKA PELE!!! Now the shame of this is centered


around you Buuuut reflex save or everyone around you takes 1d6
damaged per CL (max 20d6) annnnd NO SR! Wooo!!! Pretty good
damage, acid is rarely resisted, and it does good damage! Again, if this
Blast wasn’t centered around you? It’d be perfect.
● Finger of Death: Point to one person...and Fort Save with SR. They
fail and you succeed? You deal 10 damage per CL flat. This….cannnn
hurt buuuuuut SR sucks and Fort save is usually the highest...So no
promises.

● Summon Monster VII: SO this is where we get our best bruiser in the
T FUCKING REX….and is probably the last time we will have a
Summon Monster spell that’s super mega worth it. At this point, you
Summons can bind and summon whatever else you need so everything beyond
this is like...just gravy I guess. Just assume every higher level
summon monster is an excuse to summon more lower monsters
at this point.

● ✰Project Image (also Protection)✰: HAHA THE NEWEST IN SCUMBAG


CASTER TECHNOLOGY. Technically a shadow spell, which really only
proves shadow supremacy furthermore, but basically, it makes an
illusory version of you...that you can SEE AND CAN CAST SPELLS
THROUGH. Its baseline mimics you unless you tell it to do something
different as a move action. This can be used to artificially increase the
range of your spells (did I hear greater spectral hand???) and be used
for all sorts of fucking trickery! Also, the only spells you can cast
are...illusion spells...DID I HEAR INVISIBLE SHADOWCLONE
BULLSHIT???? DID I HEAR SHADOW SPELL
STACKING???????????????????????
● Greater Teleport: Teleport with no range cap...at all. Technically
could go to other planets if you wanted. No changes of mishaps
Utility just...you go there! Again, if you have a prepared friend who has this,
you don’t need it...but you’ll want it...and if they don't have it thennnn
you should take it.
● ✰Shadow Conjuration, Greater✰: EVERY SUMMONING AND
CREATION CONJURATION SPELL OF 6TH OR LOWER. Just...check how
many of the amazing spells are conjuration nonsense? This is amazing
and you should love it, cherish it and hold it tight in your arms, as you
realise you have access to a bunch of standard action summons, and
amazing wall spells.
● Banishment: Send them back from whence they came! It’s a will save
(W/ SR) but if it works, outsiders are just...removed from the fight
entirely.
● Control Weather: Massive fuckstorm. Now...this requires prep...but
like….you can use this to have clear skies, or bring down walls of rain

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and basically well...this is the play god spell. You will always find ways
to use it but its really just to play god.
● ✰Create Mindscape, Greater✰ (Also Control): “It is finally time...for us
to unleash power that cannot be fathomed by beings who have not
been touched by the veil. We only need to give form to the realm within
our minds...and so we say...Unlimited Mageworks!”

Okay, me being a weeb aside, okay its a will save (w/ SR) but if they
fail they are in your reality marble. Obviously, in combat, this means
that you can bring them into a world of your creation, along with your
teammates, to just...have absolutely and complete battlefield control.
But let's not think about combat right now. No, I'm serious.

What about having the BEST mansion for your teammates as you and
your squad nap in your hyper mind palace? How about having an
ultra secure location to do research or whatever else you need on the
fly? Like...the amount of things you can do with this are INSANE
because this is a REAL PHYSICAL PLACE!!! Forged from your mind!!!!
It is easily one of my favorite and coolest spells and just...god I fucking
love this.
● Temporal Divergence: Be Coil, from Worm. Cast this as a swift action
and then choose which of two diverging options you want to happen.
Good if you have horrible indecision. Using it more than once
involves a pretty serious Will Save!
● Deflection (also blast): So if someone misses you...fair and square,
their attack VS your ac...then you can send the attack back at
them...that said...most of your defense comes from your crazy
protection spells which SOMETIMES AC boosting via buffs but like...a
lot of the time comes from miss chance! Sooo...up to how you build.
● Mage’s Magnificent Mansion: Look...if your DM doesn’t like the idea
of having a Create Demiplane sick mind palace that allows you to rest
because your body is like sleep, then like...you deserve this at this
level. If one of your party members doesn’t have this, you can take
it….buuuut you deserve the perfect mind palace.
● Scrying, Greater: Get more information, with a higher DC, for longer.
When you’ve gotta be someone’s NSA agent, this is a good way to do
it. Remember that it is a Will Save (w/ SR). Knowing things is always
useful.
● Walk Through Space: Teleport step! By now this is mainly a way to
get pass AoO’s and such but it’s also super cool and I’m sure you
already know by now that STYLE POINTS ALWAYS COUNT.

● Hostile Juxtaposition, Greater: Will save (w/ SR). They fail? These
targets become your body doubles. If you are every targeted by a
damaging spell or attack, you can swap spaces with an enemy as an
Protection Immediate action. The spell ends once you discharge it each time, but
like...this is basically everything deflection wants to be but way better.
Get rekt’d by the Flying Raijin Tech.
● Subjective Reality: So choose one person, object or force...no save, no

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SR and im 90% the mind effecting is just on you. You basically do
incorporeal rules. Neither of your non-magical abilities work on
eachother, you can’t cast spells on them. You are immune to any Sonic,
scent, or language dependent abilities and they are muted to you and
made transparent. It’s Inazagi. Just...trust me.

● Plane Shift (scroll): Okay so the clerics could visit their gods like 5
levels ago, so its a bit late, but you need this to do your cosmic
realmwalker adventures. You aren’t going to be doing this very often
though, so don’t worry too much. Just watch out for this Nicol Bolas
guy? Apparently he’s bad news and not worth the loot.
● Limited Wish (scroll): Cast all of the spells but at the cost of
expensive. It breaks curses, is infinitely versatile and incredibly
expensive. Enjoy the anyspell when you can have it.
● Simulacrum (scroll): Create any monster in the game as your loyal
servant. Even if it only has half of its actual HD...most abilities aren’t
HD dependent. Craft a solar that still casts like a level 20 cleric, with
an army of still VERY impressive SLA’s. This is one of your tree ways
of easily breaking reality, after Planar Binding and Trompe L'oeil
Paintings.
● Create Demiplane, Lesser (scroll): Create your own permanent
7th Lvl Alt realm!!! Honestly, the ultimate permanent base set up, and quarters
Sources and if you can afford it, will obviously allow you to do some nutty
things...but it’s super expensive. This version of the spell is much
better for expanding the space than building it.
● Recorporeal Incarnation (scroll): WEAR PEOPLE’S
SKIIIIIIIIIIIINNNNNNNNN
WHHHHHHHHHHHHHHHYYYYYYYYYYYYYYYYYYYYYYYYYYY okay
okay okay okay woo okay well okay so like….you can get whatever
immunities of the corpse you jsut robbed and it’s SR which can be
really good because this lasts weeks per level, and it really wants you
to impersonate people corpse clone style but like...FUCCCKKKKKK
this is creepy as hell. Ah!!!
● Control Undead (scroll): When you need to control even more
undead, this is another spell to do exactly that! Necromancers, this is
for you. Everyone else? Pass.
● Mass Planar Adaptation (scroll): Cheaper than the one per one
version and helps everyone stay safer longer! Yay!!!!

53
8th Level Spells

● Maze: Alright Roll SR...did you succeed? Okay uhhh this is just sorta
lose. We skipped the save part. Unless they have a massive
intelligence, insane luck, or plane shift they are kinda just...stuck
there...and that's hilarious.
● Prismatic Wall: Walls of fuck you. Nothing gets through this shit and
Control its hilarous, and if you try to get through it you’ll probably fucking die.
I love it, its hilarious and its powered by the gays, LETS GO.
● Wall of Lava (also Blast): Create a very difficult to permeate wall that
comes with a move action fire cannon that has 0 SR. This is honestly
just a fucking fun spell. Just be careful with that cannon attack,
because it’ll shrink your defenses.

● Undead Anatomy IV (also Protection): YAY MORE DR. YAY MORE


RESISTANCES. YAY INCORPREALITY!!! YAYYYYY TEMPLATE BASED
SPOOK POWERS WOOOO.
● Form of the Dragon III (also Protection/Blast): Jeeessuusss...okay. This
is just...wow fuck okay. +10 Str, +8 Con, +8 Natural Armor, FLY 120,
Blindsense 60, Darkvision 120, DR 10/magic, Frightening Presence,
and IMMUNITY to whatever element you would have been resistant
too along with a fuckton of natural attacks and HUGE size. On top of
ALL OF THAT your breath weapon now has infinite use (albiet with a
1d4 round cooldown) does 12d8 damage, and is either a 50 ft cone or
100ft line….AND WE CAN STILL CAST SPELLS. You are Dragonborn!!
Dovahkiin!!!!
● Form of The Exotic Dragon III (also Blast/Protection): As Above
but with access to Primal Dragons.
● Form of The Alien Dragon III (also Blast/Protection): As Above but
with access to Esoteric Dragons.
Buff ● ✰Polymorph Any Object✰ (also Utility): Remember everything good I
said about greater polymorph? This applies but now with INSANE
duration...actually insane like wtf. Turn anything basically into
anything else, fuck the law of equvilaent exchange. It’s REALLY
REALLY easy to cast this once and make INCREDIBLE BUFFS, that
remember used to mainly be personal, now be wideshared, and last
WEEKS if not forever. This spell is dumb as fuck and I love it and I’m
sure you could do thousands of cheesy things with it but like...It’s just
a great spell that you should have.
● Giant Form II (also Protection): “Seid ihr das Essen? Nein wir sind die
Jäger!” So the main boon of this spell and its lower version that I did
not include is that you can get Regeneration 5 (which means even if
you die you aren’t killed) and this form get’s immunities. Is it good?
Yes. Does this beat becoming a fucking dragon god or having all of the
transformation power forever? Not a chance in hell buster...but it’s
cool if you are into this sort of thing.

54
● Greater Bestow Curse: Bestow curse but somehow even worse for
whoever gets bapped! It’s a touch attack will save (w/sr) but if you
get through all the bullshit (hey remember project image?) then this
is a horrific way of just destroying a monster. -8 to all saves forever or
25% chance to even have a turn is awful.
● Euphoric Tranquility: Pacifism touch! No save, but it does have
SR...but if you get it off (again...project image) you basically get
someone who is dedicated to helping and working things out for the
duration. Just smack a guy with LSD and he just seems so fucking
happy to help :D.
Debuff ● Sunburst (also Blast): BIG BANG ATTACK!!!! 80ft radius is fucking
insane, and if your enemies don’t have SR, its reflect save or blind the
entire opposing side...which basically makes them sitting ducks. This
is even WORSE if an unfortunate amount of shadows or other light
sensitive creatures are involved...they just get straight up get nuked.
● Dimensional Lock (Also Utility): Roll SR...if you win no one in a 20ft
radius (jesus) can teleport, which, at this level, is actually kinda a
huge problem. How long does this last? Oh just a bit of time...1 day per
level. Yeah. Congrats now you can bring in that balor for torturing just
like you’ve always wanted I guess.

● Horrid Wilting: This is the anti army spell. No..I’m serious. This can
fucking destroy an army. It’s Fort Save (w/ SR) but
like….evvverryyone in this INSANE area of effect is hit with at least
16d6 damage, so long as it’s something not undead or animated. Like
Blast this is TERRIFYING.
● Stormbolts (also Debuff): “Vanish with the roar of thunder...” So
basically Reflex Save (w/ SR) and drop lightning all around you. You
can choose who gets hit and who doesn’t. IF they fail their save, they
are also stunned for one round.

● Planar Binding Greater: Bind and control everything short of the


gods themselves...and even they aren’t entirely off limits if you are
willing to put in a little extra effort. This is obviously an amazing spell.
This obviously trumps almost any other spell you could take (yes even
9th level) because if you succeed you can bind creatures far beyond
your power level and use them to become stronger than anyone could
hope to imagine.
Summons
If you are going to use this, talk to your DM, make it a thing that you
both enjoy. If not, skip it, because again, this can and will SHATTER
any semblance of the idea of balance.
● Summon Monster VIII: This is okay. It’s not bad but at this level,
every spell you cast should be DEVASTATING. This...this is good but
we can do better.

● ✰Greater Shadow Evocation✰: ALL SORC/WIZ EVOCATION SPELLS


Utility OF 7TH LEVEL OR LOWER? Contingency? Fair game. I don’t need to
explain why this is an insanely powerful ability we can get access to.

55
We want it. We need it. More spell power is more spell power.
● Discern Location: Have you seen it before? Ever? You know it’s name,
phone number, physical and IP address, social security and email
password. Save nah. SR nah. If you don’t have mind blank? I know
where the fuck you are. Welcome to Skynet Bitch.
● Mind Blank: The power of the ultimate arcane VPN. There is no roll,
there is no save. Divination spells or devices cannot detect you. See
invisibility? Catches nothing. Detect alignment? None of your
business. Scrying? I’m off the grid. You also get a +8 resistance bonus
to anything mind effecting and honestly thats just the fucking cherry
on top. For the next 24 hours? You are Anonymous.

● Seamantle: It basically looks like this. Anyway, references aside, the


main benefit is that you are basically treated as being underwater and
have improved cover, for a free +8 to ac that stacks with basically
everything.
● Repulse (Experimental Wordcaster): The ultimate fuck off spell.
Missiles won't hit you, if a person can’t fly, they can’t approach (unless
you fail your SR roll…). Even for an 8th level spell, this is amazing...oh
also if you burn a meta word, all of your friends are immune. Enjoy
Protection being god. It’s a nice feeling.
● Greater Angelic Aspect (also Buff): Okay this actually can give Form
of the Dragon a run for its money! Darkvision, DR10/Evil Only,
Immunity to Cold, Acid, AND petrification, resistance 10 to fire AND
electricity, protective aura (which is a free +4 to saves and Ac against
evil attacks and spells, magic circle against evil AND lesser globe of
invulnerability), truespeech, a 60ft fly speed….JEEZZZ. Look if you
aren’t trying to be offensive with your new form? This is a GREAT
defensive buff.

● Clone (scroll): Congrats on never having to roll a new character sheet


again, just make sure you have backups of important items...BUT HEY
8th Lvl Alt better for you because you don’t have a spellbook to replace :D You
just come back and become a problem INSTANTLY.
Sources ● Create Demiplane (scroll): Create super sick realm. Again, great
spell, very versatile, incredibly expensive, we love it, we want it, it’s
our right as growing deities but like….it’s a downtime spell.

56
9th Level Spells

● Tsunami: Lots of water, forced movement, and SR no. Will it always


Control work? No but hey being a force of nature is fun.

● Shapechange: All of the best forms of everything, forever, and you can
Buff swap whenever you want. Take this with a ring of continuation and
enjoy being the ultimate monster.

● ✰Mage’s Disjunction✰ (also Utility): True Dispel Magic. No SR.


Objects CAN get saves but...as a standard action, you point to a spot
within close range? Everything within 40 feet of whatever you pointed
at that isn't yours? Is dispelled. Immediately torn to pieces. Curses?
Gone. Cursed items? Rektd. This is...well it’s the ultimate anti magic
spell and will always be super mega ultra useful...and again...No SR.
● Mass Icy Prison: Enemy team, Reflex save (w /SR). Do they fail? Then
they are instantly paralyzed and frozen. GG numbnuts.
● Mass Suffocation: Enemy Team, Fort save (w /SR). Do they fail?
Everyone starts getting force choked to death...and failing even 1 save
Debuff can basically end someone. Regeneration doesn’t save you. Nothing
saves you but that SR and whether or not you need to breath.
● Overwhelming Presence: Enemy Team, Will save (w/ SR). Do they
fail? They revere you as the god that you had become, and worship at
your feet. Will they make devoted followers, or fresh sacrifices? You
decide.
● Energy Drain: So no save, ranged touch attack (w/ SR). Do they fail?
Okay they take 2d4 negative levels...which can stack...FAST. That’s
penalties to eVERYTHING, health, saves, attack rolls. When you can’t
flat out kill something easily? This is a great way to make it’s life a
living hell.

Blast ● N/A

Summons ● N/A

● ✰Time Stop✰ (also Protection/Buff): This is what godhood feels like.


Reach into the gears of creation, O caster mine, and find that they rend
at your touch. Hold them still so that you may revel in your Mastery.
Basically, roll 1d4+1. For that many rounds, you can do...whatever as
the world freezes around you. Continuous area of effects within the
Utility environment can still hurt you, and you can’t affect any people
directly...BUUUT you can spend these rounds escaping, summoning,
buffing or doing whatever else you think will absolutely ruin the DM’s
day. This should probably be the first spell you always cast in any fight
because action economy wins games and this is MASTERY of action
economy.

57
Lastly...Oh to heck with it - #ZAWARUDO #KINGUCRIMSON
#PART5ISBETTERPART3FITEME #ENDOFTHEWWWOOOOORLD
#TRAITORSREQUIMBOPS
#HELLYEAHNONBINARYVILLIANSOLIDARITY #LETSGOJOJO!!!!
● Dominate Monster: Will Save (w/ SR) or ya know you own whatever
you aim this at. Owning people is wrong but if you can do this, it
obviously is fantastic!!!
● ✰Shades✰ (also Control/Debuff/Blast/Summons/Protection): Cast ANY
CONJURATION SPELL 8th and below. ANY. ANY. Healing spells? Yes.
Teleportation? Yes. Resurrection? Yes. Yes, yes, yes with none of the
components, it just fucking does the thing. THIS is our Wish, because
it’s not abhorrently expensive and is still obviously, incredibly and
uniquely busted as fuck as we can just steal every conjuration spell
from ANY spell list because we are the sorcerer and fuck you thats
why.

Note: This is based off of the expanded interpretation of the spell, as this spell simply
says conjuration spell, with no spell list or type limiters, whereas both shadow
conjuration and greater shadow conjuration spells specifically call out wizard spells of
specific subtypes. If your dm rules, instead that this works EXACTLY like shadow
conjuration, just higher level, then this goes to still pretty good. I personally don’t
agree with this but, I cannot begrudge anyone for being conservative with casters. I
would say that at the very least, you should let players at this level cast ANY
wizard/sorc conjuration spell, rather than just summoning and creation.

● Prismatic Sphere (w/ Project Image): You can pass in and out of it
without problem BUT stop any attempt to project things THROUGH
the sphere…OH RIGHT PROJECT FUCKING IMAGE WOULD MAKE
THIS MUCH BETTER! HUH!!!! Anyway it’s a 10 minutes per level dome
of fuck off, and is absolutelyl fucking hilarous because unless you have
the super special magical keys to get through it you are basically just
fucked.
● Astral Projection (also Utility): Welcome to the ultimate in planar
travel and also never dying ever because why would we do that idiot
Protection we are gods lmao. If the wizard has this, let them do it, but if you want
it, you can enjoy having as many 1 up’s as you need.
● Spellbane (w/ Emergency Attunement): Pick 1 spell per 5 caster
levels...that spell just don’t work on you, as if under the effect of an
antimagic field. ONLY that iteration and specific version of that spell.
Now normally...I’d consider this mid at best, just because it doesn’t
protect you from much...That said if you combine it with Emergency
attunement, giving you the ability to abuse it’s long duration and swap
spells on the fly, it’s a MONSTER.

● Wish (scroll/ring of three wishes): Okay this is the ULTIMATE


arcane spell, THE iconic 9th level spell, the “I guess do what you want,
9th Lvl Alt you are the dm for 6 second spell” and as much as I ABSOLUTELY
Sources ADORE IT in pathfinder 1e, it is way too god damn expensive to use. If
you REALLY, REALLY need to cast wish??? Bind an Efreeti like the rest
of us do. It’s much more sustainable.

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● Gate (scroll): Remember what I said about summoning gods in
Greater Planar binding? Well now we can do that part. Most times It
won’t be necessary but like...we can do it.
● Create Demiplane Greater (scroll): Make the realm of your dreams!
Do whatever! You are gods now, just enjoy hyper minecraft I guess.
● Ascension (scroll/mnemonic vestment): Spend 10,000gp if you
have a minor artifact and cONGRATS your whole team can get mythic
tiers temporarily. Is this something you will do often? No. Is it
absolutely sick as hell? Obviously.

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