Building God's Grimoire:: Iluzry's Guide To Sorcerer Spells & Spellcasting
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.
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.
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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
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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
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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
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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.
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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.
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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 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.
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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.
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.
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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.
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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
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■ 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.
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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.
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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.
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■ 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.
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● Ally Across Time (1st Level) /Army Across Time (5th Level):
Boost your caster level into the stratosphere and then just...roll SR
with impunity.
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.
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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
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.
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.
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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???
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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.
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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
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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????
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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.
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.
● ✰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
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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.
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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?
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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…
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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.
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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.
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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.
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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
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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.
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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
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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.
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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
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.
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● 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-
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.
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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-
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.
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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)
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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
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.
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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.
● 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.
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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!!!!
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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.
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● 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.
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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.
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9th Level Spells
● 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.
Blast ● N/A
Summons ● N/A
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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.
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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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