Spells

Certain Spells are being houseruled so that they function differently. Wherever you see Wizard as part of a spell list, this denotes the Sorcerer/Wizard spell list from the core rulebook. Sorcerers now have access to a variety of spell lists.

Cure Spells
The size of the dice for these spells will increase to d12s. They otherwise function the same.

Inflict Spells
The size of the dice for these spells will increase to d12s. They otherwise function the same.

Summon Monster Spells
The duration for these spells increases by a number of rounds equal to the spell's level. Therefore Summon Monster I lasts for 1 round plus 1 additional round per caster level, and Summon Monster IX lasts for 9 rounds plus 1 additional round per caster level.

Acid Splash
School evocation [acid]; Level Druid 0, Magus 0, Wizard 0

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Effect one missile of acid

Duration instantaneous

Saving Throw none; Spell Resistance yes

You fire a small orb of acid at the target. You must succeed at a ranged touch attack to hit your target. The orb deals 1d4 points of acid damage, plus an additional +1 damage for every 2 caster levels you have. This acid disappears after 1 round.

Axiomatic Sanction
School evocation [lawful]; Level Cleric 0, Inquisitor 0

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Target one creature

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

With a gesture and a word, a faint aura surrounds your target. Your target must succeed at a Will saving throw, and if they are chaotic they take 1d4 points of damage, plus an additional +1 damage for every 2 caster levels you have. Neutral and lawful aligned creatures are not affected by this spell.

Chaotic Sanction
School evocation [chaos]; Level Cleric 0, Inquisitor 0

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Target one creature

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

With a gesture and a word, a faint aura surrounds your target. Your target must succeed at a Will saving throw, and if they are lawful they take 1d4 points of damage, plus an additional +1 damage for every 2 caster levels you have. Neutral and chaotic aligned creatures are not affected by this spell.

Electric Jolt
School evocation [electricity]; Level Druid 0, Magus 0, Wizard 0

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Effect one arc of electricity

Duration instantaneous

Saving Throw none; Spell Resistance yes

An arc of electricity sparks from your fingertips. You must succeed on a ranged touch attack to hit your target. This arc deals 1d4 points of electricity damage, plus an additional +1 damage for every 2 caster levels you have.

Flame Bolt
School evocation [fire]; Level Druid 0, Magus 0, Wizard 0

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Effect one arrow of fire

Duration instantaneous

Saving Throw none; Spell Resistance yes

An arrow of fire shoots forth from your fingertip. You must succeed on a ranged touch attack to hit your target. This arc deals 1d4 points of fire damage, plus an additional +1 damage for every 2 caster levels you have.

Holy Sanction
School evocation [good]; Level Cleric 0, Inquisitor 0

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Target one creature

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

With a gesture and a word, a faint aura surrounds your target. Your target must succeed at a Will saving throw, and if they are evil they take 1d4 points of damage, plus an additional +1 damage for every 2 caster levels you have. Neutral and good aligned creatures are not affected by this spell.

Ray of Frost
School evocation [cold]; Level Druid 0, Magus 0, Wizard 0

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Effect cold ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack to hit your target. This arc deals 1d4 points of cold damage, plus an additional +1 damage for every 2 caster levels you have.

Unholy Sanction
School evocation [evil]; Level Cleric 0, Inquisitor 0

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Target one creature

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

With a gesture and a word, a faint aura surrounds your target. Your target must succeed at a Will saving throw, and if they are good they take 1d4 points of damage, plus an additional +1 damage for every 2 caster levels you have. Neutral and evil aligned creatures are not affected by this spell.

Frost Burst
School evocation [cold]; Level Wizard 1

Casting Time 1 standard action

Components V, S

Range Close (25-ft. + 5-ft/2 levels)

Area 5-radius burst

Duration instantaneous

Saving Throw Reflex negates; Spell Resistance yes

You cause an eruption of cold air to erupt from the point you designate. Any creature in the area takes 1d4 cold damage, plus an additional 1d4 cold damage per level up to a maximum of 5d4 at 5th level. Creatures that make their saving throw take no damage instead.

Lesser Lightning Bolt
School evocation [electricity]; Level Wizard 1

Casting Time 1 standard action

Components V, S

Range 20-ft

Area 20-ft line

Duration instantaneous

Saving Throw Reflex negates; Spell Resistance yes

A line of lightning leaps forth from your fingertips. Creatures in the area of the lightning takes 1d4 points of electricity damage per caster level (maximum 5d4).

Magic Missile
Same except increase the damage to 1d6+1 per missile.