Sorcerers

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Rules Changes
Sorcerers do not gain Bloodline powers, cantrips, or bloodline spells. Sorcerers instead choose one of the following disciplines (all detailed in the Book of Experimental Might): Arcanist, Debilitating Touch, Eldritch Bolt, Familiar, Shield of the Seraphim, Telekinesis, Telepathy. All sorcerers also begin with the Gifts of Magic discipline. At 2nd, 4th, and 6th level, sorcerers can use a feat slot to learn a new discipline or improve one already known. Sorcerers use the Wizard spells-per-day chart and spell list

Spell List
1st-Level Sorcerer/Wizard Spells


 * Alarm: Wards an area for two hours/level.
 * Animate Rope: Makes a rope move at your command.
 * *Arrow Deflection: You make saves to deflect incoming ranged attacks.
 * Burning Hands: Inflicts 1d4 points of fire damage/level (max. 5d4).
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
 * *Compelling Question: Target must answer simple question.
 * Detect Secret Doors: Reveals hidden doors within 60 feet.
 * Erase: Mundane or magical writing vanishes.
 * Feather Fall: Objects or creatures fall slowly.
 * *Fey Storage: Creates an extradimensional space you can hide things in.
 * Grease: Makes a 10-foot square area or one object slippery.
 * Hold Portal: Holds door shut.
 * Identify: Determines properties of magic item.
 * Jump: Subject gets bonus on Jump checks.
 * Light: Object shines like a torch.
 * Magic Weapon: Weapon gains +1 bonus.
 * Obscuring Mist: Fog surrounds you.
 * *Private Conversation: Allows subjects to speak without being overheard.
 * Sleep: Puts 4 HD of creatures into magical slumber.
 * Summon Monster I: Calls extraplanar creature to fight for you.
 * Ten’s Floating Disk: Creates 3-foot-diameter horizontal disk that holds 100 lbs./level.
 * Ventriloquism: You throw your voice for one minute/level.

2nd-Level Sorcerer/Wizard Spells


 * *Anavar’s Anticipated Attack: Next attack against you suffers a –20 penalty.
 * Charm Person: Makes one person your friend.
 * Chill Touch: One touch/level deals 1d6 points of damage and possibly 1 point of Strength damage.
 * Comprehend Languages: You understand all spoken and written languages.
 * *Disdain the Divine: Grants +1 bonus/four levels to saves against divine spells.
 * Disguise Self: Changes your appearance.
 * Endure Elements: Subject exists comfortably in hot or cold environments.
 * Enlarge Person: Humanoid creature doubles in size.
 * Expeditious Retreat: Your speed increases by 30 feet.
 * *Guide Craft: A ship, boat, cart, or wagon moves as you command.
 * *Harassing Weapon: Weapon of force threatens target.
 * Mount: Summons riding horse for two hours/level.
 * *Precise Vision: Grants +5 bonus to Spot and Search.
 * *Protection From Chaos/Evil/Good/Law: Protects subject from possession, hedges out elementals and outsiders.
 * Ray of Enfeeblement: Ray deals 1d6 points of Strength damage +1 point/two levels.
 * Reduce Person: Humanoid creature halves in size.
 * Shocking Grasp: Touch delivers 1d6 points of electricity damage/level (max. 5d6).
 * Silent Image: Creates minor illusion of your design.
 * *Slip Between Sight: You gain +5 bonus to Sneak checks.
 * True Strike: Gain +20 bonus on your next attack roll.
 * *Unhand: Disarms target.

3rd-Level Sorcerer/Wizard Spells


 * Alter Self: You assume the form of a similar creature.
 * *Arcane Lock: Magically locks a portal or chest.
 * Blindness/Deafness: Makes subject blinded or deafened.
 * Command Undead: Undead creature obeys your commands.
 * Darkvision: See 60 feet in total darkness.
 * *Eagle’s Form: You take the form of an eagle.
 * *Energy Lash: Creates a whip of energy that inflicts 1d6 points of damage+1/two levels.
 * False Life: Grants 1d10 temporary hit points +1/level (max. +10).
 * Fog Cloud: Fog obscures vision.
 * Gust of Wind: Blows away or knocks down smaller creatures.
 * *Knock: Opens locked or magically sealed door.
 * Leo’s Trap: Makes item seem trapped.
 * Magic Mouth: Speaks once when triggered.
 * Misdirection: Misleads divinations for one creature or object.
 * Obscure Object: Masks object against scrying.
 * Protection From Arrows: Subject gains immunity to most ranged attacks.
 * Pyrotechnics: Turns fire into blinding light or choking smoke.
 * *Resist Touch: Adds +2 luck bonus +1/three caster levels to touch AC.
 * *Rogue’s Stab: Target gains +1d6 points of sneak attack damage.
 * Scare: Panics creatures of less than 6 HD.
 * See Invisibility: Reveals invisible creatures or objects.
 * Shatter: Sonic vibration damages objects or crystalline creatures.
 * *Shrapnel Globe: Creates sphere that explodes, inflicting 1d6 points of damage/two levels.
 * Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
 * Spider Climb: Grants ability to walk on walls and ceilings.
 * Summon Monster II: Calls extraplanar creature to fight for you.
 * Summon Swarm: Summons swarm of bats, rats, or spiders.
 * *Wolf’s Form: You take the form of a wolf.

4th-Level Sorcerer/Wizard Spells


 * *Bear’s Endurance: Subject gains +1d4 bonus to Constitution for ten minutes/level.
 * Blur: Attacks miss subject 20 percent of the time.
 * *Bull’s Strength: Subject gains +1d4 bonus to Strength for ten minutes/level.
 * *Cat’s Grace: Subject gains +1d4 bonus to Dexterity for ten minutes/level.
 * Continual Flame: Makes a permanent, heatless torch.
 * *Darkness: Creates a 20-foot radius of supernatural darkness.
 * Detect Thoughts: Allows “listening” to surface thoughts.
 * *Eagle’s Splendor: Subject gains +1d4 bonus to Charisma for ten minutes/level.
 * Flaming Sphere: Creates rolling ball of fire that deals 2d6 points of damage, lasts 1 round/level.
 * *Fox’s Cunning: Subject gains +1d4 bonus to Intelligence for ten minutes/level.
 * Ghoul Touch: Paralyzes one subject, which exudes stench that sickens those nearby.
 * Glitterdust: Blinds creatures, outlines invisible creatures.
 * *Invisibility: Subject is invisible for ten minutes/level or until it attacks.
 * Levitate: Subject moves up and down at your direction.
 * Locate Object: You sense direction toward object (specific or type).
 * Minor Image: As silent image, plus some sound.
 * Mirror Image: Creates decoy duplicates of you (1d4+1/three levels, max. eight).
 * Owl’s Wisdom: Subject gains +1d4 bonus to Wisdom for ten minutes/level.
 * *Power Craft: Provides source of locomotion to cart, wagon, boat, or ship.
 * Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
 * Rope Trick: As many as eight creatures hide in extradimensional space.
 * *Shark’s Form: You take the form of a Medium shark.
 * Tash’s Hideous Laughter: Subject loses actions for 1 round/level.
 * Web: Fills 20-foot-radius spread with sticky spiderwebs.
 * *Woven Bolt: Your Eldritch Bolts inflict +1d6 points of damage+1d6 points/four levels.

5th-Level Sorcerer/Wizard Spells


 * Arcane Sight: Magical auras become visible to you.
 * Blink: You randomly vanish and reappear for 1 round/level.
 * *Compelling Question, Greater: Target must answer question.
 * Daylight: Creates 60-foot radius of bright light.
 * Deep Slumber: Puts 10 HD of creatures to sleep.
 * Dispel Magic: Cancels magical spells and effects.
 * Explosive Runes: Deals 6d6 points of damage when runes are read.
 * Flame Arrow: Arrows deal +1d6 points of fire damage.
 * Gentle Repose: Preserves one corpse.
 * Halt Undead: Immobilizes undead for 1 round/level.
 * Hold Person: Paralyzes one humanoid for 1 round/level.
 * Illusory ScriptM: Only the intended reader can decipher this writing.
 * Keen Edge: Doubles normal weapon’s threat range.
 * Leo’s Tiny Hut: Creates shelter for ten creatures.
 * Lightning Bolt: Electricity deals 1d6 points of damage/level.
 * *Multidimensional Touch: Your Debilitating Touch discipline can affect incorporeal targets.
 * Phantom Steed: Magic horse appears for one hour/level.
 * Rage: Subjects gains +2 bonus to Strength and Constitution, +1 bonus on Will saves, and –2 penalty to AC.
 * Secret Page: Changes one page to hide its real content.
 * Sepia Snake Sigil: Creates text symbol that immobilizes reader.
 * Shrink Item: Object shrinks to one-sixteenth its size.
 * Sleet Storm: Hampers vision and movement.
 * Summon Monster III: Calls extraplanar creature to fight for you.
 * Vampiric Touch: Touch deals 1d6 points of damage/two levels; you gain damage as hit points.
 * Water Breathing: Subjects can breathe underwater.
 * Wind Wall: Deflects arrows, smaller creatures, and gases.

6th-Level Sorcerer/Wizard Spells


 * *Arrow Reflection: Sends incoming ranged attacks back at attackers.
 * Clairaudience/Clairvoyance: Hear or see at a distance for one minute/level.
 * Displacement: Attacks miss subject 50 percent of the time.
 * Fireball: Deals 1d6 points of damage/level in a 20-foot radius.
 * Fly: Subject flies at speed of 60 feet.
 * Gaseous Form: Subject becomes insubstantial and can fly slowly.
 * *Haste: One creature gains additional move action each round.
 * Heroism: Gives +2 bonus on attack rolls, saves, and skill checks.
 * Invisibility Sphere: Makes everyone within 10 feet invisible.
 * *Lion’s Form: You take the form of a dire lion.
 * Magic Circle Against Chaos/Evil/Good/Law: As protection spells, but 10-foot radius and ten minutes/level.
 * Magic Weapon, Greater: Grants weapon a +1 enhancement/four levels (max. +5).
 * Major Image: As silent image, plus sound, smell, and thermal effects.
 * Nondetection: Hides subject from divination and scrying.
 * *Plunge Deep to the Core: Weapon bypasses one form of DR.
 * Protection From Energy: Absorb 12 points of damage/level from one kind of energy.
 * Slow: One subject/level takes only one action/round and suffers –2 penalty to AC and attack rolls.
 * Stinking Cloud: Nauseating vapors last 1 round/level.
 * Suggestion: Compels subject to follow stated course of action.
 * Tongues: Speak any language.
 * *Wall of Force, Lesser: Wall has 10 points of damage/level.