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Sorcerer/Wizard Spells - Level Five
Break Enchantment

Level: Bard 4, Cleric 5, Paladin 4, Sorcerer 5, Wizard 5
School: Divination
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Instantaneous
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: None

This spell frees victims from enchantments, transmutations, and curses.


Cloudkill

Level: Sorcerer 5, Wizard 5
School: Conjuration
Casting Time: 1 Standard Action
Range: Medium (100')
Duration: 2 Rounds
Components: Verbal, Somatic
Spell Resistance: No
Saving Throw: Fortitude Save

Creates a cloud of poisonous fog that slays any creature below 6 Hit Dice that fails a Fortitude save. The cloud provides concealment for the enemies within it.


Cone of Cold

Level: Sorcerer 5, Wizard 5
School: Evocation
Casting Time: 1 Standard Action
Descriptor: Cold
Range: Long (400')
Duration: Instantaneous
Components: Verbal, Somatic, Material
Spell Resistance: Yes
Saving Throw: Reflex Save

Creates an area of extreme cold, draining all heat. It deals 1d6 cold damage per caster level (up to a maximum of 15d6).


Dismissal

Level: Cleric 4, Sorcerer 5, Wizard 5
School: Abjuration
Casting Time: 1 Standard Action
Range: Long (400')
Duration: Instantaneous
Components: Verbal, Somatic, Focus
Spell Resistance: Yes
Saving Throw: Will Save

This spell forces an extraplanar creature back to its proper plane if it fails to make a special Will saving throw.


Dominate Person

Level: Bard 4, Sorcerer 5, Wizard 5
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Close (25')
Duration: Level x 2 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

The target person temporarily becomes a faithful and loyal servant of the caster.


Feeblemind

Level: Sorcerer 5, Wizard 5
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Permanent
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

If the target creatures fails a saving throw, its Intelligence and Charisma drop to 1, making them unable to use Intelligence or Charisma-based skills or cast spells.


Hold Monster

Level: Bard 4, Sorcerer 5, Wizard 5
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: Level x 1 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

The target monster is paralyzed for the duration of the spell. The victim can make a Will save every round to try to break free of the spell's effect.


Mind Fog

Level: Bard 5, Sorcerer 5, Wizard 5
School: Enchantment
Casting Time: 1 Standard Action
Descriptor: Mind-Affecting
Range: Medium (100')
Duration: 300 Rounds
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: Will Save

This fog weakens the resistance of those caught in it. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves.


Summon Monster V

Level: Bard 5, Cleric 5, Sorcerer 5, Wizard 5
School: Conjuration
Casting Time: 1 Standard Action
Range: Close (25')
Duration: Level x 1 Rounds
Components: Verbal, Somatic, Focus
Spell Resistance: No
Saving Throw: None

You summon a medium earth elemental to be a faithful and loyal servant.


Waves of Fatigue

Level: Sorcerer 5, Wizard 5
School: Necromancy
Casting Time: 1 Standard Action
Range: Long (400')
Duration: Permanent
Components: Verbal, Somatic
Spell Resistance: Yes
Saving Throw: None

Waves of negative energy cause all creatures within the affected area to become fatigued.