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Sorcerer Spells - Cantrips
Daze

Level: Sor 0
Range: Close (25' + 5'/2 levels)
Duration: 1 round
Target: One person (up to 4 Hit Dice or levels)
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment clouds the mind of a humanoid of Medium-size or smaller so that it takes no actions. Humanoids of 5 or more Hit Dice or levels are not affected. He is not stunned (so attackers get no special advantage against him), but he can't move, cast spells, use mental abilities, etc.


Detect Magic

Level: Clr 0, Sor 0
Range: 60'
Duration: 1 minute/level
Target: A quarter-circle, radius 60', emanating from the caster
Saving Throw: None
Spell Resistance: No

The caster detects magical radiations from objects that are either arcane or divine in nature within the range of the spell. Items that are magical glow a soft blue in hue. The spell only shows the presence of a magical item and does not reveal any information about what items may actually do.


Disrupt Undead

Level: Clr 0, Sor 0
Range: Close (25' + 5'/2 levels)
Duration: Instantaneous
Target: One creature
Saving Throw: None
Spell Resistance: Yes

The caster directs a shockwave of positive energy. The caster must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d6 damage to it.


Light

Level: Clr 0, Sor 0
Range: Touch
Duration: 10 minutes/level
Target: One object
Saving Throw: None
Spell Resistance: No

This spell causes an object to glow like a torch, shedding light in a 20-foot radius from the point the caster touches. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.


Resistance

Level: Clr 0, Pal 0, Sor 0
Range: Touch
Duration: 1 minute
Target: One creature
Saving Throw: None
Spell Resistance: No

The caster imbues the target with magical energy that protects her from harm, granting her a +1 bonus on saving throws.