
Scott Andrews |
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Here are my modification to the sorcerer class, I have felt that the restrictions on spell known for the class was a bit harsh, so changed it from spell slots to spell point for casting so the sorcerer has more flexibility in the spells it does know.
She can cast any spell she knows at any time, assuming she has not yet used up her mana per day. The sorcerer must be careful on how she expends her mana however. Whenever her remaining mana is less than or equal to her caster level, she becomes fatigued. When the sorcerer has run out of mana entirely, she becomes exhausted. These penalties last until the sorcerer has recovered her mana. Effects the remove or negate fatigue or exhaustion can temporally remove the Charisma penalty for a number of minutes equal to the caster level of the effect, but if the mana of the sorcerer hasn’t risen sufficiently, she suffers again the Charisma penalty and fatigue or exhaustion as appropriate.
Sorcery: Many spells have variable effects that only sorcerers can access and use. As they master the spells they know, they can use more mana to make the spell more powerful, based on the number of additional mana they spend when they cast them. The more mana spent, the more powerful the casting. How this extra expenditure affects a spell is specific to the spell. Some sorceries allow the sorcerer to increase the number of damage dice, while others extend a spell’s duration or modify a spell in unique ways. Each spell that can be enhanced with sorcery includes an entry giving how many mana costs to enhance and the effects of doing so. However, the sorcerer can spend only a total number of mana on a spell equal to her sorcerer caster level.
Adding sorcery to spell takes place as part of another action (casting a spell). Unless otherwise noted in the Sorcery section of an individual spell description, the sorcerer can enhance a spell with sorcery only at the time she casts it.
Sorcerer level Mana pool
1st 3
2nd 4
3rd 5
4th 15
5th 18
6th 36
7th 44
8th 70
9th 82
10th 116
11th 132
12th 174
13th 194
14th 244
15th 268
16th 326
17th 354
18th 420
19th 452
20th 486
Table 3-15a: Sorcerer Spells Base Mana Cost
———————— Spells Base Mana Cost —–———————
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mana 1 3 5 7 9 11 13 15 17
And than there isTable 3-15b: Bonus Mana
———————— Bonus Mana (by Maximum Spell Level —–———————
Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 1 1 1 1 1 1 1 1 1
14-15 1 4 4 4 4 4 4 4 4
16-17 1 4 9 9 9 9 9 9 9
18-19 1 4 9 16 16 16 16 16 16
20-21 2 5 10 17 26 26 26 26 26
22-23 2 8 13 20 29 40 40 40 40
24-25 2 8 18 25 34 45 58 58 58
26-27 2 8 18 32 41 52 65 80 80
28-29 3 9 19 33 51 62 75 90 107
30-31 3 12 22 36 54 76 89 104 121
32-33 3 12 24 38 56 78 104 119 136
34-35 3 12 27 48 66 88 114 144 161
36-37 4 13 28 49 76 98 124 154 188
38-39 4 16 31 52 77 110 136 166 200
40-41 4 16 36 57 84 117 156 186 220
42-43 4 16 36 64 91 124 163 208 242
44-45 5 17 37 65 101 134 173 218 269
46-47 5 20 40 68 104 148 187 232 283
48-49 5 20 45 73 109 153 205 250 301
50-51 5 20 45 80 116 160 212 272 323

Scott Andrews |

[spoiler=Sorceries]
Acid Arrow
School conjuration (creation) [acid]; Level sorcerer/wizard 2
Sorcery: For each additional 1 mana you spend, the duration increases by 1 round. The maximum rounds based on caster level increases by 1 as well.
Acid Fog
School conjuration (creation) [acid]; Level sorcerer/wizard 6
Sorcery: For each additional 2 mana you spend, the radius of the area of effect increases by 5 feet.
Acid Splash
School conjuration (creation) [acid]; Level sorcerer/wizard 0
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana you spend, this spell deals an additional 1d3 damage.
2. If you spend 2 additional mana, this spell’s range changes to medium.
Alarm
School abjuration; Level bard 1, ranger 1, sorcerer/wizard 1 (destined)
Sorcery: For each additional mana you spend, the radius of the emanation of this spell increases by 5 feet.
Analyze Dweomer
School divination; Level bard 6, sorcerer/wizard 6
Sorcery: If you spend an additional 3 mana, this spell’s range changes to medium.
Animate Dead
School necromancy [evil]; Level cleric 3, sorcerer/wizard 4 (undead)
Sorcery: This spell may be enhanced in one or more of the following ways.
1. If you spend 4 additional mana, undead created with this spell have Strength and Charisma scores 4 higher than normal.
2. If you spend 2 additional mana, the spell’s range changes from touch to close.
3. If you have the undead bloodline, you may spend 6 additional mana to create a skeletal champion instead of skeletons or zombies, you may only create one skeletal champion per casting.
Animate Plants
School transmutation; Level druid 7 (verdant 8)
Sorcery: For each additional mana you spend, the animated plants Strength increases by 2, the natural armor increases by 1, and they gain +1 hit point per Hit Die. These bonuses stack with themselves, but are otherwise considered an enhancement bonus.
Animate Rope
School transmutation; Level bard 1, sorcerer/wizard 1
Sorcery: If you spend an additional 4 mana, the rope gains a land speed of 30 feet and a climb speed of 30 feet and moves as you direct it, and the rope only take a swift action to direct each round.
Antimagic Field
School abjuration; Level cleric 8, sorcerer/wizard 6
Sorcery: For every 4 mana you spend, this spell’s range and the radius of its area both increase by 5 feet.
Antipathy
School enchantment (compulsion) [mind-affecting]; Level druid 9, sorcerer/wizard 8
Sorcery: If you spend 5 additional mana, creatures that make their saving throw for the spell must continue to make saving throws every round to remain in the area of effect.
Arcane Eye
School divination (scrying); Level sorcerer/wizard 4
Sorcery: You may enhance this spell in one or more of the following ways.
1. If you spend 4 additional mana, the casting time decreases to 1 minute, and the duration increases to 10 minutes per level.
2. If you spend 4 additional mana, the sensor becomes able to enter other planes of existence through gates and similar magical portal and remain effective.
3. If you spend 2 additional mana, the sensor’s speed doubles.
Arcane Lock
School abjuration; Level sorcerer/wizard 2
Sorcery: For each additional mana spent, the DC’s created or enhanced by this spell increase by one.
Arcane Mark
School universal; Level sorcerer/wizard 0
Sorcery: If you know the arcane mark spell, all of your other sorcerer spells known gain the following sorcery:
“If you spend one additional mana, creatures and objects affected by this spell have your arcane mark inscribed on them.
Arcane Sight
School divination; Level sorcerer/wizard 3
Sorcery: If you spend 4 additional mana, the spell’s duration increases to 10 minutes per level.
Arcane Sight, Greater
School divination; Level sorcerer/wizard 7
This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see. Unlike arcane sight, this spell cannot be made permanent with a permanency spell.
Baleful Polymorph
School transmutation (polymorph); Level druid 5, sorcerer/wizard 5
Sorcery: If you spend 4 less mana, the spell’s duration changes to 1 round per level.
Banishment
School abjuration; Level cleric 6, sorcerer/wizard 7 (celestial)
Sorcery: For every 2 additional mana you spend, your caster level increases by 1 for the purpose of overcoming spell resistance.
Barkskin
School transmutation; Level druid 2, ranger 2 (verdant)
Sorcery: You may enhance this spell in one or more of the following ways:
1. For each additional 4 mana you spend, the enhancement bonus increases by one.
2. If you spend 3 additional mana, the spell also grants damage reduction 5/slashing.
3. If you spend 6 additional mana, the spell also grants damage reduction 10/slashing.
Bear’s Endurance
School transmutation; Level cleric 2, druid 2, ranger 2, sorcerer/ wizard 2
Sorcery: You may enhance this spell in one of the following ways:
1. If you spend 6 additional mana, the enhancement bonus increases to +6.
2. If you spend 12 additional mana, the enhancement bonus increases to +8.
Bestow Curse
School necromancy; Level cleric 3, sorcerer/wizard 4
Sorcery: If you spend 4 additional mana, the spell’s range increases to close, and requires a ranged touch attack.
Black Tentacles
School conjuration (creation); Level sorcerer/wizard 4 (aberrant)
Sorcery: You may enhance this spell in one or both of the following ways:
1. For every 2 additional mana you spend, the radius of this spell’s area increases by 5 feet.
2. For every 2 additional mana you spend, the CMB of the tentacles and the damage they deal on a grapple increases by 1.
Bleed
School necromancy; Level cleric 0, sorcerer/wizard 0
Sorcery: If you spend 1 mana, you can target a creature that is at less than full hit points.
Bless
School enchantment (compulsion) [mind-affecting]; Level cleric 1, paladin 1 (celestial)
Sorcery: You enhance this spell in one or both of the following ways.
1. For each additional 5 mana, the morale bonus increases by 1.
2. If you spend 6 additional mana, the casting time changes to 1 swift action.
Blindness /Deafness
School necromancy; Level bard 2, cleric 3, sorcerer/wizard 2
Sorcery: If you spend 6 additional mana, the subject is blinded and deafened.
Blink
School transmutation; Level bard 3, sorcerer/wizard 3
Sorcery: If you spend 6 additional mana, this spell’s range changes to Touch.
Blur
School illusion (glamer); Level bard 2, sorcerer/wizard 2 (destined)
Sorcery: You may enhance this spell in one or both of the following ways.
1. If you spend 4 additional mana, the duration increases to 10 minutes per level.
2. If you have the destined bloodline, you may spend 3 additional mana to change the casting time to 1 immediate action.
Break Enchantment
School abjuration; Level bard 4, cleric 5, paladin 4, sorcerer/wizard 5 (destined)
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana, you gain a +1 bonus on the caster level check, and the maximum is increased by one.
2. If you have the destined bloodline, you may spend 6 additional mana to change the casting time to 1 swift action and the spell no longer requires any components. You may use this spell with this sorcery even if the effect would normally preclude spellcasting. For example, if you were turned to stone, you may still use this sorcery to end the effect.
Bull ’s Strength
School transmutation; Level cleric 2, druid 2, paladin 2, sorcerer/
wizard 2 (abyssal)
Sorcery: You may enhance this spell in one or more of the following ways:
1. If you spend 6 additional mana, the enhancement bonus increases to +6.
2. If you spend 12 additional mana, the enhancement bonus increases to +8.
3. If you have the abyssal bloodline, you may spend 4 additional mana for subject to grow 2 large horns from their head. These horns may be used as a natural attack that deals 1d6+Strength modifier (if Medium size). If the subject uses manufactured weapons, the horns may used with them as a secondary natural attack at a -5 penalty to hit.
Burning Hands
School evocation [fire]; Level sorcerer/wizard 1 (elemental)
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each 2 additional mana, the spell’s range increases by 5 feet.
2. If you spend 8 additional mana, the spells casting time changes to 1 immediate action.
3. If you have the elemental bloodline, for each additional mana, the damage increases by 1d4 and maximum increase by one die.
Cat ’s Grace
School transmutation; Level bard 2, druid 2, ranger 2, sorcerer/ wizard 2
Sorcery: You may enhance this spell in one of the following ways:
1. If you spend 6 additional mana, the enhancement bonus increases to +6.
2. If you spend 12 additional mana, the enhancement bonus increases to +8.
Cause Fear
School necromancy [fear, mind-affecting]; Level bard 1, cleric 1, sorcerer/wizard 1 (abyssal)
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each 2 additional mana, the spell’s duration increases by 1 round.
2. If you have the abyssal bloodline, for each additional mana, the affected creature requires one additional HD to be immune to the effect.
Chain Lightning
School evocation [electricity]; Level sorcerer/wizard 6
Sorcery: If you spend an additional 4 mana, targets that failed the saving throw and suffered electricity damage from this spell are paralyzed for one round as well.
Charm Person
School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Sorcery: If you spend 4 additional mana, this spell’s duration increases to one day per level.
Chill Touch
School necromancy; Level sorcerer/wizard 1 (undead)
Sorcery: You may enhance this spell in one of the following ways.
1. If you spend 2 additional mana, the damage increases to 2d6, and the Strength damage increases to 2 on a failed save.
2. If you have the undead bloodline, For each 4 additional mana, the damage increases by 1d6, and the Strength damage increases by 1 on failed save.
Circle of Death
School necromancy [death]; Level sorcerer/wizard 6
Sorcery: For each additional 3 additional mana, the spell affects 1d4 additional HD and increases the maximum by the same , and the maximum HD that can be affected (normally 8) increases by one.
Clairaudience/Clairvoyance
School divination (scrying); Level bard 3, sorcerer/wizard 3
Sorcery: If you spend 2 additional mana, you may see and hear with the spell.
Clone
School necromancy; Level sorcerer/wizard 8
Sorcery: If you spend 5 additional mana, the clone does not gain 2 negative levels when the soul enters it.
Cloudkill
School conjuration (creation); Level sorcerer/wizard 5
Sorcery: For each 4 additional mana, increase the cloud’s radius by 5 feet.
Color Spray
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 1
Sorcery: For each additional 2 mana, the spell’s range increases by 5 feet.
Command Plants
School transmutation; Level druid 4, ranger 3 (verdant 4)
Sorcery: For each additional mana you spend, you gain a +1 bonus any opposed Charisma checks made with this spell.
Command Undead
School necromancy; Level sorcerer/wizard 2
Sorcery: If you have the undead bloodline, for each additional mana you spend, you gain a +1 bonus any opposed Charisma checks made with this spell.
Comprehend Languages
School divination; Level bard 1, cleric 1, sorcerer/wizard 1
Sorcery: For each additional mana spent, the reading speed increases by one page per minute.
Cone of Cold
School evocation [cold]; Level sorcerer/wizard 5
Sorcery: You can enhance this spell in one or more of the following ways.
1. If you spend 6 less mana, the spell only deals 1 damage per level, instead of 1d6 per level.
2. For every 2 additional mana you spend, the spell’s range increases by 5 feet.
3. If you spend an additional 4 mana, targets that failed the saving throw and suffered cold damage from this spell are slowed for 5 rounds as well.
Contagion
School necromancy [evil]; Level cleric 3, druid 3, sorcerer/wizard 4
Sorcery: For each additional 4 mana, the subject contracts one additional disease.
Crushing Despair
School enchantment (compulsion) [mind-affecting]; Level bard 3, sorcerer/wizard 4
Sorcery: For each additional 2 mana, this spell’s range increases by 5 feet.
Dancing Lights
School evocation [light]; Level bard 0, sorcerer/wizard 0
Sorcery: You can enhance the spell in one or more of the following ways.
1. If you spend 2 additional mana, the spell’s range becomes long.
2. If you spend 2 additional mana, the spell’s duration becomes 10 minutes per caster level.
3. For each additional mana you spend, the spell creates an additional 4 lights (if lanterns or spheres) or 1 additional humanoid light.
Darkness
School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2
Sorcery: You can enhance this spell in one or both of the following ways.
1. For each additional mana you spend, you can increase the radius of the darkness to increase by 5 feet.
2. For each 3 additional mana you spend, you can decrease the illumination in the area by an additional step.
Darkvision
School transmutation; Level ranger 3, sorcerer/wizard 2
Sorcery: For each additional mana you spend, you can increase the range of the darkvision by 5 feet.
Daylight
School evocation [light]; Level bard 3, cleric 3, druid 3, paladin 3,
sorcerer/wizard 3
Sorcery: For each additional mana you spend, the radius of bright light increases by 5 feet.
Daze
School enchantment (compulsion) [mind-affecting]; Level bard 0, sorcerer/wizard 0
Sorcery: For every additional mana you spend, this spell’s maximum Hit Dice affected increases by one.
Deep Slumber
School enchantment (compulsion) [mind-affecting]; Level bard 3,
sorcerer/wizard 3 (fey)
Sorcery: You can enhance this spell in one or both of the following ways.
1. For each additional 2 mana, the spell affects an additional HD.
2. If you have the fey bloodline, you can spend an additional 4 mana to increase the range to medium.
Detect Secret Doors
School divination; Level bard 1, sorcerer/wizard 1
Sorcery: If you spend an additional 2 mana, ceasing concentration on the spell does not end it, but you must spend a standard action to resume concentration to gain information from the spell.
Detect Thoughts
School divination [mind-affecting]; Level bard 2, sorcerer/wizard 2
Sorcery: If you spend an additional 2 mana, ceasing concentration on the spell does not end it, but you must spend a standard action to resume concentration to gain information from the spell.
Detect Undead
School divination; Level cleric 1, paladin 1, sorcerer/wizard 1
Sorcery: If you spend an additional 2 mana, ceasing concentration on the spell does not end it, but you must spend a standard action to resume concentration to gain information from the spell.
Dimension Door
School conjuration (teleportation); Level bard 4, sorcerer/wizard 4 (arcane)
Sorcery: If you spend 6 additional mana, you can cast this spell as a move action.
Disguise Self
School illusion (glamer); Level bard 1, sorcerer/wizard 1
Sorcery: If you have the fey bloodline, you can spend an additional 2 mana to change this spell’s range to touch.
Disintegrate
School transmutation; Level sorcerer/wizard 6
Sorcery: If you spend 4 less mana, the ray only deals 1d6 points of damage per caster level (to a maximum of 20d6). Damage on a successful save is unaffected.
Dismissal
School abjuration; Level cleric 4, sorcerer/wizard 5 (abyssal)
Sorcery: You can enhance this spell in one or both of the following ways.
1. If you spend an additional 3 mana, the spell’s range increases to medium.
2. If you have the abyssal bloodline, you may spend an additional 4 mana to choose which plane you send it to, instead of its proper plane.
Dispel Magic
School abjuration; Level bard 3, cleric 3, druid 4, paladin 3,
sorcerer/wizard 3 (arcane)
Sorcery: If you have the arcane bloodline, for every additional mana you spend, the bonus on your dispel check increases by 1.
Dispel Magic, Greater
School abjuration; Level bard 5, cleric 6, druid 6, sorcerer/wizard 6 (celestial)
Sorcery: If you have the celestial bloodline you may spend an additional 2 mana to gain your Charisma modifier on dispel checks against evil spells or effects, and/or against spells or effects cast or caused by evil creatures.
Disrupt Undead
School necromancy; Level sorcerer/wizard 0
Sorcery: For each additional mana, the ray deals an additional 1d6 damage.
Eagle ’s Splendor
School transmutation; Level bard 2, cleric 2, paladin 2, sorcerer/wizard 2
Sorcery: You may enhance this spell in one of the following ways:
1. If you spend 6 additional mana, the enhancement bonus increases to +6.
2. If you spend 12 additional mana, the enhancement bonus increases to +8.
Elemental Body I
School transmutation (polymorph); Level sorcerer/wizard 4 (elemental)
Sorcery: If you have the elemental bloodline, you may enhance this spell in one or more of the following ways.
1. If you spend 6 additional mana and are assuming the form of an elemental that matches your elemental bloodline, the spell’s casting time changes to 1 immediate action.
2. If you spend 3 additional mana and are assuming the form of an elemental that matches your elemental bloodline, the spell’s duration changes to 10 minutes per level.
Elemental Swarm
School conjuration (summoning) [see text]; Level druid 9 (elemental)
Sorcery: If you spend an additional 3 mana, the casting time is reduced to one standard action, and the time between the appearance of the elementals is reduced to 2 rounds.
Endure Elements
School abjuration; Level cleric 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1
Sorcery: For each additional mana, you may affect up to two additional creatures touched.
Enervation
School necromancy; Level sorcerer/wizard 4
Sorcery: If you have the undead bloodline, if you spend 2 additional mana, you gain 1d4 temporary hit points per temporary negative level bestowed for one hour.
Enlarge Person
School transmutation; Level sorcerer/wizard 1 (aberrant)
Sorcery: You can enhance this spell in one or more of the following ways.
1. If you spend 6 additional mana, this spell increases the target’s size by two size categories instead of one. The target gains a +4 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –2 size penalty on attack rolls, and a –2 size penalty to Armor Class due to increased size.
2. If you spend 4 additional mana, this spell’s duration is 1 hour per level rather than 1 minute per level.
3. If you have the aberrant bloodline, you may spend 2 additional mana to grow the target’s limb extra long, increasing their natural reach an additional 5 feet.
Entangle
School transmutation; Level druid 1, ranger 1 (fey, verdant)
Sorcery: For each additional mana, the radius of the effect increases by 5 feet.
If you have the verdant bloodline, if you spend 4 additional mana, during the duration of the spell you may take a move action to move the spread 40 feet. You may do this freely for the duration of the spell.
Expeditious Retreat
School transmutation; Level bard 1, sorcerer/wizard 1
Sorcery: You may enhance this spell in one or both of the following ways.
1. If you spend 3 additional mana, the spell’s range changes to touch.
2. For each 2 additional mana, the increase to base land speed increase by 5 feet.
Eyebite
School necromancy; Level bard 6, sorcerer/wizard 6
Sorcery: For each additional mana, the maximum HD that each effect can affect increases by 1.
False Life
School necromancy; Level sorcerer/wizard 2 (undead)
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana, the amount of temporary hit points increases by 1 (as does the maximum).
2. If you have the undead bloodline, if you spend 2 additional mana you will be able to cast this spell without components and even if you are unconscious.
False Vision
School illusion (glamer); Level bard 5, sorcerer/wizard 5
Sorcery: For each addition mana, the radius of the emanation increases by 5 feet.
Fear
School necromancy [fear, mind-affecting]; Level bard 3, sorcerer/wizard 4 (draconic)
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana, the range increases by 5 feet.
2. If you have the draconic bloodline, if you spend 3 additional mana, creatures that make the saving throw are instead shaken for a number of rounds equal to your charisma modifier.
Feather Fall
School transmutation; Level bard 1, sorcerer/wizard 1
Sorcery: For each additional mana, you effective caster level for casting this spell increases by one.
Feeblemind
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 5 (aberrant)
Sorcery: If you have the aberrant bloodline, if you spend 4 less mana, the duration changes to 1 round per level.
Finger of Death
School necromancy [death]; Level druid 8, sorcerer/wizard 7 (undead)
Sorcery: If you have the undead bloodline, if you spend 5 additional mana, you gain ¼ of the damage dealt as temporary hit points. These temporary hit points last one hour.
Fire Shield
School evocation [fire or cold]; Level sorcerer/wizard 4
Sorcery: For each additional mana, the spell’s damage (and the maximum), increase by one.
Fireball
School evocation [fire]; Level sorcerer/wizard 3
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana you spend, you can increase the maximum dice by one.
2. For each additional 2 mana you spend, you can increase the radius of the spell by 5 feet.
3. If you spend 3 less mana, the damage changes to 1 per caster level(maximum 10).
4. If you spend 4 additional mana, the fireball bead may make one turn up to 90 degrees on the way to its range.
5. If you spend 4 additional mana, the fireball becomes explosive. Any creatures that fail their save against this spell are ejected to the nearest edge of the effect and knocks the creature prone. Any creature moved in this mana takes an additional 1d6 points of damage per 10 feet moved. This movement does not provoke attacks of opportunity. If some obstacle intervenes to prevent the blasted creature from moving to the nearest edge of the effect, the creature stops at the obstacle but takes 1d6 points of damage from striking the barrier (in addition to any damage taken from being forcibly moved to the barrier).
Flame Arrow
School transmutation [fire]; Level sorcerer/wizard 3
Sorcery: For each addition 3 mana, the fire damage increases by 1d6.
Flame Strike
School evocation [fire]; Level cleric 5, druid 4 (celestial 5)
Sorcery: For each additional 2 mana, the radius of the spell increases by 5 feet.
Flaming Sphere
School evocation [fire]; Level druid 2, sorcerer/wizard 2
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana, the flaming sphere’s speed increases by 5 feet.
2. If you spend 3 additional mana, the range changes to long.
3. If you spend 4 additional mana, the diameter of the sphere increases to 10 feet and can affect more than one creature at a time, and no longer stops when it enters the space of a creature.
Flare
School evocation [light]; Level bard 0, druid 0, sorcerer/wizard 0
Sorcery: For each additional mana, an additional burst is created within range.
Flesh to Stone
School transmutation; Level sorcerer/wizard 6
Sorcery: If you spend an additional 2 mana, if the subject succeeds on its saving throw, it is still slowed (as the spell) for a number of rounds equal to your Charisma modifier.
Floating Disk
School evocation [force]; Level sorcerer/wizard 1
Sorcery: You can enhance this spell in one or more of the following ways.
1. If you spend 3 additional mana, the duration changes to 1 day.
2. For each additional mana, the weight capacity increases by 100 pounds.
3. If you spend 2 additional mana, the range changes to medium.
4. If you spend 8 additional mana, the disk is no longer limited to staying within 3 feet of the surface and may move vertically as well.
Fly
School transmutation; Level sorcerer/wizard 3 (draconic)
Sorcery: If you have the draconic bloodline, for each additional mana, the fly speed increases by 5 feet.
Fog Cloud
School conjuration (creation); Level druid 2, sorcerer/wizard 2
Sorcery: For each additional mana, the radius increases by 5 feet.
Foresight
School divination; Level druid 9, sorcerer/wizard 9 (destined)
Sorcery: If you have the destined bloodline, for each additional mana, the insight bonus to AC and on Reflex saves increases by one.
Forcecage
School evocation [force]; Level sorcerer/wizard 7
Sorcery: For each 2 additional mana, the dimensions of the cube increase by 10 feet (if barred) or by 5 feet (if windowless).
Form of the Dragon I
School transmutation (polymorph); Level sorcerer/wizard 6 (draconic)
Sorcery: If you have the draconic bloodline, and the color chosen matches yours, for each 2 additional mana, you gain an additional use of the breath weapon.
Fox’s Cunning
School transmutation; Level bard 2, sorcerer/wizard 2
Sorcery: You may enhance this spell in one of the following ways:
1. If you spend 6 additional mana, the enhancement bonus increases to +6.
2. If you spend 12 additional mana, the enhancement bonus increases to +8.
Freedom of Movement
School abjuration; Level bard 4, cleric 4, druid 4, ranger 4 (destined)
Sorcery: If you have the destined bloodline, if you spend 3 additional mana, you may cast this spell without any components, and you automatically succeed on any Concentration checks needed to cast the spell and can attempt the spell even if pinned.
Freezing Sphere
School evocation [cold]; Level sorcerer/wizard 6
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana you spend, you can increase the maximum dice by one.
2. For each additional 2 mana you spend, you can increase the radius of the spell by 5 feet.
3. If you spend 3 less mana, the damage changes to 1 per caster level(maximum 10).
4. For each additional mana you spend, the duration of any ice formed increases by one round.
Gaseous Form
School transmutation; Level bard 3, sorcerer/wizard 3
Sorcery: For each 2 additional mana, the fly speed increases by 5 feet.
Gate
School conjuration (creation or calling); Level cleric 9, sorcerer/wizard 9 (celestial)
Sorcery: If you have the celestial bloodline, if you spend 3 additional mana, the planar travel to any of the heavenly planes no longer requires concentration to hold open the gate, and if using the calling creatures version, if the creature called is from a heavenly plane, the value of the material cost decreases to 1,000 gp.
Gentle Repose
School necromancy; Level cleric 2, sorcerer/wizard 3
Sorcery: If you have the undead bloodline, you may spend an additional mana to animate the remains just enough to walk and follow you at the creature’s normal land speed when living. You may have the corpse sit, stay, or follow, but nothing more complicated than that.
Ghoul touch
School necromancy; Level sorcerer/wizard 2
Sorcery: You can enhance this spell in one or more of the following ways.
1. For each additional mana, the duration of the paralyzation and the stench increases by one round.
2. If you spend 3 additional mana, if the target saves against the paralyzation, it still gain the stench for the duration of the spell, (and must make another save to avoid being sickened).
3. If you spend 6 additional mana, the spell can affect any living creature, not just humanoids.
Glitterdust
School conjuration (creation); Level bard 2, sorcerer/wizard 2
Sorcery: For each additional mana, the radius of the spread increases by 5 feet.
Globe of Invulnerability, Lesser
School abjuration; Level sorcerer/wizard 4
Sorcery: For each 2 additional mana, the radius of the globe increases by 5 feet.
Grease
School conjuration (creation); Level bard 1, sorcerer/wizard 1
Sorcery: For each additional mana, you can increase the dimensions of the affected square by 5 feet.
Gust of Wind
School evocation [air]; Level druid 2, sorcerer/wizard 2
Sorcery: You can enhance this spell in one or more of the following ways.
1. For each additional mana, the duration increases by one round.
2. If you spend 4 additional mana, the effect changes from a line to a cone.
3. For each additional 4 mana, the DC of the Strength check increases by 2, and the size category for each step affected increases by one.
Hallucinatory Terrain
School illusion (glamer); Level bard 4, sorcerer/wizard 4
Sorcery: You can enhance this spell in one or both of the following ways.
1. For each additional mana, the area increases by another 30 foot cube.
2. If you have the fey bloodline, you many spend 2 additional mana to change the casting time to 1 standard action.
Halt Undead
School necromancy; Level sorcerer/wizard 3
Sorcery: If you have the undead bloodline, for each additional mana, the spell can target an additional undead creature.
Hideous Laughter
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2 (fey)
Sorcery: If you have the fey bloodline, if you spend 2 additional mana, a creature with a different type than yours doesn’t receive the +4 bonus to its save.
Hold Portal
School abjuration; Level sorcerer/wizard 1
Sorcery: For each additional mana, add an additional 1 to the DC to force open a portal affected by this spell.
Horrid Wilting
School necromancy; Level sorcerer/wizard 8 (undead)
Sorcery: If you have the undead bloodline, for each additional mana, the maximum distance between targets increases by 5 feet.
Hypnotic Pattern
School illusion (pattern) [mind-affecting]; Level bard 2, sorcerer/wizard 2
Sorcery: For each additional 2 mana, the radius of the effect increases by 5 feet, and the number of HD affected increases by one, and the maximum affected increases by one as well.
Hypnotism
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Sorcery: For each additional mana, the total HD of creatures affected increases by one.
Ice Storm
School evocation [cold]; Level druid 4, sorcerer/wizard 4
Sorcery: For each 2 additional mana, the radius of the cylinder increases by 5 feet.
Identify
School divination; Level bard 1, sorcerer/wizard 1 (arcane)
Sorcery: If you have the arcane bloodline, if you spend 2 additional mana, you can make Spellcraft checks to identify the properties and command words of magic items without being able to thoroughly inspect the item, just as long as it is within range of the spell and you can perceive the aura.
Illusory Wall
School illusion (figment); Level sorcerer/wizard 4
Sorcery: For each additional 2 mana, the size of the illusion increases by another 10 foot by 10 foot section.
Imprisonment
School abjuration; Level sorcerer/wizard 9
Sorcery: If you spend 3 additional mana, the range changes to close and requires a ranged touch attack.
Incendiary Cloud
School conjuration (creation) [fire]; Level sorcerer/wizard 8
Sorcery: This spell can be enhanced in one or both of the following ways.
1. For each 2 additional mana, the radius increases by 5 feet.
2. For each 2 additional mana, the damage increases by 1d6.
Insanity
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 7
Sorcery: If you have the fey bloodline, if you spend an additional mana, you can choose to suspend the insanity and reinstate it as often as you wish as a swift action, as long as the affected creature is in your line of sight.
Instant Summons
School conjuration (summoning); Level sorcerer/wizard 7
Sorcery: For each additional mana, the weight limit of the object increases by 10 lbs, and the length limit of the object increases by 2 feet.
Invisibility
School illusion (glamer); Level bard 2, sorcerer/wizard 2 (arcane)
Casting Time 1 standard action
Sorcery: If you have the arcane bloodline and spend 2 additional mana, the duration increases by a factor of 10.
Irresistible Dance
School enchantment (compulsion) [mind-affecting]; Level bard 6, sorcerer/wizard 8 (fey)
Sorcery: If you have the fey blood line, you may augment this spell in one or both of the following ways:
1. For each additional mana, the duration on a failed save increases by one round.
2. If you spend 2 additional mana, the range increases to Close, and you must succeed on a ranged touch attack to affect the subject.
Jump
School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1
Sorcery: If you spend 4 additional mana, the casting time changes to 1 swift action.
Knock
School transmutation; Level sorcerer/wizard 2
Sorcery: Each additional mana spent increases the caster level check by one.
Levitate
School transmutation; Level sorcerer/wizard 2
Sorcery: Each additional mana increases the amount of vertical movement per round by 5 feet.
Light
School evocation [light]; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Sorcery: If you spend 2 additional mana, you can cast this spell as a swift action.
Lightning Bolt
School evocation [electricity]; Level sorcerer/wizard 3
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana you spend, you can increase the maximum dice by one.
2. For each additional mana you spend, you can increase the range and area of the spell by 5 feet.
3. If you spend 3 less mana, the damage changes to 1 per caster level(maximum 10).
4. If you spend 6 additional mana, the lightning bolt ignores the hardness of nonmetal objects.
5. If you spend an additional 4 mana, targets that failed the saving throw and suffered electricity damage from this spell are paralyzed for one round as well.
Mage Armor
School conjuration (creation) [force]; Level sorcerer/wizard 1 (draconic)
Sorcery: You may enhance this spell in one or both of the following ways:
1.For every 2 additional mana you spend, the armor bonus to Armor Class increases by 1.
2. If you have the draconic bloodline, you can spend 4 additional mana to have the spell provide a natural armor bonus instead of a armor bonus.
Mage Hand
School transmutation; Level bard 0, sorcerer/wizard 0
Sorcery: You can enhance this spell in one or more of the following ways.
1. For every 2 additional mana you spend, this spell’s range increases by 5 feet.
2. For every additional mana you spend, the weight limit of the target increases by 2 pounds.
3. For every 2 additional mana you spend, the object can be moved 5 additional feet as a move action.
Mage’s Disjunction
School abjuration; Level sorcerer/wizard 9
Sorcery: For each additional mana spend, the chance of destroying an antimagic field or an artifact increases by 1%.
Mage’s Faithful Hound
School conjuration (creation); Level sorcerer/wizard 5
Sorcery: For each 2 additional mana, the dog gains an additional +1 to attack and an additional +1 to damage.
Mage’s Sword
School evocation [force]; Level sorcerer/wizard 7
Sorcery: For each 2 additional mana, the sword gains an additional +1 to attack and +1 to damage.
Magic Circle against Evil
School abjuration [good]; Level cleric 3, paladin 3, sorcerer/wizard 3 (celestial)
Sorcery: If you have the celestial bloodline, for each additional mana, the radius of the spell increase by 5 feet. w
Magic Missile
School evocation [force]; Level sorcerer/wizard 1
Sorcery: You can enhance this spell in one or more of the following ways:
1. If you spend 1 additional mana, if targeting multiple targets, they no longer need to be within 15 feet of each other.
2. If you spend 4 additional mana, the spell’s range increases to long.
3. For each additional 2 mana, the spell’s maximum missile limit (normally 5) increases by 1.
Maze
School conjuration (teleportation); Level sorcerer/wizard 8
Sorcery: For each additional mana, the spell can affect one additional creature.
Mending
School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Sorcery: For each additional mana, the spell restores an additional 1d4 hit points.
Message
School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0
Sorcery: For each additional mana you spend, this spell’s range increases by 10 feet.
Meteor Swarm
School evocation [fire]; Level sorcerer/wizard 9 (infernal)
Sorcery: If you have the infernal bloodline, if you spend 3 additional mana, half of the fire damage is fire damage, but the other half changes to unholy power and is therefore not subject to being reduced by resistance to fire-based attacks.
Mind Blank
School abjuration; Level sorcerer/wizard 8 (aberrant)
Sorcery: If you have the aberrant bloodline you may spend 5 additional mana to have the spell affect all allies within range.
Minor Creation
School conjuration (creation); Level sorcerer/wizard 4
Sorcery: You may enhance this spell in one or both of the following ways:
1. If you spend 3 additional mana, the casting time changes to 1 standard action.
2. For each additional mana, the volume increases by 1 cubic foot.
Mirror Image
School illusion (figment); Level bard 2, sorcerer/wizard 2
Sorcery: For each additional mana, the maximum number of images (normally 8) increases by 1.
Mislead
School illusion (figment, glamer); Level bard 5, sorcerer/wizard 6 (destined) (fey)
Sorcery: You may enhance this spell in one of the following ways:
1. If you have the destined bloodline, if you spend 2 additional mana, you can make one attack or cast one spell through the illusory double, although this ends the illusory double.
2. If you have the fey bloodline, for each 2 additional mana, the spell generates an additional illusory double.
Moment of Prescience
School divination; Level sorcerer/wizard 8 (destined)
Sorcery: If you have the destined bloodline, you may spend an additional mana to have an additional moment of prescience active upon you.
Mount
School conjuration (summoning); Level sorcerer/wizard 1
Sorcery: If you spend additional mana, you may summon a more powerful mount, cost depends on the chart below.
Cost Mount
4 mana Worg, Hyena, Giant Frog
5 mana Dire, Hyena
6 mana Boar, Crocodile, Dolphin, Leopard, Wolverine
7 mana Cheetah, Dire wolverine
8 mana Grizzly Bear, Dire Boar, Giant Scorpion, Rhinoceros, Lion, Tiger
9 mana Giant Stag Beetle
10 mana Woolly Rhinoceros, Dire Lion, Hell Hound, Giant Eagle
11 mana Griffon, Wyvern,
12 mana Dire Bear, Dire Tiger, Elephant
13 mana Nightmare, Winter Wolf
14 mana Dire Crocodile, Mastadon
15 mana Pegasus
16 mana Nessian Warhound
18 mana Unicorn
Move Earth
School transmutation [earth]; Level druid 6, sorcerer/wizard 6
Sorcery: This spell can be enhanced in one or more of the following ways:
1. For each additional mana, the spell affects an additional 150 foot square.
2. If you have the elemental (earth) bloodline, if you spend 4 additional mana, the casting time changes to 1 round per 150 foot square.
Nightmare
School illusion (phantasm) [mind-affecting, evil]; Level bard 5, sorcerer/wizard 5
Sorcery: If you have the fey bloodline, if you spend 2 additional mana, you can change the casting time to 1 round.
Nondetection
School abjuration; Level ranger 4, sorcerer/wizard 3
Sorcery: For each 2 additional mana, you increase the DC of divination attempts by one.
Obscuring Mist
School conjuration (creation); Level cleric 1, druid 1, sorcerer/wizard 1
Sorcery: You can enhance this spell in one or more of the following ways.
1. For each additional mana, the radius increases by 5 feet.
2. For each additional mana, the height of the spell increases by 5 feet.
Open/Close
School transmutation; Level bard 0, sorcerer/wizard 0
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana, the range increases by 5 feet.
2. For each additional mana, the weight limit increases by 5 pounds.
Overland Flight
School transmutation; Level sorcerer/wizard 5 (arcane)
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional 2 mana, the speed of the flight increases by 5 feet.
2. If you spend 3 additional mana, forced march flight does not require Constitution checks.
3. If you have the arcane bloodline, if you spend 1 additional mana, the spell’s range changes to touch.
Owl’s Wisdom
School transmutation; Level cleric 2, druid 2, paladin 2, ranger 2, sorcerer/wizard 2
Sorcery: You may enhance this spell in one of the following ways:
1. If you spend 6 additional mana, the enhancement bonus increases to +6.
2. If you spend 12 additional mana, the enhancement bonus increases to +8.
Passwall
School transmutation; Level sorcerer/wizard 5
Sorcery: For each additional 2 mana spend, the depth of the passage increases by 5 feet.
Phase Door
School conjuration (creation); Level sorcerer/wizard 7 (fey)
Sorcery: If you have the fey bloodline, for each additional mana, the duration increases by one usage.
Planar Binding
School conjuration (calling) [see text for lesser planar binding];
Level sorcerer/wizard 6 (infernal)
Sorcery: If you have the infernal bloodline, each additional mana increases the HD limit of the spell by 1.
Plane Shift
School conjuration (teleportation); Level cleric 5, sorcerer/wizard 7 (aberrant)
Sorcery: If you have the aberrant bloodline, you may spend 8 fewer mana to ignore the Focus requirement, but the plane you arrive on is determined randomly.
Plant Shape III
School transmutation (polymorph); Level sorcerer/wizard 7 (verdant)
Sorcery: If you spend 4 additional mana, the duration changes to 1 hour per level.
Poison
School necromancy; Level cleric 4, druid 3 (fey 4)
Sorcery: If you have the fey bloodline, if you spend 4 additional mana, the spell’s range changes to close, and now requires a ranged touch attack.
Polar Ray
School evocation [cold]; Level sorcerer/wizard 8
Sorcery: You may enhance this spell in one or more of the following ways.
1. If you spend 3 additional mana, if the target is damaged by the spell, the target is slowed for a number of rounds equal to the amount of Dexterity drain they suffered.
2. For each additional mana, the amount of cold damage increases by 1d6, as does the maximum.
3. For each 2 additional mana, the Dexterity drain increases by one.
Polymorph
School transmutation (polymorph); Level sorcerer/wizard 5
Sorcery: If you have the aberrant bloodline, if you spend 4 additional mana, the duration changes to 1 hour per level.
Power Word Blind
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 7
Sorcery: If you have the arcane bloodline, each additional mana increases by 5 hit points this spell’s ability to affect targets.
Power Word Kill
School enchantment (compulsion) [death, mind-affecting]; Level sorcerer/wizard 9
Sorcery: If you have the arcane bloodline, each additional mana increases by 5 hit points this spell’s ability to affect targets.
Power Word Stun
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8 (arcane) (infernal)
Sorcery: If you have the arcane bloodline, each additional mana increases by 5 hit points this spell’s ability to affect targets.
Protection from Arrows
School abjuration; Level sorcerer/wizard 2
Sorcery: For each additional mana, the damage reduction increases by 1, and the amount of damage the spell can prevent total increases by 1 per caster level (including the maximum).
Protection from Energy
School abjuration; Level cleric 3, druid 3, ranger 2, sorcerer/ wizard 3 (destined) (elemental)
Sorcery: You may enhance this spell in one of the following ways.
1. If you have the destined bloodline, you may spend 3 additional mana to change the casting time of this spell to 1 immediate action.
2. If you have the elemental bloodline, you may spend an additional mana to double the amount of damage the spell can absorb (including the maximum) if the spell is set to a damage type that matches your element.
3.
Protection from Evil
School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1
Sorcery: For each additional 6 mana, the deflection bonus and the resistance bonus increase by 1.
Protection from Good
School abjuration [evil]; Level cleric 1, sorcerer/wizard 1 (infernal)
Sorcery: If you have the infernal bloodline, you may spend an additional mana to have the spell act as protection from chaos as well.
Protection from Spells
School abjuration; Level sorcerer/wizard 8
Sorcery: For each additional mana, the resistance bonus increases by 1.
Rage
School enchantment (compulsion) [mind-affecting]; Level bard 2, sorcerer/wizard 3 (abyssal)
Sorcery: If you have the abyssal bloodline, for each additional 4 mana, the morale bonus to Strength and Constitution increases by 2, and the morale bonus to Will saves increases by 1, however the affected creature must make Wisdom check (DC =5 + the amount of mana spent for this casting) to be able to tell if a particular creature is an ally or enemy while under the effects of the spell.
Rainbow Pattern
School illusion (pattern) [mind-affecting]; Level bard 4, sorcerer/wizard 4
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana, the radius of the spread increases by 5 feet.
2. For each additional mana, the maximum HD of the spell increases by 1.
3. If you have the fey bloodline, for each additional mana, the maximum movement of the spell increases by 5 feet, and the spell’s range increases by 10 feet.
Ray of Enfeeblement
School necromancy; Level sorcerer/wizard 1
Sorcery: You may enhance this spell in one of the following ways.
1. If you spend 2 additional mana, the spell’s range changes to medium.
2. If you spend 6 additional mana, the spell’s range changes to long.
3. If you have the undead bloodline, for each additional 4 mana, the Strength penalty increases by 1.
Ray of Exhaustion
School necromancy; Level sorcerer/wizard 3
Sorcery: You may enhance this spell in one of the following ways.
1. If you spend 2 additional mana, the spell’s range changes to medium.
2. If you spend 6 additional mana, the spell’s range changes to long.
3. If you have the undead bloodline, for each additional mana, the duration increases by 1 minute.
Ray of Frost
School evocation [cold]; Level sorcerer/wizard 0
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana you spend, this spell deals an additional 1d3 damage.
2. If you spend 2 additional mana, this spell’s range changes to medium.
Reduce Person
School transmutation; Level sorcerer/wizard 1
Sorcery: You can enhance this spell in one or more of the following ways.
1. If you spend 6 additional mana, this spell decreases your size by two size categories. You gain a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus on attack rolls, and a +2 size bonus to Armor Class due to your reduced size.
2. If you spend 4 additional mana, this spell’s duration is 1 hour per level rather than 1 minute per level.
Remove Curse
School abjuration; Level bard 3, cleric 3, paladin 3, sorcerer/wizard 4(celestial)
Sorcery: If you have the celestial bloodline, for each additional mana, the caster level check increases by 1.
Repulsion
School abjuration; Level cleric 7, sorcerer/wizard 6
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana, the spell’s range and area increases by 10 feet.
2. For each additional mana, the duration increases by 1 round.
Resilient Sphere
School evocation [force]; Level sorcerer/wizard 4
Sorcery: You may enhance this spell in one or more of the following ways.
1. If you spend 3 additional mana, the spell’s range changes to medium.
2. For each additional mana, the diameter of the sphere increases by 1 foot.
Resistance
School abjuration; Level bard 0, cleric 0, druid 0, paladin 1, sorcerer/wizard 0
Sorcery: You may enhance this spell in one or more of the following ways.
1. For every 3 additional mana you spend, the resistance bonus increases by 1.
2. For every 2 additional mana you spend, the spells duration increases by 1 minute.
3. If you spend 6 additional mana, you can cast this spell as an immediate action.
Resist Energy
School abjuration; Level cleric 2, druid 2, paladin 2, ranger 1, sorcerer/wizard 2 (celestial) (draconic)
Sorcery: If you spend 4 additional mana, you can cast this spell as an immediate action.
Reverse Gravity
School transmutation; Level druid 8, sorcerer/wizard 7
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana, the area increases by one 10 foot cube.
2. For each additional mana, the duration increases by one round.
Rope Trick
School transmutation; Level sorcerer/wizard 2
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana, the duration increases by one hour.
2. For each additional mana, the extradimensional space can hold an additional creature.
Scintillating Pattern
School illusion (pattern) [mind-affecting]; Level sorcerer/wizard 8
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each 2 additional mana, the spell’s radius increases by 5 feet.
2. For each additional mana, the spell can affect an additional HD (and the maximum HD affected increases by one).
Scorching Ray
School evocation [fire]; Level sorcerer/wizard 2 (elemental) (infernal)
Sorcery: You may enhance this spell in one or more of the following ways.
1. If you spend 4 additional mana, the spell’s range changes to medium.
2. If you have the elemental bloodline, for each 4 additional mana, each ray’s damage increases by 1d6.
3. If you have the infernal bloodline, if you spend 4 additional mana, half of the spell’s damage becomes untyped.
Screen
School illusion (glamer); Level sorcerer/wizard 8
Sorcery: For each additional mana, the spell’s area increases by a 30 foot cube.
Secure Shelter
School conjuration (creation); Level bard 4, sorcerer/wizard 4
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each 2 additional mana, the dimensions of the effect increase by 5 feet and the dwelling comes with an additional bunk and stool.
2. For each additional mana, the duration increases by 2 hours.
3. If you spend 6 additional mana, the casting time changes to 1 round.
See Invisibility
School divination; Level bard 3, sorcerer/wizard 2 (aberrant)
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana, the duration increases by 10 minutes.
2. If you have the aberrant bloodline, if you spend 4 additional mana, you also gain darkvision 60 feet, if you already have darkvision, the range of that darkvision increases by 60 feet instead.
Seeming
School illusion (glamer); Level bard 5, sorcerer/wizard 5
Sorcery: If you spend 3 additional mana, the duration changes to 24 hours.
Sequester
School abjuration; Level sorcerer/wizard 7
Sorcery: If you have the destined bloodline, if you spend 2 additional mana, the target, while still in a state of suspended animation, is not comatose and remains aware of its surroundings, and can dismiss the spell as an immediate action.
Shadow Conjuration
School illusion (shadow); Level bard 4, sorcerer/wizard 4
Sorcery: For each additional mana, the spell’s effectiveness increases by 5%.
Shadow Walk
School illusion (shadow); Level bard 5, sorcerer/wizard 6
Sorcery: You may enhance this spell in one or both of the following ways.
1. For each additional mana, you may bring one additional creature.
2. For each additional mana, the rate of shadow travel increases by 5 miles per hour.
Shambler
School conjuration (creation); Level druid 9 (verdant)
Sorcery: You may enhance this spell in one or more of the following ways:
1. For each additional mana, you create 2 additional shambling mounds.
2. For each additional mana, the shambling mounds gain the advanced template again that stacks with itself.
3. If you spend 3 additional mana, the shambling mounds are created with the Living Armor special quality.
Living Armor (Ex): As a standard action, if the shambling mound is adjacent to the caster that created it and the caster is medium size or smaller, it may engulf the caster and become a suit of living armor for him. The shambling mound is no longer considered a separate creature, but more like a piece of the casters equipment. The caster gains the following benefits while armored in the shambling mound:
- The effects of an enlarge person spell.
- Bonus Hit Points equal to the shambling mound’s when it used the Living Armor ability.
- +5 Natural Armor bonus. (This is a base bonus, not an enhancement.)
- +8 to Stealth checks in swamps or forests
- Fire resistance 10 if in rainy, marshy, or damp terrain.
- The caster takes no damage from electricity, and the bonus hit points from the living armor increase by 9 whenever an electricity attack is used against the caster.
The Living Armor ability ends when the caster has lost all of the bonus hit points (which kills the shambler), or when the caster ends it as a free action, in which case the shambler reforms adjacent to the caster with hit points equal the bonus hit points remaining.
Shapechange
School transmutation (polymorph); Level druid 9, sorcerer/wizard 9 (aberrant) (fey)
Sorcery: You may enhance this spell in one of the following ways.
1. If you have the aberrant bloodline, if you spend 3 additional mana, you may select two creatures to take the form of and combine them together.
2. If you have the fey bloodline, if you spend 3 additional mana, you register as the creature whose form you have taken to all forms of divination.
Shield
School abjuration [force]; Level sorcerer/wizard 1
Sorcery: You may enhance this spell in one or both of the following ways.
1. For every 4 additional mana you spend, the shield bonus to Armor Class improves by 1.
2. If you spend 6 additional mana, the casting time changes to 1 immediate action.
Shocking Grasp
School evocation [electricity]; Level sorcerer/wizard 1
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana you spend, you can increase the maximum dice by one.
2. If you spend an additional 4 mana, living targets that suffered electricity damage from this spell are paralyzed for one round as well if they fail a Fortitude saving throw.
Shout
School evocation [sonic]; Level bard 4, sorcerer/wizard 4
Sorcery: For each additional 2 mana, the spell’s damage increases by 1d6 (2d6 for crystalline).
Simulacrum
School illusion (shadow); Level sorcerer/wizard 7
Sorcery: If you have the fey bloodline, for each additional 2 mana, the simulacrum has an additional HD or level (to a maximum of the original’s HD or level).
Sleep
School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Sorcery: For each additional 2 mana, the radius of the burst increases by 5 feet.
Sleet Storm
School conjuration (creation) [cold]; Level druid 3, sorcerer/wizard 3
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each 2 additional mana, the radius of the spell increases by 5 feet and the height of the spell increases by 5 feet.
2. For each additional mana, the DC of the Acrobatics check increases by +2.
3. For each additional mana, the duration increases by one round.
Speak with Plants
School divination; Level bard 4, druid 3, ranger 2 (verdant 3)
Sorcery: You may enhance this spell in one or both of the following ways:
1. If you spend an additional mana, the duration changes to one hour per level.
2. If you spend an additional mana, the range becomes touch.
Spectral Hand
School necromancy; Level sorcerer/wizard 2
Sorcery: If you have the undead bloodline, for each additional mana, the maximum spell level the spell can channel increases by one.
Spell Resistance
School abjuration; Level cleric 5 (draconic)
Sorcery: If you have the draconic bloodline and target yourself with this spell, for each additional mana, the spell resistance granted increases by one.
Spell Turning
School abjuration; Level sorcerer/wizard 7 (destined)
Sorcery: If you have the destined bloodline, for each 2 additional mana, the spell affects an additional spell level.
Spider Climb
School transmutation; Level druid 2, sorcerer/wizard 2
Sorcery: For each 2 additional mana, the climb speed increases by 5 feet.
Statue
School transmutation; Level sorcerer/wizard 7
Sorcery: For each additional mana, the hardness increases by 1.
Stone Shape
School transmutation [earth]; Level cleric 3, druid 3, sorcerer/wizard 4
Sorcery: If you have the elemental (earth) bloodline, if you spend 2 additional mana, fine detail becomes possible. Appropriate Craft checks may be required for complex items.
Stoneskin
School abjuration; Level druid 5, sorcerer/wizard 4 (abyssal)
Sorcery: You may enhance this spell in one or both of the following ways.
1. For every 3 additional mana you spend, the damage reduction increases by 1 and the total damage that can be prevented increases by 1 per level (including the maximum.
2. If you have the abyssal bloodline, if you spend 2 additional mana, the damage reduction requires adamantine and good to bypass.
Suggestion
School enchantment (compulsion) [language-dependent, mindaffecting];
Level bard 2, sorcerer/wizard 3 (infernal)
Sorcery: If you have the infernal bloodline, for each 2 additional mana spent, you add an additional suggestion to the spell.
Summon Monster VIII
School conjuration (summoning); Level cleric 8, sorcerer/wizard 8 (elemental)
Sorcery: If you have the elemental bloodline and spend 3 additional mana, any elementals you summon with this spell have the advanced template.
Summon Monster IX
School conjuration (summoning); Level cleric 9, sorcerer/wizard 9 (abyssal)
Sorcery: If you have the abyssal bloodline and spend 3 additional mana, any creatures you summon with this spell have the advanced template.
Sunburst
School evocation [light]; Level druid 8, sorcerer/wizard 8 (celestial)
Sorcery: If you have the celestial bloodline, for each additional mana, the damage increases by 1d6.
Sympathy
School enchantment (compulsion) [mind-affecting]; Level druid 9, sorcerer/wizard 8
Sorcery: If you have the fey bloodline, you can spend 3 additional mana to change the range to medium.
Telekinesis
School transmutation; Level sorcerer/wizard 5
Sorcery: You may enhance this spell in one of the following ways.
1. For every additional mana you spend, the weight limit of the target increases by 25 pounds.
2. For every 2 additional mana you spend, this spell grants a +1 bonus on your checks involving bull rush, disarm, grapple, or trip attempts made with this spell.
Telepathic Bond
School divination; Level sorcerer/wizard 5
Sorcery: You can enhance this spell in one or both of the following ways.
1. If you spend 4 additional mana, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).
2. If you spend 6 additional mana, if the target has prepared a spell on the sorcerer/wizard list or has a sorcerer/wizard as a spell known, you may temporally add one of them to your spells known for the duration of the telepathic bond.
Teleport
School conjuration (teleportation); Level sorcerer/wizard 5
Sorcery: For each additional 2 mana, the creature limit increases by one medium creature.
Teleport, Greater
School conjuration (teleportation); Level sorcerer/wizard 7 (abyssal) (arcane) (infernal)
Sorcery: If you have the abyssal, arcane, or infernal bloodline, for each additional 2 mana, you gain an extra teleport that is self only that must be used within 1 hour of casting the spell, it is a standard action to use these extra teleports.
Time Stop
School transmutation; Level sorcerer/wizard 9
Sorcery: For every 3 additional mana you spend, this spell’s duration (in apparent time) increases by 1 round.
Tongues
School divination; Level bard 2, cleric 4, sorcerer/wizard 3 (aberrant)
Sorcery: If you have the aberrant bloodline, for each additional mana, you may affect an addition creature with the spell. In additional any creatures affected by this particular casting may choose to speak in a gibberish tongue that can only be understood by creatures that were affected by this casting. Any divinations used to understand the gibberish tongue must have a higher caster level than this casting to work.
Touch of Fatigue
School necromancy; Level sorcerer/wizard 0
Sorcery: For each additional mana, the duration increases by one round.
Touch of Idiocy
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 2
Sorcery: For each additional 3 mana, the penalty increases by one.
Transformation
School transmutation; Level sorcerer/wizard 6 (abyssal)
Sorcery: If you have the abyssal bloodline, if you spend 6 additional mana, you also gain many of the traits of the half-fiend template and the appearance, specifically the following, +1 natural armor, darkvision 60 ft.; immunity to poison, acid, cold, electricity, and fire resistance 10, DR 10/magic, SR equal to your caster level +11, flight equal to twice your land speed (good), two claw attacks and one bite attack (Bestiary 301-302), and a +4 size bonus to Strength, Dexterity, and Constitution.
Transport Via Plants
School conjuration (teleportation); Level druid 6 (verdant)
Sorcery: For each additional 3 mana you spend, your transport capacity increases by one Medium creature.
Tree Stride
School conjuration (teleportation); Level druid 5, ranger 4 (fey 5)
Sorcery: If you have the fey bloodline, for each additional mana, you gain an additional transport.
True Seeing
School divination; Level cleric 5, druid 7, sorcerer/wizard 6 (arcane)
Sorcery: If you have the arcane bloodline, for each additional mana, the range of the conferred true seeing increases by 10 feet. In additional, if the range is increased to 180 feet, you may use it in conjunction with other divinations.
True Strike
School divination; Level sorcerer/wizard 1
Sorcery: If you spend 4 additional mana, the spell’s casting time changes to 1 move action.
Undeath to Death
School necromancy; Level cleric 6, sorcerer/wizard 6 (undead)
Sorcery: If you have the undead bloodline, you may spend an additional 2 mana to remove the material component from the spell.
Unholy Aura
School abjuration [evil]; Level cleric 8 (abyssal)
Sorcery: If you have the abyssal bloodline, for each additional 2 mana, the deflection and resistance bonus increases by one, and the SR increases by 2.
Vampiric Touch
School necromancy; Level sorcerer/wizard 3 (undead)
Sorcery: If you have the undead bloodline, if you spend 8 additional mana, this spell affects all living creatures in a 20-foot-radius spread centered on you. Any creature not touched by you can make a Fortitude saving throw to negate the effects of the spell on itself. You only gain temporary hit points equal to the damage suffered by one creature (you choice of those affected).
Veil
School illusion (glamer); Level bard 6, sorcerer/wizard 6 (aberrant)
Sorcery: If you have the aberrant bloodline, for each additional mana, you affect an additional 5 feet.
Ventriloquism
School illusion (figment); Level bard 1, sorcerer/wizard 1
Sorcery: You can enhance this spell in one of the following ways.
1. If you spend 1 additional mana, the range changes to medium.
2. If you spend 2 additional mana, the range changes to long.
Wail of the Banshee
School necromancy [death, sonic]; Level sorcerer/wizard 9
Sorcery: For each additional mana, you can affect an additional creature.
Wall of Fire
School evocation [fire]; Level druid 5, sorcerer/wizard 4
Sorcery: For each additional mana, the damage at all ranges increases by one, and the amount of cold damage required to destroy a section increases by one.
Wall of Force
School evocation [force]; Level sorcerer/wizard 5
Sorcery: You can enhance this spell in one more of the following ways.
1. For each additional mana, the area increases by a 10 ft. square.
2. For each additional mana, the wall’s hit

Scott Andrews |

School divination; Level sorcerer/wizard 5
Sorcery: You can enhance this spell in one or both of the following ways.
1. If you spend 4 additional mana, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates).
2. If you spend 6 additional mana, if the target has prepared a spell on the sorcerer/wizard list or has a sorcerer/wizard as a spell known, you may temporally add one of them to your spells known for the duration of the telepathic bond.
Teleport
School conjuration (teleportation); Level sorcerer/wizard 5
Sorcery: For each additional 2 mana, the creature limit increases by one medium creature.
Teleport, Greater
School conjuration (teleportation); Level sorcerer/wizard 7 (abyssal) (arcane) (infernal)
Sorcery: If you have the abyssal, arcane, or infernal bloodline, for each additional 2 mana, you gain an extra teleport that is self only that must be used within 1 hour of casting the spell, it is a standard action to use these extra teleports.
Time Stop
School transmutation; Level sorcerer/wizard 9
Sorcery: For every 3 additional mana you spend, this spell’s duration (in apparent time) increases by 1 round.
Tongues
School divination; Level bard 2, cleric 4, sorcerer/wizard 3 (aberrant)
Sorcery: If you have the aberrant bloodline, for each additional mana, you may affect an addition creature with the spell. In additional any creatures affected by this particular casting may choose to speak in a gibberish tongue that can only be understood by creatures that were affected by this casting. Any divinations used to understand the gibberish tongue must have a higher caster level than this casting to work.
Touch of Fatigue
School necromancy; Level sorcerer/wizard 0
Sorcery: For each additional mana, the duration increases by one round.
Touch of Idiocy
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 2
Sorcery: For each additional 3 mana, the penalty increases by one.
Transformation
School transmutation; Level sorcerer/wizard 6 (abyssal)
Sorcery: If you have the abyssal bloodline, if you spend 6 additional mana, you also gain many of the traits of the half-fiend template and the appearance, specifically the following, +1 natural armor, darkvision 60 ft.; immunity to poison, acid, cold, electricity, and fire resistance 10, DR 10/magic, SR equal to your caster level +11, flight equal to twice your land speed (good), two claw attacks and one bite attack (Bestiary 301-302), and a +4 size bonus to Strength, Dexterity, and Constitution.
Transport Via Plants
School conjuration (teleportation); Level druid 6 (verdant)
Sorcery: For each additional 3 mana you spend, your transport capacity increases by one Medium creature.
Tree Stride
School conjuration (teleportation); Level druid 5, ranger 4 (fey 5)
Sorcery: If you have the fey bloodline, for each additional mana, you gain an additional transport.
True Seeing
School divination; Level cleric 5, druid 7, sorcerer/wizard 6 (arcane)
Sorcery: If you have the arcane bloodline, for each additional mana, the range of the conferred true seeing increases by 10 feet. In additional, if the range is increased to 180 feet, you may use it in conjunction with other divinations.
True Strike
School divination; Level sorcerer/wizard 1
Sorcery: If you spend 4 additional mana, the spell’s casting time changes to 1 move action.
Undeath to Death
School necromancy; Level cleric 6, sorcerer/wizard 6 (undead)
Sorcery: If you have the undead bloodline, you may spend an additional 2 mana to remove the material component from the spell.
Unholy Aura
School abjuration [evil]; Level cleric 8 (abyssal)
Sorcery: If you have the abyssal bloodline, for each additional 2 mana, the deflection and resistance bonus increases by one, and the SR increases by 2.
Vampiric Touch
School necromancy; Level sorcerer/wizard 3 (undead)
Sorcery: If you have the undead bloodline, if you spend 8 additional mana, this spell affects all living creatures in a 20-foot-radius spread centered on you. Any creature not touched by you can make a Fortitude saving throw to negate the effects of the spell on itself. You only gain temporary hit points equal to the damage suffered by one creature (you choice of those affected).
Veil
School illusion (glamer); Level bard 6, sorcerer/wizard 6 (aberrant)
Sorcery: If you have the aberrant bloodline, for each additional mana, you affect an additional 5 feet.
Ventriloquism
School illusion (figment); Level bard 1, sorcerer/wizard 1
Sorcery: You can enhance this spell in one of the following ways.
1. If you spend 1 additional mana, the range changes to medium.
2. If you spend 2 additional mana, the range changes to long.
Wail of the Banshee
School necromancy [death, sonic]; Level sorcerer/wizard 9
Sorcery: For each additional mana, you can affect an additional creature.
Wall of Fire
School evocation [fire]; Level druid 5, sorcerer/wizard 4
Sorcery: For each additional mana, the damage at all ranges increases by one, and the amount of cold damage required to destroy a section increases by one.
Wall of Force
School evocation [force]; Level sorcerer/wizard 5
Sorcery: You can enhance this spell in one more of the following ways.
1. For each additional mana, the area increases by a 10 ft. square.
2. For each additional mana, the wall’s hit points increase by one per level.
3. For each additional mana, the wall’s hardness increases by one.
4. By spending 4 fewer mana, the wall’s hit points and hardness is halved.
Wall of Ice
School evocation [cold]; Level sorcerer/wizard 4
Sorcery: You can enhance this spell in one more of the following ways.
1. For each additional mana, the area increases by a 10 ft. square (plane) or by 1 foot (hemisphere).
2. For each additional mana, the wall’s hit points increase by one per inch.
3. For each additional mana, the wall’s damage increases by one.
4. By spending 4 fewer mana, the wall’s thickness is halved.
Wall of Iron
School conjuration (creation); Level sorcerer/wizard 6
Sorcery: You can enhance this spell in one more of the following ways.
1. For each additional mana, the area increases by a 5 ft. square.
2. For each 4 additional mana, the wall’s thickness increase by one inch.
3. For each additional mana, the wall’s hardness increases by one.
4. By spending 4 fewer mana, the wall’s hit points and hardness is halved.
Wall of Stone
School conjuration (creation) [earth]; Level cleric 5, druid 6, sorcerer/wizard 5
Sorcery: You can enhance this spell in one more of the following ways.
1. For each additional mana, the area increases by a 5 ft. square.
2. For each 4 additional mana, the wall’s thickness increase by one inch.
3. For each additional mana, the wall’s hardness increases by one.
4. By spending 4 fewer mana, the wall’s hit points and hardness is halved.
Wall of Thorns
School conjuration (creation); Level druid 5 (verdant)
Sorcery: For each additional mana spent, the effect increases in size by another 10 foot cube.
Water Breathing
School transmutation; Level cleric 3, druid 3, sorcerer/wizard 3
Sorcery: For each additional mana, increase the duration by 2 hours.
Waves of Exhaustion
School necromancy; Level sorcerer/wizard 7
Sorcery: If you have the undead bloodline, if you spend 2 additional mana, casting this spell removes the fatigued condition from you, or if you are exhausted it removes it. The spell now can also affect undead as if they were living creatures.
Waves of Fatigue
School necromancy; Level sorcerer/wizard 5 (undead)
Sorcery: If you have the undead bloodline, if you spend 2 additional mana, casting this spell removes the fatigued condition from you, or if you are exhausted it removes it and replaces it with fatigued. The spell now can also affect undead as if they were living creatures.
Web
School conjuration (creation); Level sorcerer/wizard 2
Sorcery: For each 2 additional mana, the radius of the spell increases by 5 feet.
Whispering Wind
School transmutation [air]; Level bard 2, sorcerer/wizard 2
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana, the spell can make noises for an additional round, increases the maximum message length by 25 additional words.
2. For each additional mana, the range increases by one mile.
3. For each additional mana, you can increases the spell’s speed by 1 mile per hour.
4. For each additional mana, the duration increases by one hour.
Wind Wall
School evocation [air]; Level cleric 3, druid 3, ranger 2, sorcerer/wizard 3
Sorcery: You may enhance this spell in one or more of the following ways.
1. For each additional mana, the wall’s length increases by 10 feet and the height increases by 5 feet.
2. For each additional mana, the duration increases by one round.
3. For each 3 additional mana, the size category required for flying creatures to pass through increases by one. In addition the miss chance for ranged weapons increases by 5%.
Wish
School universal; Level sorcerer/wizard 9 (arcane) (draconic)
Sorcery: If you have the arcane or draconic bloodline, if you spend 3 additional mana, the spell now has the option to duplicate any sorcerer/wizard spell of 9th level or less or any non-sorcerer/wizard spell of 8th level or less.

Remco Sommeling |

The greater flexibility with spells will tend to make sorcerors more powerful I think, adding more spells as favored class ability might be too much to add to the already increased flexibility.
Also besides the natural increase in effects do you still use metamagic feats in some form ?
Great deal of work you have done on the spells by the way, havent actually read them all, but it is a very impressive listing.

Scott Andrews |

The greater flexibility with spells will tend to make sorcerors more powerful I think, adding more spells as favored class ability might be too much to add to the already increased flexibility.
Also besides the natural increase in effects do you still use metamagic feats in some form ?
Great deal of work you have done on the spells by the way, havent actually read them all, but it is a very impressive listing.
Actually I just had to ask my sorcerer player if that is what he was doing with his favored class bonus, althought the APG wasn't out yet when i was writing the mana sorcerer. It hasn't been too noticable in game play, although if it does become an issue I'd probably change the favored class bonus to more mana per day instead of more spells known.
Yes the mana sorcerer can still use the metamagic feats, they increase the mana cost of the spell by 2 for each spell level increase, and still increase the casting time as normal, except for quicken spell. The sorcereries however do not affect the casting time unless so mentioned in the sorcery description.

Eric The Pipe |

The greater flexibility with spells will tend to make sorcerors more powerful I think, adding more spells as favored class ability might be too much to add to the already increased flexibility.
Also besides the natural increase in effects do you still use metamagic feats in some form ?
Great deal of work you have done on the spells by the way, havent actually read them all, but it is a very impressive listing.
The flexibility is fantastic, but still no where near the flexibility of the wizard (one of our cohorts is a wizard, two levels lower,we rely on her for true flexibility). I use the metamagic feats all the time. They add 2x the level increase, with the normal limit of effective max level spell. Currently I'm 11th and limited to 9 spell points on a spell (effective 5th).

Eric The Pipe |

It hasn't been too noticable in game play, although if it does become an issue I'd probably change the favored class bonus to more mana per day instead of more spells known.
This would be the equivalent of bonus spells per day. Not an option under any other class, or race.
Bonus spells known isn't more noticeable with the mana-sorcerer than with the normal sorcerer. (I play a lot of sorcerers)

Scott Andrews |

The greater flexibility with spells will tend to make sorcerors more powerful I think, adding more spells as favored class ability might be too much to add to the already increased flexibility.
Also besides the natural increase in effects do you still use metamagic feats in some form ?
Great deal of work you have done on the spells by the way, havent actually read them all, but it is a very impressive listing.
So far except for the one player, the rest of the arcane casters in my campaign(PCs and cohorts) have been wizards and bards, so I think the flexibility is something the sorcerer needed, and I wanted the sorcerer to feel more different from the wizard then it currently does.
My thoughts was that a well prepared wizard would have a spell for any situation, while a sorcerer could bend his spells to the situation.

wynterknight |

Holy crap, you actually made augments for every spell in the game. I'm in awe.
I love this and might have to--nay, WILL--steal it for my own homebrew. You've just done all the work for me!
Questions:
1) For energy spell augments--sorceries, sorry--such as cone of cold's slowing effect or lightning bolt's paralyzing effect, would you just keep them the same if a sorcerer changes the energy type via bloodline ability or feat?
2) What is this Charisma penalty you mention in the first paragraph?
3) Do saves not increase with additional mana points? I thought that was an important part of what kept augmented psionic powers effective.

Scott Andrews |

Holy crap, you actually made augments for every spell in the game. I'm in awe.
I love this and might have to--nay, WILL--steal it for my own homebrew. You've just done all the work for me!
Questions:
1) For energy spell augments--sorceries, sorry--such as cone of cold's slowing effect or lightning bolt's paralyzing effect, would you just keep them the same if a sorcerer changes the energy type via bloodline ability or feat?2) What is this Charisma penalty you mention in the first paragraph?
3) Do saves not increase with additional mana points? I thought that was an important part of what kept augmented psionic powers effective.
1) I would say no for flavor reasons, although mechanically i don't think its a problem. At some point in the future I might go through and create more elemental bloodline sorcerer sorceries for spells with a changed elemental type.
2) Its an artifact from a rough draft when I had Charima impacted by fatigue and exhaustion, should have been deleted
3)One of my house rules for casters in general is the the save DC is 10+ 1/2 caster level + spellcasting ability modifer instead of using spell level. Even without using this house rule, psion had to pay for additional damage dice for their powers, sorcerers in this variant do not unless they are trying to exceed the normal damage cap for a spell, which I thought was more important than the increasing DC.
Also the mana sorcerer can still use the Heighten Spell feat to Increase DC's if needed.

Scott Andrews |

Is it intentional that the sorcerer would be able to cast over twenty 9th level spells a day when he gets access to them? Or am I missing something?
Yes, if the sorcerer decides to nova and spend all his mana that way he could. Although from actual game play so far spamming the sorcerer's highest spell level round after round hasn't been an issue, more often than not he hoards his points unless things are going bad for the party, except he does tend to spam the fly spell alot.

Scott Andrews |

Would be nice if you posted this in a PDF. :D
I was thinking of doing that, although I was wanting the make sorcereries for the spells in the APG and then Ultimate Magic when it comes out first. If have some more free time soon, I'll see about the doing a PDF for the current mana sorcerer.

xorial |

xorial wrote:Would be nice if you posted this in a PDF. :DI was thinking of doing that, although I was wanting the make sorcereries for the spells in the APG and then Ultimate Magic when it comes out first. If have some more free time soon, I'll see about the doing a PDF for the current mana sorcerer.
That would be great. Already looking to incorporate it into a homebrew setting. Another idea for saves, DC = 10 + Mana Spent + Casting stat.

Yasha |

Not at all...if the formula is 10 + 1/2 Caster Level (round down) + spellcasting ability bonus the only time it will ever exceed standard spell save DC would be at 20th level.
At 20th level it would be 10 + 10 (0.5*20) + attribute bonus. Otherwise its in line with Spell level DCs.
The big impact, IMO, is that at 20th level 1st level spells have the same DC as 8th or 9th level spells.
How this change impacts the game is up to debate. It will certainly see lower level spells being used more often at higher levels than with the standard system. The Heighten Spell metamagic becomes worthless as well.

Eric The Pipe |

is that not an awful lot higher than the normal DC? Am I missing something, or is that what you're going for?
Yes this is what we are going for, does what Yasha pointed out, lets first level spells with DC's still be useful. plus then a 20th level caster casts a 1st level spell better than a first level caster
TriOmegaZero wrote:Is it intentional that the sorcerer would be able to cast over twenty 9th level spells a day when he gets access to them? Or am I missing something?Yes, if the sorcerer decides to nova and spend all his mana that way he could. Although from actual game play so far spamming the sorcerer's highest spell level round after round hasn't been an issue, more often than not he hoards his points unless things are going bad for the party, except he does tend to spam the fly spell alot.
And god is the fly spell annoying to cast for every person in the party.
I now have access to 5th level spells, I almost never cast them to do damage because I could cast a 1st level spell that does damage instead, and not much less. I'm starting to pick utility spells for my high level spells.
Not at all...if the formula is 10 + 1/2 Caster Level (round down) + spellcasting ability bonus the only time it will ever exceed standard spell save DC would be at 20th level.
And your DC is going to be one less on the first level you gain access for wizards
At 20th level it would be 10 + 10 (0.5*20) + attribute bonus. Otherwise its in line with Spell level DCs.
The big impact, IMO, is that at 20th level 1st level spells have the same DC as 8th or 9th level spells.
How this change impacts the game is up to debate. It will certainly see lower level spells being used more often at higher levels than with the standard system. The Heighten Spell metamagic becomes worthless as well.
And making lower level better spells is totally the point. The added bonus is that it becomes so much easier to keep track of the dc's of your spells, it's just one number.

Scott Andrews |

That would be great. Already looking to incorporate it into a homebrew setting. Another idea for saves, DC = 10 + Mana Spent + Casting stat.
DC = 10 + Mana Spent + Casting stat would result in much higher DCs than the normal baseline.
Something like DC = 10 + 1/2Mana Spent + Casting stat would I think give you the effect you are looking for without taking the DCs too high.

Scott Andrews |

Not at all...if the formula is 10 + 1/2 Caster Level (round down) + spellcasting ability bonus the only time it will ever exceed standard spell save DC would be at 20th level.
At 20th level it would be 10 + 10 (0.5*20) + attribute bonus. Otherwise its in line with Spell level DCs.
The big impact, IMO, is that at 20th level 1st level spells have the same DC as 8th or 9th level spells.
How this change impacts the game is up to debate. It will certainly see lower level spells being used more often at higher levels than with the standard system. The Heighten Spell metamagic becomes worthless as well.
If using the DC 10 + 1/2 Caster Level (round down) + spellcasting ability bonus for spell DCs, I would also change Heighten Spell to increase the spell by 1 with each spell level metamagic increase.

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Yes, if the sorcerer decides to nova and spend all his mana that way he could. Although from actual game play so far spamming the sorcerer's highest spell level round after round hasn't been an issue, more often than not he hoards his points unless things are going bad for the party, except he does tend to spam the fly spell alot.
Not my cup of tea, but as long as that was an intended effect, I see no problems. At lower levels I'm sure the risk of fatigue is a concern, but I wonder how high level play will be affected.

wynterknight |

wynterknight wrote:I'm curious about the sorceries for mount--it seems like a way better version of summon nature's ally, at least in terms of duration. Have you tried this out yet?Actually no one has taken it yet, over ten levels of play and the group seems content to ride horses everywhere.
At least your group gets to ride horses. My DM seems determined to make us journey everywhere by foot...
Still curious: Was it your intention for this to be a long-duration, single-summons summon monster?

xorial |

is that not an awful lot higher than the normal DC? Am I missing something, or is that what you're going for?
Yeah, I looked at the wrong notes I was making. That was the DC for casting a spell because I was combining it with a skill based system, lol. Half mana would be what you would want for save vs the spell.

Scott Andrews |

Not my cup of tea, but as long as that was an intended effect, I see no problems. At lower levels I'm sure the risk of fatigue is a concern, but I wonder how high level play will be affected.
Currently the risk of fatigue does diminish with each level gained, if you wish fatigue to be a concern even at higher levels, I would change the mana level for fatigue to be 20% of the caster's mana (minimum 1).

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I'm not a fan of the 'permafatigue' but I haven't come up with anything better yet. I just saw that being the deterrent to novaing, and I didn't think at high levels it was much of a deterrent. I would love to see some testing of a high level sorcerer using nova tactics and how it stacked up in play.

Scott Andrews |

I'm not a fan of the 'permafatigue' but I haven't come up with anything better yet. I just saw that being the deterrent to novaing, and I didn't think at high levels it was much of a deterrent. I would love to see some testing of a high level sorcerer using nova tactics and how it stacked up in play.
My Kingmaker campaign that has one player play testing the mana sorcerer is currently 10th level, and im thinking of acceleration the advancement to playtest some epic rules im working on, I'll let you know if novaing occurs.

Eric The Pipe |

I'm not a fan of the 'permafatigue' but I haven't come up with anything better yet. I just saw that being the deterrent to novaing, and I didn't think at high levels it was much of a deterrent. I would love to see some testing of a high level sorcerer using nova tactics and how it stacked up in play.
I'm doing the play-testing, just for you I'll mess with "nova-ing". It might be fun, though I'm going to need to be a little higher, currently Hungry Pit and Geyser are my highest level damaging spells, not exactly a damage dealing fiends. At 12th I get Enemy Hammer, that's when I'll run the risk of running out of spell points.
Though I do currently have quicken spell, that could hasten the end of my spell points rather quickly.

Eric The Pipe |

Eric The Pipe wrote:They are based of the original psion.Really? You have a heck of a lot more mana points than a psion gets power points.
It's the normal points spent on spells as per the psionic powers converted into the normal number of spells a sorcerer gets per day... rather that what the wizard gets per day which is what the psion is based on.

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I'm doing the play-testing, just for you I'll mess with "nova-ing". It might be fun, though I'm going to need to be a little higher, currently Hungry Pit and Geyser are my highest level damaging spells, not exactly a damage dealing fiends. At 12th I get Enemy Hammer, that's when I'll run the risk of running out of spell points.
Thank you! I'm trying not to let my opinion of spell/power points make my posts too negative, and something like this will really help me see how it really works instead of how I think it works. :)

Eric The Pipe |

Eric The Pipe wrote:I'm doing the play-testing, just for you I'll mess with "nova-ing". It might be fun, though I'm going to need to be a little higher, currently Hungry Pit and Geyser are my highest level damaging spells, not exactly a damage dealing fiends. At 12th I get Enemy Hammer, that's when I'll run the risk of running out of spell points.Thank you! I'm trying not to let my opinion of spell/power points make my posts too negative, and something like this will really help me see how it really works instead of how I think it works. :)
Oh I understand, I'm a button pressing fool. Half the fun of inventing new classes/feats/ect is to find out if they work. Though I must say that I have never had a problem with characters going nova, it's just a price paid.

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Basicaly you're created a spell point mage or an arcane psion.
The balancing aspects of the psion as opposed to sorcerers were..
1. Fewer powers known.
2. Relatively limited scope of psi abilities as opposed to arcane magic.
Your class lacks both of these balancing features. It's fine in a world where wizards and sorcerers don't exist but does not balance well with the existing classes.

Eric The Pipe |

Basicaly you're created a spell point mage or an arcane psion.
The balancing aspects of the psion as opposed to sorcerers were..
1. Fewer powers known.
2. Relatively limited scope of psi abilities as opposed to arcane magic.
Your class lacks both of these balancing features. It's fine in a world where wizards and sorcerers don't exist but does not balance well with the existing classes.
now you do realize that this class replaced the sorcerer right?

Scott Andrews |

Basicaly you're created a spell point mage or an arcane psion.
The balancing aspects of the psion as opposed to sorcerers were..
1. Fewer powers known.
2. Relatively limited scope of psi abilities as opposed to arcane magic.
Your class lacks both of these balancing features. It's fine in a world where wizards and sorcerers don't exist but does not balance well with the existing classes.
So you are saying that the mana sorcerer doesn't balance with the wizard? If so, what would you change to restore balance? Fewer points? Fewer spells known? Fatigue more of a concern?
Or on the other hand if you feel that the wizard is the only class being harmed by these changes to the sorcerer, what would you change about the wizard?

Scott Andrews |

Looking at those mana numbers I'm intruigued that you're not having terrible problems with this. There are seriously a LOT of mana points there. I'd have thought you'd need to reduce them starting at 4th level.
Keep playing this! I want to know what happens
Lol I plan to keep running the campaign till the players get sick of it or they have successfully conquered the world in the name of paladins know best.
When writing the orginal draft I had the mana numbers being the same as the spell point varient in the SRD, but one of the perks the sorcerer had in my eyes was more staying power per day with more spells, and the spell point numbers didn't reflect that, so I changed it to what a mana sorcerer would need to cast without enhancing with sorcery the same number of spells per day as a regular sorcerer.