-6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Sorcerer Level 4 Spells
A sorcerer casts arcane spells drawn from the sorcerer/wizard spell list, casting spells spontaneously through innate talent. Learn more about the Sorcerer class.
This functions as bestow planar infusion I, except that the touched creature gains the improved infusion of the current plane.
This variant of planar binding is specifically used to call one of the most knowledgeable types of outsiders: the immortal and prophetic caulborn.
For the spell's duration, the caster gains a reservoir of luck with a total number of points equal to 1 point per 2 caster levels.
With a short command and a wave of the hand, you compel the target creature to attack the being who summoned it, to the best of its ability.
Tentacles grapple all creatures within a 20-ft. spread.
With a spiraling gesture of your hand and a forceful exhalation, you create a brief but fierce (90 mph) blast of wind.
The target creature dies if it fails a Fortitude saving throw and its Hit Dice are no more than half your caster level.
Whenever this spell's target hits a creature with a ranged weapon that successfully deals piercing or slashing damage, the struck creature takes 1 point of bleed damage.
Splinters target's bones for 1d6/level damage (max 15d6) and exhausts it for 1 min./level.
This trademark spell of the Lantern Bearers functions as daylight, except it lasts longer.
You cause the victim's attacks to careen wildly, endangering itself and those around it.
Touch attack slows target, 1d4 Dex damage.
You imbue a single object with an acidic protective ward.
As per celestial healing, except the target gains fast healing 4 and the target radiates the aura of a good cleric.
Makes monster believe it is your ally.
Grants immunity to the River Styx and a +4 profane bonus on saves against memory alteration.
You steal the target's face, transforming yourself into a flawless imitation of it.
This spell functions like gaseous form, except you assume the shape of a Colossal cloud with a space of 30 feet.
Creates illusory visual, audio, olfactory, and thermal effects that targets perceive.
This spell allows affected creatures to hold their breath freely without negative effects or risk of suffocation.
Subjects behave oddly for 1 round/level.
All creatures in the area gain a +4 bonus on saving throws against teleportation effects.
You conjure a large metal cube covered in sharp spikes.