Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
Sorcerer Level 5 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.
DESCRIPTION You cheat the laws of time and enter into combat before reverting back to your original position.
Control multiple zombies in human guise.
You curse your target with a withering aura that degrades its armor and shield (if any).
You cast this spell immediately before you would take an action that requires a d20 roll, such as a skill check, attack roll, or ability check.
Upon casting this spell, you must choose one type of genie to transform into, selecting from djinni, efreeti, marid, or shaitan.
Creates a geyser of boiling water.
By scattering a handful of ghoul's teeth across the ground, you cause 1d4+1 ghouls led by a single ghast to rise up from the ground around you.
You give the targets the appearance and many of the abilities of sahuagin mutants, with effects as described below.
This spell functions like true seeing, except as noted above.
Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move.
You inspire the target with the power to seize a grand destiny.
You affect the local gravity field in a 30-foot-radius sphere around the spell's designated point of origin.
You bring into being a localized region of increased gravity that crushes a creature to the ground.
You create a fine-tuned replica of yourself within the Akashic Record at the time the spell is cast.
This spell functions as lesser guardian monument, except it grants DR 4/magic.
You transform the target half-orc into a full-blooded orc.
Upon striking a piece of solid ground with the spell's focus or a holy symbol, you let out a wave of energy that repairs items within its burst.
As hold person, but any creature.
You create a dimensional link with a targeted creature, and switch spots with it.
The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.
As create pit, but dealing 4d6 damage to those in it as it closes.
Thick ice holds and damages the target.
This spell forces the target to believe that nothing in its hoard is missing or has been disturbed.