Ignore penalties from venerable age.
Sorcerer Level 7 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.
You bring into being a mobile, hemispherical energy field that prevents technological objects, signals, and creatures from entering.
Your focus becomes a magical cannon that fires on its own.
As arcane sight, but also reveals magic effects on creatures and objects.
Upon hearing a booming report, as if from a trumpet archon's mighty horn, all creatures in the area of the burst are paralyzed for 1d4 rounds.
You temporarily suppress the most powerful qualities of a magical item.
Grant a construct humanlike sentience.
Banishes 2 HD/level of extraplanar creatures.
This functions as bestow planar infusion I, except that the touched creature gains the greater infusion of the current plane.
This spell functions like bite the hand, except as noted above.
Burst deals 1d6 acid/level and lingers.
Emanation hampers illusions and stealth.
Ask extraordinarily powerful eldritch entities to find and converse with you, or they may reply telepathically.
Take control of a construct.
Undead don't attack you while under your command.
Changes weather in local area.
Create your own demiplane.
As create mindscape, but affecting more creatures, having a longer duration, and allowing magic alteration.
Functions as create undead, creating a bog mummy, ice mummy, or tomb guardian mummy.
You instill overwhelming avarice in the targets and impel them toward a wild spree of larceny.
Attacks that miss are redirected back to the source of the attack.
1d6/level fire damage; you can postpone blast for up to 5 rounds.
This spell functions as demanding message, except that you can issue one suggestion to each of the spell's targets instead of just one.
You designate two locations within range and create a dimensional link between them; you must have line of effect to both locations when casting this spell.