Target loses interest in a designated pursuit, taking a -5 penalty on related checks.
Sorcerer 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.
The subject can climb as well as an ape or monkey, gaining a climb speed of 30 feet and a +8 racial bonus on Climb skill checks.
You render the target unable to understand any language, including spoken language, written language, sign language, gestures attempting to mimic a crude language, or even truespeech and telepathy.
This charm makes a construct regard you as its master.
You shroud a number of creatures in an aura of suspicion and fill them with extreme paranoia regarding their allies.
Undead appear to be alive.
Send or receive a Tiny or smaller animal via teleportation.
Send or receive a small object via teleportation.
Creates rolling sphere of water.
Your focus becomes a magical cannon that fires on its own.
This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some abilities granted by arcane spellcasting classes.
Invisible floating eye moves 30 ft./round.
Magically locks a portal or chest.
Inscribes a personal rune on an object or creature (visible or invisible).
With a touch, you conjure an extradimensional space inside a pouch or pocket.
You cast this spell as you begin crafting an item using a Craft skill, and add your Spellcraft ranks to Craft checks made to create that item.
Magical auras become visible to you.
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 conjure a small stone building on any relatively flat nonliving surface at least 20 feet square that can support its weight (such as the ocean floor or an underwater ridge).
You temporarily curse a creature so its touch lessens the value of coins it touches.
Upon pointing at an armored foe, you cause all of the joints of the target's armor to stiffen as otherworldly chains wrap around the target.
This spell functions as ally across time as noted above with two exceptions.
Creates duplicates of killing arrow.