Spells

Certain Spells are being houseruled so that they function differently. Wherever you see Wizard as part of a spell list, this denotes the Sorcerer/Wizard spell list from the core rulebook. Sorcerers now have access to a variety of spell lists.

## General Changes

### *Cure* Spells

The size of the dice for these spells will increase to d12s. They otherwise function the same.

### *Inflict* Spells

The size of the dice for these spells will increase to d12s. They otherwise function the same.

### *Summon Monster*Spells

The duration for these spells increases by a number of rounds equal to the spell's level. Therefore Summon Monster I lasts for 1 round plus 1 additional round per caster level, and Summon Monster IX lasts for 9 rounds plus 1 additional round per caster level.

## Cantrips

### Acid Splash

**School** evocation [acid]; **Level** Druid 0, Magus 0, Wizard 0

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Effect** one missile of acid

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

You fire a small orb of acid at the target. You must succeed at a ranged touch attack to hit your target. The orb deals 1d4 points of acid damage, plus an additional +1 damage for every 2 caster levels you have. This acid disappears after 1 round.

### Axiomatic Sanction

**School** evocation [lawful]; **Level** Cleric 0, Inquisitor 0

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Target** one creature

**Duration** instantaneous

**Saving Throw** Will negates; **Spell Resistance** yes

With a gesture and a word, a faint aura surrounds your target. Your target must succeed at a Will saving throw, and if they are chaotic they take 1d4 points of damage, plus an additional +1 damage for every 2 caster levels you have. Neutral and lawful aligned creatures are not affected by this spell.

### Chaotic Sanction

**School** evocation [chaos]; **Level** Cleric 0, Inquisitor 0

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Target** one creature

**Duration** instantaneous

**Saving Throw** Will negates; **Spell Resistance** yes

With a gesture and a word, a faint aura surrounds your target. Your target must succeed at a Will saving throw, and if they are lawful they take 1d4 points of damage, plus an additional +1 damage for every 2 caster levels you have. Neutral and chaotic aligned creatures are not affected by this spell.

### Electric Jolt

**School** evocation [electricity]; **Level** Druid 0, Magus 0, Wizard 0

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Effect** one arc of electricity

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

An arc of electricity sparks from your fingertips. You must succeed on a ranged touch attack to hit your target. This arc deals 1d4 points of electricity damage, plus an additional +1 damage for every 2 caster levels you have.

### Flame Bolt

**School** evocation [fire]; **Level** Druid 0, Magus 0, Wizard 0

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Effect** one arrow of fire

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

An arrow of fire shoots forth from your fingertip. You must succeed on a ranged touch attack to hit your target. This arc deals 1d4 points of fire damage, plus an additional +1 damage for every 2 caster levels you have.

### Holy Sanction

**School** evocation [good]; **Level** Cleric 0, Inquisitor 0

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Target** one creature

**Duration** instantaneous

**Saving Throw** Will negates; **Spell Resistance** yes

With a gesture and a word, a faint aura surrounds your target. Your target must succeed at a Will saving throw, and if they are evil they take 1d4 points of damage, plus an additional +1 damage for every 2 caster levels you have. Neutral and good aligned creatures are not affected by this spell.

### Ray of Frost

**School** evocation [cold]; **Level** Druid 0, Magus 0, Wizard 0

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Effect** cold ray

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack to hit your target. This arc deals 1d4 points of cold damage, plus an additional +1 damage for every 2 caster levels you have.

### Unholy Sanction

**School** evocation [evil]; **Level** Cleric 0, Inquisitor 0

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Target** one creature

**Duration** instantaneous

**Saving Throw** Will negates; **Spell Resistance** yes

With a gesture and a word, a faint aura surrounds your target. Your target must succeed at a Will saving throw, and if they are good they take 1d4 points of damage, plus an additional +1 damage for every 2 caster levels you have. Neutral and evil aligned creatures are not affected by this spell.

## 1st Level Spells

### Frost Burst

**School** evocation [cold]; **Level** Wizard 1

**Casting Time** 1 standard action

**Components** V, S

**Range** Close (25-ft. + 5-ft/2 levels)

**Area** 5-radius burst

**Duration** instantaneous

**Saving Throw** Reflex negates; **Spell Resistance** yes

You cause an eruption of cold air to erupt from the point you designate. Any creature in the area takes 1d4 cold damage, plus an additional 1d4 cold damage per level up to a maximum of 5d4 at 5th level. Creatures that make their saving throw take no damage instead.

### Lesser Lightning Bolt

**School** evocation [electricity]; **Level** Wizard 1

**Casting Time** 1 standard action

**Components** V, S

**Range** 20-ft

**Area** 20-ft line

**Duration** instantaneous

**Saving Throw** Reflex negates; **Spell Resistance** yes

A line of lightning leaps forth from your fingertips. Creatures in the area of the lightning takes 1d4 points of electricity damage per caster level (maximum 5d4).

### Magic Missile

Same except increase the damage to 1d6+1 per missile.