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SORCERER

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.

 

Alignment: Any
Hit Die: d6

Class Skills: The Sorcerer's class skills are Craft (Int), Fly (Dex), Influence (Cha), Knowledge (arcane) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier

 

Table: The Sorcerer

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CLASS FEATURES

The following are the class features of the sorcerer

Weapon and Armor Proficiency:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

 

Casting
A sorcerer may combine spheres and talents to create magical effects. A sorcerer is considered a High-Caster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

 

Spell Pool
A sorcerer gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

 

Magic Talents
A sorcerer gains a magic talent every class level according to Table: The Sorcerer.

Aura of Power (Su)

A sorcerer exudes an aura of magical power that is detectable by abilities that detect such things, such as detect magic. She appears as a magical item with a caster level equal to her class level. She does not register as a specific school, but a successful Spellcraft check against a DC of 15 + half her class level can identify her as a sorcerer and identify her bloodline.

Bloodline

Each sorcerer has a source of magic somewhere in her heritage that grants her an additional class skill, a bonus magic talent, and various special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative, or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At the indicated levels, the sorcerer gains a bloodline power that she meets the prerequisites for. At 10th level, the sorcerer gains a bonus talent from her bloodline sphere.

All of the available bloodlines can be found HERE.

Sorcerous Blood

The sorcerer gains an additional spell point every even sorcerer level and gains Cantrips as a bonus feat.

Tap Chaos

Sorcerers amplify their power by pushing beyond the structures and forms of normal magic, with predictably unpredictable results. Starting at 2nd level, a sorcerer may, as part of the action required to use a spell or sphere ability, increase her caster level by 1 for that effect. This applies to variables dependent on a  particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of Hit Dice of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 3 levels thereafter to a maximum of +6 at 17th level. Whenever a sorcerer uses tap chaos to enhance her magic, her wild magic chance increases by 100%. A sorcerer can tap chaos a number of times per day equal to half her sorcerer level + her Charisma modifier.

Wild Empowerment

At 4th level, whenever a sorcerer enhances a sphere effect with tap chaos, she may spend a spell point to add her tap chaos bonus to any spell penetration rolls for that effect.

Bonus Feat

At 6th, 13th, and 20th level, a sorcerer gains a bonus feat chosen from Extra Spell Points, Extra Bloodline Power, Improved Cantrips, or any feat that has her bloodline sphere as a prerequisite.

Direct Chaos

At 7th level, whenever a sorcerer makes a roll on a wild magic table, she may spend a spell point to roll twice and choose which result to take.

Wild Fire

At 12th level, when a sorcerer enhances a sphere effect with tap chaos, she may spend a spell point to empower herself. She gains a bonus to attack rolls, saving throws, and a dodge bonus to AC equal to her tap chaos bonus for a number of rounds equal to her Charisma modifier.

Chaotic Flexibility

At 16th level, a sorcerer can gain the use of 1d3 magic talents of her choice for 1 minute. She may only have one use of chaotic flexibility active at any one time; using this ability again replaces the previous one. These talents can only be used with tap chaos.

Arcane Rift

At 19th level, when a sorcerer is slain, she may use all her remaining spell points to cause an area out to Long range to act as a wild magic zone, increasing all wild magic chances in that area by 100% for 1 day per spell point spent. The sorcerer may choose a number of creatures inside that area equal to the spell points spent to be able to ignore this increase.

True Self

At 20th level, a sorcerer physically transforms in accordance with their bloodline, granting her new abilities. Alternately, the sorcerer can select either the Immortal Power or Unique Bloodline bloodline power.

ARCHETYPES

The following archetypes are available to the sorcerer

DRAGONBORN

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