Sorcerer

Adventures: Sorcerers generally seek to advance their magical power. Unlike wizards, who delight in finding musty old tomes and crumbling scrolls, sorcerers seek out magic directly - acquiring it from those willing to share, stealing from those who aren't, or simply learning new things on their own.

Characteristics: Sorcerers are recognizable by the mage sigils on their hands and their aura of confidence bordering on arrogance. Those who have tapped into their sorcerous heritage are more easily recognizable, as the magic wreaks minor changes on their bodies.

Alignment: Sorcerers can be of any alignment, and often slowly shift alignment as they gain power.

Religion: Many sorcerers give praise to the god of magic for their powers, and some actively worship him or her. Religion is not a prerequisite for power, but the power of the church is something that the sorcerer respects.

Background: Sorcerers' talents often develop as they hit puberty, through "wild magic" - uncontrolled bursts of energy - or random talents manifesting. If the child is lucky, (s)he will have someone knowledgeable who can guide him and teach him to control his innate ability; if not, he has an even chance of learning on his own or dying in the process.

Races: All races have a chance to spawn sorcerers, though they are most common among humans and half-elves; oddly, elves have a lower chance than most other races, despite their innate ties to magic.

Other Classes: Sorcerers work well with most other classes, though they get along best with bards – those who are most like them in their worldview. They disdain monks as too rigid and most wizards as bookworms.

Role: The sorcerer provides magical firepower and expertise to an adventuring party. With instinctive knowledge of magic and no need for spellbooks, the adventuring party that expects hardship and the necessity for speed will often take a sorcerer over a wizard.

Game Rule Information

Abilities: Charisma is a sorcerer's most important stat, as it affects their spells and most of their skills; Dexterity and Constitution are also useful to enable them to surive in and out of combat.

Alignment: Any.

Hit Die: d6.

Class Skills

The sorcerer's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points Per Level: 4 + Int modifier



Table 1: The Sorcerer
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +0 +1 +0 +2 Innate spellcasting, witchlight, innate power
2 +1 +2 +0 +3
3 +1 +2 +1 +3 Heritage ability
4 +2 +2 +1 +4
5 +2 +3 +1 +4 Magic sense
6 +3 +3 +2 +5 Innate power
7 +3 +4 +2 +5
8 +4 +4 +2 +6 Heritage ability
9 +4 +4 +3 +6
10 +5 +5 +3 +7 Metamagic proficiency
11 +5 +5 +3 +7 Innate power
12 +6/+1 +6 +4 +8
13 +6/+1 +6 +4 +8 Heritage ability
14 +7/+2 +6 +4 +9
15 +7/+2 +7 +5 +9 Greater magic sense
16 +8/+3 +7 +5 +10 Innate power
17 +8/+3 +8 +5 +10
18 +9/+4 +8 +6 +11 Heritage ability
19 +9/+4 +8 +6 +11
20 +10/+5 +9 +6 +12 Metamagic mastery



Table 2: Sorcerer Spells Per Day
Level 0 1 2 3 4 5 6 7 8 9
1 5 3
2 6 4
3 6 5 2
4 6 6 3
5 6 6 4 2
6 6 6 5 3
7 6 6 6 4 2
8 6 6 5 5 3
9 6 6 6 6 4 2
10 6 6 6 6 5 3
11 6 6 6 6 6 4 2
12 6 6 6 6 6 5 3
13 6 6 6 6 6 6 4 2
14 6 6 6 6 6 6 5 3
15 6 6 6 6 6 6 6 4 2
16 6 6 6 6 6 6 6 5 3
17 6 6 6 7 6 6 6 6 4 2
18 6 6 6 6 6 6 6 6 5 3
19 6 6 6 6 6 6 6 6 5 3
20 6 6 6 6 6 6 6 6 6 6
Table 3: Sorcerer Spells Known
Level 0 1 2 3 4 5 6 7 8 9
1 4 2
2 5 2
3 5 3 1
4 5 3 2
5 6 3 2 1
6 6 4 3 2
7 6 4 3 2 1
8 7 4 3 3 2
9 7 5 4 3 2 1
10 7 5 4 3 3 2
11 8 5 4 3 3 2 1
12 8 5 5 4 3 3 2
13 8 5 5 4 3 3 2 1
14 8 5 5 5 4 3 3 2
15 8 5 5 5 4 4 3 2 1
16 8 5 5 5 4 3 3 3 2
17 8 5 5 5 5 5 4 3 2 1
18 8 5 5 5 5 5 4 3 3 2
19 8 5 5 5 5 5 4 4 3 2
20 8 5 5 5 5 5 4 4 3 3


Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons and light armor, but not with shields.

Spells: A sorcerer casts arcane spells. The number of spells he knows is not affected by his Charisma bonus. He is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance like a wizard or cleric. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. The number of spells he can cast per day is improved by his Charisma bonus, if any. He can use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.

To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + 1/2 the sorcerer's caster level + the spell's level.

Three times per level, a sorcerer can choose to learn a new spell in place of one he already knows. In effect, he "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged.

If a sorcerer creates his own spells, he can add them to his spells known in addition to the spells he is normally allowed by level.

As sorcerers are closely tied to the source of magic, one can learn how to cast a spell of any type – divine or arcane - simply by watching someone else do it. He must watch the entire time – if the casting time is more than 1 round, he can't just watch one or two rounds and gain full knowledge of the spell. If he wishes to try to learn the spell, he must make a Spellcraft check to identify it (DC 12 + spell level – sorcerers can identify spells more easily because of their innate ability to manipulate magic). If this check is successful, he can attempt to learn it by making a second Spellcraft check (DC 15 + spell level). If the spell is modified by metamagic, the level adjustment also factors in, but he can't learn the spell unless he has the feat(s) being used – metamagic alters the fundamental casting of the spell, and only someone with the proper feat(s) can "reverse engineer" the spell by eliminating the altered parts.

If he successfully identifies the spell, he can add it to his spells known if he has an open slot of the proper level (if the spell is cast by multiple classes, he always chooses the lowest level). It doesn't become available for casting until he rests and replenishes his spells, however; it takes time for him to learn the nuances of the new spell and properly process it. If he does not have an open slot, he can still replace an existing spell with the new one, but he can do so only three times per level.

A sorcerer does not require material components or foci to cast a spell, as he is channeling and manipulating raw magical energy using only verbal and somatic components and force of will to make it do what he wishes. This also makes his spells more difficult to identify, as he may leave out a few words or a gesture here and there. Identifying a sorcerer's spell is DC 20 + spell level, instead of 15 + spell level.

Innate Spellcasting: Because of their innate ability to manipulate magic, sorcerers have greater flexibility when using metamagic. A sorcerer can either cast it normally, taking a full-round action to do so, or he can cast it as a standard action without a level adjustment, but take 2 points of damage per adjusted level. This damage cannot be mitigated or avoided – it is the cost for channeling more energy than he could normally handle.

For example: Casting a maximized fireball normally requires a 5th level spell slot and takes a full-round action to cast, but a sorcerer can choose to cast it using a 3rd-level slot and take 10 points of damage. The first method simulates taking a little more time to get it right and using a spell slot of the proper power level to channel the magic, while the second simulates doing it quickly but with less control – channeling a greater amount of magic through a slot that can't properly hold all the energy.

Witchlight: If the sorcerer has at least one level of spells in memory, he can draw upon the energy to form a witchlight – a globe of energy one foot in diameter, which sheds light in a 5-foot radius. The light usually hovers over the sorcerer's shoulder, though he can hold it in his hand to illuminate something more closely. It does not give off heat, and can be of any color the sorcerer wishes. The light can be snuffed at any time as a free action, but otherwise remains unless dismissed or the sorcerer is killed or knocked unconscious.

Innate Power: All sorcerers have several innate powers, which vary according to their heritage. At 1st, 6th, 11th, and 16th levels, a sorcerer can choose a new innate power; descriptions for each power are listed under the specific heritage.

Heritage Ability: At 3rd, 8th, 13th, and 18th levels, a sorcerer can undergo a short ritual to access some of the power granted to him by his ancestry. While this results in an increase in power (reflected in stronger innate abilities), it also wreaks minor changes on his body. Those who have tapped fully into the power of their heritage are easy to spot – they resemble a cross between their own race and that of their ancestor race (for example, a high-level fiendish sorcerer has slitted golden eyes, small horns, and dark skin).

In order to unlock heritage abilities, a sorcerer must go into quiet meditation, alone, for 24 hours. This is a time of inner reflection and contemplation, forging links with the power that runs through his veins and strengthening existing ones. If he is interrupted during that time, the process fails and he must start over. He can choose to undergo the ritual anytime after it becomes available to him (i.e., he can do the first anytime after 3rd level), but he must do all the rituals in order - he can't skip the first one and then undergo the second when he reaches 8th level, for example.

See Heritage Abilities, below, for more details.

Magic Sense (Su): As a free action, a sorcerer can alter his sight to view things on the aetheric, the place where magic flows. He can still see objects and creatures, but he can also view magical auras – if a creature has spellcasting or spell-like abilities, he can sense this, along with its relative power; likewise, he can detect the presence of magical objects. Anything that would block a detect magic spell also works to block the magic sight. While using magic sight, the sorcerer can take only a single move action each round and can't cast any spells.

There is no limit to the distance the sorcerer can see, but magic auras are more or less visible depending on the power of their aura – an artifact, for instance, could be seen as a bright glow up to a hundred feet away, while a wand of magic missiles would be a dim glow visible from only a few feet away. A general rule of thumb is an item can be sensed 5 feet away per caster level. Spells can be sensed up to 5 feet away per spell level; the sorcerer can make a Spellcraft check as normal to identify the spell.

This ability can be used 3 + Cha bonus times per day, and lasts for as long as the sorcerer concentrates.

Metamagic Proficiency (Ex): Through training and experience, the sorcerer can apply greater control to the flow of magical power when using his abilities. When casting a metamagicked spell as a standard action, he takes only 1 hit point of damage per adjusted spell level instead of 2.

Greater Magic Sense (Su): At 15th level, a sorcerer's magic sense is greatly improved. He can now sense the presence of spellcasters and creatures with spell-like abilities, up to 5 feet away per 2 caster levels or HD, respectively. If he spends a standard action to examine the target, he can determine whether its abilities are inherent (spellcasting) or innate (spell-like abilities) and if they are arcane or divine. This ability can be used 3 times per day, for as long as he concentrates.

Metamagic Mastery (Ex): Sorcerers can freely cast metamagicked spells at their normal casting time, instead of as a full-round action, without taking damage.



Heritage Abilities

Sorcerers acquire their talent either from their ancestors, magical influences, or sheer random chance. Over time, they have learned how to tap into the power granted to them, and which flows in their veins, to further improve the abilities they have. When the sorcerer is created, the player can choose from among the following bloodlines (more are certainly possible, and the DM is free to come up with his own):

Celestial: The sorcerer has one or more celestial ancestors, which grants him divine power.

Chaos: The sorcerer is a product of chance, random breeding, or a spark of chaos, which grants him unpredictability of magic.

Draconic: The sorcerer is descended from dragons (a shapeshifted gold or silver parent, e.g.), or has the blood of dragons in his veins (a half-dragon ancestor).

Elemental: The sorcerer has an elemental being as an ancestor, or is the product of magical experimentation, which grants him power over the elements. (This heritage covers all four elements individually.)

Fey: The sorcerer has one or more fey as ancestors, which grants him the power of of the Seelie or Unseelie.

Fiendish: The sorcerer has one or more fiendish ancestors, which grants him demonic power.

Shadow: The sorcerer has one or more shadow creatures or creatures with ties to Shadow as ancestors, which grants him power over Shadow.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License