Sorcerers are arcane spellcasters who discover a natural affinity for magic later in life. Through instinct and a tenacious pushing of their limits, they can come to control and direct their power in a limited number of ways. Because they must know and accept themselves to harness their magical potential, all sorcerers are marked by a great self-confidence. Many are also possessed of a healthy glow, strong sense of purpose or above average features rumoured to stem from the same long-forgotten inhuman ancestor whose magic runs through the sorcerer's veins.
In Impiltur, they are distrusted as possible agents of Chaos and are unlikely to be given the same responsibilities as a Wizard. Despite this, many prefer the company of a Sorcerer for their greater social graces and more comprehensible topics of conversation.
WARNING: To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. For example, to cast a 4th-level spell, a sorcerer must have a Charisma of 14.
Properties[]
- Hit Die: d4.
- AB Progression: Low.
- Primary Save: Will.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Heal (skill), Intimidate, Knowledge and Spellcraft.
- Proficiencies: Weapon Handling, Weapon Proficiency (Simple).
- Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor).
Progression[]
Lvl | BAB | Saves | Feats | HP range | Base spells per day | Known spells | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 0 | 1st | 2nd | 3rd | 4th | ||||||
1st | +0 | +0 | +0 | +2 | Sorcerous Origin, Familiar | 4±CON Modifier | 7 | 5 | — | — | — | 2 | 2 | - | - | - | ||
2nd | +1 | +0 | +0 | +3 | 8±CON Modifier | 12 | 6 | — | — | — | 3 | 2 | - | - | - | |||
3rd | +1 | +1 | +1 | +3 | Empower Familiar | 12±CON Modifier | 18 | 7 | — | — | - | 3 | 3 | - | - | - | ||
4th | +2 | +1 | +1 | +4 | 16±CON Modifier | 18 | 7 | 5 | — | — | 3 | 3 | 2 | - | - | |||
5th | +2 | +1 | +1 | +4 | Power Burst | 20±CON Modifier | 24 | 8 | 6 | — | — | 4 | 4 | 2 | - | - | ||
6th | +3 | +2 | +2 | +5 | 24±CON Modifier | 24 | 8 | 6 | 5 | — | 4 | 4 | 2 | 2 | - | |||
7th | +3 | +2 | +2 | +5 | Sorcerous Inheritance | 28±CON Modifier | 24 | 10 | 8 | 6 | — | 4 | 5 | 3 | 2 | - | ||
8th | +4 | +2 | +2 | +6 | 32±CON Modifier | 24 | 10 | 8 | 6 | 5 | 4 | 5 | 3 | 2 | 2 |
Feats[]
- Sorcerous Origin - The character selects one from Artifice, Cosmic, Draconic, Elemental, Fey, Outsider or Unknown. They can activate this feat to choose 2 +1 bonuses to a skill (Concentration, Intimidate) or saving throw (vs Fire, Evil, Poison etc.).
- Familiar - The sorcerer can summon and possess a familiar.
- Empower Familiar - The sorcerer's familiar, if summoned, gains +6 Strength, +3 Dodge AC and d6 temporary HP per level. This bonus lasts until the temporary HP are lost or the character rests. If the familiar dies after being empowered it deals 3d6+2 damage to the Sorcerer instead of the usual d6.
- Power Burst - For the next 6 rounds, the character casts all level 0-3 spells at a Quickened speed. At the end of this period they suffer a -2 penalty to Constitution, Charisma and all saving throws until their next rest.
- Sorcerous Inheritance - The Sorcerous Origin bonuses increase to +2.
Familiars[]
- Crow - increases Knowledge: Arcana
- Rat - increases Knowledge: Architecture and Engineering
- Bat - increases Knowledge: Dungeoneering
- Hawk - increases Knowledge: Geography
- Owl - increases Knowledge: History
- Toad - increases Knowledge: Local
- Weasel - increases Knowledge: Nature
- Cat - increases Knowledge: Nobility and Royalty
- Lizard - increases Knowledge: Planes
- Snake - increases Knowledge: Religion
- Spider - increases Intimidate
Familiars grant +2 to a skill while they are around and increase caster level by 1, but deal 1d6 damage to the sorcerer when they die. This damage cannot reduce them below 1 HP.
Spells[]
Sorcerers now have access to different spells. For changes to spells, please refer to the spell list link.
Metamagic[]
Table is unconfirmed as server accurate, based on vanilla. Server specific spells to be added later.
Name | Level | Empower (2nd) | Extend (1st) | Maximize (3rd) | Quicken (4th) | Silent (1st) | Still (1st) |
---|---|---|---|---|---|---|---|
Acid splash | 0 | yes | no | yes | yes | yes | yes |
Daze | 0 | no | yes | no | yes | yes | yes |
Electric jolt | 0 | yes | no | yes | yes | yes | yes |
Flare | 0 | no | yes | no | yes | yes | no |
Light | 0 | no | yes | no | yes | yes | no |
Ray of frost | 0 | yes | no | yes | yes | yes | yes |
Resistance | 0 | no | yes | no | yes | yes | yes |
Burning hands | 1 | yes | no | yes | yes | yes | yes |
Charm person | 1 | no | yes | no | yes | yes | yes |
Color spray | 1 | yes | no | yes | yes | yes | yes |
Endure elements | 1 | no | yes | no | yes | yes | yes |
Expeditious retreat | 1 | no | yes | no | yes | yes | yes |
Grease | 1 | no | yes | no | yes | yes | yes |
Horizikaul's boom | 1 | yes | no | yes | yes | yes | yes |
Ice dagger | 1 | yes | no | yes | yes | yes | yes |
Identify | 1 | no | yes | no | yes | yes | yes |
Ironguts | 1 | no | yes | no | yes | yes | yes |
Mage armor | 1 | no | yes | no | yes | yes | yes |
Magic missile | 1 | yes | no | yes | yes | yes | yes |
Magic weapon | 1 | no | yes | no | yes | yes | yes |
Negative energy ray | 1 | yes | no | yes | yes | yes | yes |
Protection from alignment | 1 | no | yes | no | yes | yes | yes |
Ray of enfeeblement | 1 | yes | yes | yes | yes | yes | yes |
Scare | 1 | no | yes | no | yes | no | yes |
Shelgarn's persistent blade | 1 | yes | no | no | yes | yes | yes |
Shield | 1 | no | yes | no | yes | yes | yes |
Sleep | 1 | yes | yes | yes | yes | yes | yes |
Summon creature I | 1 | no | yes | no | yes | yes | yes |
True strike | 1 | no | no | no | yes | yes | no |
Balagarn's iron horn | 2 | no | no | no | yes | yes | yes |
Blindness/deafness | 2 | no | yes | no | yes | yes | no |
Bull's strength | 2 | yes | yes | yes | yes | yes | yes |
Cat's grace | 2 | yes | yes | yes | yes | yes | yes |
Cloud of bewilderment | 2 | no | yes | no | yes | yes | yes |
Combust | 2 | yes | no | yes | yes | yes | yes |
Continual flame | 2 | no | no | no | yes | yes | yes |
Darkness | 2 | no | yes | no | yes | yes | no |
Death armor | 2 | no | yes | no | yes | yes | yes |
Eagle's splendor | 2 | yes | yes | yes | yes | yes | yes |
Endurance | 2 | yes | yes | yes | yes | yes | yes |
Flame weapon | 2 | no | yes | no | yes | yes | yes |
Fox's cunning | 2 | yes | yes | yes | yes | yes | yes |
Gedlee's electric loop | 2 | yes | no | yes | yes | yes | yes |
Ghostly visage | 2 | no | yes | no | yes | yes | yes |
Ghoul touch | 2 | no | yes | no | yes | yes | yes |
Invisibility | 2 | no | yes | no | yes | yes | yes |
Knock | 2 | no | no | no | yes | no | yes |
Lesser dispel | 2 | no | no | no | no | yes | yes |
Melf's acid arrow | 2 | yes | no | yes | yes | yes | yes |
Owl's wisdom | 2 | yes | yes | yes | yes | yes | yes |
Resist elements | 2 | no | yes | no | yes | yes | yes |
See invisibility | 2 | no | yes | no | yes | yes | yes |
Stone bones | 2 | no | yes | no | yes | yes | yes |
Summon creature II | 2 | no | yes | no | yes | yes | yes |
Tasha's hideous laughter | 2 | yes | yes | yes | yes | yes | yes |
Ultravision | 2 | no | yes | no | no | yes | yes |
Web | 2 | no | yes | no | yes | yes | yes |
Clairaudience/clairvoyance | 3 | no | yes | no | yes | yes | yes |
Clarity | 3 | no | yes | no | yes | no | yes |
Dispel magic | 3 | no | no | no | yes | yes | yes |
Displacement | 3 | no | yes | no | yes | yes | no |
Find traps | 3 | no | yes | no | yes | yes | yes |
Fireball | 3 | yes | no | yes | yes | yes | yes |
Flame arrow | 3 | yes | no | yes | yes | yes | yes |
Greater magic weapon | 3 | no | yes | no | yes | yes | yes |
Gust of wind | 3 | no | no | no | yes | yes | yes |
Haste | 3 | no | yes | no | yes | yes | yes |
Hold person | 3 | no | yes | no | yes | yes | yes |
Invisibility sphere | 3 | no | yes | no | yes | yes | yes |
Keen edge | 3 | no | yes | no | yes | yes | yes |
Lightning bolt | 3 | yes | no | yes | yes | yes | yes |
Magic circle against alignment | 3 | no | yes | no | yes | yes | yes |
Mestil's acid breath | 3 | yes | no | yes | yes | yes | yes |
Negative energy burst | 3 | yes | no | yes | yes | yes | yes |
Protection from elements | 3 | no | yes | no | yes | yes | yes |
Scintillating sphere | 3 | yes | no | yes | yes | yes | yes |
Slow | 3 | no | yes | no | yes | yes | yes |
Stinking cloud | 3 | no | yes | no | yes | yes | yes |
Summon creature III | 3 | no | yes | no | yes | yes | yes |
Vampiric touch | 3 | yes | no | yes | yes | yes | yes |
New Spells[]
- Arcane Mark: The first casting of this spell asks the caster to type out the description of a personal sigil. This sigil will be attached to all future castings of the spell. Subsequent casters ask the caster to type out up to 6 symbols. These symbols will be attached to that particular casting only. A mark will be placed on the ground at the casting location, containing the sigil and the symbols. This can only be read after casting a Detect Magic spell and the mark will remain for 24 hours before disappearing.
- Detect Magic: When cast, all Arcane Marks within the area become readable to those in the area. The caster will also gain information about other magical signatures, such as those found in a wizard's laboratory or dungeon.
- Animate Hinge: When cast, the hinges of the nearest door or container attempt to open or close. If the object is trapped, there is a 20% chance that the trap is disabled for the next 2 rounds. This success or failure will not be reported. The spell fails if the object has been locked.
- Prestidigitation: This spell has no effects beyond those RPed by the caster.
Prestige Routes[]
This assumes the character has only a single class to meet the requirements and is non-human before taking the prestige class (PrC). Human characters will have greater flexibility in regards to feat progression due to the extra feat granted at character creation by their racial bonus, Quick to Master. Some class routes to prestige may also favour multi-classing in order to more effectively meet pre-requisites or to better synergise the character's skill set to suit the PrC, however caution is advised as most PrCs have strict skill requirements (meeting the unmodified rank, not a modified rank) and the wrong combination of classes (due to cross-classing of skills) may result in further delaying and reducing the levels of a prestige class obtainable or render it entirely unobtainable for the character.
Prestige Class | Minimum Sorcerer Class Level | Maximum Prestige Class Level | Skill | Skill | Feat | Feat |
---|---|---|---|---|---|---|
Arcane Archer | 6th Level | 2nd Level | 7 ranks in Spellcraft at 4th Level | - | - | Weapon Focus: Longbow or Weapon Focus: Shortbow at 3rd Level |
Daemonbinder | 4th Level | 4th Level | 7 ranks in Spellcraft at 4th Level | - | Spell Penetration at 1st Level | Greater Spell Penetration at 3rd Level |
High Mage | 5th Level | 3rd Level | 8 ranks in Spellcraft at 5th Level | - | - | Combat Casting at 1st or 3rd Level |
Pale Master | 4th Level | 4th Level | 7 rank in Spellcraft at 4th Level | - | - | Spell Focus: Necromancy at 1st or 3rd Level |
Spirit Caller | 5th Level | 3rd Level | 7 ranks in Concentration at 4th Level | 4 ranks in Sense Motive at 5th Level | - | Alertness at 1st or 3rd Level |
Classes | ||
Base Classes | Barbarian • Bard • Civilian • Druid • Fighter • Monk • Paladin • Priest • Ranger • Rogue • Sorcerer • Wizard | |
Prestige Classes | Arcane Archer • Assassin • Blackguard • Breach Guard • Daemonbinder • Harper Scout • High Mage • Pale Master • Shadowdancer • Shifter • Skincarver • Spirit Caller • Sword Leader • Triadic Knight • Weapon Master • Wild Shot • Witch Hunter |