The Easting Reach Wiki
The Easting Reach Wiki
Ir sorcerer

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[]

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.

Cantrips 1st level spells 2nd level spells 3rd level spells 4th level spells

Metamagic[]

Table is unconfirmed as server accurate, based on vanilla. Server specific spells to be added later.

Sorcerer Metamagic
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 BarbarianBardCivilianDruidFighterMonkPaladinPriestRangerRogueSorcererWizard
Prestige Classes Arcane ArcherAssassinBlackguardBreach GuardDaemonbinderHarper ScoutHigh MagePale MasterShadowdancerShifterSkincarverSpirit CallerSword LeaderTriadic KnightWeapon MasterWild ShotWitch Hunter