Sorcerer

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Sorcerers are Spellweavers who channel the Al'Noth through force of will and innate ability rather than the more studious pursuits of Wizards. They require no spellbooks, no learning of magical theory and no apprenticeships to learn their art. Instead, they possess a special connection with the Al'Noth that allows them to manipulate magical energies into a particular effect. As such, Sorcerers tend to be less versatile than Wizards in terms of the range of magical effects they produce, but they make up for it by not needing to prepare spells like a wizard and they have more flexibility in the use of magics that they can produce.

The advancement of a Sorcerer is more a matter of practice, observation and incremental refinement than academic mastery. While Sorcerers can study magic in ways similar to Wizards, they do not benefit in the same ways from such pursuits. Because of the way their talents manifest, Sorcerers also do not specialize in one particular form of magic. Often enough, the range or magical effects a Sorcerer can produce is related to personality and life experience in much the same way that an artist is influenced by the same factors.

Despite the differences between Sorcerers and Wizards, the resulting spell effects that a Sorcerer produces are nearly identical, indicating that the laws of magic apply equally to those with innate talent as it does to those who learn to manipulate the Al'Noth through study. One notable difference is that Sorcerers, as a rule, cannot master the magic of teleportation. It is less that they cannot comprehend such magics, and more that the ritual to teleport oneself is very complex and requires a high degree of accuracy. Because of this, a Sorcerer's trial-and-error method of learning can have disastrous, even fatal, results.

A Sorcerer's talent usually begins to emerge during adolescence, which can make the usual trials of such ages even more trying, not only for the Sorcerer but for those nearby as well. Sometimes, the talent does not emerge until later in a Sorcerer's life. The reasons for this are not fully understood, though some have theorized that the talent is being suppressed in some way or that the Sorcerer needs to undergo some sort of mental shift to recognize and access this latent talent. Rarer still is the occasion where the talent emerges during childhood, and often times this is even more dangerous, as most children lack the facilities to control and direct their gifts.

Sorcerers tend to be very charismatic individuals. It is not known if this trait is a result of a Sorcerer's nature, the source of a Sorcerer's talent or simply a linked characteristic. Whatever the case, the two seem to go hand-in-hand, and the most powerful Sorcerers in recorded history have been very influential individuals. Some have even served as trusted advisers to royalty, held positions of authority within organizations or have been considered to be effective leaders. Of course, Sorcerers have also been in positions of power for their own ends and have collected followers and small armies willing to do their bidding. In either case, a Sorcerer's ability to influence people and the Al'Noth has become a well-known truth.

  • Alignment: Any
  • Hit Die: d4
  • Proficiencies: Weapons (Simple)
  • Skill Points: 2 + Intelligence Modifier
  • Class Skills:
  • High Saving Throw(s): Will
  • BAB: Third
  • Spellcasting: Arcane (Charisma-based, no need for preparation, armor related chance of spell failure is a factor). Sorcerers begin the game knowing all cantrips. Must have a Charisma score of 10 + the spell's level to cast a spell.

Abilities:

  • Level 1
    • Summon Familiar

Sorcerer Spells per Day

Base Spells per Day

Level  0  1  2  3  4  5  6  7  8  9
1  5  3  -  -  -  -  -  -  -  -
2  6  4  -  -  -  -  -  -  -  -
3  6  5  -  -  -  -  -  -  -  -
4  6  6  3  -  -  -  -  -  -  -
5  6  6  4  -  -  -  -  -  -  -
6  6  6  5  3  -  -  -  -  -  -
7  6  6  6  4  -  -  -  -  -  -
8  6  6  6  5  3  -  -  -  -  -
9  6  6  6  6  4  -  -  -  -  -
10  6  6  6  6  5  3  -  -  -  -
11  6  6  6  6  6  4  -  -  -  -
12  6  6  6  6  6  5  3  -  -  -
13  6  6  6  6  6  6  4  -  -  -
14  6  6  6  6  6  6  5  3  -  -
15  6  6  6  6  6  6  6  4  -  -
16  6  6  6  6  6  6  6  5  3  -
17  6  6  6  6  6  6  6  6  4  -
18  6  6  6  6  6  6  6  6  5  3
19  6  6  6  6  6  6  6  6  6  4
20  6  6  6  6  6  6  6  6  6  6

Known Spells

Level  0  1  2  3  4  5  6  7  8  9
1  4  2  -  -  -  -  -  -  -  -
2  5  2  -  -  -  -  -  -  -  -
3  5  3  -  -  -  -  -  -  -  -
4  6  3  1  -  -  -  -  -  -  -
5  6  4  2  -  -  -  -  -  -  -
6  7  4  2  1  -  -  -  -  -  -
7  7  5  3  2  -  -  -  -  -  -
8  7  5  3  2  1  -  -  -  -  -
9  7  5  4  3  2  -  -  -  -  -
10  7  5  4  3  2  1  -  -  -  -
11  7  5  5  4  3  2  -  -  -  -
12  7  5  5  4  3  2  1  -  -  -
13  7  5  5  4  4  3  2  -  -  -
14  7  5  5  4  4  3  2  1  -  -
15  7  5  5  4  4  4  3  2  -  -
16  7  5  5  4  4  4  3  2  1  -
17  7  5  5  4  4  4  3  3  2  -
18  7  5  5  4  4  4  3  3  2  1
19  7  5  5  4  4  4  3  3  3  2
20  7  5  5  4  4  4  3  3  3  3

Epic Sorcerer

The epic sorcerer is a near mythic being. But still the need for evergreater power never ceases and the sorcerer pushes on, exploring and mastering the magical.

  • Hit Die: d4
  • Skill Points: 2 + Intelligence Modifier
  • Bonus Feats: 23, 26, 29, 32, 35, 38
  • Epic Sorcerer Bonus Feats:
    • Automatic Quicken Spell I - III
    • Automatic Silent Spell I - III
    • Automatic Still Spell I - III
    • Epic Energy Resistance
    • Epic Spell: Dragon Knight
    • Epic Spell: Epic Mage Armor
    • Epic Spell: Epic Warding
    • Epic Spell: Greater Ruin
    • Epic Spell: Hellball
    • Epic Spell: Mummy Dust
    • Epic Spell Focus
    • Epic Spell Penetration
    • Great Charisma
    • Improved Combat Casting
Field Layonara Stock NWN:EE
Name Sorcerer Sorcerer
Plural Sorcerers Sorcerers
Player Class Yes Yes
Spell Caster Yes Yes
Hit Die d4 d4
Skill Points / Level 2 2
Primary Ability CHA CHA
Recommended Ability Array STR 10, DEX 14, CON 14, WIS 10, INT 12, CHA 16 STR 10, DEX 14, CON 14, WIS 10, INT 12, CHA 16
Alignment Restriction None None
Max Level Unlimited Unlimited
Multiclass XP Penalty Yes Yes
Arcane Spell Level Modifier 0 0
Divine Spell Level Modifier 0 0
Epic Class No No
Attack Bonus Table CLS_ATK_3 CLS_ATK_3
Saving Throw Table CLS_SAVTHR_SORC CLS_SAVTHR_SORC
Feats Table CLS_FEAT_SORC CLS_FEAT_SORC
Bonus Feats Table CLS_BFEAT_SORC CLS_BFEAT_SORC
Skills Table CLS_SKILL_SORC CLS_SKILL_SORC
Spell Gain Table LAY_SPGN_SORC CLS_SPGN_SORC
Spell Known Table LAY_SPKN_SORC CLS_SPKN_SORC
Script Constant CLASS_TYPE_SORCERER CLASS_TYPE_SORCERER
Icon IR_SORCERER IR_SORCERER IR_SORCERER IR_SORCERER
Description Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.

WARNING: To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. For example, to cast a 9th-level spell, a sorcerer must have a Charisma of 19.

- Hit Die: d4.
- Proficiencies: All simple weapons. Sorcerers are not proficient with armor or shields.
- Skill Points (*4 at 1st level): 2 + Intelligence Modifier.
- Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor).
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.

WARNING: To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. For example, to cast a 9th-level spell, a sorcerer must have a Charisma of 19.

- Hit Die: d4.
- Proficiencies: All simple weapons. Sorcerers are not proficient with armor or shields.
- Skill Points (*4 at 1st level): 2 + Intelligence Modifier.
- Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor).

Differs from stock NWN:EE in 2 fields. Highlighted rows show changes; added and removed words are marked inline within differing cells.

Auto-generated from nwn-haks (`config/2da/spells.2da`, `feat.2da`, `layonara.tlk`). Do not edit between the AUTOSYNC markers; edits will be overwritten on the next sync.