Difference between revisions of "Sorcerer"

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Latest revision as of 16:02, 11 March 2019

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