Sorcerer

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This won't hurt a bit, I promise.

Sorcerers are born with magic in their blood. Unlike wizards, who study endlessly, take careful notes, and practice arduously to perform their spells, a sorcerer's magic just comes naturally. A sorcerer can simply express their will upon the world and have that will manifest in the way that they desire. While this may paint a picture that sorcerers have an easier time of things, there is a cost. Sorcerers rarely ever learn a wide variety of spells; instead, they master a few, but their magically imbued blood allows them to cast those few spells with great frequency and to deadly effect.

Genealogical studies have been performed, collected over years from those few sorcerous families that were willing to cooperate with such things, and they revealed an interesting commonality shared by all sorcerers: a sorcerer's tie to magic is derived from some event or personage in their ancestral heritage. When someone says a sorcerer has magic coursing through their veins, they are not just making a metaphor. It's really true!

This magical heritage can take many forms, from some distant ancestor's dalliances with a god, to a poorly-considered arrangement with a being from the Outer Madness. Such familial indiscretions are now long behind the sorcerer, and they and their family each share a stronger connection to the forces of magic that permeate the world and all the many planes and demi-planes of the universe as a result. Magical bloodlines grant not only magical power, but also glints of knowledge, or predilections for some physical knack. Why a sorcerer might suddenly 'recall' some obscure fact about the plant-life on a distant continent is pretty mysterious; perhaps their ancestor's spirit still whispers knowledge to their heirs, or perhaps that knowledge was encoded in their very blood and passed to their offspring genetically.

Regardless, while sorcerers may seem like they're just toying with the forces of magic or accidentally casting spells, since they don't constantly pore over voluminous texts and carefully inscribe sigils and runes all over their clothing, but don't be fooled. Most sorcerers come from powerful families, known and respected for their affinity for magic, and wield magic taught to them by their parents and their parents' parents.

Role:

A sorcerer can be quite versatile, offering many advantages to an adventuring party. Some sorcerers learn a smattering of unusual and useful spells that offer their party advantages in even the most unusual circumstances. However, what most sorcerers are known for is their ability to casually toss calamity at anything that dares to threaten them or those they seek to protect. A sorcerer has an intuitive relationship with some of the most fundamental and awesome forces of the universe, and they are not afraid to share! Beyond their willingness (some would say 'eagerness') to blow things up, sorcerers are frequently quite charming, flamboyant, impressive, thunderously magnetic, or otherwise hard to miss. Most sorcerers are also quite beautiful, due to generations of selective breeding with only the best elements of society. Sorcerers seem to overflow with both magic and their own commanding presence, making them hard to ignore, and dangerous to offend.

Alignment: Any

Hit Die: d4

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Charisma: primary; used for spells and most class features.
  • Dexterity: secondary; useful for ranged attacks and ranged touch attacks.
  • Intelligence: low priority.
  • Constitution: low priority.
  • Wisdom: low priority.
  • Strength: low priority.
Base To-Hit:
A sorcerer's base to-hit numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged to-hit rolls.
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier
Base Weapon Damage:
A sorcerer's base weapon damage numbers are calculated normally. They do not receive any bonus ability modifiers to their melee or ranged damage rolls.
  • Melee Damage: Base Weapon Damage + Strength Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A sorcerer's base armor class is 9.
  • Armor Class: 9 + Armor bonus + Adjusted Dexterity Modifier + Shield Bonus (if any) + Racial Size Modifier (if any)
Maneuver Defense:
A sorcerer's maneuver defense is calculated normally.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Shield Bonus (if any) + Size Modifier
Skills:
Sorcerers get 7 + Int modifier skill ranks per Sorcerer class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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Favored Class: Sorcerer

If the Sorcerer class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Sorcerer (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   n/a   n/a   +0   +0   +2   9 Forceful Presence

Forceful Presence (Su)

If sorcerer is your favored class, whenever you cast a damaging spell, or utilize a damaging spell-like ability (typically spells, cantrips, or bloodline powers), you may add your Charisma Modifier to the damage dealt to each creature affected, once per spell (or spell-like ability). For example, casting Magic Missiles against two creatures (using Spell Surge, below) would add your Charisma modifier in damage, in addition to the spell's normal damage, to both targets. Hitting the same creature with all the missiles, would only add your Charisma modifier damage once, since there is only one creature.

Forceful Presence does not apply to damage caused by creatures or objects you summon or create with a spell or spell-like ability.

Forceful Presence is doubled in the event the sorcerer gets a critical hit with a spell capable of actually critically hitting.

The damage bonus from Forceful Presence is applied to spells and spell-like abilities you cast, even if those spells or abilities come from another character class you possess. It is also applied to spells you cast from magic items, such as rods, as long as the produced spell effect would normally inflict damage on its own.

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Courageous Sorcerer (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +0   -5   -   -   +0   +0   +2   9 Level 1 Spells, Eschew Materials, Implement Bonus, Sorcerous Bloodline, Bloodline Power I
2nd   +1 (+1)   -4 (+1)   -   -   +0   +0   +3 (+1)   9 Spell Surge, Bloodline Skill
3rd   +1   -4   -   -   +1 (+1)   +1 (+1)   +3   9 Bloodline Spell I
4th   +2 (+1)   -3 (+1)   -   -   +1   +1   +4 (+1)   9 Level 2 Spells, Bloodline Feat I
5th   +2   -3   -   -   +1   +1   +4   9 Bloodline Spell II

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although Concentration checks may still be necessary). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Sorcerer Spells (Sp)

  • Sorcerers are Charisma-Based Arcane casters, that can spontaneously cast any spell they know, if they have spell slots remaining of that spell level.

Beginning at 1st level, a sorcerer is able to cast arcane spells drawn from the Sorcerer/Wizard Spells list. Unlike a wizard or a cleric, a sorcerer need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level.

Spells Known

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new sorcerer level, they gain one or more new spells, as indicated on the table below. (Unlike 'spells castable per day', the number of spells a sorcerer knows cannot be improved by having a high Charisma score.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one they already know. In effect, the sorcerer 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. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st   4 (+4)   2 (+2)   -   -   -   -   -   -   -   -
2nd   5 (+1)   2   -   -   -   -   -   -   -   -
3rd   5   3 (+1)   -   -   -   -   -   -   -   -
4th   6 (+1)   3   1 (+1)   -   -   -   -   -   -   -
5th   6   4 (+1)   2 (+1)   -   -   -   -   -   -   -

Spells Castable Per Day

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Higher level sorcerers have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a sorcerer has a limited number of spell slots of each spell level that they can cast each day.

The sorcerer's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the sorcerer fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values').

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
1st  ∞   4 (+4)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
2nd  ∞   5 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
3rd  ∞   6 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
4th  ∞   7 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
5th  ∞   7   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -

Cantrips

Zeroth-level sorcerer/wizard spells are called cantrips. Cantrips are weaker magic spells that are easily cast, often providing useful tricks to make life simpler for the magic user. A sorcerer knows a limited number of cantrips, as shown on the Spells Known table (above), but can cast these spells as frequently as they wish, without limit. Unlike spells of level 1 or higher, cantrips do not use up spell slots for the day.

Eschew Materials (Ex)

Sorcerers gain the Eschew Materials feat as a bonus feat at 1st level. This feat allows them to cast spells with a material component worth 1 gold piece or less as though they had the spell component. This feat eliminates the need for a Component Pouch, or the need to collect dozens of odds and ends to cast their spells.

Implement Bonus (Su)

Beginning at 1st level, while wielding a rod, staff, or wand, or any weapon with the Implement quality, you gain an implement bonus to all to-hit rolls you make when casting a spell or activating a spell-like ability. This bonus applies to melee touch attacks, ranged touch attacks, standard melee attacks, or standard ranged attacks. Divine casters may also use their holy symbol as an implement.

The implement bonus is equal to +1 at 1st level, and increases by an additional +1 per 4 class levels, dropping fractions, to a maximum of +9 at level 33 (i.e. +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th, +6 at 21st, +7 at 25th, +8 at 29th, and +9 at 33rd). Note that, if you multi-class into another class that also gets this bonus, the class levels stack for purposes of calculating this bonus.

If you are not actively wielding a rod, staff, or wand, you do not get this bonus.

Furthermore, casters can flick, twirl, or swoosh a wielded rod, staff, or wand to complete the somatic gestures of any spells they cast, in place of using their empty hand(s). That is, an implement counts as an empty hand for purposes of completing somatic gestures.

When wielding a magic staff in both hands, a caster need only have material components in a readily available storage location (like a Component Pouch). The staff will draw out and consume the components as part of casting the spell, eliminating the need for the caster to pause in wielding the staff to draw the component themselves. This only works if the component is in an accessible place that could normally be pulled from as part of casting a spell. If the component is tucked away in a (non-magical) backpack, stored in a portable hole, or left in the caster's bedside table back in town, the staff has no power to pull components from there.

If you enchant your implement with an enhancement bonus, that bonus is also added to your spell and spell-like ability to-hits, stacking with the implement bonus. However, the enhancement bonus does not add its bonus to the spell or spell-like ability's damage, the way it does with weapon damage, except with ray spells, since rays are treated like weapons. For the rules on enchanting weapons, and how much it costs to do so, see Magic Weapons.

Sorcerous Bloodline (Ex)

Each sorcerer has a source of magic somewhere in their heritage that grants them a variety of special abilities that are not normally available to those without this specific lineage. A bloodline can occur due to something as simple as a powerful blood relation, or it can be caused by an extreme event that deeply affected an important family member sometime in the distant past. For example, a sorcerer might have a dragon as a distant relative or their grandfather might have signed an unbreakable accord with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking their first level of sorcerer. Once made, this choice cannot be changed, except through the re-selection process.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing — or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves.

Bloodline Arcana

Upon choosing their bloodline at 1st level, Sorcerers gain a special ability from it called a Bloodline Arcana. Bloodline Arcana abilities are usually passive abilities that are always "on", granting some benefit to the sorcerer under specific circumstances or conditions.

Bloodline Powers

Also at 1st level, the sorcerer gains a bloodline power from their bloodline. This power frequently grants them an offensive ability, reducing the need for the sorcerer's meager first spell picks to be solely focused on damage-dealing.

The bloodline grants another bloodline power in the first level of each experience tier of sorcerer, at 6th, 11th, 16th, 21st, 26th, and 31st levels.

Bloodline Skill

At 2nd level, the sorcerer's bloodline grants the sorcerer a specific skill that they gain as a Natural Talent. Natural talent skills can have any ability modifier added to them, in place of the ability modifier they normally use. In addition, natural talent skills never suffer from an Armor Check Penalty, even if the assigned ability modifier is STR or DEX.

Bloodline Spells

At 3rd level, and at approximately every two levels thereafter, a sorcerer learns an additional spell, derived from their bloodline. These spells are in addition to the number of spells given on the Spells Known table (above). These spells cannot be exchanged for different spells. Furthermore, while these spells are added to the list of spells a sorcerer knows, they do not increase the number of spells the sorcerer can cast each day.

Bloodline Feats

At 4th level, and every five levels thereafter (i.e., at 9th, 14th, 19th, 24th, 29th, and 34th levels), the sorcerer can pick a bonus feat from the list provided by their bloodline. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Spell Surge (Su)

Starting at 2nd level, whenever a sorcerer casts a spell, it targets one more enemy creature than normal. If it is a single-target spell, when cast by a sorcerer, it targets two creatures. If it targets several creatures, then a sorcerer adds one more to it. Spell Surge has no effect on Area of Effect spells or spells with a range of self, even if feats or other abilities are used to increase or alter their range. Note that all creatures to be targeted must be within range when the spell is cast, and in no case may a sorcerer affect a single target twice with this ability. Damage should only be rolled once for all creatures successfully hit, unless the spell specifically states that each creature gets its own damage roll.

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Intrepid Sorcerer (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +3 (+1)   -2 (+1)   -   -   +2 (+1)   +2 (+1)   +5 (+1)   9 (Sorcerer Spells), (Sorcerous Bloodline), (Eschew Materials), (Implement Bonus), Level 3 Spells, Bloodline Power II
7th   +3   -2   -   -   +2   +2   +5   9 Mana Burning, Bloodline Spell III
8th   +4 (+1)   -1 (+1)   -   -   +2   +2   +6 (+1)   9 Level 4 Spells
9th   +4   -1   -   -   +3 (+1)   +3 (+1)   +6   9 Bloodline Feat II, Bloodline Spell IV
10th   +5 (+1)   +0 (+1)   -   -   +3   +3   +7 (+1)   9 Level 5 Spells

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although Concentration checks may still be necessary). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Sorcerer Spells (Intrepid Tier)

If you do not already have the Sorcerer Spells class feature, you gain it at 6th level. See Sorcerer Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Sorcerer class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Intrepid Tier)

The sorcerer continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that sorcerers can add to their spells known at each new class level. Note that having a high Charisma score does not increase the number of spells a sorcerer knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
6th   6   4   2   1 (+1)   -   -   -   -   -   -
7th   6   4   3 (+1)   2 (+1)   -   -   -   -   -   -
8th   7 (+1)   4   3   2   1 (+1)   -   -   -   -   -
9th   7   4   3   3 (+1)   2 (+1)   -   -   -   -   -
10th   7   5 (+1)   3   3   2   1 (+1)   -   -   -   -

Spells Castable Per Day (Intrepid Tier)

The following table shows how many spells the sorcerer can actually cast each day from levels 6 through 10. Higher level sorcerers have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a sorcerer has a limited number of spell slots of each spell level that they can cast each day.

The sorcerer's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the sorcerer fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
6th  ∞   7   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -   -   -   -   -
7th  ∞   7   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -
8th  ∞   7   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -   -   -
9th  ∞   7   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -
10th  ∞   7   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -

Eschew Materials (Intrepid Tier)

If you do not already have the Eschew Materials class feature, you gain it at 6th level. See Eschew Materials for details on how this works.

Implement Bonus (Intrepid Tier)

If you do not already have the Implement Bonus class feature, you gain it at 6th level. See Implement Bonus for details on how this works.

Sorcerous Bloodline (Intrepid Tier)

If you have not already selected a Sorcerous Bloodline, you must do so at 6th level. If you have already selected a Bloodline when you took a previous experience tier of the Sorcerer class, you cannot change it, except through the re-selection process.

You do not gain any of the Bloodline powers, spells, or feats listed in previous tiers of the Sorcerer class unless you actually took those previous tiers. However, you always gain the Bloodline Skill and Bloodline Arcana of your chosen Bloodline, regardless of the experience tier in which you actually first acquire your Sorcerous Bloodline.

The sorcerer's bloodline heritage reveals more of its secrets as the sorcerer continues to increase their level.

Bloodline Power II

At 6th level, the sorcerer gains access to the second bloodline power listed in their Sorcerous Bloodline.

Bloodline Spell III

At 7th level, the sorcerer gains access to the third bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Bloodline Feat II

At 9th level, the sorcerer can pick a bonus feat from the list provided by their bloodline. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Bloodline Spell IV

At 9th level, the sorcerer gains access to the fourth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Mana Burning (Sp)

  • Note: In the context of mana burning, a 'spell' can refer to any of spells, extracts, or poultices. Any time a 'spell' is referred to in this section, it applies to any or all of these three types. If you are multi-classed, dual-classed, or otherwise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others. They are interchangeable with regards to mana burning.

Beginning at 7th level, when casting a spell, you can expend one or more additional spells as part of the same action as casting the spell, in order to increase that spell's destructive power.

To understand mana burning, you must understand four concepts: spell level, caster level, character level, and Circle.

A spell's level is a measure of how difficult it is to learn, and usually a factor in how powerful its effects are. Paladins and Rangers only have spells that go up to level 4, Bards and Alchemists only have spells that go up to level 6. Clerics, Druids, Sorcerers, and Wizards have spells that go up to level 9. Conventional spells do not go above level 9, though you can apply metamagic feats to a spell to cause its level to go as high as level 17 (assuming your character class grants spell slots that high).

Caster level is how many levels a character possesses in a specific spellcasting class. If you are multi-classed or dual-classed, your caster level only goes up if you level in a class that can cast spells. If you gain levels in a non-spellcasting class, your caster level remains frozen at the sum of the levels you gained in spellcasting classes only. Caster level is usually used to determine how difficult it is to resist the effects of a spell (if it grants a saving throw). Other variables in a spell can also be affected by caster level, such as a spell's range, or even how many targets it can affect at once.

Character level is the character's total level. That is, it is the sum of all class levels from any class the character has taken. If a character doesn't multi-class or dual-class (i.e. they only have one character class), their character level is equal to their class level. If their sole class is a spellcasting class, their character level is also equal to their caster level.

Finally, Circles are a measure of how much base damage a spell does, relative to the caster's character level. If a spell has a Circle listed, it will be highlighted in orange in the spell's description. Every spell has a Level, but not every spell has a Circle. If a spell does not have a Circle, it generally does no damage, or has a custom damage profile. Spells that do not have a Circle listed cannot be mana burned.

Mana Burned spells (or spell slots) are used up for the day, exactly as though they had been cast. For each additional spell you burn in the casting, you increase the spell's Circle by one step, increasing the spell's base damage dealt. You cannot mana burn cantrips (or orisons, or powerful cantrips), but you can mana burn any spell you have either memorized (if you must prepare spells in advance) or have available (if you can spontaneously cast spells).

Aside from certain arcane bloodlines and certain expensive magic items, the only way to increase a spell's Circle is by mana burning one or more additional spells at the same time that the spell is being cast (as part of the same action). This means, for example, that memorizing a spell in a higher level slot than the minimum required does not raise the spell's circle. Similarly, memorizing a spell in a higher level slot because it has one or more Metamagic Feats applied to it does not increase the spell's Circle.

For each extra spell burned (beyond the spell actually being cast), the spell's Circle moves up one step on the damage scale.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30


There is also a maximum spell circle you can raise a given spell, based on your character level. This maximum is: (total character level + 1) ÷ 2, round down. Note that this is NOT based on the character's caster level or class level, but their total character level, making this an attractive option for multi-classed or dual-classed characters. Furthermore, the maximum is unaffected by classes who learn higher level spell slots at a slower pace than full casters. For example, even though a bard cannot cast 3rd level spells at 5th level, they can cast a 2nd level spell and mana burn it to Circle 3 damage, dealing the equivalent of a third level spell.

All benefits of any Metamagic Feats applied to the spell being cast are applied after all Mana Burning has been done. That is, you can memorize a Maximized Fireball (using a sixth level spell slot — 3 for the spell's normal spell level, and 3 for the Maximize metamagic feat), and then burn four additional spell slots of any other spell level to increase the Maximized Fireball's Circle 3 damage to Circle 7 damage (assuming you are high enough level to use Circle 7 damage), and the fireball will inflict maximized Circle 7 damage.

  • Example: A 18th level wizard casts the old classic, fireball. Fireball does Circle 3 damage (1d6 per character level, max 10d6). The wizard mana burns it up to Circle 9 damage (1d6+3 per level, max 25d6+75). In order to do this, the wizard must expend the base 3rd level slot for the Fireball spell, and then six spell slots of any spell level to move the Circle up by six steps. Since the wizard is 18th level, Circle 9 is the maximum Circle they could mana burn a spell up to, and by bumping the Fireball spell to Circle nine, they will deal 18d6+54 points of damage with it, far exceeding the normal limits of a fireball.
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Heroic Sorcerer (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +5   +0   -   -   +3   +3   +7   9 (Sorcerer Spells), (Sorcerous Bloodline), (Eschew Materials), (Implement Bonus), (Mana Burning), Bloodline Power III, Bloodline Spell V
12th   +6 (+1)   +1 (+1)   -   -   +4 (+1)   +4 (+1)   +8 (+1)   9 Level 6 Spells
13th   +6   +1   -   -   +4   +4   +8   9 Bloodline Spell VI
14th   +7 (+1)   +2 (+1)   -   -   +4   +4   +9 (+1)   9 Level 7 Spells, Bloodline Feat III
15th   +7   +2   -   -   +5 (+1)   +5 (+1)   +9   9 Bloodline Spell VII

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although Concentration checks may still be necessary). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Sorcerer Spells (Heroic Tier)

If you do not already have the Sorcerer Spells class feature, you gain it at 11th level. See Sorcerer Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Sorcerer class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Heroic Tier)

The sorcerer continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that sorcerers can add to their spells known at each new class level. Note that having a high Charisma score does not increase the number of spells a sorcerer knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
11th   7   5   3   3   3 (+1)   2 (+1)   -   -   -   -
12th   7   5   4 (+1)   3   3   2   1 (+1)   -   -   -
13th   7   5   4   3   3   3 (+1)   2 (+1)   -   -   -
14th   8 (+1)   5   4   4 (+1)   3   3   2   1 (+1)   -   -
15th   8   5   4   4   3   3   3 (+1)   2 (+1)   -   -

Spells Castable Per Day (Heroic Tier)

The following table shows how many spells the sorcerer can actually cast each day from levels 11 through 15. Higher level sorcerers have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a sorcerer has a limited number of spell slots of each spell level that they can cast each day.

The sorcerer's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the sorcerer fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
11th  ∞   7   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -
12th  ∞   7   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -   -
13th  ∞   7   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -   -
14th  ∞   7   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -
15th  ∞   7   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -

Eschew Materials (Heroic Tier)

If you do not already have the Eschew Materials class feature, you gain it at 11th level. See Eschew Materials for details on how this works.

Implement Bonus (Heroic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 11th level. See Implement Bonus for details on how this works.

Sorcerous Bloodline (Heroic Tier)

If you have not already selected a Sorcerous Bloodline, you must do so at 11th level. If you have already selected a Bloodline when you took a previous experience tier of the Sorcerer class, you cannot change it, except through the re-selection process.

You do not gain any of the Bloodline powers, spells, or feats listed in previous tiers of the Sorcerer class unless you actually took those previous tiers. However, you always gain the Bloodline Skill and Bloodline Arcana of your chosen Bloodline, regardless of the experience tier in which you actually first acquire your Sorcerous Bloodline.

The sorcerer's bloodline heritage reveals more of its secrets as the sorcerer continues to increase their level.

Bloodline Power III

At 11th level, the sorcerer gains access to the third bloodline power listed in their Sorcerous Bloodline.

Bloodline Spell V

At 11th level, the sorcerer gains access to the fifth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Bloodline Spell VI

At 13th level, the sorcerer gains access to the sixth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Bloodline Feat III

At 14th level, the sorcerer can pick a bonus feat from the list provided by their bloodline. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Bloodline Spell VII

At 15th level, the sorcerer gains access to the seventh bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Mana Burning (Heroic Tier)

If you do not already have the Mana Burning class feature, you gain it at 11th level. See Mana Burning for details on how this works.

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Undaunted Sorcerer (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +8 (+1)   +3 (+1)   -   -   +5   +5   +10 (+1)   9 (Sorcerer Spells), (Sorcerous Bloodline), (Eschew Materials), (Implement Bonus), (Mana Burning), Level 8 Spells, Bloodline Power IV
17th   +8   +3   -   -   +5   +5   +10   9 Bloodline Spell VIII
18th   +9 (+1)   +4 (+1)   -   -   +6 (+1)   +6 (+1)   +11 (+1)   9 Level 9 Spells
19th   +9   +4   -   -   +6   +6   +11   9 Bloodline Feat IV, Bloodline Spell IX
20th   +10 (+1)   +5 (+1)   -   -   +6   +6   +12 (+1)   9 Wild Surge (Sp)

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although Concentration checks may still be necessary). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Sorcerer Spells (Undaunted Tier)

If you do not already have the Sorcerer Spells class feature, you gain it at 16th level. See Sorcerer Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Sorcerer class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Undaunted Tier)

The sorcerer continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that sorcerers can add to their spells known at each new class level. Note that having a high Charisma score does not increase the number of spells a sorcerer knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
16th   8   5   4   4   4 (+1)   3   3   2   1 (+1)   -
17th   8   5   4   4   4   3   3   3 (+1)   2 (+1)   -
18th   8   5   5 (+1)   4   4   4 (+1)   3   3   2   1 (+1)
19th   8   5   5   4   4   4   3   3   3 (+1)   2 (+1)
20th   8   5   5   5 (+1)   4   4   4 (+1)   3   3   2

Spells Castable Per Day (Undaunted Tier)

The following table shows how many spells the sorcerer can actually cast each day from levels 16 through 20. Higher level sorcerers have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a sorcerer has a limited number of spell slots of each spell level that they can cast each day.

The sorcerer's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the sorcerer fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
16th  ∞   7   6   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -
17th  ∞   7   6   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -
18th  ∞   7   6   6   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -
19th  ∞   7   6   6   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -
20th  ∞   7   6   6   6   6   6   6   6   5 (+1)   -   -   -   -   -   -   -   -

Eschew Materials (Undaunted Tier)

If you do not already have the Eschew Materials class feature, you gain it at 16th level. See Eschew Materials for details on how this works.

Implement Bonus (Undaunted Tier)

If you do not already have the Implement Bonus class feature, you gain it at 16th level. See Implement Bonus for details on how this works.

Sorcerous Bloodline (Undaunted Tier)

If you have not already selected a Sorcerous Bloodline, you must do so at 16th level. If you have already selected a Bloodline when you took a previous experience tier of the Sorcerer class, you cannot change it, except through the re-selection process.

You do not gain any of the Bloodline powers, spells, or feats listed in previous tiers of the Sorcerer class unless you actually took those previous tiers. However, you always gain the Bloodline Skill and Bloodline Arcana of your chosen Bloodline, regardless of the experience tier in which you actually first acquire your Sorcerous Bloodline.

The sorcerer's bloodline heritage reveals more of its secrets as the sorcerer continues to increase their level.

Bloodline Power IV

At 16th level, the sorcerer gains access to the fourth bloodline power listed in their Sorcerous Bloodline.

Bloodline Spell VIII

At 17th level, the sorcerer gains access to the eighth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Bloodline Feat IV

At 19th level, the sorcerer can pick a bonus feat from the list provided by their bloodline. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Bloodline Spell IX

At 19th level, the sorcerer gains access to the ninth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Mana Burning (Undaunted Tier)

If you do not already have the Mana Burning class feature, you gain it at 16th level. See Mana Burning for details on how this works.

Wild Surge (Sp)

Beginning at level 20, once per round, the sorcerer may, as a free action, reduce the slot-cost of any metamagic feats being applied to a spell they are casting by a number of slot levels equal to their Sorcerer experience tier. Note that this cannot reduce the spell slot of the spell being cast below its base spell level. This class feature only reduces the level increase caused by applying metamagic feats to the spell.

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Valorous Sorcerer (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +11 (+1)   +6 (+1)   -   -   +7 (+1)   +7 (+1)   +13 (+1)   9 (Sorcerer Spells), (Sorcerous Bloodline), (Eschew Materials), (Implement Bonus), (Mana Burning), Level 10 Spells, Bloodline Power V
22nd   +11   +6   -   -   +7   +7   +13   9 Bloodline Spell X
23rd   +12 (+1)   +7 (+1)   -   -   +8 (+1)   +8 (+1)   +14 (+1)   9 Level 11 Spells
24th   +12   +7   -   -   +8   +8   +14   9 Bloodline Feat V, Bloodline Spell XI
25th   +13 (+1)   +8 (+1)   -   -   +9 (+1)   +9 (+1)   +15 (+1)   9 Level 12 Spells

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although Concentration checks may still be necessary). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Sorcerer Spells (Valorous Tier)

If you do not already have the Sorcerer Spells class feature, you gain it at 21st level. See Sorcerer Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Sorcerer class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Valorous Tier)

The sorcerer continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that sorcerers can add to their spells known at each new class level. Note that having a high Charisma score does not increase the number of spells a sorcerer knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
21st   8   5   5   5   4   4   4   3   3   3 (+1)
22nd   8   5   5   5   5 (+1)   4   4   3   3   3
23rd   8   5   5   5   5   4   4   4 (+1)   3   3
24th   8   5   5   5   5   5 (+1)   4   4   3   3
25th   8   5   5   5   5   5   4   4   4 (+1)   3

Spells Castable Per Day (Valorous Tier)

The following table shows how many spells the sorcerer can actually cast each day from levels 21 through 25. Higher level sorcerers have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a sorcerer has a limited number of spell slots of each spell level that they can cast each day.

The sorcerer's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the sorcerer fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st  ∞   8 (+1)   6   6   6   6   6   6   6   6 (+1)   3 (+3)   -   -   -   -   -   -   -
22nd  ∞   8   7 (+1)   6   6   6   6   6   6   6   4 (+1)   -   -   -   -   -   -   -
23rd  ∞   8   7   7 (+1)   6   6   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -
24th  ∞   8   7   7   7 (+1)   6   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -
25th  ∞   8   7   7   7   7 (+1)   6   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -

Higher Level Spell Slots (Valorous Tier)

At this experience tier, the sorcerer begins to gain spell slots greater than 9th spell level, despite the fact that there are no spells at these spell levels. These higher level spell slots have three possible uses:

  • First and foremost, they are useful for casting spells that are augmented with Metamagic Feats. Such spells have their spell level raised by one or more spell levels when the metamagic feat is applied, and these slots can be used to accommodate such spells, even when they raise the effective spell level above 9th. Note, however, that sorcerers never get spell slots greater than 17th level, meaning that no spell can be augmented with metamagic such that its effective spell level is greater than 17th.
  • They can, as with any spell slot, be used to cast any spell of a lower spell level.
  • They can, as with any spell slot, be used to fuel mana burning.

Eschew Materials (Valorous Tier)

If you do not already have the Eschew Materials class feature, you gain it at 21st level. See Eschew Materials for details on how this works.

Implement Bonus (Valorous Tier)

If you do not already have the Implement Bonus class feature, you gain it at 21st level. See Implement Bonus for details on how this works.

Sorcerous Bloodline (Valorous Tier)

If you have not already selected a Sorcerous Bloodline, you must do so at 21st level. If you have already selected a Bloodline when you took a previous experience tier of the Sorcerer class, you cannot change it, except through the re-selection process.

You do not gain any of the Bloodline powers, spells, or feats listed in previous tiers of the Sorcerer class unless you actually took those previous tiers. However, you always gain the Bloodline Skill and Bloodline Arcana of your chosen Bloodline, regardless of the experience tier in which you actually first acquire your Sorcerous Bloodline.

The sorcerer's bloodline heritage reveals more of its secrets as the sorcerer continues to increase their level.

Bloodline Power V

At 21st level, the sorcerer gains access to the fifth bloodline power listed in their Sorcerous Bloodline.

Bloodline Spell X

At 22nd level, the sorcerer gains access to the tenth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Bloodline Feat V

At 24th level, the sorcerer can pick a bonus feat from the list provided by their bloodline. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Bloodline Spell XI

At 24th level, the sorcerer gains access to the eleventh bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Mana Burning (Valorous Tier)

If you do not already have the Mana Burning class feature, you gain it at 21st level. See Mana Burning for details on how this works.

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Mythic Sorcerer (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +13   +8   -   -   +9   +9   +15   9 (Sorcerer Spells), (Sorcerous Bloodline), (Eschew Materials), (Implement Bonus), (Mana Burning), Bloodline Power VI, Bloodline Spell XII
27th   +14 (+1)   +9 (+1)   -   -   +10 (+1)   +10 (+1)   +16 (+1)   9 Level 13 Spells
28th   +14   +9   -   -   +10   +10   +16   9 Bloodline Spell XIII
29th   +15 (+1)   +10 (+1)   -   -   +11 (+1)   +11 (+1)   +17 (+1)   9 Level 14 Spells, Bloodline Feat VI
30th   +15   +10   -   -   +11   +11   +17   9 Bloodline Spell XIV

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although Concentration checks may still be necessary). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Sorcerer Spells (Mythic Tier)

If you do not already have the Sorcerer Spells class feature, you gain it at 26th level. See Sorcerer Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Sorcerer class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Mythic Tier)

The sorcerer continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that sorcerers can add to their spells known at each new class level. Note that having a high Charisma score does not increase the number of spells a sorcerer knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
26th   9 (+1)   5   5   5   5   5   5 (+1)   4   4   3
27th   9   6 (+1)   5   5   5   5   5   4   4   4 (+1)
28th   9   6   6 (+1)   5   5   5   5   5 (+1)   4   4
29th   9   6   6   6 (+1)   5   5   5   5   4   4
30th   9   6   6   6   6 (+1)   5   5   5   5 (+1)   4

Spells Castable Per Day (Mythic Tier)

The following table shows how many spells the sorcerer can actually cast each day from levels 26 through 30. Higher level sorcerers have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a sorcerer has a limited number of spell slots of each spell level that they can cast each day.

The sorcerer's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the sorcerer fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
26th  ∞   8   7   7   7   7   7 (+1)   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -
27th  ∞   8   7   7   7   7   7   7 (+1)   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -
28th  ∞   8   7   7   7   7   7   7   7 (+1)   6   6   6   6 (+1)   4 (+1)   -   -   -   -
29th  ∞   8   7   7   7   7   7   7   7   7 (+1)   6   6   6   5 (+1)   3 (+3)   -   -   -
30th  ∞   8   7   7   7   7   7   7   7   7   7 (+1)   6   6   6 (+1)   4 (+1)   -   -   -

Higher Level Spell Slots (Mythic Tier)

At this experience tier, the sorcerer begins to gain spell slots greater than 9th spell level, despite the fact that there are no spells at these spell levels. These higher level spell slots have three possible uses:

  • First and foremost, they are useful for casting spells that are augmented with Metamagic Feats. Such spells have their spell level raised by one or more spell levels when the metamagic feat is applied, and these slots can be used to accommodate such spells, even when they raise the effective spell level above 9th. Note, however, that sorcerers never get spell slots greater than 17th level, meaning that no spell can be augmented with metamagic such that its effective spell level is greater than 17th.
  • They can, as with any spell slot, be used to cast any spell of a lower spell level.
  • They can, as with any spell slot, be used to fuel mana burning.

Eschew Materials (Mythic Tier)

If you do not already have the Eschew Materials class feature, you gain it at 26th level. See Eschew Materials for details on how this works.

Implement Bonus (Mythic Tier)

If you do not already have the Implement Bonus class feature, you gain it at 26th level. See Implement Bonus for details on how this works.

Sorcerous Bloodline (Mythic Tier)

If you have not already selected a Sorcerous Bloodline, you must do so at 26th level. If you have already selected a Bloodline when you took a previous experience tier of the Sorcerer class, you cannot change it, except through the re-selection process.

You do not gain any of the Bloodline powers, spells, or feats listed in previous tiers of the Sorcerer class unless you actually took those previous tiers. However, you always gain the Bloodline Skill and Bloodline Arcana of your chosen Bloodline, regardless of the experience tier in which you actually first acquire your Sorcerous Bloodline.

The sorcerer's bloodline heritage reveals more of its secrets as the sorcerer continues to increase their level.

Bloodline Power VI

At 26th level, the sorcerer gains access to the second bloodline power listed in their Sorcerous Bloodline.

Bloodline Spell XII

At 26th level, the sorcerer gains access to the twelfth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Bloodline Spell XIII

At 28th level, the sorcerer gains access to the thirteenth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Bloodline Feat VI

At 29th level, the sorcerer can pick a bonus feat from the list provided by their bloodline. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Bloodline Spell XIV

At 30th level, the sorcerer gains access to the fourteenth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Mana Burning (Mythic Tier)

If you do not already have the Mana Burning class feature, you gain it at 26th level. See Mana Burning for details on how this works.

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Legendary Sorcerer (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +16 (+1)   +11 (+1)   -   -   +12 (+1)   +12 (+1)   +18 (+1)   9 (Sorcerer Spells), (Sorcerous Bloodline), (Eschew Materials), (Implement Bonus), (Mana Burning), Level 15 Spells, Bloodline Power VII
32nd   +16   +11   -   -   +12   +12   +18   9 Bloodline Spell XV
33rd   +17 (+1)   +12 (+1)   -   -   +13 (+1)   +13 (+1)   +19 (+1)   9 Level 16 Spells
34th   +17   +12   -   -   +13   +13   +19   9 Bloodline Feat VII, Bloodline Spell XVI
35th   +18 (+1)   +13 (+1)   -   -   +14 (+1)   +14 (+1)   +20 (+1)   9 Level 17 Spells

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Arcane Spells and Armor

Even the lightest of armors can interfere with the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or they are grappling (although Concentration checks may still be necessary). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Sorcerer Spells (Legendary Tier)

If you do not already have the Sorcerer Spells class feature, you gain it at 31st level. See Sorcerer Spells for details on how this works. You do not gain the 'Spells Known' or 'Spells Castable Per Day' amounts listed in previous tiers of the Sorcerer class unless you actually took those previous tiers.

Remember that you do receive bonus spells per day if you have a high Charisma score, in the same way a wizard receives bonus spells per day.

Spells Known (Legendary Tier)

The sorcerer continues to learn new spells as they gain levels, albeit at a much slower pace than wizards and other dedicated caster classes. The table below shows the additional spells that sorcerers can add to their spells known at each new class level. Note that having a high Charisma score does not increase the number of spells a sorcerer knows.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
31st   9   6   6   6   6   6 (+1)   5   5   5   4
32nd   9   6   6   6   6   6   6 (+1)   5   5   5 (+1)
33rd   9   6   6   6   6   6   6   6 (+1)   5   5
34th   9   6   6   6   6   6   6   6   6 (+1)   5
35th   9   6   6   6   6   6   6   6   6   6 (+1)

Spells Castable Per Day (Legendary Tier)

The following table shows how many spells the sorcerer can actually cast each day from levels 31 through 35. Higher level sorcerers have greater access to the power stored within their aura, or perhaps their aura becomes more efficient at absorbing and storing the mana that suffuses the world. This allows them to produce more magic each day before they require rest to restore themselves. This potential magic is referred to as 'spell slots', and a sorcerer has a limited number of spell slots of each spell level that they can cast each day.

The sorcerer's base daily allotment of spell slots is given in the table below. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Bonus Spell Slots Per Day). The spells castable per day can be reset to these base values by taking a Full Night's Rest, and doing so also restores any bonus slots provided by having a high caster ability score. Unused spell slots from previous days cannot be saved up and used later. Any spell slots that the sorcerer fails to use before the end of their next full night's rest, or before 24 hours pass (whichever comes first), are lost.

The pluses in parentheses after some of the numbers in the table below indicate when the value has increased from the previous level (hereafter referred to as 'delta values'). Characters who are multi-classing only receive the delta values of each spell level, rather than the full amount listed (unless, of course, they are the same).

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
31st  ∞   8   7   7   7   7   7   7   7   7   7   7 (+1)   6   6   5 (+1)   3 (+3)   -   -
32nd  ∞   8   7   7   7   7   7   7   7   7   7   7   7 (+1)   6   6 (+1)   4 (+1)   -   -
33rd  ∞   8   7   7   7   7   7   7   7   7   7   7   7   7 (+1)   6   5 (+1)   3 (+3)   -
34th  ∞   8   7   7   7   7   7   7   7   7   7   7   7   7   7 (+1)   6 (+1)   4 (+1)   -
35th  ∞   8   7   7   7   7   7   7   7   7   7   7   7   7   7   7 (+1)   5 (+1)   3 (+3)

Higher Level Spell Slots (Legendary Tier)

At this experience tier, the sorcerer begins to gain spell slots greater than 9th spell level, despite the fact that there are no spells at these spell levels. These higher level spell slots have three possible uses:

  • First and foremost, they are useful for casting spells that are augmented with Metamagic Feats. Such spells have their spell level raised by one or more spell levels when the metamagic feat is applied, and these slots can be used to accommodate such spells, even when they raise the effective spell level above 9th. Note, however, that sorcerers never get spell slots greater than 17th level, meaning that no spell can be augmented with metamagic such that its effective spell level is greater than 17th.
  • They can, as with any spell slot, be used to cast any spell of a lower spell level.
  • They can, as with any spell slot, be used to fuel mana burning.

Eschew Materials (Legendary Tier)

If you do not already have the Eschew Materials class feature, you gain it at 31st level. See Eschew Materials for details on how this works.

Implement Bonus (Legendary Tier)

If you do not already have the Implement Bonus class feature, you gain it at 31st level. See Implement Bonus for details on how this works.

Sorcerous Bloodline (Legendary Tier)

If you have not already selected a Sorcerous Bloodline, you must do so at 31st level. If you have already selected a Bloodline when you took a previous experience tier of the Sorcerer class, you cannot change it, except through the re-selection process.

You do not gain any of the Bloodline powers, spells, or feats listed in previous tiers of the Sorcerer class unless you actually took those previous tiers. However, you always gain the Bloodline Skill and Bloodline Arcana of your chosen Bloodline, regardless of the experience tier in which you actually first acquire your Sorcerous Bloodline.

The sorcerer's bloodline heritage reveals more of its secrets as the sorcerer continues to increase their level.

Bloodline Power VII

At 31st level, the sorcerer gains access to the seventh bloodline power listed in their Sorcerous Bloodline.

Bloodline Spell XV

At 32nd level, the sorcerer gains access to the fifteenth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Bloodline Feat II

At 34th level, the sorcerer can pick a bonus feat from the list provided by their bloodline. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Bloodline Spell XVI

At 34th level, the sorcerer gains access to the sixteenth bloodline spell listed in their Sorcerous Bloodline. Bloodline spells are additional spells known. They do not increase the number of spells the sorcerer can cast each day.

Mana Burning (Legendary Tier)

If you do not already have the Mana Burning class feature, you gain it at 31st level. See Mana Burning for details on how this works.

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Apotheotic Sorcerer (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.