Difference between revisions of "Sorcerer 1.0"

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| style="font-size:125%" | &emsp;&infin; || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 <sup>(''+1'')</sup> || &emsp; 6 || &emsp; 6 || &emsp; 6 || &emsp; 6 || &emsp; 6 || &emsp; 5 <sup>(''+1'')</sup> || &emsp; 3 <sup>(''+3'')</sup> || &emsp; - || &emsp; - || &emsp; - || &emsp; - || &emsp; -
 
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==== Higher Level Spell Slots (Valorous Tier) ====
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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 [[:Category:Metamagic Feats|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.
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:* They can, as with any spell slot, be used to cast any spell of a lower spell level.
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:* They can, as with any spell slot, be used to fuel mana burning.
 
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| style="font-size:125%" | &emsp;&infin; || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 <sup>(''+1'')</sup> || &emsp; 6 || &emsp; 6 || &emsp; 6 <sup>(''+1'')</sup> || &emsp; 4 <sup>(''+1'')</sup> || &emsp; - || &emsp; - || &emsp; -
 
| style="font-size:125%" | &emsp;&infin; || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 <sup>(''+1'')</sup> || &emsp; 6 || &emsp; 6 || &emsp; 6 <sup>(''+1'')</sup> || &emsp; 4 <sup>(''+1'')</sup> || &emsp; - || &emsp; - || &emsp; -
 
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==== 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 [[:Category:Metamagic Feats|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.
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:* They can, as with any spell slot, be used to fuel mana burning.
 
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| style="font-size:125%" | &emsp;&infin; || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 <sup>(''+1'')</sup> || &emsp; 5 <sup>(''+1'')</sup> || &emsp; 3 <sup>(''+3'')</sup>
 
| style="font-size:125%" | &emsp;&infin; || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 || &emsp; 7 <sup>(''+1'')</sup> || &emsp; 5 <sup>(''+1'')</sup> || &emsp; 3 <sup>(''+3'')</sup>
 
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==== 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 [[:Category:Metamagic Feats|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.
 
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Revision as of 19:21, 4 December 2019

This won't hurt a bit, I promise.

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.

Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.

Alignment: Any

Hit Die: d4

Starting Wealth: 250 gp

Skill Ranks per Level: 7 + Int modifier.

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.


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 Class Bailiwick Linked Skill
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   n/a   n/a   +0   +0   +2   9 Spellcraft Knowledge (Arcana)

Natural Talent (Ex)

At 1st level, all characters receive two Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.

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.

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 + Dexterity modifier + Shield bonus + Size Modifier

Forceful Presence

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.

Divider 2.png

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, Cantrips, Eschew Materials, Implement Bonus, 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. Even the lightest of armors can interfere with a sorcerer's gestures, which can cause their spells with somatic components to fail (see Arcane Spell Failure Chance).

Sorcerer Spells

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 finite 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  ∞   3 (+3)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
2nd  ∞   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
3rd  ∞   5 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
4th  ∞   6 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
5th  ∞   6   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -

Cantrips (Sp)

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, 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.

Sorcerous Bloodline

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

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.

Divider 2.png

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), (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

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 extracts 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 spellbooks 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 (+1)   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 finite 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 extract 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  ∞   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -   -   -   -   -
7th  ∞   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -   -
8th  ∞   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -   -   -
9th  ∞   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -
10th  ∞   6   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)

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 Burn (Sp)

Beginning at 3rd level, you can push structured portions of your aura into the casting of a spell, mixing of an extract, or brewing of a poultice, burning up one or more additional spells, extracts, or poultices as part of the casting action of the spell being cast. These additional spells cannot be cantrips (or orisons, or powerful cantrips), but can be any other spell, extract, or poultice you have memorized, or spell, extract or poultice slot you have available. If you are multi-classed or dual classed or other wise have access to spells, extracts, and/or poultices, any of them may be burned to boost any of the others.

Burned spells, extracts, or poultices 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 circle of the spell by one step, increasing the spell's damage scaling. For purposes of mana burning, spells, extracts, and poultices are equivalent, and may be exchanged freely, and any time a spell is referred to in these rules, it applies to all three effects.

A spell's Spell Circle is a measure of how much damage it does, relative to the caster's character level. If a spell has a spell circle listed, it will be highlighted in orange in the spell's description. Aside from choosing an Arcane school and possibly some 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). For each extra spell burned, the spell's circle moves up one step on the damage scale.

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 a highly attractive option for multi-classed, dual-classed, and demi-caster characters (such as paladins, bards, and rangers).

All details about mana burning.

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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), (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

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 extracts 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 spellbooks 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 finite 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 extract 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  ∞   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -   -   -
12th  ∞   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -   -
13th  ∞   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -   -   -
14th  ∞   6   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -   -
15th  ∞   6   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)

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 Burn 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), (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 -

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 extracts 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 spellbooks 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 finite 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 extract 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  ∞   6   6   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -   -
17th  ∞   6   6   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -   -
18th  ∞   6   6   6   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -   -   -
19th  ∞   6   6   6   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -   -   -
20th  ∞   6   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)

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 Burn for details on how this works.

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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   +10   +5   -   -   +7 (+1)   +7 (+1)   +12   9 (Sorcerer Spells), (Eschew Materials), (Implement Bonus), (Mana Burning), Level 10 Spells, Bloodline Power V
22nd   +11 (+1)   +6 (+1)   -   -   +7   +7   +13 (+1)   9 Bloodline Spell X
23rd   +11   +6   -   -   +7   +7   +13   9 Level 11 Spells
24th   +12 (+1)   +7 (+1)   -   -   +8 (+1)   +8 (+1)   +14 (+1)   9 Bloodline Feat V, Bloodline Spell XI
25th   +12   +7   -   -   +8   +8   +14   9 Level 12 Spells

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 extracts 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 spellbooks 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 finite 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 extract 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  ∞   7 (+1)   6   6   6   6   6   6   6   6 (+1)   3 (+3)   -   -   -   -   -   -   -
22nd  ∞   7   7 (+1)   6   6   6   6   6   6   6   4 (+1)   -   -   -   -   -   -   -
23rd  ∞   7   7   7 (+1)   6   6   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -   -   -
24th  ∞   7   7   7   7 (+1)   6   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -   -
25th  ∞   7   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)

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 Burn 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 (+1)   +8 (+1)   -   -   +8   +8   +15 (+1)   9 (Sorcerer Spells), (Eschew Materials), (Implement Bonus), (Mana Burning), Bloodline Power VI, Bloodline Spell XII
27th   +13   +8   -   -   +9 (+1)   +9 (+1)   +15   9 Level 13 Spells
28th   +14 (+1)   +9 (+1)   -   -   +9   +9   +16 (+1)   9 Bloodline Spell XIII
29th   +14   +9   -   -   +9   +9   +16   9 Level 14 Spells, Bloodline Feat VI
30th   +15 (+1)   +10 (+1)   -   -   +10 (+1)   +10 (+1)   +17 (+1)   9 Bloodline Spell XIV

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 extracts 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 spellbooks 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 finite 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 extract 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  ∞   7   7   7   7   7   7 (+1)   6   6   6   6   6 (+1)   4 (+1)   -   -   -   -   -
27th  ∞   7   7   7   7   7   7   7 (+1)   6   6   6   6   5 (+1)   3 (+3)   -   -   -   -
28th  ∞   7   7   7   7   7   7   7   7 (+1)   6   6   6   6 (+1)   4 (+1)   -   -   -   -
29th  ∞   7   7   7   7   7   7   7   7   7 (+1)   6   6   6   5 (+1)   3 (+3)   -   -   -
30th  ∞   7   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)

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 Burn 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   +15   +10   -   -   +10   +10   +17   9 (Sorcerer Spells), (Eschew Materials), (Implement Bonus), (Mana Burning), Level 15 Spells, Bloodline Power VII
32nd   +16 (+1)   +11 (+1)   -   -   +10   +10   +18 (+1)   9 Bloodline Spell XV
33rd   +16   +11   -   -   +11 (+1)   +11 (+1)   +18   9 Level 16 Spells
34th   +17 (+1)   +12 (+1)   -   -   +11   +11   +19 (+1)   9 Bloodline Feat VII, Bloodline Spell XVI
35th   +17   +12   -   -   +11   +11   +19   9 Level 17 Spells

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 extracts 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 spellbooks 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 finite 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 extract 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  ∞   7   7   7   7   7   7   7   7   7   7   7 (+1)   6   6   5 (+1)   3 (+3)   -   -
32nd  ∞   7   7   7   7   7   7   7   7   7   7   7   7 (+1)   6   6 (+1)   4 (+1)   -   -
33rd  ∞   7   7   7   7   7   7   7   7   7   7   7   7   7 (+1)   6   5 (+1)   3 (+3)   -
34th  ∞   7   7   7   7   7   7   7   7   7   7   7   7   7   7 (+1)   6 (+1)   4 (+1)   -
35th  ∞   7   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)

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 Burn 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, to put it mildly. 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.