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Sorcerer

Alignment: Any

Hit Die: d4.

Skill Points: 1st Level: (2 + Int Modifier) x 4, Each subsequent level: 2 + Int Modifier

Class Skills: The sorcerer's class skills (and the key ability for each skill) are Arcane Ritual (Int), Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Table: The Sorcerer

Level Base Attack Bonus Fort Save Reflex Save Will Save Special
1st +0 +0 +0 +2 Call Familiar
2nd +1 +0 +0 +3  
3rd +1 +1 +1 +3  
4th +2 +1 +1 +4  
5th +2 +1 +1 +4  
6th +3 +2 +2 +5  
7th +3 +2 +2 +5  
8th +4 +2 +2 +6  
9th +4 +3 +3 +6  
10th +5 +3 +3 +7  
11th +5 +3 +3 +7  
12th +6/+1 +4 +4 +8  
13th +6/+1 +4 +4 +8  
14th +7/+2 +4 +4 +9  
15th +7/+2 +5 +5 +9  
16th +8/+3 +5 +5 +10  
17th +8/+3 +5 +5 +10  
18th +9/+4 +6 +6 +11  
19th +9/+4 +6 +6 +11  
20th +10/+5 +6 +6 +12  

 

Table: Spells per day

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

Table: Spells Known

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

Class Features

All of the following are class features of the sorcerer.

Weapon and Armour Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armour or shield. Armour of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells, which are drawn from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.

The sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two first-level spells of the player's choice. At each new sorcerer level, he gains one or more new spells, as indicated on the table above. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on the table are fixed.)

Upon reaching fourth 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 he already knows. 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, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. 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 he gains new spells known for the level.

As with all arcane magic in Midwrathe, sorcerous magic is subject to shadowwarp effects. These can be controlled somewhat by training, but as sorcerers gain access to more powerful arcane effects no amount of training can subdue the arcane taint.

Call Familiar: A sorcerer has the Call Familiar arcane ritual memorized, and can cast it using his Arcane Ritual skill.

Call Familiar

Arcane Ritual or Divine Ritual (Adept)
Conjuration
DC: 10
Flaw: 1
Components: V, S
Korba: 0.05 drams
Casting Time: 1 hour
Range: Plane
Target: One creature
Duration: Permanent
Saving Throw: None
Spell Resistance: No

You can only cast this ritual if you do not currently possess a familiar. If you dismiss your current familiar you must wait a year and a day before you can cast this ritual without penalty. If you do not wait the full duration then you may still cast the ritual but the DC will increase by 6 and the flaw by 2.

Critical Success: The familiar is a greater familiar.

Critical Failure: The familiar arrives at -9 hit points and bleeding. If not immediately stablized the familiar dies, incurring the normal penalties.

Flaw: Your class level is effectively reduced by one when determining the familiar's characteristics.

Sorcerer Spell List

Many of these spells have material components or foci which must be acquired and used in the casting of the spell. It is recommended that each player keep track of necessary spell components and decide which of them are carried around on his character's person. Many people, including members of the White Hand and the Order of Saint Denis, can recognize spell components for what they are; as such, each player needs to make a decision about how many clues his arcane spellcaster is going to carry about.

The spells listed here are only those from the System Reference Document. Your gamemaster may allow spells from other resources in addition to these, so be sure to check your regional documentation.

Cantrips: acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue

1st-level: alarm, animate rope, burning hands, cause fear, charm person, chill touch, colour spray, comprehend languages, detect secret doors, detect undead, disguise self, endure elements, enlarge person, erase, expeditious retreat, feather fall, floating disk, grease, hold portal, hypnotism, identify, jump, mage armour, magic aura, magic missile, magic weapon, mount, obscuring mist, protection from chaos/evil/good/law, ray of enfeeblement, reduce person, shield, shocking grasp, silent image, sleep, summon monster i, true strike, unseen servant, ventriloquism

2nd-level: acid arrow, alter self, arcane lock, bear's endurance, blindness/deafness, blur, bull's strength, cat's grace, command undead, continual flame, darkness, darkvision, daze monster, detect thoughts, eagle's splendour, flase life, flaming sphere, fog cloud, fox's cunning, ghoul touch, glitterdust, gust of wind, hideous laughter, hypnotic pattern, invisibility, knock, levitate, locate object, magic mouth, minor image, mirror image, misdirection, obscure object, owl's wisdom, phantom trap, protection from arrows, pyrotechnics, resist energy, rope trick, scare, scorching ray, see invisibility, shatter, spectral hand, spider climb, summon monster ii, summon swarm, touch of idiocy, web, whispering wind

3rd-level: arcane sight, blacklight, blink, clairaudience/clairvoyance, daylight, deep slumber, dispel magic, displacement, explosive runes, fireball, flame arrow, fly, gaseous form, gentle repose, greater magic weapon, halt undead, haste, heroism, hold person, illusory script, invisibility sphere, keen edge, lesser telepathic bond, lightning bolt, magic circle against chaos/evil/good/law, major image, nondetection, phantom steed, protection from energy, rage, ray of exhaustion, secret page, sepia snake sigil, shrink item, sleet storm, slow, stinking cloud, suggestion, summon monster iii, tiny hut, tongues, vampiric touch, water breathing, wind wall

4th-level: animate dead, arcane eye, bestow curse, black tentacles, charm monster, confusion, contagion, crushing despair, detect scrying, dimension door, dimensional anchor, dweomer of transference, enervation, fear, fire shield, fire trap, greater invisibility, hallucinatory terrain, ice storm, illusory wall lesser geas, lesser globe of invulnerability, locate creature, mass enlarge person, mass reduce person, minor creation, mnemonic enhancer, phantasmal killer, polymorph, rainbow pattern, remove curse, resilient sphere, scrying, secure shelter, shadow conjuration, shout, solid fog, stone shape, stoneskin, summon monster iv, wall of fire, wall of ice

5th-level: animal growth, baleful polymorph, blight, break enchantment, cloudkill, cone of cold, contact other plane, dismissal, dominate person, dream, fabricate, false vision, feeblemind, hold monster, interposing hand, lesser planar binding, mage's faithful hound, mage's private sanctum, magic jar, major creation, mind fog, mirage arcana, nightmare, overland flight, passwall, persistent image, prying eyes, psychic turmoil, secret chest, seeming, sending, shadow evocation, summon monster v, symbol of pain, symbol of sleep, telekinesis, telepathic bond, teleport, transmute mud to rock, transmute rock to mud, wall of force, wall of stone, waves of fatigue

6th-level: acid fog, analyze dweomer, antimagic field, chain lightning, circle of death, contingency, control water, create undead, disintegrate, eyebite, flesh to stone, forceful hand, freezing sphere, geas/quest, globe of invulnerability, greater dispel magic, greater heroism, guards and wards, hardening, legend lore, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendour, mass fox's cunning, mass owl's wisdom, mass suggestion, mental pinnacle, mislead, move earth, permanent image, planar binding, probe thoughts, programmed image, repulsion, shadow walk, stone to flesh, summon monster vi, symbol of fear, symbol of persuation, true seeing, undeath to death, veil, wall of iron

7th-level: banishment, control undead, control weather, delayed blast fireball, ethereal jaunt, finger of death, forcecage, grasping hand, greater arcane sight, greater psychic turmoil, greater scrying, greater shadow conjuration, greater teleport, insanity, instant summons, mage's magnificent mansion, mage's sword, mass hold person, mass invisibility, phase door, plane shift, power word blind, prismatic spray, project image, reverse gravity, sequester, simulacrum, spell turning, statue, summon monster vii, symbol of stunning, symbol of weakness, teleport object, vision, waves of exhaustion

8th-level: antipathy, binding, clenched fist, clone, create greater undead, demand, dimensional lock, discern location, greater planar binding, greater prying eyes, greater shadow evocation, greater shout, horrid wilting, incendiary cloud, iron body, irresistible dance, maddening scream, mass charm monster, maze, mind blank, moment of prescience, polar ray, polymorph any object, power word stun, prismatic wall, protection from spells, scintillating pattern, screen, summon monster viii, sunburst, symbol of death, symbol of insanity, sympathy, telekinetic sphere, temporal stasis, trap the soul

9th-level: astral projection, crushing hand, dominate monster, energy drain, etherealness, foresight, freedom, gate, imprisonment, mage's disjunction, mass hold monster, meteor swarm, power word kill, prismatic sphere, refuge, shades, shapechange, soul bind, summon monster ix, teleportation circle, time stop, wail of the banshee, weird, wish


The sorcerer is based on version 3.5 of the System Reference Document, copyright (c) 2003, Wizards of the Coast.

 
 

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