Home >Extras >Custom Creations >Black Flame Studios’ Lab >Alternate Rules >Reignited >Classes >

Sorcerer

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 Points: 6 per level

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The sorcerer receives 1 rank in the following; Acrobatics, Artisan, Awareness, Bluff, Diplomacy, Intimidate, Knowledge (Arcana), Spellcraft, and Use Magic Device.

Skill Ranks per Level: 4 + Int modifier.

Table: Sorcerer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bloodline power, cantrips, eschew materials 3
2nd +1 +0 +0 +3 Esoteric resistances 4
3rd +1 +1 +1 +3 Bloodline power, bloodline spell 5
4th +2 +1 +1 +4 Magic sense 6 3
5th +2 +1 +1 +4 Bloodline spell 6 4
6th +3 +2 +2 +5 Mystic field 6 5 3
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 6 6 4
8th +4 +2 +2 +6 Dimensional slip 6 6 5 3
9th +4 +3 +3 +6 Bloodline power, bloodline spell 6 6 6 4
10th +5 +3 +3 +7 Spell mirror 6 6 6 5 3
11th +5 +3 +3 +7 Bloodline spell 6 6 6 6 4
12th +6/+1 +4 +4 +8 Magister 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 Physical drain 6 6 6 6 6 5 3
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 6 6 6 6 6 6 4
16th +8/+3 +5 +5 +10 Overcharge spell 6 6 6 6 6 6 5 3
17th +8/+3 +5 +5 +10 Bloodline spell 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 Mystic Radiation 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Bloodline power, unique bloodline 6 6 6 6 6 6 6 6 6

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency

Sorcerers receive proficiency Simple weapons, and are not proficient with armor (suffering Arcane Spell Failure with it).

Spells

Table: Sorcerer Spells Known
Level Spells Known
0th 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

A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she 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 level. 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. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) 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 she 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. 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 she gains new spells known for the level.

Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline

Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract 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 her first level of sorcerer. Once made, this choice cannot be changed.

FAQ

Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer’s spell list?

The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer’s spell slots.

[Source]

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

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. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. Source: Pathfinder Player Companion: Magic Tactics Toolbox

Sorcerer Bloodlines from Other Publishers

Cantrips

Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Eschew Materials

A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Esoteric Resistance (Ex)

At 2nd level the Sorcerer receives a bonus to Will Saves equal to their Charisma modifier. This bonus does not stack with the Paladin’s Divine Grace, instead adding an additional +2 as a morale bonus.

Magic Sense (Su)

At 4th level the Sorcerer is able to instinctively know the presence of spellcasters within 1 mile of them, although this knowledge is fuzzy and they are unable to pinpoint the location of said spellcaster – only knowing of their existence. At twelfth level the Sorcerer is able to, once per day, pinpoint the location of a spellcaster within 1 mile using their magic sense.

Magic Field (Su)

At 6th level the Sorcerer can spend a swift action, creating a 30 ft. area surrounding themselves of raw magical energy. Spells cast within this radius increases the spell’s range by +50%, and add a bonus to damage equal to the Sorcerer’s Charisma modifier. As a full-round action, the Sorcerer can spend 3 Stamina Points in order to absorb the field of energy back into themselves. Doing so causes them to be fatigued for 1 round, however they recover 1 use for a single spell level. This can only be used once per day.

Dimensional Slip (Su)

At 8th level the Sorcerer substitutes their Dexterity modifier with their Charisma modifier on AC, touch AC, and CMD.

Spell Mirror (Sp)

At 8th level the Sorcerer can spend 2 Stamina Points and the usage of a spell level to shield themselves from spells. This is an immediate action which can be done once per round, and once used the spell affecting them has a chance of being reflected back at its caster. If the spellcaster’s level + spell level is less than the Sorcerer’s level + the level of spell sacrificed, the spell is reflected back at them. Otherwise the spell fizzles out as if being affected by Spell Resistance.

Magister (Sp)

At 12th level the Sorcerer can as an immediate action as a spell is being cast attempt a Spellcraft check against one of the targets of their spell. This check is a d20 + Caster Level + Charisma modifier check versus 10 + opponent’s CR. On a successful check, the opponent receives Weakness in a specific element of the Sorcerer’s choice for 1 minute. This can be used once per day, however if it fails the usage is not consumed. Enemies cannot be affected by Magister more than once in one day.

Physical Drain (Su)

At 14th level the Sorcerer can spend a swift action in order to siphon their Stamina Points in order to regain a lost spell usage. The amount of Stamina Points spent is how many spell slot(s) the Sorcerer can recover. For example if a Sorcerer spent 5 Stamina Points they can regain a 5th level slot, a 4th and a 1st, a 3rd and a 2nd, or other such combinations.

Overcharge (Su)

At 16th level the Sorcerer can choose to spend four uses from a wand, staff, or other use-based magic item in order to use it twice as a single standard action. Alternatively the Sorcerer can spend 2 Stamina Points in order to only use two uses from the wand, staff, etc.

Mystic Radiation (Su)

At 18th level the Sorcerer is surrounded by an aura which makes hostile magic users sick to their stomach, and their spells less effective. Enemy spellcasters in the radius who are 6 or more levels lower than the Sorcerer are nauseated. Those only 2-4 levels lower are instead sickened, and take a -4 on all spell attacks, spell damage rolls, and even on their spell DCs.

Unique Bloodline (Su)

At 20th level, the sorcerer’s blood grows wild and strange, become less about her ancestors and more about her specifically. The sorcerer selects a second bloodline and gains the bloodline arcana and the 1st-, 3rd-, and 9th-level bloodline powers. Her level for these powers is the same as for her primary bloodline.