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Overhaul Changes

Familiar changes along with Wizard. Spell updates of course.

Overhaul Description

Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.

WARNING: To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. For example, to cast a 9th-level spell, a sorcerer must have a Charisma of 19.

- Hit Die: d4.
- Proficiencies: All simple weapons. Sorcerers are not proficient with armor or shields.
- Skill Points (*4 at 1st level): 2 + Intelligence Modifier.
- Spellcasting: Arcane (Charisma-based, no spell preparation, spell failure from armor is a factor).
- Primary saving throw(s): Will
- Base attack bonus: Low (+1/2 per level)

ABILITIES:

1: Summon Familiar - The sorcerer may summon a familiar once per day. If the familiar dies, the sorcerer suffers 1d6 damage, but may summon the familiar again on the following day. The power of the familiar is based on the total sum of class levels that can summon familiars.

EPIC LEVELS:

You have become a near mythic being -- the epic sorcerer. But still the need for ever greater power never ceases.

Hit Die: d4
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic sorcerer gains a bonus feat every three levels after 20th

Epic Sorcerer Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting.


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