Sorcerer, the Thaumaturge
Sorcerers are spellcasters of unsurpassed brilliance. Such is the extent of their knowledge
that they have access to both the divine and arcane magic domains.
Their lack of focus means that they develop somewhat slower than the disciplined Wizard or
the pious Cleric, and they do not receive any domain power or spell resistance. Sorcerers see
these disadvantages as the price to pay for their mastery over the magical arts.
Many Sorcerers received a Cleric or Wizard training at some point during their youth. They then developed a fascination for all forms of magic. As a result, they are always hunting for new magic scrolls and powerful magic items.



Hit Dice, Proficiencies, Alignment
D6 Hit Die. No armour or shield proficiency. Starts with simple-weapons proficiency only. Sorcerers can be of any alignment.
Special Abilities
Celestial Body Attunement: At level 1, Wizards and Sorcerers may choose to be attuned to a celestial body if they wish.
Each body provides a bonus and a penalty:
Nocturnis, the Black Moon: You gain a +1 bonus to the DC of Necromancy spells and a -1 penalty to the DC of Conjuration spells.
Phoenix, the Red Moon: You gain a +1 bonus to the DC of Evocation spells and a -1 penalty to the DC of Alteration spells.
Solann, the White Moon: You gain a +1 bonus to the DC of Conjuration spells and a -1 penalty to the DC of Necromancy spells.
Juron, the Green Moon: You gain a +1 bonus to the DC of Alteration spells and a -1 penalty to the DC of Enchantment spells.
Meril, the Blue Moon: You gain a +1 bonus to the DC of Enchantment spells and a -1 penalty to the DC of Evocation spells.
Spells: The Sorcerer draws its spells from the spell lists of the Wizard and Cleric. Charisma, Intelligence and Wisdom are all important to the Sorcerer. The Charisma modifier determines the number of bonus spell slots, and the number of spells known at level 1. The Intelligence modifier determines the Difficulty Class of Wizard spells. The Wisdom modifer determines the Difficulty Class of Cleric spells. A Sorcerer can alternate between arcane and divine castings without restriction. Both types of spells count towards the daily limit. A Sorcerer can activate Divine Spell Scrolls and Arcane Spell Scrolls of any spell in the lists of the Paladin, Ranger, Druid, Cleric, Rogue and Wizard. Spell picks at level 1: 3 + Charisma modifier picks in the Wizard spell list and 3 + Charisma modifier picks in the Cleric list. Spell picks at all other levels: 2 in the Wizard spell list plus 2 in the Cleric spell list.
Sorcerer Feats
Improved Touch Attacks: You gain +1 on all your melee-touch and ranged-touch attack rolls.
Wizard Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or Alteration. You gain a +1 bonus to the difficulty class of all Wizard spells in the chosen magic school.
Greater Wizard Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or Alteration. You gain another +1 bonus to the difficulty class of all Wizard spells in the chosen magic school. Requires Arcane Spell Focus in the chosen school.
Spell Shaping: Select one of the following spells: Fireball, Electric sphere, Cone of Cold, Ice storm, Power fireball, Prismatic Spray or Acid blast. When you cast the selected spell (or a metamagic version of it), you manipulate the area of effect so that allies standing within the normal area of effect remain unaffected by the spell. Requires Greater Wizard Spell Focus (Evocation), Level 5 Wizard or Sorcerer.
Counterspelling Mastery: You can counterspell a spell using any spell of the same school and spell level. For example, you could counter a cleric's Divine Power (Evocation level 4) using an Ice Storm spell (Evocation level 4), or you could counter a wizard's Lightning Bolt (Evocation level 3) using a Fireball spell (Evocation level 3). Requires Improved Counterspell, Sorcerer level 1.
Armored Casting: You avoid the spell failure chance when casting spells with a somatic component while wearing armour of a category that you are proficient with. Requires Light Armour Proficiency.
Cleric Spell Focus: The Difficulty Class of all Cleric spells with a saving throw increases by 1.
Greater Cleric Spell Focus: The Difficulty Class of all Cleric spells with a saving throw increases by another 1.

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