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.
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Charisma), Concentration (Constitution), Craft (Intelligence), Knowledge (arcana) (Intelligence), Profession(Wisdom), and Spellcraft (Intelligence).
Skill Points at 1st Level (2 + Intelligence modifier) x 4
Skill Points at Each Additional Level 2 + Intelligence modifier
|———–Spells per Day———|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|Sorcerer Spells Known|
|——– Spells Known ———|
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
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. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he 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 his 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 by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
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 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.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
A sorcerer can obtain a familiar (see familiars). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success
reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Author Mike Mearls
Publish date 2002
OGL Section 15 qwiz
The material below is designated as Open Game Content.
Netbook can be found on the following website
The material below is designated as Open Game Content
Wandering the lands, usually in a rickety wagon festooned with colourful banners, fetishes, and other mystical-looking trinkets, fortune tellers ply their trade among peasants, serfs, and other commoners. They offer glimpses into the future, using tarot cards and similar means of divination to predict harvest yields, grant advice in love and business, and other aspects of the days to come. Many fortune tellers are frauds and charlatans, but a few know enough magic to attempt a simple Augury or similar spell. In addition to predictions (whether backed by magic or a good act), fortune tellers often also sell potions, elixirs, good luck charms, and other trinkets. Though their wares are rarely authentic, superstitious commoners take comfort in owning them.
Adventuring: On adventures, fortune tellers use their experience in artful deception to smooth over misunderstandings with others and avoid other social obstacles. The legitimate fortune tellers, those with real magical skills, use their magic to detect hidden items, glimpse into an expedition’s future, and provide information and support for their comrades. Many fortune tellers who master the sorcerer’s arts grow bored of bilking peasants and desire something more. They find it difficult to convince a conventional sorcerer tutor or academy that their initial training is at all valid. Thus, they take to adventure, seeking to expand their skills through practice.
Role-Playing: While adventuring fortune tellers spurn their previous life, they remain a devious, scheming lot. To a fortune teller, a quick lie and smile are the best solutions to most problems, such as a peasant angry that the potion of love you just sold him has caused all the sows in town to follow him around. Thus, fortune tellers tend to be affable, talkative, and glib. Others, especially those who see their duties and Profession as a legitimate, important service, are quiet and reserved. They see all, carefully watching their environment, and take care to speak only when they have something important to say. To these fortune tellers, the story of the future is written in the present, but only a calm, reflective mind can read it.
Bonuses: If the fortune teller has access to his focus, such as a tarot deck, divination sticks, or some other prop, and spends one minute carefully reading the signs, portents, and omens, he may cast any divination spell at +1 caster level. In addition, he may use the spells from the divine spellcaster Knowledge domain as though they were arcane spells. The fortune teller does not automatically gain these spells in his books, but gains the option to scribe them from scrolls or add them to his books as per standard arcane spells. The fortune teller may add these spells to his spellbooks and prepare them just like any other spells from the sorcerer/wizard lists. The fortune teller also gains Bluff and Perform as class skills. When magic can’t predict the future, a few dramatic lies quite nicely fill the gap. Many inexperienced fortune tellers rely exclusively on charm and convincing lies to ply their craft.
Penalties: The fortune teller hails from a slightly different background from the traditional sorcerer. He typically learns his magic from an older, more experienced sorcerer who follows this path. After a few years spent fetching water, lugging the fortune teller’s gear and props from town to town, and dealing with irate customers who didn’t hear of a future they wanted to know about, the would-be fortune teller finally learns the basics of magic. This non-traditional apprenticeship focuses more on practical concerns than the normal sorcerer’s training. fortune tellers do not gain Alchemy or Spellcraft as class skills. In addition, the first five sorcerer spells of first level they learn must be the five Divination spells, that is comprehend languages, detect secret doors, Detect Undead, identify, and True Strike.