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SORCERER

Alignment: Any.

Hit Points at 1st level: 18 + Constitution modifier


Hit points at level after 1st: 4 + Constitution modifier

Reserve Points at 1st level: 24 + Constitution modifier


Reserve Points at level after 1st: 7 + Constitution modifier

Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge
(arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Level Base Attack Def Fort Ref Will Rep Cont Special Spell Seeds Seed Secrets
Bonus Save Save Save Save Known Known
1st +0 2 +0 +0 +2 0 0 Bloodline, Eschew Materials, 1 0
Sorcerous Talent, Improvise 1/day
2nd +1 2 +0 +0 +3 0 0 1 1
3rd +1 3 +1 +1 +3 1 0 1 1
4th +2 3 +1 +1 +4 1 1 Heritage or Bloodline 2 1
5th +2 3 +1 +1 +4 1 1 Improvise 2/day 2 1
6th +3 4 +2 +2 +5 1 1 2 2
7th +3 4 +2 +2 +5 2 1 3 2
8th +4 4 +2 +2 +6 2 2 Heritage or Bloodline 3 2
9th +4 5 +3 +3 +6 2 2 3 2
10th +5 5 +3 +3 +7 2 2 Improvise 3/day 4 3
11th +5 5 +3 +3 +7 3 2 4 3
12th +6/+1 6 +4 +4 +8 3 3 Heritage or Bloodline 4 3
13th +6/+1 6 +4 +4 +8 3 3 5 4
14th +7/+2 6 +4 +4 +9 3 3 5 4
15th +7/+2 7 +5 +5 +9 4 3 Improvise 4/day 5 4
16th +8/+3 7 +5 +5 +10 4 4 Heritage or Bloodline, 6 5
17th +8/+3 7 +5 +5 +10 4 4 6 5
18th +9/+4 8 +6 +6 +11 4 4 6 6
19th +9/+4 8 +6 +6 +11 5 4 7 6
20th +10/+5 8 +6 +6 +12 5 5 Heritage or Bloodline, Improvise 7 7
5/day

Spells Per Day


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 — — — — — — — —
2nd 4 — — — — — — — —
3rd 5 — — — — — — — —
4th 6 3 — — — — — — —
5th 6 4 — — — — — — —
6th 6 5 3 — — — — — —
7th 6 6 4 — — — — — —
8th 1d8 +1 6 5 3 — — — — —
9th 1d8 + 1 6 6 4 — — — — —
10th 1d8 1d8 +1 6 5 3 — — — —
11th 1d8 1d8 + 1 6 6 4 — — — —
12th 1d6+1 1d8 1d8 +1 6 5 3 — — —
13th 1d6 +1 1d8 1d8 + 1 6 6 4 — — —
14th 1d6 1d6+1 1d8 1d8 +1 6 5 3 — —
15th 1d6 1d6 +1 1d8 1d8 + 1 6 6 4 — —
16th At-Will 1d6 1d6+1 1d8 1d8 +1 6 5 3 —
17th At-Will 1d6 1d6 +1 1d8 1d8 + 1 6 6 4 —
18th At-Will 1d4 1d6 1d6+1 1d8 1d8 +1 6 5 3
19th At-Will 1d4 1d6 1d6 +1 1d8 1d8 + 1 6 6 4
20th At-Will 1d4 1d4 1d6 1d6+1 1d8 6 6 6

Table: Sorcerer Spells Known (not including Bloodline spells)


———————— 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 Armor Proficiency: Sorcerers are proficient with basic weapons and one other weapon group. They are not
proficient with any type of armor or shields. Armor 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 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.

Sorcerous Talent: A sorcerer may gain a sorcerous talent, gained at first level.

Arcane Earthbond: While touching the ground, the Sorcerer gains ‘Damage Reduction 1 / adamantine’ –and– Feat:
Alertness. This requires a one-time 24 hour ritual that has 100 gp of material components. The sorcerer must have the Earth
bloodline to have this Talent.

Arcane Reabsorbtion: If a spell you cast is Countered –or– fails to overcome the target’s Spell Resistance, you may
“reabsorb” the spell as an Immediate Action by making a Spellcraft check vs. DC 20 + [3 * spell level]. If successful, you
retain the Spell Slot, but take (spell level) nonlethal damage (which bypasses your Damage Reduction /resistances). Note: to
use this ability, the spell must have had no effect whatsoever.

Blood of the Earth: Add the following skills to the sorcerer's class list: Diplomacy, Handle Animal, Heal,
Knowledge (Nature). The sorcerer gains an animal companion as a druid of (sorcerer's level -4, minimum 1). The sorcerer
also can use the feat Natural Spell if he is in animal form from a polymorph spell.
Blood of Nightmares: Add the following skills to your class skills: Intimidate, Knowledge (Dungeoneering). You
cannot summon good creatures. Your magic rating is 1 higher for Conjuration (summoning) and Transmutation spells, but -1
for Abjuration and Divination spells.

Blood of the Sky: Add the following skills to your class skill list: Diplomacy, Knowledge (the planes). Also, your
charisma score is effectively 4 higher when determining spells per day and how high of a spell level you can cast. Your
recharge time is decreased by 1 round (minimum 1).

Draconic Ray: At 1st level, the Draconic Ray Sorcerer chooses the type of Dragon with which he/she is associated.
Gains a ray as a Spell-Like ability, which does 1d4 + 1 per Draconic Ray Sorcerer level of energy damage which matches
the chosen Dragon type. In addition, the ray has an additional effect based on the Dragon type. This type of sorcerer MUST
take Dragon Bloodline at 1st level.
Ancestor Energy Secondary Effect Saving
Dragon Type Throw
Triggered
Black Acid Shadow Eyes- target's eyes are also obscured for 1d6 Will
rounds, granting everything the target is fighting
concealment.
Blue Electricity Dehydration- target takes 1d4 + 2 per level in Fort
nonlethal damage.
Green Acid Command- as the spell Will

Red Fire Burning- target takes 1d4 fire damage each round for Ref
(½ sorcerer level) rounds
White Cold Rime of Ice- target drops whatever it is holding and Ref
falls prone
Brass Fire Sleep- target falls asleep for 1d6 rounds Will
Bronze Electricity Fear- target is panicked for 1d4 rounds Will
Copper Acid Slow- target is slowed for 1d6 rounds Fort
Gold Fire Weakening- target takes 1d4 penalty to Strength for (½ Fort
sorcerer level) rounds
Silver Cold Hold Person- target is paralyzed for 1d4 rounds. Will

Focus Caster: A chosen masterwork-quality object now become a required Focus for all your spells. The Focus is
associated with one school of magic and grants you benefits associated with that school (see below). The Focus has the
following properties:
a) bonus to Hardness equal to ½ Caster level (max 2x original Hardness) & bonus to hit-point equal to Caster level (max 2x
original hp).
b) if destroyed, you may replace it with by bonding with a new masterwork-quality (but not magical) object of the same
type, spending 24 hours, and expending 100 gp of reagents;
c) if your Focus is a weapon or a shield, you are Proficient with it (but not any other weapons / shields of the same type).
d) if you enchant your Focus, the XP & base materials cost is reduced by 10%.
e) additional bonus is School of Magic specific:
• Abjuration – Bracers, Buckler, Small Shield
• 1st level – any non-Personal Abjuration spell you cast with at least one target affects one extra target, but that
target only has ½ the normal duration.
• 7th level – any non-Personal Abjuration spell you cast with at least one target affects one extra target, who
now get the full duration.
• 15th level – you may cast Personal Abjuration spells as a Touch spells.
• Conjuration – Quarterstaff, Polearm
• 1st level – your Conjuration spells have +1 round duration, including ‘Concentration’ spells, which last 1
round after you stop concentrating.
• 7th level – your Conjuration spells have +2 round duration, including ‘Concentration’ spells, which last 2
round after you stop concentrating.
• 15th level – your Conjuration spells have +3 round duration, including ‘Concentration’ spells, which last 3
round after you stop concentrating.
• Divination – Large Crystal (may be mounted on a Rod or Staff), Ornate Holy Symbol
• 1st level – cast Divination spells at +1 Caster level.
• 7th level – your Divination spells have 2x duration.
• 15th level – receive a (1 + Intelligence modifier (min +1)) bonus vs. Divinations spells.
• Enchantment – Ornate Clothing
• 1st level – your Enchantment spells have +1 round duration, including ‘Concentration’ spells, which last 1
round after you stop concentrating.
• 7th level – your Enchantment spells have +2 round duration, including ‘Concentration’ spells, which last 2
round after you stop concentrating.
• 15th level – your Enchantment spells have +3 round duration, including ‘Concentration’ spells, which last 3
round after you stop concentrating.
• Evocation – Longsword, Dagger, other Bladed Weapon
• 1st level – your Evocation spells do +1 hp of damage (applies to all in area-of-effect or one if there are
multiple missiles).
• 7th level – your Evocation spells bypass the first 5 points of a target’s Energy Resistance (though Energy
Immunity still applies).
• 15th level – one Evocation spell per day may ignore one Target’s Energy Immunity.
• Illusion – Mask, Cloak, other Apparel used to conceal
• 1st level – cast Illusion spells at +1 Caster level.
• 7th level – your Illusion spells receive a bonus on Caster checks to bypass Spell Resistance of +(½ Caster
level).
• 15th level – you may cast Personal Illusion spells as a Touch spells.
• Necromancy – Flail, Kama, Sickle, Scythe, other Harvesting-inspired Weapon
• 1st level – your Necromancy spells can be cast at +25% range.
• 7th level – your Necromancy spells that inflict Ability Penalties, Ability Damage, or Ability Drain do +1 point.
• 15th level – a target that fails a Fortitude save vs. one of your Necromancy spells is also Fatigued.
• Transmutation – Instrument, Tools
• 1st level – any non-Personal Transmutation spell you cast with at least one target affects one extra target, but
that target only has ½ the normal duration.
• 7th level – any non-Personal Transmutation spell you cast with at least one target affects one extra target, who
now get the full duration.
• 15th level – one Transmutation spell per day that grants a bonus to an Ability Score gives a 2x bonus (e.g.,
Bull’s Strength would give a +8 bonus).

Metamagic Specialist: You may apply Metamagics to your Impromptu Spells without increasing the casting time to
a Full Round. This also allows you to benefit from Feat: Quicken Spell.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat.

Bloodline: Ever sorcerer has power from his blood. How that blood manifests depends on the ancestor of the sorcerer. Each
bloodline grants an extra set of spells to the sorcerer's spell list. You may also spend a use of this to take the Enhanced
Bloodline feat with a bloodline you already possess, or trade feats for a Bloodline.

Air Bloodline: This bloodline is from an elemental or a djinn. Your connection to the Air means all [Air] spells are
cast at +1 MR, but you cannot cast [Earth] spells. This bloodline is associated with the Cloud Seed.
Enhanced Air Bloodline: You have a +2 on Diplomacy and Intimidate checks.
1. Obscuring Mist
2. Gust of Wind
3. Wind Wall
4. Shout
5. Telekinesis
6. Control Winds
7. Ethereal Jaunt
8. Summon Monster VII (air monsters only)
9. Freedom

Anarchic Bloodline: You are descended from a chaotic outsider, like a demon or a slaad. You cast [chaos] spells at
+1 MR, but cannot cast [law] spells. This bloodline is associated with the Freedom Seed.
Enhanced Anarchic Bloodline: You get 1 Fate Point. This fate point may be used like an action point, but you may
only use it to add to a d20 roll.
1. Color Spray
2. Tasha's Hideous Laughter
3. Rage
4. Confusion
5. Mind Fog
6. Mislead
7. Prismatic Spray
8. Maze
9. Weird

Aquatic Fey Bloodline: You are descended from the aquatic fey, such as a kelpie or a selkie. You may cast charm
spells at +1 MR, but you cannot cast Conjuration (Creation) spells. This bloodline is associated with the Hex or Ice seeds
(your choice of the two).
Enhanced Aquatic Fey Bloodline: You may use Divination once per day as the spell if you are underwater or it is a
stormy night.
1. Charm Person
2. Alter Self
3. Water Breathing
4. Charm Monster
5. Mind Fog
6. Control Water
7. Control Weather
8. Horrid Wilting
9. Shapechange

Axiomatic Bloodline: Your ancestor was perhaps an archon or a devil, or even a formian. You cast [law] spells at
+1 MR, but cannot cast [chaos] spells. This bloodline is associated with the Barrier Seed.
Enhanced Axiomatic Bloodline: You gain a +2 on Will saves against mind-affecting effects.
1. Detect Chaos
2. Locate Object
3. Magic Circle vs. Chaos
4. Locate Creature
5. Dismissal
6. True Seeing
7. Forcecage
8. Discern Location
9. Dominate Monster

Celestial Bloodline: You are descended from a good outsider, like an angel or a coatl. You cast [good] spells at +1
MR, but cannot cast [Evil] spells. This bloodline is associated with the Dispel Seed.
Enhanced Celestial Bloodline: You gain light, 5 times a day, as a spell-like ability.
1. Protection from Evil
2. Daylight
3. Magic Circle Versus Evil
4. Rainbow Pattern
5. Dismissal
6. Guards and Wards
7. Sequester
8. Sunburst
9. Summon Monster IX (Good monsters only)
Draconic Bloodline: You are descended from a Dragon. All spells dealing with your ancestral dragon's energy are
cast at +1 MR. You cannot learn spells with a subtype specified when this feat is taken. Typically the subtype is the
antithesis of the dragon from which you are descended (i.e., someone of a White Dragon Bloodline could not cast [fire]
spells). This bloodline is associated with one of the following seeds, based on your draconic ancestor: Acid, Electricity,
Fire, or Ice.
Enhanced Draconic Bloodline: You may use detect magic as a spell-like ability, three times per day.
1. Comprehend Languages
2. Darkvision
3. Protection from Elements
4. Fear
5. Mind Fog
6. True Seeing
7. Vision
8. Mind Blank
9. Dominate Monster

Dwarven Blood: The blood of noble dwarves runs in your veins. You have the power of a dwarf blessed by the
gods. You cast the spells on the following list at +1 MR, but you cannot cast them if you are not in contact with the earth.
This bloodline is associated with the Earth Seed.
Enhanced Dwarven Bloodline: You may use virtue as a spell-like ability 5 times per day.
1. Sheild of Faith
2. Make Whole
3. Spike Stones
4. Magic Vestment
5. Spike Stones
6. Stone Tell
7. Heroes' Feast
8. Earthquake
9. Elemental Swarm(earth only)

Earth Bloodline: You have the blood of a dao or an elemental in your veins. You cast [Earth] spells at +1 MR but
cannot cast [Air] spells. This bloodline is associated with the Earth seed.
Enhanced Earth Bloodline: +3 on Athletics and Acrobatics checks when in contact with earth.
1. Enlarge Personality
2. Shatter
3. Keen Edge
4. Stone Shape
5. Transmute Mud to Rock
6. Move Earth
7. Statue
8. Iron Body
9. Summon Monster XI (Earth monsters only)

Fey Bloodline: You are descended from a denizen of the Feywild. You cast spells dealing with life at +1 MR, but
you cannot cast spells that create or control undead. This bloodline is associated with the Hexes seed.
Enhanced Fey Bloodline: You have a +1 bonus on all Death, Fortitude, Reflex and Will saving throws.
1. Detect Secret Doors
2. Glitterdust
3. Tongues
4. Hallucinatory Terrain
5. Seeming
6. Mislead
7. Sequester
8. Otto's Irresistible Dance
9. Wail of the Banshee

Fiendish Bloodline: You are the descendant of an evil outsider, such as a demon, devil or yugoloth. You cast [evil]
spells at +1 MR, but cannot cast [good] spells. This bloodline is associated with either the Hexes Seed or the Vile Seed
(your choice).
Enhanced Fiendish Bloodline: You cast Conjuration (summoning) spells at +2 MR when summoning evil
creatures.
1. Protection from good
2. Darkness
3. Sepia Snake Sigil
4. Bestow Curse
5. Nightmare
6. Mislead
7. Insanity
8. Maze
9. Imprisonment

Fire Bloodline: Your ancestor may have been an azer, a fire giant, or a fire elemental. Perhaps even an efreeti. You
cast [Fire] spells at +1 MR, but you cannot cast [Water] spells. This bloodline is associated with the Fire Seed.
Enhanced Fire Bloodline: All movement speeds (except swim) increases by 10 feet.
1. Burning Hands
2. Pyrotechnics
3. Fireball
4. Tongues
5. Fire Sheild
6. Cloud Kill
7. Summon Monster VII (fire monsters only)
8. Delayed Blast Fireball
9. Meteor Swarm

Illithid Bloodline: You were experimented on by the illithids. You now cannot cast any spell that changes a
creature's size or shape, but you cast spells that deal with mind-affecting effects at +1 MR. This bloodline is associated with
the Sense Seed.
Enhanced Illithid Bloodline: You may use daze 3 times a day as a spell-like ability.
1. Hypnotism
2. Detect Thoughts
3. Suggestion
4. Confusion
5. Feeblemind
6. Mass Suggestion
7. Insanity
8. Mind Blank
9. Dominate Monster

Necromantic Bloodline: You have an undead in your background. Any spell dealing with undead gets a +1 MR, but
you are unable to cast Conjuration (Healing) spells. This bloodline is associated with the Cruel seed.
Enhanced Necromantic Bloodline: +2 bonus on saves against the (Ex) and (Su) powers of the Undead.
1. Cause Fear
2. Ghoul Touch
3. Vampiric Touch
4. Contagion
5. Dominate Person
6. Eyebite
7. Control Undead
8. Trap the Soul
9. Wail of the Banshee

Orc Bloodline: You are descended from an orcish cheifain or great renown. You cast the spells on the following list
at +1 MR, but you lose access to them for the day if you do not eat meat with your breakfast. This bloodline is associated
with the Weapon Seed.
Enhanced Orc Bloodline: Any increases to an ability score from a spell or spell like ability also grant you an
additional +2 to Strength. This stacks, and runs out when the spell does.
1. Longstrider
2. Rage
3. Good Hope
4. Divine Power
5. Righteous Might
6. Harm
7. Destruction
8. Earthquake
9. Storm of Venegnce

Penumbra Bloodline: Your ancestor came from the Shadowfell. Not a nice place. You cast [shadow] spells at +1
MR, but cannot cast [light] spells. This bloodline is associated with the Conceal seed.
Enhanced Penumbra Bloodline: You gain darkvison 30 feet, or double your existing darkvision range.
1. Obscuring Mist
2. Darkness
3. Nondetection
4. Evard's Black Tentacles
5. Shadow Evocation
6. Shadow Walk
7. Plane Shift
8. Greater Shadow Evocation
9. Etherealness

Plant Bloodline: You somehow have... sap in your veins. You're part plant. Congratulations, Swamp Thing! Maybe
you're descended from a dendruid? You cast spells dealing with Plants at +1 MR, and get a +2 on saves against poisons and
disease! But, you cannot cast any [death] spells. This bloodline is associated with the Survival Seed.
Enhanced Plant Bloodline: You get Speak with plants, once per day as a spell like ability.
1. Endure Elements
2. False Life
3. Green Fire
4. Minor Creation
5. Tree Stride
6. Liveoak
7. Changestaff
8. Control Plants
9. Unyeilding Roots

Serpent Bloodline: You are descended from the a Yuan-Ti. You can no longer cast spells that lets you fly or levitate,
but all spells that deal with poison and stealth gain a +1 MR. This bloodline is associated with the Fear seed.
Enhanced Serpent Bloodline: You may use Neutralize Poison, 1/day, as a spell-like ability. Use your Arcane Magic
Rating.
1. Cause Fear
2. Hypnotic Pattern
3. Sepia Snake Sigil
4. Phantasmal Killer
5. Dominate Person
6. Repulsion
7. Power Word Blind
8. Power Word Stun
9. Power Word Kill

Water Bloodline: Your ancestor may have been a marid or an elemental. You cast [Water] spells at +1 MR, but you
cannot cast [Fire] spells. Try it. See? Not working. This bloodline is associated with the Water seed.
Enhanced Water Bloodline: +4 on Athletics checks to swim.
1. Expeditious Retreat
2. Fog Cloud
3. Water Breathing
4. Quench
5. Transmute Rock to Mud
6. Otiluke's Freezing Sphere
7. Control Weather
8. Summon Monster VIII (water creatures only)
9. Elemental Swarm (Water elementals only)

Heritage: You magical heritage has popped up as well, giving you additional abilities that have no true explanation.

In addition to your heritage, every time you gain one, you also gain a +1 bonus the following:
• Saves versus Sleep
• Saves versus Paralysis
• Saves versus one energy type (fire, cold, sonic, acid or electricity). Once this is picked, it cannot be changed,
and every heritage gives a bonus of this type.
• Saves against Poison

You also get to pick one of the following skills. This skill is now a class skill. You get another class skill with each
heritage ability chosen.
• Acrobatics
• Diplomacy
• Disguise
• Heal
• Intimidate
• Perception
• Stealth
• Survival

The following are available heritage abilities.

Aura of Menace: By sacrificing a spell slot, all enemies in a 20’ radius Burst around you receive a –2 penalty on
attacks, saves, skill checks & ability checks until they damage you, up to 24 hours (WillNeg, DC = level of sacrificed spell
+ Charisma modifier). A creature that breaks your Aura of Menace cannot be affected by it again for 24 hours. This
Supernatural ability is activated as a Standard Action.

Breath Weapon: As a Standard Action, you may convert one of your spells into a Supernatural breath weapon that
does 2d6 damage per level of the spell expended.
The Energy Type of the damage is determined by your Heritage.
If the damage is Fire or Cold, the breath weapon is a 30’ Cone. If it is Acid or Electricity, it is a 60’ Line.
Subjects are allowed a Reflex save for half damage (DC = spell level expended + your Charisma modifier).

Claw: Gain a Natural Claw attack that does 1d6 damage if your are Medium (1d4 if you are Small).
Any round that you cast a Standard Action spell, you may makes a single claw attack as a Swift Action against a
foe that you threaten.

Draconic Presence: You must have the Draconic Bloodline to take this heritage. When you cast an Arcane spell, all
opponents within 10’ are Shaken for a number of round equal to the cast spell’s level (Will Negates, DC = spell level +
Charisma modifier). If the save is successful, that opponent is immune to your Draconic Presence for 24 hours.
This ability does not effect Dragons, creatures with more HD than you, or creatures with Intelligence up to 3.

Eyes: By sacrificing a spell slot as a Swift Action, gain the ability to see through natural & magical darkness, out
to the limit of your sight. Lasts 10 minutes per level of sacrificed spell.

Flight: Any round that you cast a Standard Action Arcane spell, you gain a Fly speed of 10’ per level of the spell
just cast for the remainder of your turn.

Hide: Your Natural Armor bonus to AC increases by +1.

Howl: By sacrificing a spell slot as a Standard Action, generate a 30’ long Cone that does (2d6 per level of
sacrificed spell) Sonic damage (Fort ½, DC = 10 + level of sacrificed spell + Charisma modifier).

Improved Resistance: Your Resistance heritage now allows you to also gain resistance against a second energy
type. Once this is picked, it may not be changed.

Kinship: You gain a +4 bonus on Diplomacy checks with creatures from your bloodline.

Kin Mastery: When you take this ability, you choose either to Turn / Destroy or Rebuke / Command creature of the
same bloodline as yourself. This is the same as a Cleric whose level is ½ your Arcane caster level. Usable 1/day. You may
take this power multiple times. Each grants you another use per day.

Lance of Light: You must have the an alignment bloodline to take this heritage. By sacrificing a spell slot as a
Standard Action, generate a 60’ long Line that does (1d8 per level of sacrificed spell) to creatures of your opposed
alignment only (Ref½, DC = level of sacrificed spell + Charisma modifier).

Power in the Blood: You get one additional use of any one of your bloodline spells a day. This can change every
day, but you only get one shot for each time you take this heritage.
Powerful Spell: Any Arcane spell you cast that has the same Energy Type as your Heritage (even if it is because of
applying the feat Energy Substitution) is cast at +1 Caster level and has a +1 bonus to DC.

Resistance: Gain Energy Resistance to the Energy Type of your Heritage equal to 3 * your total number of Heritage
powers.

Wings: By sacrificing a spell slot as a Standard Action, gain a Fly speed of (2 x land speed) with Good
maneuverability. Lasts 1 round per level of sacrificed spell.

Improvise (Sp): A sorcerer is not entirely dependent on her spells known. All sorcerers have a spell seed at 1st level,
dependent on her first bloodline chosen. When your level would let you gain another seed, you can gain any seed you wish
as long as the resulting spell wouldn't interfere with your bloodline. For example a Fire Bloodline Sorcerer cannot take the
Water seed, not can a Serpent Bloodline sorcerer take the Flight seed. A sorcerer may improvise once per day at 1st level,
plus an additional time per day at 5th level and every 5 levels thereafter.

As a standard action, a sorcerer can craft and cast a spell. By activating this ability, the sorcerer burns a spell slot and
immediately gains a number of Spell Points (SP) equal to (2 + (2 * spell level) + her charisma modifier). These points may
be immediately spent upon weaving a spell from the seeds a sorcerer knows. Any points left over at the end of the sorcerer's
turn dissipate harmlessly.

When crafting a spell, a sorcerer may purchase any number of abilities from seeds she knows as long as she can afford their
total cost. Thus a sorcerer with a 16 Charisma and who knows the Fire, Ice, and Hex seeds could use this ability as a
standard action and spend a 3nd level spell slot to obtain 11 SP. With that 11 SP, he could then cause his spell to deal 2d6 fire
(for 6 SP) and 1d6 cold (for 3 SP), but would have two points left over. If he instead had an 18 Charisma, using this ability
would net him 12 SP, which he could then use to cast a spell that dealt 4d6 fire (12 SP), or a different spell that dealt 3d6
cold (9 SP) and inflicted a -2 penalty to saving throws (3 SP). Any combination, therefore, is possible, as long as the
sorcerer knows the correct seeds and has enough SP.

The base shape for most spells is "Target", indicating it affects a single target within the sorcerer's line of effect. If, when
utilizing multiple seeds, multiple base shapes are used, default to the first shape present on this list: touch, ray, target, line,
cone, sphere. An exception to this rule is when a seed specifically changes a spell's shape, such as the Sphere, Cone, or Line
seeds.

If multiple types of saves are needed, then the target must make separate saving throws (a maximum of one for each type
required) or suffer the effects tied to that save. For instance, a sorcerer casts a spell dealing 1d6 fire (from the Fire seed) and
1d6 cold (from the Ice seed) at a second level rogue. The rogue makes the Reflex save but fails the Fortitude save. If they
didn't have Evasion, the rogue would take half damage from the fire effect but full damage from the cold effect; however,
since the rogue has Evasion, the rogue ignores the fire damage but takes full cold damage.

Casting a spell in this fashion provokes an attack of opportunity. The save DC for a spell cast in this fashion is 10 + 1/2 the
sorcerer's level + his Charisma modifier. Unless otherwise noted, the range on a sorcerer’s spell using this ability is 25’ plus
5’ per sorcerer level.

Improvising is affected by arcane spell failure chance.

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