Class: Sorcerer

Open Game Content

Constraints

 * Limited Spell Knowledge: A Sorcerer can cast a lot of spells per day, but his selection of spells is extremely limited.
 * Casting in Armor: As an Arcane Caster a sorcerer suffers from Arcane Spell Failure if he is casting whilst wearing armor.

Benefits
Hit Die: d4, Trained Skills: 3, Class Bonuses: +2 DIS, +2 INS, +3 WILL
 * Combat Training: Simple Weapons and and one of those two Crossbows or Spears.
 * Favored Skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Class Features

 * Awakened Blood (Ex, Variant Rule): The calling of your blood awakens. All sorcerers have some heritage that causes them to innately know how to handle some sort of magic. Depending on your you innately know a few spells as soon as you can cast them. This is in addition to the spells you know by your known Spells by level.
 * Familiar: A sorcerer can obtain a familiar as described familiar on the Class Features section. A Sorcerers Class Level is equal his familiars Master Level.
 * Spontaneous Casting: A sorcerer can cast all spells at will and does not need to prepare them in advance. This is only limited by the number of spells per day and level and the spells a sorcerer knows.

Spellcasting
A Sorcerer who has a Charisma Score of 10 or higher gains the ability to cast a spells drawn primarily from the Sorcerer spell list (see learning spells below).

Caster Level := Sorcerer class level Spell Safe DC := 10 + Spell Level + CHA Modifier


 * Known Spells: A sorcerers Class Table lists exactly how many spells a sorcerer knows at what level. These numbers are fixed.
 * Learning Spells: Upon reaching a higher level you always receive at least one additional spell you know. Choose from suitable spells on Sorcerer's Spell list or if you studied a certain spell you may choose that particular spell if you gained a spell slot at an appropriate spell level.
 * Replacing Spells: Upon reaching 4th level, and at every even sorcerer level after that, a sorcerer can replace a single spell he knows with a different spell of the same level.
 * Upon gaining this level you must immediately choose to replace a spell or not. Further you can only replace a spell that is at least two spell levels below the highest sorcerer spell level you have access to.

Bloodlines
If the Awakened Blood Class Feature is in play, a sorcerer has to choose one bloodline. The Spells granted as known spells are described below.


 * Dragon (colored, black): Spells known by Spell Level: [1] Endure Elements, [2] Acid Arrow,   [3] Plant Growth,    [4] Fear
 * Dragon (colored, blue): Spells known by Spell Level: [1] Shocking Grasp,  [2] Scare,         [3] Lightening Bolt, [4] Hallucinatory Terrain
 * Dragon (colored, green): Spells known by Spell Level: [1] Endure Elements, [2] Acid Arrow,   [3] Stinking Cloud,  [4] Bestow Curse
 * Dragon (colored, red): Spells known by Spell Level:  [1] Burning Hands,   [2] Scorching Ray, [3] Fireball,        [4] Fire Trap
 * Dragon (colored, white): Spells known by Spell Level: [1] Endure Elements, [2] Gust of Wind, [3] Water Breathing, [4] Wall of Ice


 * Dragon (metalic, brass): Spells known by Spell Level: [1] Endure Elements,     [2] Glitterdust,     [3] Suggestion,          [4] Shadow Conjuration
 * Dragon (metalic, bronze): Spells known by Spell Level: [1] Speak with Animals, [2] Detect Thoughts, [3] Create Food & Water, [4] Control Weather
 * Dragon (metalic, copper): Spells known by Spell Level: [1] Endure Elements,    [2] Spider Climb,    [3] Suggestion,          [4] Stone Shape
 * Dragon (metalic, gold): Spells known by Spell Level:  [1] Bless,               [2] Owls Wisdom,     [3] Tongues,             [4] Remove Curse
 * Dragon (metalic, silver): Spells known by Spell Level: [1] Feather Fall,       [2] Fog Cloud,       [3] Stinking Cloud,      [4] Solid Fog


 * Elemental (Air/Earth/Fire/Water): Depending on the subtype you choose, you get to automatically know the spells as listed in the appropriate Cleric Domain (one of Air,Earth,Fire or Water) as arcane spells.
 * Fey: Spells known by Spell Level: [1] Disguise Self, [2] Glitterdust, [3] Displacement, [4] Confusion
 * Outsider (chaos/good/law/evil): you must be of the choosen aligment. Depending on the subtype you choose, you get automatically know the spells as listed in the appropriate Cleric Domain (one of Chaos, Good, Law or Evil) as arcane spells.
 * Undead: Spells known by Spell Level: [1] Cause Fear, [2] Command Undead, [3] Vampiric Touch, [4] Contagion

0-Level Spells (Cantrips)
Abjur Conj Div Ench
 * Resistance: Subject gains +1 on saving throws.
 * Acid Splash: Orb deals 1d3 acid damage.
 * Detect Poison: Detects poison in one creature or small object.
 * Detect Magic: Detects spells and magic items within 60 ft.
 * Read Magic: Read scrolls and spellbooks.
 * Daze: Humanoid creature of 4 HD or less loses next action.

Evoc Illus Necro
 * Dancing Lights: Creates torches or other lights.
 * Flare: Dazzles one creature (-1 on attack rolls).
 * Light: Object shines like a torch.
 * Ray of Frost: Ray deals 1d3 cold damage.
 * Ghost Sound: Figment sounds.
 * Disrupt Undead: Deals 1d6 damage to one undead.
 * Touch of Fatigue: Touch attack fatigues target.

Trans Univ
 * Mage Hand: 5-pound telekinesis.
 * Mending: Makes minor repairs on an object.
 * Message: Whispered conversation at distance.
 * Open/Close: Opens or closes small or light things.
 * Arcane Mark: Inscribes a personal rune (visible or invisible).
 * Prestidigitation: Performs minor tricks.

1st Level Spells
Abjur Conj Div
 * Alarm: Wards an area for 2 hours/level.
 * Endure Elements: Exist comfortably in hot or cold environments.
 * Hold Portal: Holds door shut.
 * Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
 * Shield: Invisible disc gives +4 to AC, blocks magic missiles.
 * Grease: Makes 10-ft. square or one object slippery.
 * Mage Armor: Gives subject +4 armor bonus.
 * Mount: Summons riding horse for 2 hours/level.
 * Obscuring Mist: Fog surrounds you.
 * Summon Monster I: Calls extraplanar creature to fight for you.
 * Unseen Servant: Invisible force obeys your commands.
 * Comprehend Languages: You understand all spoken and written languages.
 * Detect Secret Doors: Reveals hidden doors within 60 ft.
 * Detect Undead: Reveals undead within 60 ft.

Div (continued) Ench Evoc Illus
 * Identify M: Determines properties of magic item.
 * True Strike: +20 on your next attack roll.
 * Charm Person: Makes one person your friend.
 * Hypnotism: Fascinates 2d4 HD of creatures.
 * Sleep: Puts 4 HD of creatures into magical slumber.
 * Burning Hands: 1d4/level fire damage (max 5d4).
 * Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
 * Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
 * Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
 * Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
 * Disguise Self: Changes your appearance.
 * Magic Aura: Alters object’s magic aura.
 * Silent Image: Creates minor illusion of your design.
 * Ventriloquism: Throws voice for 1 min./level.

Necro Trans
 * Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
 * Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
 * Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
 * Animate Rope: Makes a rope move at your command.
 * Enlarge Person: Humanoid creature doubles in size.
 * Erase: Mundane or magical writing vanishes.
 * Expeditious Retreat: Your speed increases by 30 ft.
 * Feather Fall: Objects or creatures fall slowly.
 * Jump: Subject gets bonus on Jump checks.
 * Magic Weapon: Weapon gains +1 bonus.
 * Reduce Person: Humanoid creature halves in size.

2nd Level
Abjur Conj Div Ench
 * Arcane Lock M: Magically locks a portal or chest.
 * Obscure Object: Masks object against scrying.
 * Protection from Arrows: Subject immune to most ranged attacks.
 * Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
 * Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
 * Fog Cloud: Fog obscures vision.
 * Glitterdust: Blinds creatures, outlines invisible creatures.
 * Summon Monster II: Calls extraplanar creature to fight for you.
 * Summon Swarm: Summons swarm of bats, rats, or spiders.
 * Web: Fills 20-ft.-radius spread with sticky spiderwebs.
 * Detect Thoughts: Allows “listening” to surface thoughts.
 * Locate Object: Senses direction toward object (specific or type).
 * See Invisibility: Reveals invisible creatures or objects.
 * Daze Monster: Living creature of 6 HD or less loses next action.
 * Hideous Laughter: Subject loses actions for 1 round/level.
 * Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.

Evoc Illus Necro
 * Continual Flame M: Makes a permanent, heatless torch.
 * Darkness: 20-ft. radius of supernatural shadow.
 * Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
 * Gust of Wind: Blows away or knocks down smaller creatures.
 * Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
 * Shatter: Sonic vibration damages objects or crystalline creatures.
 * Blur: Attacks miss subject 20% of the time.
 * Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
 * Invisibility: Subject is invisible for 1 min./level or until it attacks.
 * Magic Mouth M: Speaks once when triggered.
 * Minor Image: As silent image, plus some sound.
 * Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
 * Misdirection: Misleads divinations for one creature or object.
 * Phantom Trap M: Makes item seem trapped.
 * Blindness/Deafness: Makes subject blinded or deafened.
 * Command Undead: Undead creature obeys your commands.
 * False Life: Gain 1d10 temporary hp +1/level (max +10).

Necro (continued) Trans
 * Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
 * Scare: Panics creatures of less than 6 HD.
 * Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
 * Alter Self: Assume form of a similar creature.
 * Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
 * Bull’s Strength: Subject gains +4 to Str for 1 min./level.
 * Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
 * Darkvision: See 60 ft. in total darkness.
 * Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
 * Fox’s Cunning: Subject gains +4 Int for 1 min./level.
 * Knock: Opens locked or magically sealed door.
 * Levitate: Subject moves up and down at your direction.
 * Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
 * Pyrotechnics: Turns fire into blinding light or choking smoke.
 * Rope Trick: As many as eight creatures hide in extradimensional space.
 * Spider Climb: Grants ability to walk on walls and ceilings.
 * Whispering Wind: Sends a short message 1 mile/level.

3rd Level
Abjur Conj Div
 * Dispel Magic: Cancels magical spells and effects.
 * Explosive Runes: Deals 6d6 damage when read.
 * Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
 * Nondetection M: Hides subject from divination, scrying.
 * Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
 * Phantom Steed: Magic horse appears for 1 hour/level.
 * Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
 * Sleet Storm: Hampers vision and movement.
 * Stinking Cloud: Nauseating vapors, 1 round/level.
 * Summon Monster III: Calls extraplanar creature to fight for you.
 * Arcane Sight: Magical auras become visible to you.
 * Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
 * Tongues: Speak any language.

Ench Evoc Illus
 * Deep Slumber: Puts 10 HD of creatures to sleep.
 * Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
 * Hold Person: Paralyzes one humanoid for 1 round/level.
 * Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
 * Suggestion: Compels subject to follow stated course of action.
 * Daylight: 60-ft. radius of bright light.
 * Fireball: 1d6 damage per level, 20-ft. radius.
 * Lightning Bolt: Electricity deals 1d6/level damage.
 * Tiny Hut: Creates shelter for ten creatures.
 * Wind Wall: Deflects arrows, smaller creatures, and gases.
 * Displacement: Attacks miss subject 50%.
 * Illusory Script M: Only intended reader can decipher.
 * Invisibility Sphere: Makes everyone within 10 ft. invisible.
 * Major Image: As silent image, plus sound, smell and thermal effects.

Necro Trans
 * Gentle Repose: Preserves one corpse.
 * Halt Undead: Immobilizes undead for 1 round/level.
 * Ray of Exhaustion: Ray makes subject exhausted.
 * Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
 * Blink: You randomly vanish and reappear for 1 round/level.
 * Flame Arrow: Arrows deal +1d6 fire damage.
 * Fly: Subject flies at speed of 60 ft.
 * Gaseous Form: Subject becomes insubstantial and can fly slowly.
 * Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
 * Keen Edge: Doubles normal weapon’s threat range.
 * Magic Weapon, Greater: +1/four levels (max +5).
 * Secret Page: Changes one page to hide its real content.
 * Shrink Item: Object shrinks to one-sixteenth size.
 * Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
 * Water Breathing: Subjects can breathe underwater.

4th Level
Abjur Conj Div
 * Dimensional Anchor: Bars extradimensional movement.
 * Fire Trap M: Opened object deals 1d4 damage +1/level.
 * Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
 * Remove Curse: Frees object or person from curse.
 * Stoneskin M: Ignore 10 points of damage per attack.
 * Black Tentacles: Tentacles grapple all within 20 ft. spread.
 * Dimension Door: Teleports you short distance.
 * Minor Creation: Creates one cloth or wood object.
 * Secure Shelter: Creates sturdy cottage.
 * Solid Fog: Blocks vision and slows movement.
 * Summon Monster IV: Calls extraplanar creature to fight for you.
 * Arcane Eye: Invisible floating eye moves 30 ft./round.
 * Detect Scrying: Alerts you of magical eavesdropping.
 * Locate Creature: Indicates direction to familiar creature.
 * Scrying F: Spies on subject from a distance.

Ench Evoc Illus
 * Charm Monster: Makes monster believe it is your ally.
 * Confusion: Subjects behave oddly for 1 round/level.
 * Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
 * Geas, Lesser: Commands subject of 7 HD or less.
 * Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
 * Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
 * Resilient Sphere: Force globe protects but traps one subject.
 * Shout: Deafens all within cone and deals 5d6 sonic damage.
 * Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
 * Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
 * Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
 * Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
 * Invisibility, Greater: As invisibility, but subject can attack and stay invisible.

Illus (continued) Necro Trans
 * Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
 * Rainbow Pattern: Lights fascinate 24 HD of creatures.
 * Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
 * Animate Dead M: Creates undead skeletons and zombies.
 * Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
 * Contagion: Infects subject with chosen disease.
 * Enervation: Subject gains 1d4 negative levels.
 * Fear: Subjects within cone flee for 1 round/level.
 * Enlarge Person, Mass: Enlarges several creatures.
 * Polymorph: Gives one willing subject a new form.
 * Reduce Person, Mass: Reduces several creatures.
 * Stone Shape: Sculpts stone into any shape.