Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories - just raw power that they direct at will. Some sorcerers claim that the blood of dragons or other creatures courses through their veins, though few take such claims at face value. It's true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift.
The typical sorcerer adventures in order to improve their abilities. Only by testing their limits can they expand them. A sorcerer's power is inborn - part of their soul. Developing this power is a quest in itself for many sorcerers, regardless of how they wish to use their power. Some good sorcerers are driven by the need to prove themselves. Marked as different by their power, they seek to win a place in society and to prove themselves - and magic itself - to others. Evil sorcerers, however, also feel themselves set apart from others - apart and above. They adventure to gain power over those they look down upon.
Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don't have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons.
For a sorcerer, magic is an intuitive art, not a science. Sorcery favours the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly toward chaos over law.
Sorcerers develop rudimentary powers at puberty. Their first spells are incomplete, spontaneous, uncontrolled, and sometimes dangerous. A household with a budding sorcerer in it may be troubled by strange sounds or lights, which can create the impression that the place is haunted. Eventually, the young sorcerer understands the power that they have been wielding unintentionally, or they die before they can attain such understanding. From that point on, they can begin practicing and improving their powers. Sometimes a sorcerer is fortunate enough to come under the care of an older, more experienced sorcerer, someone who can help them understand and use their new powers. More often, however, sorcerers are on their own, feared by erstwhile friends and misunderstood by family. Sorcerers have no sense of identity as a group. Unlike wizards, they gain little by sharing their knowledge and have no strong incentive to work together.
Like wizards, sorcerers can magically bond with a critter or animal, commonly known as familiars.
Most sorcerers are humans or half-elves, but the innate talent for sorcery is unpredictable, and it can show up in any of the common races. Arcane spellcasters from savage lands or from among the brutal humanoids are more likely to be sorcerers than wizards. Kobolds are especially likely to take up this path, and they are fierce, if inarticulate, proponents of the "blood of the dragons" theory.
Sorcerers find that they have the most in common with members of other largely self-taught classes, such as druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, such as paladins and monks. Since they cast the same spells as wizards but do so in a different way, they sometimes find themselves in competition with wizards.
A sorcerer tends to define their role based on their spell selection, which in turn is molded by their innate bloodline. A draconic sorcerer who focuses on damage-dealing spells becomes a center of the party's offensive power. Another of fey blood may rely on more subtle magics, such as charms and illusions, and thus take a quieter role. A party with a sorcerer should strongly consider including a second spellcaster, such as a bard, cleric, druid, or even a wizard, to make up for the sorcerer's lack of versatility. Since a sorcerer often has a powerful presence that gives them a way with people, they may serve as the "face" for an adventuring party, negotiating, bargaining, and speaking for others. The sorcerer's spells often help them sway others or gain information, so they make an excellent spy or diplomat for an adventuring party.
(For setting and server specific familiar guidelines, please review: https://www.dragonsneck.com/wiki/Companions-and-Summons)
*Denotes modification from vanilla NWN.
Alignment Restriction: None
Hit Die: d8
Proficiencies: armor (robes), weapons (simple)
Skill Points: 3 + INT Modifier
Class Skills: All Knowledges, Barter, Bluff, Concentration, Craft Trap, Diplomacy, Heal, Intimidate, Perform, Sense Motive, Spellcraft, Taunt
Primary Saving Throws: Will
Base Attack Bonus: +1/2 Levels
Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).
Level Progression / Spells per Day
|4th||+2||+1||+1||+4||Bloodline Feat I||6/∞||9||4||—||—||—||—||—||—||—||6||3||1||-||-||-||-||-||-||-|
|9th||+4||+3||+3||+6||Bloodline Feat II||6/∞||9||7||6||4||—||—||—||—||—||7||5||4||3||2||-||-||-||-||-|
|10th||+5||+3||+3||+7||Font of Power||6/∞||9||8||6||5||3||—||—||—||—||7||5||4||3||2||1||-||-||-||-|
|15th||+5||+5||+5||+9||Bloodline Feat III||6/∞||9||8||6||6||6||6||4||—||—||7||5||5||4||4||4||3||2||-||-|
|18th||+5||+6||+6||+11||Locus of Power||6/∞||9||8||6||6||6||6||6||5||3||7||5||5||4||4||4||3||3||2||1|
- Sorcerers receive unlimited damage dealing Cantrips.
- Familiars have been completely overhauled.
- Bonus Spell-Like Ability: Each bloodline grants the ability to cast additional spells as a spell-like ability. Useable once per day, these abilities are gained at the same level that would be required for the sorcerer to be able to cast the spell normally.
- Bonus Saves: Each bloodline grants a specific bonus to certain saves at level 12, see table below for details.
- Font of Power: The Sorcerer is able to reduce the cooldowns of all his spells up to 5th by 25% every hour. In addition, this ability restores one spell slot for each circle up to 5th. This does not cost reagents.
- Locus of Power: The Sorcerer is now able to reduce the cooldowns of all his spells up to 7th by 25% once every 1 hour. In addition, this ability restores one spell slot for each circle up to 7th. This does not cost reagents. This is a separate ability from Font of Power and can be used in conjunction with it.
Dispel Magic (3)
Minor Globe Invul (4)
Lesser Mind Blank (5)
|Resist Elements (2)|
Gust of Wind (3)
Elemental Shield (4)
Tasha’s Hideous Laughter (2)
Charm Monster (4)
|Infernal||Scorching Ray (2)|
Wall of Fire (4)
Dominate Person (5)
|Cantrips||1st Level Spells||2nd Level Spells||3rd Level Spells||4th Level Spells||5th Level Spells||6th Level Spells||7th Level Spells||8th Level Spells||9th Level Spells|
|Acid splash||Burning hands||Balagarn's iron horn||Animate dead||Bestow curse||Ball lightning||Acid fog||Banishment||Bigby's clenched fist||Bigby's crushing hand|
|Daze||Charm person||Blindness/deafness||Clairaudience/clairvoyance||Charm monster||Bigby's interposing hand||Bigby's forceful hand||Bigby's grasping hand||Blackstaff||Black blade of disaster|
|Electric jolt||Color spray||Bull's strength||Clarity||Confusion||Cloudkill||Chain lightning||Control undead||Create undead||Dominate monster|
|Flare||Endure elements||Cat's grace||Dispel magic||Contagion||Cone of cold||Circle of death||Delayed blast fireball||Energy drain|
|Light||Expeditious retreat||Cloud of bewilderment||Displacement||Elemental shield||Dismissal||Ethereal visage||Finger of death|
|Ray of frost||Grease||Combust||Find traps||Enervation||Dominate person||Flesh to stone||Great thunderclap||Horrid wilting||Greater spell mantle|
|Resistance||Horizikaul's boom||Continual flame||Fireball||Evard's black tentacles||Energy buffer||Globe of invulnerability||Mordenkainen's sword||Incendiary cloud||Meteor swarm|
|Mage Hand||Ice dagger||Darkness||Flame arrow||Fear||Feeblemind||Greater dispelling||Power word, stun||Mass blindness/deafness||Mordenkainen's disjunction|
|Identify||Death armor||Greater magic weapon||Ice storm||Firebrand||Greater spell breach||Prismatic spray||Mass charm||Power word, kill|
|Ironguts||Eagle's splendor||Gust of wind||Improved invisibility||Greater shadow conjuration||Greater stoneskin||Protection from spells||Mind blank|
|Mage armor||Bear's Endurance||Haste||Isaac's lesser missile storm||Hold monster||Isaac's greater missile storm||Shadow shield||Premonition||Conjure creature IX|
|Magic missile||Flame weapon||Hold person||Lesser spell breach||Lesser mind blank||Legend lore||Spell mantle||Conjure creature VIII|
|Magic weapon||Fox's cunning||Invisibility sphere||Minor globe of invulnerability||Mass haste||Conjure creature VII||Screen||Wail of the banshee|
|Negative energy ray||Gedlee's electric loop||Keen edge||Phantasmal killer||Lesser spell mantle||Sunburst||Weird|
|Protection from alignment||Ghostly visage||Lightning bolt||Mestil's acid sheath||Shades|
|Ray of enfeeblement||Ghoul touch||Magic circle against alignment||Remove blindness/deafness||Mind fog||Stone to flesh|
|Scare||Invisibility||Mestil's acid breath||Remove curse||Conjure creature V||Conjure creature VI|
|Shelgarn's persistent blade||Knock||Negative energy burst||Shadow conjuration||Tenser's transformation|
|Shield||Lesser dispel||Protection from elements||Stoneskin||Break Enchantment||Undeath to death|
|Sleep||Melf's acid arrow||Scintillating sphere||Conjure creature IV|
|Conjure creature I||Owl's wisdom||Slow||Wall of fire|
|True strike||Resist elements||Stinking cloud||Assay Resistance|
|Chill Touch||See invisibility||Conjure creature III||Dimension Door|
|Cause Fear||Stone bones||Vampiric touch|
|Conjure creature II|
|Tasha's hideous laughter|
|Touch of Idiocy|