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:

*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

LevelBABFortReflexWillFeatsSpells/Day:0123456789Known Spells:0123456789
1st+0+0+0+2Sorcerer Bloodline5/442--------
2nd+1+0+0+3Summon Familiar6/652--------
4th+2+1+1+4Bloodline Feat I6/94631-------
9th+4+3+3+6Bloodline Feat II6/976475432-----
10th+5+3+3+7Font of Power6/98653754321----
12th+5+4+4+8Bloodline Saves6/9866537554321---
15th+5+5+5+9Bloodline Feat III6/986666475544432--
18th+5+6+6+11Locus of Power6/9866666537554443321
  • 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.
Sorcerer Bloodlines
BloodlineAbilities/BonusesSpell-like Ability
  • Level 4 - Glyph of Hate: Abyssal Sorcerers may target an enemy to afflict them with a Glyph of Hate. During this time, all melee and ranged damage dealt by the target will be stored in the glyph and can be used by the Sorcerer, up to a maximum of 8 damage per 3 caster levels. This ability can be used at will.
    • Transfer Hate: The Sorcerer can redirect 50% of the damage dealt by the target to another creature in the form of Negative damage. (The target of Transfer Hate cannot be the creature that held the Glyph of Hate. If Glyph of Hate is cast on a new creature, all previous stored damage is lost.The use of Transfer Hate exhausts 100% of the amount stored by Requisition Spite and it must be cast again. Transfer Hate can be used once every 10 minutes.
  • Level 9 - Gorge on Hate: The Abyssal Sorcerer can feed off of the damage dealt by a target afflicted with Glyph of Hate, healing themselves for 50% of the damage stored by it but expending 100% of the damage stored. Gorge on Hate can be used once every 10 minutes, sharing a cooldown with Transfer Hate.
  • Level 15 - Malevolence: Once per hour, Abyssal Sorcerers may cause the Glyph of Hate to explode at a target location. This inflicts 100% of the damage stored upon all targets within 3 meters of the location targeted (allies included). All possible targets must make a fear save or be paralyzed with fear for 2 rounds. The Sorcerer takes 50% of total hit points in Negative damage due to the uncontrollable nature of the ability.

  • Bloodline Save: +2 vs Fear
Blood Frenzy(2)
Fear (4)
Stoneskin (4)
Dismissal (5)
  • Level 4 - Essence of the Arcane: The Sorcerer creates a well of arcane magic at the targeted location. The Essence will randomly target nearby enemies and cast a standard Magic Missile (caster level 1) at nearby enemies. The Essence remains for 6 rounds. This ability is useable once every 8 minutes.
  • Level 9 - Arcane Dominion: The Essence becomes more powerful, now casting Magic Missiles at caster level 3.
  • Level 15 - Arcane Perfection: The Essence of Arcane becomes more powerful, now casting Magic Missiles at caster level 5. Additionally, allies within 3 meters of the Essence will be granted the benefits of the shield spell for 6 Rounds.

  • Bloodline Save: +1 vs Spells
Invisibility (2)
Dispel Magic (3)
Minor Globe Invul (4)
Lesser Mind Blank (5)
  • Level 4 - Draconic Spirit: The Sorcerer deals 1d6 + (0.5/Sorc Level) in a damage type relevant to their Draconic bloodline as a cone-shaped AoE, similar to the Burning Hands spell. Enemies must make a Reflex save (DC of DC 10 + ½ Sorcerer level + Charisma modifier) to take half damage. This ability is useable once every 3 minutes.
  • Level 9 - Majestic Presence: Once every hour, the Sorcerer is able to project the same intangible aura of dread as that of a dragon. Enemies in the area must make a DC 10 + ½ Sorcerer level + Charisma modifier Will save or be feared for 2 rounds. Hostile animals are automatically feared for the same duration with no saving throw.
  • Level 15 - Draconic Insight: The Sorcerer benefits from the effects of See Invisibility, Immunity to Sleep, Paralysis and their Draconic element type for 2 rounds + 1 / Charisma modifier. This ability is usable once every hour.
Draconic-Bloodline Types:
  • Black, Green, Copper: Acid
  • Blue, Bronze: Electric
  • Red, Brass, Gold: Fire
  • White, Silver: Cold

  • Bloodline Save: +3 vs Draconic Element
Resist Elements (2)
Gust of Wind (3)
Fear (4)
Elemental Shield (4)
  • Level 4 - Wild Empathy: This ability functions the same as animal empathy, except instead of a skill roll the sorcerer instead rolls 1d20 + ½ Sorcerer level + the Sorcerer's Charisma modifier.
  • Level 9 - Allure of the Nymph: The Fey Sorcerer may channel the allure of a Nymph. The Sorcerer can target a location or object, and up to 2 Humanoids will be dominated after failing a DC 10 + ½ Sorcerer level + Charisma modifier Will save. This dominate effect lasts 3 rounds. Usable once every 30 minutes.
  • Level 15 - Fey Camouflage - Instantly disappear as though affected by the Invisibility spell. This can be used once per hour but only in wilderness (Natural + Outdoor) areas.

  • Bloodline Save: +2 vs Mind Affecting
Entangle (1)
Tasha’s Hideous Laughter (2)
Poison (3)
Charm Monster (4)
  • Level 4 - Lingering Flame: The Sorcerer can attach a Damage over Time spell to the selected target. The target takes 1d4 + ¼ Sorcerer level each round for 5 rounds unless they succeed at a Reflex save of DC 10 + ½ Sorcerer level + Charisma modifier. If the target dies while being afflicted by Lingering Flame, the effect spreads to a nearby enemy within 3 meters. This ability is useable once every 5 minutes.
  • Level 9 - Black Pact: The Sorcerer touches an ally, granting them +2 Strength and +2 Dexterity, as well as the effects of Flame Weapon. However, they also suffer 50% Cold vulnerability and a -4 Save vs Mind Affecting spells. This effect lasts 10 rounds + ½ the Sorcerer’s level + their Charisma modifier. This ability can be used once per hour.
  • Level 15 - Hellfire: An Infernal Sorcerer may call down a column of Hellfire, blasting all enemies within the area for 1d6 / 0.5 * Sorcerer Level (a Reflex save of DC 10 + ½ Sorcerer level + Charisma modifier will result in half damage). Enemies that fail a Will save of DC 10 + ½ Sorcerer level + Charisma modifier will also be feared for 1 round. This ability is useable once every 30 minutes.

  • Bloodline Save: +2 vs Poison
Scorching Ray (2)
Displacement (3)
Wall of Fire (4)
Dominate Person (5)

Cantrips1st Level Spells2nd Level Spells3rd Level Spells4th Level Spells5th Level Spells6th Level Spells7th Level Spells8th Level Spells9th Level Spells
Acid splashBurning handsBalagarn's iron hornAnimate deadBestow curseBall lightningAcid fogBanishmentBigby's clenched fistBigby's crushing hand
DazeCharm personBlindness/deafnessClairaudience/clairvoyanceCharm monsterBigby's interposing handBigby's forceful handBigby's grasping handBlackstaffBlack blade of disaster
Electric joltColor sprayBull's strengthClarityConfusionCloudkillChain lightningControl undeadCreate undeadDominate monster
FlareEndure elementsCat's graceDispel magicContagionCone of coldCircle of deathDelayed blast fireballGreater planar bindingEnergy drain
LightExpeditious retreatCloud of bewildermentDisplacementElemental shieldDismissalEthereal visageFinger of deathGreater SanctuaryGate
Ray of frostGreaseCombustFind trapsEnervationDominate personFlesh to stoneGreat thunderclapHorrid wiltingGreater spell mantle
ResistanceHorizikaul's boomContinual flameFireballEvard's black tentaclesEnergy bufferGlobe of invulnerabilityMordenkainen's swordIncendiary cloudMeteor swarm
Mage HandIce daggerDarknessFlame arrowFearFeeblemindGreater dispellingPower word, stunMass blindness/deafnessMordenkainen's disjunction
IdentifyDeath armorGreater magic weaponIce stormFirebrandGreater spell breachPrismatic sprayMass charmPower word, kill
IrongutsEagle's splendorGust of windImproved invisibilityGreater shadow conjurationGreater stoneskinProtection from spellsMind blankShapechange
Mage armorBear's EnduranceHasteIsaac's lesser missile stormHold monsterIsaac's greater missile stormShadow shieldPremonitionConjure creature IX
Magic missileFlame weaponHold personLesser spell breachLesser mind blankLegend loreSpell mantleConjure creature VIIITime stop
Magic weaponFox's cunningInvisibility sphereMinor globe of invulnerabilityLesser planar bindingMass hasteConjure creature VIIScreenWail of the banshee
Negative energy rayGedlee's electric loopKeen edgePhantasmal killerLesser spell mantlePlanar bindingSunburstWeird
Protection from alignmentGhostly visageLightning boltPolymorph SelfMestil's acid sheathShades
Ray of enfeeblementGhoul touchMagic circle against alignmentRemove blindness/deafnessMind fogStone to flesh
ScareInvisibilityMestil's acid breathRemove curseConjure creature VConjure creature VI
Shelgarn's persistent bladeKnockNegative energy burstShadow conjurationTrueseeingTenser's transformation
ShieldLesser dispelProtection from elementsStoneskinBreak EnchantmentUndeath to death
SleepMelf's acid arrowScintillating sphereConjure creature IV
Conjure creature IOwl's wisdomSlowWall of fire
True strikeResist elementsStinking cloudAssay Resistance
Chill TouchSee invisibilityConjure creature IIIDimension Door
Cause FearStone bonesVampiric touch
Conjure creature II
Tasha's hideous laughter
Command Undead
False Life
Touch of Idiocy