Sorcerer Fix - Continued from "D&D Rules" (PART 3)

Khaalis

Adventurer
Since the last thread has reached far too many pages to bring in many readers much less posters, I am splitting off to this new Thread to begin anew, again.
The older threads can be found here:
Class Imbalance?: http://www.enworld.org/forums/showthread.php?t=75827
Sorcerer Fix - Continued from "D&D Rules": http://www.enworld.org/forums/showthread.php?threadid=75939&goto=newpo
Sorcerer Fix - Continued from "D&D Rules" (PART 2): http://www.enworld.org/forums/showthread.php?t=77631&page=1&pp=25


Thread Mission Statement: To create a dynamic and appealing version of the sorcerer class that:
A) Makes a sorcerer class mechanic that Matches the Flavor Text as designated in the PHB.
B) Balances the class to the existing core classes of the PHB, while making the class a harder choice to abandon to a PrC at the earliest convenience.
C) Make the sorcerer a unique class with its own class abilities that separate it from being a Wizard that prepares spells differently.
D) Could be used as a substitute for the core sorcerer of the PHB, thus following a similar design template such as fixed skill lists and class abilities.
E) Present further Optional information to advance and customize the sorcerer.



Summary to Date
It has been discussed, ad nauseum, and determined that many feel that the sorcerer is overall, underpowered in comparison to the other base classes. It is also known that the sorcerer Flavor Text and sorcerer mechanics have little to do with one another. The flavor text is Non-OGL and has survived various development revisions pre-3.0 release, 3.0 release, 3.0 errata, 3.5 revision, and 3.5 errata. The flavor text of the sorcerer is here to stay. The purpose of this thread is to make a class mechanic that matches that flavor text and uses it to define what the sorcerer is and should be. There is also the need to make the sorcerer into a unique class and not just a wizard that prepares spells differently. The sorcerer needs to find its own niche and strength as a class, not just to be the equivalent of a Hedge Wizard.

With that said, here is where we are to date after 14 pages and 309 posts later.


SORCERER REVISION UPDATE 3.03

This is an alternate version of the base Sorcerer class as presented in the 3.5 Edition Player’s Handbook. The current version of the Sorcerer has very little to do with the material provided in the class description. This alternate version of the sorcerer is designed to allow for a sorcerer mechanic that matches the descriptions of the class as described in the Player’s Handbook, and that is to show a link between the sorcerer’s abilities and their heritage as well as to give the sorcerer more balance with the other core classes.

GAME RULE INFORMATION
Sorcerers have the following game statistics.
Abilities: Charisma determines the effectiveness of a Sorcerer’s magic. To cast spells, a Sorcerer must have a Charisma score of 10+ the spell’s level. Sorcerers gain bonus spells based upon Charisma. The Difficulty Class of a saving throw against a Sorcerer’s spells is 10 + Spell Level + Sorcerer’s Charisma modifier.
Alignment: Any
Hit Die: d6

CLASS SKILLS
The class skills of the Sorcerer are: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, Sense Motive and Spellcraft.
Skill Points for 1st Level: (2+INT modifier) x4
Skill Points at Each Additional Level: 2+INT modifier

BAB: Poor
SAVES: Will Good
1….. Aura, Lineage, Spells
2….. Arcane Sense
3….. -----
4….. -----
5….. Innate Ability (1st)
6….. -----
7….. -----
8….. Lineage Ability
9….. -----
10… -----
11… Innate Ability (2nd)
12… -----
13… -----
14… Improved Lineage Ability
15… -----
16… -----
17… Innate Ability (3rd)
18… -----
19… -----
20… Greater Lineage Ability

CLASS FEATURES
All of the following are class features for the Sorcerer.

Weapon and Armor Proficiency: Sorcerers have more time to study the art of fighting skills. Though not highly skilled, sorcerers are proficient with all simple weapons but not with armor nor with shields.

Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their lineage and archetype. They can cast any spell they know 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. Their base daily spell allotment is given on “Table 3-16: The Sorcerer” in the Player’s Handbook. 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 six 0-level spells and two 1st-level spells of their choice. At each new sorcerer level, they gain 2 new spells. These spells may be acquired from any spell level that they currently may utilize, but only one may be applied to the highest spell level the sorcerer has access to.
..........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.
..........Sorcerer spells can also grow in time and evolve into more powerful versions of old spells. This is referred to as Spell Evolution. This concept is based on the concept of spell paths (by Sean K. Reynolds), a series of spells that build and grow upon the same basic premise. When a sorcerer acquires new known spells, and they have a spell that exists on a spell path with an appropriate higher-level spell available, the sorcerer can choose to “upgrade” the spell-path spell they already know, replacing the original spell with the upgraded spell. They may then fill the abandoned spell slot with another spell that is available to them of the same spell level. A sorcerer can only upgrade one spell in this manner at any given level, even if they have multiple options for upgrading.
[Example: Vond is a Sor5 who knows the invisibility spell. Upon reaching Sor6 he chooses to acquire a new 3rd-level spell known as one of his 2 new spells. Invisibility is a 2nd-level spell on the “Path of Invisibility” and invisibility sphere is a 3rd-level spell on that spell-path. Vond decides to upgrade his invisibility to invisibility sphere, which uses his new 3rd-level spell known slot. However, he now has an open spell known slot at 2nd level (formerly occupied by invisibility), which he may use to learn any other 2nd-level spell available to him.]
..........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.
.......... Also unlike wizards or cleric, the sorcerer’s innate magic serves as the material focus for most of their common spells, thus becoming their own material component. As such the sorcerer can cast any spell that has a material component costing 1gp or less without needing that component and without harm to themselves. If the spell requires a material component that costs more than 1gp, the sorcerer must have the material component at hand to cast the spell, or they choose to sacrifice a part of their essence to channel the spell. This essence takes the form of an XP cost paid at 1/25 of the gold cost of the material component or focus (minimum XP cost of 1XP). Spells that already require the expenditure of XP are handled normally.

Aura (Ex): Sorcerers have a particularly powerful aura of magic about them since they are a focus of innate raw magic. When viewed by detect magic or arcane sight the sorcerer radiates with the presence of a single magical aura of universal origin unless the sorcerer is of a lineage that lends them to a specific type of magic that can be read with detect magic, such as a General Abjurer Sorcerer will radiate an abjuration aura. The DC to determine a specific type of magic to the aura requires a successful Spellcraft check (DC 15+Sorcrerer class level).

Lineage: Each sorcerer’s magic is different and unique and manifests differently with them. Some sorcerer’s magical lineage is so lost in the ancient past that the power manifests in a focus more appropriate to the sorcerers personality and character. In some sorcerers however, their magical lineage runs so strongly in them that it influences the sorcerer and their magic. Each sorcerer chooses a lineage for their sorcerer. The sorcerer’s lineage choice influences how their magic and abilities manifests within them. Once the sorcerer has chosen a lineage they gain a set of abilities from that lineage that take effect as follows: Lineage Gift at 1st, Lineage Ability at 8th and Improved Lineage Ability at 14th and Greater Lineage Ability at 20th level. See “Table: Sorcerer Lineages” for the details of the sorcerer lineages.

Arcane Sense (Sp): The sorcerer is so in tune with magic that they can feel magic flow through them as well as sense its presence and flow in all things around them as well. As a result of this deep attunement, at 2nd level, the sorcerer’s senses allow them to see as if using detect magic (as the spell) a number of times per day equal to their Charisma modifier. This spell-like ability is activated as a standard action that draws an attack of opportunity and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).

Innate Ability (Sp): The sorcerer is a manifestation of innate magic prowess. This innate magic grows in them slowly and eventually becomes a part of them. At 5th level, the sorcerer’s 1st level lineage spell becomes a spell-like ability, that may be used a number of times per day equal to their Charisma bonus. This does not count against the sorcerer's spells per day. The spell-like ability is used at the sorcerer's character level (including any caster level bonus from the sorcerer's Affinity). The spell-like ability's saving throw DC (if applicable) is Charisma based.
.......... When this lineage spell becomes a spell-like ability, the sorcerer “loses” the spell as a known spell. This leaves the sorcerer with one less spell known slot for that spell level. The spell has evolved into a true innate ability.
..........If the spell-like ability spell has an XP component, the sorcerer must still pay the XP cost each time they use the spell-like ability. If the spell-like ability spell has a material component with negligible cost (under 1gp), they do not need the focus to use the spell-like ability. If the innate ability has a material component for which a gold piece value is given, the sorcerer needs that component to use the spell-like ability.
..........Since this is a spell-like ability and not an actual spell, it cannot be convert into any other spell nor given up to pay a spell slot cost, nor can it be converted to a signature spell.
..........As a spell-like ability, the Innate Ability is not subject to metamagic feats which affect spells. However, the sorcerer can learn metamagic feats which affect spell-like abilities, such as Empower Spell-like Ability and Quicken Spell-like Ability (see Chapter 6 of the Monster Manual).
….......At 11th level, the sorcerer’s 2nd level lineage spell evolves into a spell-like ability, and at 17th level, the sorcerer’s 3rd level lineage spell evolves into a spell-like ability.
 
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Khaalis

Adventurer
Lineage Details

Here are the example Lineages detailed to date.

UPDATE VERSION 3.22


UNKNOWN LINEAGE: The sorcerer's magical lineage is so old or so mixed that it has no overtly obvious source and takes on a more broad effect for the sorcerer.

Benefit: Gain the Spontaneous Metamagic (Ex) ability. Choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat is a virtual feat that may be used “on-the fly” to effect any lineage spell (and only lineage spells) the sorcerer knows, a number of etimes per day equal to the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.

Special Limitation: Sorcerers of this lineage have no special restrictions.

Lineage Spells: The sorcerer has a specific affinity for a theme of magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer chooses one affinity from the following choices.
Abjuration: 0-resistance; 1st-shield; 2nd-resist energy; 3rd-dispel magic; 4th-remove curse; 5th-Mordenkainen’s private sanctum; 6th-greater dispel magic; 7th-banishment; 8th-mind blank; 9th-prismatic sphere
Antimagic: 0-detect magic; 1st-protection from chaos/good/evil/law; 2nd-obscure object; 3rd-dispel magic; 4th-minor globe of invulnerability; 5th-break enchantment; 6th-antimagic field; 7th-spell turning; 8th-protection from spells; 9th-Mordenkainen's disjunction
Battle: 0-daze; 1st-true strike; 2nd-protection from arrows; 3rd-greater magic weapon; 4th-fire shield; 5th-Bigby's interposing hand; 6th-Tenser's transformation; 7th-power word blind; 8th-moment of prescience; 9th-time stop
Conjuration: 0-acud splash; 1st-mage armor; 2nd-web; 3rd-stinking cloud; 4th-summon monster IV; 5th-wall of stone; 6th-acid fog; 7th-summon monster VII; 8th-maze; 9th-gate
Divination: 0-read magic; 1st-detect secret doors; 2nd-see invisibility; 3rd-arcane sight; 4th-arcane eye; 5th-prying eyes; 6th-true seeing; 7th-greater arcane sight; 8th-discern location; 9th-foresight
Enchantment: 0-daze; 1st-charm person; 2nd-Tasha’s hideous laughter; 3rd-suggestion; 4th-confusion; 5th-hold monster; 6th-greater heroism; 7th-insanity; 8th-mass charm monster; 9th-dominate monster
Evocation: 0-light; 1st-magic missile; 2nd-flaming sphere; 3rd-lightning bolt; 4th-shout; 5th-wall of force; 6th-Bigby’s forceful hand; 7th-Mordenkainen’s sword; 8th-Otiluke’s telekinetic sphere; 9th-Bigby’s crushing hand
Illusion: 0-ghost sound; 1st-disguise self; 2nd-invisibility; 3rd-major image; 4th-phantasmal killer; 5th-shadow evocation; 6th-mislead; 7th-mass invisibility; 8th-scintillating pattern; 9th-shades
Necromancy: 0-disrupt undead; 1st-ray of enfeeblement; 2nd-false life; 3rd-vampiric touch; 4th-fear; 5th-waves of fatigue; 6th-circle of death; 7th-control undead; 8th-horrid wilting; 9th-energy drain
Transmutation: 0-mage hand; 1st-expeditious retreat; 2nd-levitate; 3rd-haste; 4th-polymorph; 5th-baleful polymorph; 6th-disintegrate; 7th-reverse gravity; 8th-iron body; 9th-shapechange
Travel: 0-know direction; 1st-long strider; 2nd-levitate; 3rd-fly; 4th-dimension door; 5th-teleport; 6th-shadow walk; 7th-teleport, greater; 8th-plane shift; 9th-gate

Lineage Abilities: The sorcerer’s affinity with magic grows over time. At 8th level the sorcerer gains the Improved Spontaneous Metamagic (Ex) ability.
Improved Spontaneous Metamagic (Ex): Choose one metamagic feat of choice from either: Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability) as a virtual feat that may be used “on-the fly” to effect any spell the sorcerer knows, three times per day. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.
…..At 14th level the sorcerer gains the Improved Spontaneous Metamagic ability again. A chosen virtual feat may be chosen again, gaining an additional three uses per day of the virtual feat.
.....At 20th level, an unknown lineage sorcerer becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the unknown lineage sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• Gain the Improved Spontaneous Metamagic ability again. However, the feat choice is extended to allow Empower Spell as well (or any spell uses up a spell slot up to two levels higher). A chosen virtual feat may be chosen again, gaining an additional three uses per day of the virtual feat.
.....Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.



GYPSY FAMILY LINEAGE: The Gypsy Family heritage is a deep lineage where a sorcerer comes from a long line of talented “true gypsies” or “gypsy seers”. The innate sorcerous talent is passed on in one or more offspring in a gypsy clan from generation to generation. Gypsy sorcerers have a strong innate magical connection to the cosmos, and the gypsy families train their offspring in all to do with the gypsy arts focusing on that connection.

Benefit: Gypsy sorcerers gain Knowledge (Religion) and Sleight of Hand as a class skills. They may also divine the future as per an augury (as the spell), as a spell-like ability, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. However, unlike other spell-like abilities, this augury still requires the use of a fortune telling medium such as bones, tarot, crystal ball, etc. worth 25gp (as the spell) but does not require the use of incense. Gypsy sorcerers may learn any spell of the Divination designator regardless of the spell list from which it comes as well as any spell with the Compulsion descriptor.

Special Limitation: Gypsy sorcerers, though adepts at divination and enchantment magic, they are also inept in areas of destruction. Gypsy sorcerer feel that purely destructive magic is an antithesis to the natural order and thus have no talent with harnessing evocation magic. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer.

Lineage Spells: The sorcerer has a specific affinity with gypsy magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Gypsy Lineage spell list.
Gypsy Lineage Spell List: 0–know direction; 1st-charm person; 2nd-detect thoughts; 3rd-clairaudience/clairvoyance; 4th-scrying; 5th-true seeing; 6th-gease/quest; 7th-insanity; 8th-power word stun; 9th-foresight

Lineage Abilities: The sorcerer’s affinity with gypsy magic grows over time.
.....At 8th level the gypsy sorcerer learns the ancient gypsy way of the evil eye, which is a Charisma based spell-like ability gifted to true gypsies. Three times per day, the gypsy sorcerer may curse a target as a standard action that provokes an attack of opportunity. The target must be visible to the sorcerer and within 60’. In all other respects the ability functions as the bestow curse spell. A Will save (DC 14 + the sorcerer’s Charisma modifier) negates the effect. A failed save results in the curse holding and lasts until the recipient receives a break enchantment, limited wish, remove curse, wish, or miracle.
.....At 14th level the gypsy sorcerer’s ability to use their Evil Eye ability grows in strength. The gypsy sorcerer uses the evil eye in the standard manner, but the curse’s victims must succeed a Will save (DC 17 + the sorcerer’s Charisma modifier) to negate the effect. A failed save results in the curse holding and lasts until the recipient receives a break enchantment, limited wish, wish, or miracle. Unlike the standard Evil Eye ability, the sorcerer may confer one of the following effects with each use of this curse: baleful polymorph, bestow curse, contagion, feeblemind, or nightmare. Note that nightmare works as the spell except as noted here.
.....At 20th level, a gypsy sorcerer becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol or some other symbol of prestige in the gypsy’s culture. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the gypsy sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain True Evil Eye: The gypsy sorcerer’s Evil Eye ability grows in strength once again, increasing the uses per day to 5 times per day, and victims so afflicted must succeed a Will save (DC 19 + the sorcerer’s Charisma modifier) to negate the effect. A failed save results in the curse holding and lasts until the recipient receives a wish, or miracle. The effects the gypsy may bestow with each use this curse are: baleful polymorph, bestow curse, confusion, contagion, crushing despair, feeblemind, insanity or nightmare.
• Gain Gypsy Sight (Sp): The gypsy sorcerer gains the ability to use legend lore as a spell-like ability a number of times per day equal to their Charisma modifier. As this is a true spell-like ability, no foci or material components are required to use this ability.
• Gain Timeless Body (Ex): The gypsy sorcerer no longer takes ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred, however, remain in place. Bonuses still accrue, and the gypsy sorcerer still dies of old age when their time is up.
.....Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.


CELESTIAL LINEAGE: Celestial sorcerers are the descendant of a celestial outsider such as an angel far in their family’s past. Celestial sorcerers gain the following abilities and restrictions.

Benefit: Celestial sorcerers gain Knowledge (Religion and Planes) as a class skills as well as gaining Celestial as a bonus language. Celestial sorcerers cast their lineage spells at +1 caster level. A number of times per day equal to 3+ their Charisma modifier the celestial sorcerer may also cast any spell they know at +1 caster level. This bonus can be stacked to make a lineage spell cast at +2 caster levels. Celestial sorcerers may learn any spell with the Light or Good descriptor as well as any spell from the Good cleric domain.

Special Limitation: A celestial sorcerer is strongly affected by their celestial lineage and thus may not be of any evil alignment. They may also never learn any spell, spell-like ability or supernatural ability with the Evil, Fear, Death, Shadow or Darkness descriptor, nor that belongs to an Evil, Darkness, Death, Fear or Shadow clerical domain or the Fiendish Lineage spell list (unless it is the same as one that appears on a specifically allowed spell list such as Summon Monster IX). The sorcerer also cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of good and light, they are left with a natural weakness toward magic of evil and darkness, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the Evil, Fear, Death, Shadow or Darkness descriptor or domain, or used by creatures of the evil subtype. A celestial sorcerer who becomes evil or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer but retains all sorcerer abilities. Also, like a member of any other class, a celestial sorcerer may be a multiclass character, but they face a special restriction. A celestial sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically Celestial oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with celestial magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Celestial Lineage spell list.
Celestial Lineage Spell List: 0–light; 1st-bless; 2nd-consecrate; 3rd-searing light; 4th-lesser planar ally; 5th-true seeing; 6th-planar ally; 7th-holy word; 8th-holy aura; 9th-gate

Lineage Abilities: The sorcerer’s affinity with their celestial lineage grows over time.
…..At 8th level the sorcerer gains a supernatural aura that may be activated as a move-equivalent action a number of times per day equal to 3+ the sorcerer’s Charisma modifier and acts as the protection from evil spell (at the sorcerer’s class level) except that it provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws from all sources. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
…..At 14th level the sorcerer’s celestial aura improves to acts as the magic circle against evil spell (at the sorcerer’s class level) except that it provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws from all sources, to themselves and all those within 10’ of the sorcerer. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
…..At 20th level, a celestial sorcerer becomes so attune to their celestial aura that they become one with their celestial lineage gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as silver hair or golden eyes. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the celestial sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain Resistance to Energy (Ex): Grants energy resistance 10 versus acid, cold and electricity.
• Gain Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• Gain Smite Evil (Su): Three times per day, the sorcerer may make a normal melee attack to deal extra damage equal to their HD (maximum of +20) against an evil foe.
…..Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.


FIENDISH LINEAGE: Fiendish sorcerers are the descendant of a fiendish outsider such as a demon or devil far in their family’s past. These sorcerers gain the following abilities and restrictions.

Benefit: Fiendish sorcerers gain +2 bonus on all Intimidate skill checks as well as gaining either Abyssal or Infernal as a bonus language. Fiendish sorcerers cast their lineage spells at +1 caster level. A number of times per day equal to 3+ their Charisma modifier the fiendish sorcerer may also cast any spell they know at +1 caster level. This bonus can be stacked to make a lineage spell cast at +2 caster levels. Fiendish sorcerers may learn any spell with the Darkness or Evil descriptor as well as any spell from the Evil cleric domain.

Special Limitation: A fiendish sorcerer is strongly affected by their fiendish lineage and thus may not be of any good alignment. They may also never learn any spell, spell-like ability or supernatural ability with the Good or Light descriptor nor that belongs to the Celestial, Good, Sun (or any radiance oriented) clerical domains or Celestial Lineage spell list (unless it is the same as one on the Fiendish Lineage spell list). The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of evil and darkness, they are left with a natural weakness toward magic of good and light, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the good or light descriptor or used by creatures of the good subtype. A fiendish sorcerer who becomes good or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer but retains all sorcerer abilities. Also, like a member of any other class, a fiendish sorcerer may be a multiclass character, but they face a special restriction. A fiendish sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically Fiendish oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with fiendish magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Fiendish Lineage spell list.
Fiendish Lineage Spell List: 0–touch of fatigue; 1st-bane; 2nd-desecrate; 3rd-ray of exhaustion; 4th-fire shield; 5th-righteous might; 6th-eyebite; 7th-blasphemy; 8th-unholy aura; 9th-gate

Lineage Abilities: The sorcerer’s affinity with their fiendish lineage grows over time.
…..At 8th level the sorcerer gains a supernatural aura that may be activated as a move-equivalent action a number of times per day equal to 3+ the sorcerer’s Charisma modifier and acts as the protection from good spell (at the sorcerer’s class level) except that it provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws from all sources. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
…..At 14th level the sorcerer’s celestial aura improves to acts as the magic circle against good spell (at the sorcerer’s class level) except that it provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws from all sources, to themselves and all those within 10’ of the sorcerer. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
…..At 20th level, a fiendish sorcerer becomes so attune to their fiendish aura that they become one with their fiendish lineage gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as growing small horns, pointed teeth, red eyes, deep red skin, or even cloven feet. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the fiendish sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain Resistance to Energy (Ex): Grants energy resistance 10 versus cold and fire.
• Gain Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• Gain Smite Good (Su): Three times per day, the sorcerer may make a normal melee attack to deal extra damage equal to their HD (maximum of +20) against a good foe.
…..Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.


DRACONIC LINEAGE: Draconic sorcerers are the most often encountered sorcerers who can claim a strong and focused lineage. They are the descendants of a chromatic, gem or metallic dragon that has had a dalliance with the sorcerer’s humanoid far in their family’s past. These sorcerers gain the following abilities and restrictions.

Benefit: Draconic sorcerers gain +2 bonus on all Intimidate skill checks as well as gaining Draconic as a bonus language. They also gain the ability to use Energy Substitution as Spontaneous Metamagic. This metamagic feat is a virtual feat that may be used “on-the fly” to effect any spell the sorcerer knows, a number of times per day equal to the sorcerer’s Charisma modifier but may only be used to substitute the energy type of the sorcerer’s draconic lineage (if the dragon has more than one, choose one at 1st level). This feat is used without prior preparation, increased spell level or extended casting time. A caster can apply more than one metamagic feat to a spell, if they have access to any other metamagic feats. To determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats (energy substitution is a +0 spell level metamagic feat). Draconic sorcerers may learn any spell with the energy designator of the breath weapon of their draconic lineage regardless of the spell list from which they come from (if that dragon has more than one breath weapon the draconic sorcerer chooses one at 1st level, this must be the same energy type chosen for their Spontaneous Energy Substitution).

Special Limitation: A draconic sorcerer is strongly affected by their draconic lineage and thus their outlook on the world is colored by that draconic blood. Thus draconic sorcerer with chromatic dragon blood may not be of a good alignment, while those of gem dragon lineage must be partially neutral, and those of metallic dragon heritage may not be of a evil alignment. They may also never learn any spell, spell-like ability or supernatural ability with an energy type in opposition to the energy designator of the breath weapon of their draconic lineage (if that dragon has more than one breath weapon the draconic sorcerer’s opposition energy is the opposite of the energy type they chose in “Benefits” above). The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to the energy type of the lineage, they are left with a natural weakness toward the oppositional energy type from their lineage, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the oppositional energy type or that are used by creatures of that energy subtype. A draconic sorcerer who becomes evil or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer but retains all sorcerer abilities. Also, like a member of any other class, a draconic sorcerer may be a multiclass character, but they face a special restriction. A draconic sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically draconic oriented (for example Half-Celestial), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with draconic magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Draconic Lineage spell list.
Draconic Lineage Spell List: 0–resistance; 1st-comprehend languages; 2nd-darkvision; 3rd-protection from elements; 4th-fear; 5th-mind fog; 6th-true seeing; 7th-vision; 8th-mind blank; 9th-dominate monster

Lineage Abilities: The draconic sorcerer’s affinity with their magic grows over time.
…..At 8th level the sorcerer’s aura takes on a more draconic origin and allows the sorcerer to radiate an aura of fear. This supernatural ability may be activated as a move-equivalent action a number of times per day equal to 3+ the sorcerer’s Charisma modifier and acts as the fear spell affects all within a 30’ radius of the sorcerer (Will save DC 14+ the sorcerer’s Charisma modifier). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
…..At 14th level the sorcerer’s aura increases in power again. The sorcerer’s fear aura becomes a permanent frightful presence that now only effect’s the sorcerer’s foes. The aura takes effect automatically when the sorcerer performs some sort of dramatic action such as shouting a battle cry, or succeeding an intimidate check against a foe (this must be decided at 17th level). All opponents within a 30’ radius range who witness the action may become frightened or shaken for 3d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the draconic sorcerer has. An affected opponent can resist the effects with a successful Will save (DC 10 + the Sorcerer’s class level + the sorcerer’s Charisma modifier). An opponent that succeeds on the saving throw is immune to the sorcerer’s frightful presence for 24 hours. This supernatural ability is a mind-affecting fear effect.
…..At 20th level, a draconic sorcerer becomes so attune to their lineage that they gain the dragon type and the augmented subtype. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as hair or skin the color of their draconic lineage or slightly scaled skin, small horns, fanglike incisors, reptilian eyes or elongated features. They are forevermore treated as a draconic creature rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the draconic sorcerer gains the following benefits.
• Darkvision out to 60’ and Low-Light Vision.
• Gain Natural Armor (Ex): Grants a +4 natural armor bonus.
• Gain Breath Weapon (Ex): The draconic sorcerer gains a breath weapon based on the dragon variety (see the table below), usable once per day. A dragon sorcerer’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 the sorcerer’s HD + the sorcerer’s Constitution modifier) reduces damage by half.
Dragon………Breath Weapon
Black………......60-foot line of acid
Blue………….....60-foot line of lightning
Green……….....30-foot cone of acidic gas
Red…………......30-foot cone of fire
White……….....30-foot cone of cold
Brass………......60-foot line of fire
Bronze……......60-foot line of lightning
Copper………....60-foot line of acid
Gold………….....30-foot cone of fire
Silver……….....30-foot cone of cold
• Immunity to magical sleep effects and paralysis effects and to one energy type based on lineage. (Black, Copper & Green = Acid; Blue & Bronze = Electricity; Brass, Gold & Red = Fire; Silver & White = Cold)


SHADOW LINEAGE: Some sorcerers derive their power from a close connection to the plane of Shadow, that connects our own plane to a host of alternate universes. Most people fear shadow sorcerers because they associate shadow with evil and the undead. Such sorcerers are certainly possible as there have been examples in the past of people tainted by an undead bloodline manifesting similar abilities. Most shadow sorcerers, however, are those whose lineage derives from an outsider native to the plane of shadow, or an ancestor with long exposure to this inhospitable realm.

Benefit: Shadow sorcerers gain Hide and Knowledge (Planes) as class skills. They also gain low-light vision if they don't already have it. If the sorcerer already has low-light vision, they may see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They may also control shadow, as a spell-like ability, at will. This ability acts as a 0-level spell and lasts for up to one minute per sorcerer level and has a range of 100’ + 10’ per level. The shadow sorcerer controls the shadow cast by anyone or anything with a total area of up to 100 sq. ft. The controlled shadow is like a puppet that parodies imagined actions of the object or creature casting the shadow, even if the subject stands still. The sorcerer can even make the shadow move away from its source, so long as it is cast along a wall or flat surface and remains within range. The shadow sorcerer can also learn any spell with the Darkness or Shadow descriptors.

Special Limitation: A shadow sorcerer is strongly affected by their shadow lineage. They are thus influenced by the shadow in their outlook on the world, seeing light and dark in all things and thus they must be partially neutral. They may also never learn any spell, spell-like ability or supernatural ability with the Light descriptor or of a radiance based effect, nor that belongs to a Sun, Light or other radiance oriented clerical domain. The sorcerer also cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of shadow and darkness, they are left with a natural weakness toward magic of light abd radiance, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the Light descriptor or of a radiance effect or domain, or used by creatures of the angel subtypes. A shadow sorcerer who loses their neutrality or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer but retains all sorcerer abilities. Also, like a member of any other class, a shadow sorcerer may be a multiclass character, but they face a special restriction. A shadow sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically Shadow oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with shadow magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Shadow Lineage spell list.
Shadow Lineage Spell List: 0–ghost sound; 1st-obscuring mist; 2nd-darkness; 3rd-deeper darkness; 4th-shadow conjuration; 5th-shadow evocation; 6th-shadow walk; 7th-plane shift; 8th-screen; 9th-shades

Lineage Ability: The sorcerer’s affinity with their shadow lineage grows over time.
…..At 8th level the sorcerer gains more control of shadows and may create visual illusions from shadow. This spell-like ability’s effects are identical to the spell silent image and may be employed a number of times per day equal to 3+ their Charisma modifier.
…..At 14th level the shadow sorcerer’s gains the spell-like ability to Shadow Step between shadows as if by the dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. In all other respects this ability functions exactly as the spell. The shadow sorcerer may shadow step a number of times per day equal to their Charisma modifier.
…..At 20th level, a shadow sorcerer becomes so attune to their inner shadow that they become one with their shadow lineage gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as deep dark gray to black skin, and grey, white or purple eyes with no pupils. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the shadow sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain Spell Resistance to Energy (Ex): Grants Spell Resistance 30 against spells of the Enchantment, Illusion, and Necromancy schools, as well as all spells with the darkness descriptor.
• Gain Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• Gain Hide in Plain Sight (Su): A shadow sorcerer can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, they can hide themselves from view in the open without anything to actually hide behind. Note that if they use their control shadow ability first, to detach their shadow, they may hide in their own shadow for the duration of the control shadow.
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.

Added by request 3.18

TAROT LINEAGE: Tarot sorcerer heritage is a deep lineage similar to the gypsy family where a sorcerer comes from a long line of talented “tarotists”. The innate sorcerous connection to the tarot is passed on from generation to generation though often skipping generations or whole groups of generations. Tarot sorcerers have a strong innate magical connection to the cosmos, and they train in the arts associated with the tarot: divination and the powers of the tarot’s four elemental connections.

Benefit: The tarot sorcerer gains Healing and Survival as class skills. The tarot sorcerer has the ability to channel some of their power into manifestations of the five powers of the tarot. At 1st level the tarot sorcerer may choose one of these manifestations. All manifestations require the use of a tarot deck spell focus worth 25gp which must be on the sorcerer’s person at the time the manifestation abilities are used.
Greater Arcana (Cosmos): Divination - The tarot sorcerer can divine the future as per an augury (as the spell), as a spell-like ability, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. However, unlike other spell-like abilities. This augury does not require the use of incense.
Lesser Arcana - Wands (Air): Lightning – The tarot sorcerer can release a blast of electrical energy from their hand at a target within 50 feet. It inflicts 2d6 points of electricity damage plus 1d6 per two sorcerer levels, although a Reflex saving throw (DC 10 + half the sorcerer’s level + the sorcerer’s Charisma modifier) reduces the damage by half. The sorcerer can use this ability a number of times per day equal to their Charisma modifier. This is a standard action.
Lesser Arcana - Pentacles (Earth): Armor – The tarot sorcerer can weave a sheath of magic weightless armor about themselves. They can move freely and suffer no armor check, spell failure or movement penalties. The armor adds to their AC an armor bonus equal to their Charisma modifier + an additional enhancement bonus equal to +1 per 5 sorcerer levels. Activating this ability is a full-round action, but the armor lasts until dispelled; it does not remain in place when the sorcerer is asleep or unconscious.
Lesser Arcana - Swords (Fire): Flame Blade – The tarot sorcerer creates a short sword, long sword, scimitar, rapier, falchion or great sword out of fire that appears in their hand. They are proficient with the blade, which operates like a normal sword of its type except that except that it also inflicts 1 point of fire damage + 1 per two sorcerer levels with each strike. Only the sorcerer that created the blade can use it and they can create or dispel it at will, each action requiring a standard action. The sword disappears when out of the sorcerer’s grasp.
Lesser Arcana - Cups (Water): Draught of Life – The tarot sorcerer can channel the healing energies found in the power of the cup’s water to heal a living creature’s wounds. The sorcerer’s touch heals 1d8 points + twice the sorcerer’s level in damage. The sorcerer can use this ability a number of times per day equal to their Charisma modifier. This is a full-round action.
.....Tarot sorcerers may also learn any spell of the Divination, Air, Earth, Fire, or Water designator regardless of the spell list from which it comes.

Special Limitation: Tarot sorcerers, though adepts at divination and elemental magic, they are also inept in other areas of magic and thus have no talent with harnessing arcane enchantment or necromantic magic. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer.

Lineage Spells: The sorcerer has a specific affinity with tarot magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Tarot Lineage spell list.
Tarot Lineage Spell List: 0–read magic; 1st-cure light wounds; 2nd-detect thoughts; 3rd-protection from energy; 4th-fire shield; 5th-contact other plane; 6th-chain lightning; 7th-vision; 8th-iron body; 9th-foresight
Lineage Abilities: The sorcerer’s affinity with tarot magic grows over time.
.....At 8th level the tarot sorcerer chooses a second tarot manifestation ability.
.....At 14th level the tarot sorcerer chooses a third tarot manifestation ability.
.....At 20th level, a tarot sorcerer becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol or some other symbol related to the tarot. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the tarot sorcerer gains the following benefits.
• Darkvision out to 60’.
• The tarot sorcerer gains the final two tarot manifestation abilities that they have not yet selected.
• Gain Tarot Item Creation: The tarot sorcerer can craft any magical item of the following types as if they had the appropriate Item Creation feat: Cup - Any magical drinking device or drinkable substance; Pentacle - Any magical amulet or shield; Sword - Any magical sword or dagger; Wand - Any Wand, Rod or Staff.
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.


Revision 3.22

CHILD OF NATURE LINEAGE: The Child of Nature is the descendant of a supernatural fey species such as Satyrs, Unicorns, Faeries, etc. or possibly even been imbued with their special powers by the powers that control nature. This ancestry is powerful and of all heredities, most directly links the sorcerer to the forces of their heredity – nature, imbuing in them a sense of need to protect nature. Their personalities are even reflective of the changing of the seasons. The nature sorcerer’s powers are born and influenced by this heritage.

Benefit: Nature sorcerers gain Survival as a class skill as well as gaining Sylvan as a bonus language. The sorcerer’s innate affinity for nature magic also grants them the ability to move through natural ground covered terrain (shrubs, thorns, etc.), at their normal speed and without suffering damage or other impairment. This does not provide protection from enchanted or magically manipulated areas. Nature sorcerers do not leave trails and cannot be tracked in any terrain, unless they choose to leave a trail. Nature sorcerers may learn any spell from the Druid spell list.

Special Limitation: Children of Nature have an innate connection to nature and drive to maintain and be a part of the natural order and thus must be part neutral in alignment. They may also never learn any spell, spell-like ability or supernatural ability that create, control or bolster undead or that use purely negative energy. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of the natural order, they are left with a natural weakness toward magic of necromantic origin, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the necromancy school or used by creatures of the undead type. A nature sorcerer who becomes of any non-neutral alignment or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, a nature sorcerer may be a multiclass character, but they face a special restriction. A nature sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically nature or fey oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with nature which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Nature Lineage spell list.
Nature Lineage Spell List: 0–know direction; 1st-summon nature’s ally I; 2nd- summon nature’s ally II; 3rd- summon nature’s ally III; 4th- summon nature’s ally IV; 5th- summon nature’s ally V; 6th- summon nature’s ally VI; 7th- summon nature’s ally VII; 8th- summon nature’s ally VIII; 9th- summon nature’s ally IX

Lineage Abilities: The sorcerer’s connection with nature grows over time and they become more attune to the force of nature.
……….At 8th level the sorcerer gains the ability to turn themselves into any Small or Medium animal and back again a number of times per day equal to their Charisma modifier. Their options for forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per sorcerer level, or until they change back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the sorcerer is familiar with and the new form’s Hit Dice can’t exceed the character’s sorcerer level. A sorcerer loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained animal can make, but they can communicate normally with other animals of the same general grouping as their new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
……….At 14th level the sorcerer’s ability to wild shape improves to allow the form of Large sized animals as well as Small and Medium sized animals.
……….At 20th level, a child of nature sorcerer becomes so attune to their lineage that they gain the fey type and the augmented subtype. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as green hair or hair like weeds or leaves that change color with the season, skin like bark. They are forevermore treated as a fey creature rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the child of nature sorcerer gains the following benefits.
• Darkvision out to 60’ and Low-Light Vision.
• Gain Damage Reduction (Su): Grants damage reduction 10/cold iron, allows them to ignore the first 10 points of damage from any attack made by a non-cold iron weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• Gain Spell Immunity (Ex): Grants immunity against all spells and spell-like abilities of fey creatures (such as dryads, nymphs, and sprites).
Unlike some other fey, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike some other fey, augmented fey still need to eat and sleep.


CHILD OF AIR LINEAGE: Children of the Elements sorcerers carry the essence of the primal elements in their blood. Air sorcerers specifically carry the element of air in their blood. This heritage is acquired through a distant relative, removed by dozens of generations that had elemental heritage such as a Djinni. The elemental sorcerer’s powers are born and influenced by this heritage.

Benefit: Air sorcerers gain Jump as a class skill as well as gaining Auran as a bonus language. Air sorcerers also inherit the fleetness of their ancestors gaining a bonus of +10’ to their movement speed as well as one of the following feats as a virtual feat: Improved Initiative or Dodge. Air sorcerers may learn any spell of the Air and Electricity designators regardless of the spell list from which they come from.

Special Limitation: Children of the Elements have an innate connection to their hereditary element and have a more primal connection to the natural order and thus must be part neutral in alignment. Due to their strong affinity to magic of the air element, they are left with a natural weakness toward magic of the earth element, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the earth or acid descriptor or used by creatures of the earth subtype. Air sorcerers may also never learn any spell or spell-like ability with the Earth or Acid descriptor. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. An air sorcerer who becomes of any non-neutral alignment or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, an air sorcerer may be a multiclass character, but they face a special restriction. An air sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically air elemental subtype oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with the element of air which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Air Lineage spell list.
Air Lineage Spell List: 0–message; 1st-feather fall; 2nd-gust of wind; 3rd-fly; 4th-solid fog; 5th-control winds; 6th-chain lightning; 7th-control weather; 8th-whirlwind; 9th-elemental swarm

Lineage Abilities: The air sorcerer’s affinity with air magic grows over time.
……….At 8th level the sorcerer gains energy resistance 10 against air and electricity energy types.
……….At 14th level the sorcerer’s energy resistance increases to become an immunity to air and electricity energy types.
……….At 20th level, a child of air sorcerer becomes so attune to their lineage that they gain the elemental type and the augmented and air subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as light blue or pale white skin, light blue or white hair and flesh that is cool to the touch. They are forevermore treated as an elemental rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the child of air sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain Fly speed of 60 ft. (perfect) (12 squares).
• Immunity to poison, sleep effects, paralysis, and stunning and is no longer subject to critical hits or flanking.
• Gain Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an aerial air sorcerer.
• Gain Whirlwind (Su): The air sorcerer can transform themselves into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD they have. In this form, the air sorcerer can move through the air or along a surface at their fly speed. The whirlwind is 5 feet wide at the base, up to 15 feet wide at the top, and up to 30 feet tall. The air sorcerer controls the exact height, but it must be at least 10 feet.
…..The air sorcerer’s movement while in whirlwind form does not provoke attacks of opportunity, even if they enter the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the air sorcerer moves into or through the creature’s space.
…..Creatures one or more size categories smaller than the air sorcerer may take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 13 + the sorcerer’s Strength modifier) when it comes into contact with the whirlwind or take 1d6 damage. It must also succeed on a second Reflex save (DC 13 + the sorcerer’s Strength modifier) or be picked up bodily and held suspended in the powerful winds, automatically taking the 1d6 damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
…..Creatures trapped in the whirlwind cannot move except to go where the air sorcerer carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The air sorcerer can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume. The air sorcerer can eject any carried creatures whenever they wish, depositing them wherever the whirlwind happens to be.
…..If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the air sorcerer and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
…..Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
…..An air sorcerer in whirlwind form cannot cast spells.
Unlike other elementals, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other elementals, augmented native elementals still need to eat and sleep.


CHILD OF EARTH LINEAGE: Children of the Elements sorcerers carry the essence of the primal elements in their blood. Earth sorcerers specifically carry the element of earth in their blood. This heritage is acquired through a distant relative, removed by dozens of generations that had elemental heritage such as a Dao. The elemental sorcerer’s powers are born and influenced by this heritage.

Benefit: Earth sorcerers gain Climb as a class skill as well as gaining Terran as a bonus language. Earth sorcerers also inherit the strength and fortitude of their ancestors gaining the ability to harden themselves against blows while taking on a slight rocky hue to their skin. As a free action, a number of times per day equal to their Charisma modifier for one round, the sorcerer receives a natural armor bonus equal to their sorcerer level. An equal number of times per day, as a free action, the sorcerer may also call upon their lineage to focus the power of the earth in their blood to gain a +2 bonus to Strength and Constitution for one round. Earth sorcerers may learn any spell of the Earth and Acid designators regardless of the spell list from which they come from.

Special Limitation: Children of the Elements have an innate connection to their hereditary element and have a more primal connection to the natural order and thus must be part neutral in alignment. Due to their strong affinity to magic of the earth element, they are left with a natural weakness toward magic of the air element, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the Air or Electricity descriptor or used by creatures of the air subtype. Earth sorcerers may also never learn any spell, spell-like ability or supernatural ability with the Air or Electricity descriptor. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. An earth sorcerer who becomes of any non-neutral alignment or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, an earth sorcerer may be a multiclass character, but they face a special restriction. An earth sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically earth elemental subtype oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with the element of earth which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Earth Lineage spell list.
Earth Lineage Spell List: 0–avid splash; 1st-hold portal; 2nd-melf’s acid arrow; 3rd-keen edge; 4th-stoneskin; 5th-wall of stone; 6th-flesh to stone; 7th-statue; 8th-iron body; 9th-elemental swarm

Lineage Abilities: The earth sorcerer’s affinity with earth magic grows over time.
……….At 8th level the sorcerer gains energy resistance 10 against earth and acid energy types.
……….At 14th level the sorcerer’s energy resistance increases to become an immunity to earth and acid energy types.
……….At 20th level, a child of earth sorcerer becomes so attune to their lineage that they gain the elemental type and the augmented and earth subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as gray or brown pebbly or gritty skin, hard gemlike eyes, iron gray hair, metallic sheens to the hair or skin, or gravely voices. They are forevermore treated as an elemental rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the child of earth sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain a Burrow speed of 20 ft. (4 squares). This is the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The sorcerer’s burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of their presence. A move earth spell cast on an area containing a burrowing earth sorcerer flings the sorcerer back 30 feet, stunning them for 1 round unless they succeed on a DC 15 Fortitude save.
• Immunity to poison, sleep effects, paralysis, and stunning and is no longer subject to critical hits or flanking.
• Gain Earth Mastery (Ex): An earth sorcerer gains a +1 bonus on attack and damage rolls if both they and their foe are touching the ground. If an opponent is airborne or waterborne, the earth sorcerer takes a –4 penalty on attack and damage rolls.
• Gain Push (Ex): An earth sorcerer can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the earth sorcerer’s opposed Strength checks.
Unlike other elementals, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other elementals, augmented native elementals still need to eat and sleep.


CHILD OF FIRE LINEAGE: Children of the Elements sorcerers carry the essence of the primal elements in their blood. Fire sorcerers specifically carry the element of fire in their blood. This heritage is acquired through a distant relative, removed by dozens of generations that had elemental heritage such as an Efreeti. The elemental sorcerer’s powers are born and influenced by this heritage.

Benefit: Fire sorcerers gain Tumble as a class skill as well as gaining Ignan as a bonus language. Earth sorcerers also inherit the fleetness and destructive nature of their ancestors gaining a bonus of +10’ to their movement speed as well as the ability to make a flaming attack. As a free action, a number of times per day equal to 3+ their Charisma modifier for one round per 2 sorcerer levels, the sorcerer can make their hand or weapon flaming, doing an additional 1d6 plus their Charisma modifier in fire damage. This does not affect creatures immune to fire. Fire sorcerers may learn any spell of the Fire designator regardless of the spell list from which they come from.

Special Limitation: Children of the Elements have an innate connection to their hereditary element and have a more primal connection to the natural order and thus must be part neutral in alignment. Due to their strong affinity to magic of the fire element, they are left with a natural weakness toward magic of the water element, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the Water or Cold descriptor or used by creatures of the water subtype. Fire sorcerers may also never learn any spell, spell-like ability or supernatural ability with the Water or Cold descriptor. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. A fire sorcerer who becomes of any non-neutral alignment or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, a fire sorcerer may be a multiclass character, but they face a special restriction. A fire sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically fire elemental subtype oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with the element of fire which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Fire Lineage spell list.
Fire Lineage Spell List: 0–dancing lights; 1st-burning hands; 2nd-scorching ray; 3rd-fireball; 4th-fire shield; 5th-wall of fire; 6th-fire storm; 7th-delayed blast fireball; 8th-incendiary cloud; 9th-elemental swarm

Lineage Abilities: The fire sorcerer’s affinity with fire magic grows over time.
……….At 8th level the sorcerer gains energy resistance 10 against fire energy types.
……….At 14th level the sorcerer’s energy resistance increases to become an immunity to fire energy types.
……….At 20th level, a child of fire sorcerer becomes so attune to their lineage that they gain the elemental type and the augmented and fire subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as charcoal gray or deep red skin, red or orange hair that waves like fire, unusually warm skin, or large red teeth. They are forevermore treated as an elemental rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the child of fire sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain a base speed of 50 ft. (10 squares).
• Immunity to poison, sleep effects, paralysis, and stunning and is no longer subject to critical hits or flanking.
• Gain Burn (Ex): A fire sorcerer’s unarmed attacks deals additional fire damage. Those hit by a fire sorcerer‘s unarmed attacks also must succeed on a Reflex save (DC 14 + the sorcerer’s Constitution modifier) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a fire sorcerer with natural weapons or unarmed attacks take fire damage as though hit by the fire sorcerer’s unarmed attack, and also catch on fire unless they succeed on the Reflex save.
• Gain Vulnerability (Ex): Grants a vulnerability to cold and water. A fire sorcerer cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire sorcerer can step or jump over it. Fire sorcerers also take half again as much (+50%) damage as normal from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Unlike other elementals, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other elementals, augmented native elementals still need to eat and sleep.


CHILD OF WATER LINEAGE: Children of the Elements sorcerers carry the essence of the primal elements in their blood. Water sorcerers specifically carry the element of water in their blood. This heritage is acquired through a distant relative, removed by dozens of generations that had elemental heritage such as a Marid. The elemental sorcerer’s powers are born and influenced by this heritage.

Benefit: Water sorcerers gain Swim as a class skill as well as gaining Aquan as a bonus language. Water sorcerers also inherit the natural affinity to water of their ancestors gaining a swim speed equal to their land speed as well as the ability to breathe underwater a number of hours per day equal to their sorcerer level. Water sorcerers may learn any spell of the Water and Cold designators regardless of the spell list from which they come from.

Special Limitation: Children of the Elements have an innate connection to their hereditary element and have a more primal connection to the natural order and thus must be part neutral in alignment. Due to their strong affinity to magic of the water element, they are left with a natural weakness toward magic of the fire element, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the Fire descriptor or used by creatures of the fire subtype. Water sorcerers may also never learn any spell, spell-like ability or supernatural ability with the Fire descriptor. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. A water sorcerer who becomes of any non-neutral alignment or learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, a water sorcerer may be a multiclass character, but they face a special restriction. A water sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically water elemental subtype oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with the element of water which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Water Lineage spell list.
Water Lineage Spell List: 0–ray of frost; 1st-chill touch; 2nd-water breathing; 3rd-ice storm; 4th-control water; 5th-cone of cold; 6th-Otiluke’s freezing sphere; 7th-polar ray; 8th-horrid wilting; 9th-elemental swarm

Lineage Abilities: The water sorcerer’s affinity with water magic grows over time.
……….At 8th level the sorcerer gains energy resistance 10 against Water and Cold energy types.
……….At 14th level the sorcerer’s energy resistance increases to become an immunity to Water and Cold energy types.
……….At 20th level, a child of water sorcerer becomes so attune to their lineage that they gain the elemental type and the augmented, amphibian and water subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as lightly scaled skin, clammy flesh, blue-green skin and hair or large black eyes. They are forevermore treated as an elemental rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the child of water sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain a Swim speed of 90 ft. (18 squares), and can thus move in water without making Swim checks. A water sorcerer can breathe underwater and can breathe air as well.
• Immunity to poison, sleep effects, paralysis, and stunning and is no longer subject to critical hits or flanking.
• Gain Water Mastery (Ex): A water sorcerer gains a +1 bonus on attack and damage rolls if both they and their opponent are touching water. If the opponent or the water sorcerer is touching the ground, the water sorcerer takes a –4 penalty on attack and damage rolls. A water sorcerer can be a serious threat to a ship that crosses its path. A water sorcerer can easily overturn small craft (5 feet of length per 5 HD) and stop larger vessels (10 feet long per 5 HD). Even large ships (20 feet long per 5 HD) can be slowed to half speed.
• Gain Drench (Ex): The water sorcerer’s touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if they are of Large size or smaller. The water sorcerer can dispel magical fire it touches as dispel magic (caster level equals the water sorcerer’s HD).
Unlike other elementals, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other elementals, augmented native elementals still need to eat and sleep.


DIVINE RECEPTACLE LINEAGE: The Divine Receptacle is specifically chosen by a deity, usually a deity of magic, to be given the power to wield arcane magic through divine province in the service of that deity. The chosen divine receptacle sorcerer is as much an embodiment of the deity’s tenants as any divine worshiper and most likely will even be a member of the deity’s faith.

Benefit: Divine sorcerers gain Knowledge (Religion) as a class skill as well as gaining Celestial, Abyssal or Infernal as a bonus language, as is appropriate to their deity’s religion. The divine sorcerer’s granted affinity for magic also grants them one of the deity’s domains. They gain the domain power for that domain as well as the benefits as listed below under “Lineage Spells.” Divine sorcerers may also learn any spell from any domain list available to their patron deity.

Special Limitation: Divine sorcerers have been granted their innate talent with magic to serve a higher purpose and to champion the aims of a specific deity. As such the sorcerer is hand picked for their views and willingness to follow the deity in question. Thus, a divine sorcerer must be of an alignment no more than one step different than their Patron Deity. A divine sorcerer who grossly violates the code of conduct required by their deity may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, a divine sorcerer may be a multiclass character, but they face a special restriction. A divine sorcerer who gains a new class or template that involves abilities that are in opposition to the aims and desires of their patron deity (for example a Cleric of Pelor, the God of the Sun acquiring levels in Shadowdancer), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has been granted innate magical affinity but is influenced strongly by their deity’s spheres of control, which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Divine Lineage spell list which is comprised of the domain spells indicated by their Domain choice from “Benefits” above, with the addition of read magic as a bonus known 0-level spell.

Lineage Abilities: The divine sorcerer’s granted divine power grows over time.
……….At 8th level the sorcerer gains a divine aura that affects any creature they strike that is of the opposed alignment to their aura. Any weapon or natural attack wielded by the divine sorcerer is considered holy or unholy, depending on alignment (neutral divine sorcerers must choose one when this ability is gained). This aura is considered holy or unholy for the purpose of dealing damage to creatures with damage reduction (holy/unholy) and also causes an additional +1d6 holy or unholy damage to those of the opposed alignment.
……….At 14th level the sorcerer’s aura continues to grow, granting a +4 morale bonus to all saving throws, attack rolls, ability checks, and skill rolls to the sorcerer and all allies within 30’. This may be activated as a move-equivalent action, a number of times per day equal to 3+ their Charisma modifier. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
……….At 20th level, a divine receptacle sorcerer becomes so attune to their divine link that they become a magical creature gaining the outsider type and the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, taking on some feature that is attributed to their deity. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the divine receptacle sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain Aura of Menace (Su): A divine aura surrounds divine receptacle sorcerers that fight or get angry. Any hostile creature within a 20-foot radius of a divine receptacle sorcerer must succeed on a Will save (DC 20 + the sorcerer’s Charisma modifier) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the divine receptacle sorcerer that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same divine receptacle sorcerer’s aura for 24 hours.
• Gain Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• The divine receptacle sorcerer gains a 2nd domain from those granted by their patron deity. They gain the domain ability as well as the domain spells as bonus known spells, though no additional 0-level spell is acquired.
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.


MAGICAL FAMILY LINEAGE: The Magical Family heritage is a prestigious lineage where a sorcerer comes from a long line of talented arcane casters. The innate sorcerous talent is bred into the family line and most offspring are arranged by mating powerful casters together. This most often breeds arcane casters with a strong innate connection to the workings of magic. The families then train their offspring in all to do with the magical arts.

Benefit: Familial sorcerers gain the Knowledge (Arcana) and Use Magic Device skills as class skills. They are also trained in the summoning rituals involved in gaining a familiar, as described in the Player’s Handbook. Each family of dedicated practitioners of the art tend to have a specific talent that they focus on, and pass to their new generations. As such each sorcerer of such a family is considered to be a specialist in their family’s spell school of choice. The sorcerer gains a +2 competence bonus on all Spellcraft checks when dealing with spells of their family’s specialty. They also cast all spells from their specialist school as if they were a sorcerer of one level higher.

Special Limitation: Sorcerers of family lineage, though adept with their family’s chosen school of magic, are also inept in some areas. The sorcerer must choose any school of magic that they cannot cast spells from, use spell-like abilities from or use spell completion or spell trigger items from. This school of choice can be any school other than Divination or Universal. Due to their strong affinity to magic of their chosen school, they are left with a natural weakness toward magic of their chosen opposition school, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of that school.

Lineage Spells: This sorcerer has a specific affinity for their family’s specialty school of magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer chooses one affinity spell per spell level (including a 0-level spell) from their chosen specialty school.

Lineage Abilities: The sorcerer’s ties with their family and connection to those in the arcane world offer the sorcerer a wide range of resources.
……….At 8th level the sorcerer may choose one Metamagic feat for which they qualify as a bonus feat or may chose the Spell-Like Ability or Spell Power Family Gift.
……….At 14th level the sorcerer may choose another Metamagic feat for which they qualify as a bonus feat or they may choose one of the following Family Gifts: Arcane Reach, Mastery of Counterspelling, Mastery of the Elements, Mastery of Shaping, Spell-Like Ability or Spell Power (which follow the same rules as mentioned below).
……….At 20th level, a sorcerer of a Magical Family becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol though it always a mark carried by all members of the family to have ascended to this level of magical perfection. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the sorcerer gains the following benefits.
• Darkvision out to 60’
• Gain Longevity (Ex): The power inherent in the breeding of the Magical Family lends to a lineage of very long lived wizards and sorcerers. At 20th level the sorcerer’s magic becomes so entrenched and entwined with their lineage that they no longer take ability score penalties for aging and cannot be magically aged. Any penalties they may have already incurred, however, remain in place. Bonuses still accrue, and the sorcerer still dies of old age when their time is up, but their maximum life span is also double the standard for their race.
• Gain Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• The sorcerer may choose another Metamagic feat for which they qualify as a bonus feat or they may choose one of the following Family Gifts: Arcane Bolt, Arcane Reach, Mastery of Counterspelling, Mastery of the Elements, Mastery of Shaping or Spell Power (which follow the same rules as mentioned below).
Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.

Family Gifts: A sorcerer from a Magical Family gains an inherited familial magical trait passed on from generation to generation. They may select a special ability from among those described below, based on their current sorcerer level as described above, by permanently eliminating one existing spell cast per day slot. They cannot eliminate a spell slot of higher level than the highest-level spell they can cast. Each special ability has a minimum required spell slot level, as specified in its description. The sorcerer may choose to eliminate a spell slot of a higher level than that required to gain a family gift, as long as they are able to cast spells of that spell level. Only those abilities that specifically state so, may be taken more than once.
Spell-Like Ability: The sorcerer who selects this family gift can use any one of their spells cast per day slots (other than a slot expended to learn this or any other family gift) to permanently gain one of their known spells as a spell-like ability that can be used twice per day. The sorcerer does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs the sorcerer 1/25 of the gold cost in XP. This ability costs one 4th-level spell slot. Additionally, as noted earlier the spell-like ability also normally uses a spell slot of the spell’s level, although the sorcerer can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level. Thus a maximized magic missile spell-like ability usable twice per day would cost two 4th level spell slots, while a maximized lightning bolt spell-like ability usable twice per day would cost a 4th level spell slot and a 6th level spell slot. The sorcerer may also use any available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day. Thus the sorcerer could choose to have that maximized lightning bolt spell-like ability usable four times per day at the cost of a 4th level spell slot and a 9th level spell slot. If spell-like ability is selected more than one time as a Family Gift choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.
Spell Power: This ability increases the sorcerer’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 4th-level spell slot.
Mastery of Shaping: The sorcerer can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
Arcane Reach (Su): The sorcerer can use spells with a range of touch on a target up to 30 feet away. The sorcerer must make a ranged touch attack. Arcane reach can be selected a second time as a Family Gift, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Counterspelling: When the sorcerer counterspells a spell, it is turned back upon the original caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements: The sorcerer can alter a spell when cast so that it utilizes a different element from the one it normally uses, so long as that element is not banned to them for some reason. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time and spell level are unaffected. The sorcerer decides whether to alter the spell’s energy type and chooses the new energy type when they begin casting. This ability costs one 8th-level spell slot.
Arcane Bolt (Su): The sorcerer gains the ability to change arcane spell energy into pure arcane offensive energy, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet per level of the sorcerer) that deals 1d6 points of damage per class level of the sorcerer plus 1d6 points of damage per level of the spell slot used to create the effect. This ability costs one 9th-level spell slot.


SHIFTER LINEAGE: Shifter sorcerers are the descendant of a natural shapeshifter such as a doppelganger or were-creature far in their family’s past. These sorcerers gain the following abilities and restrictions.

Benefit: Shifter sorcerers gain the Disguise skill as class skill as well as an inherent +1 bonus to all Disguise and Bluff skill checks. They also have an innate ability to change their appearance as the alter self spell, as a spell-like ability, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. Shifter sorcerers may learn any spell that allows the shifter sorcerer to alter appearance or shape, be it physical or illusionary, as well as being able to learn any spell with the Compulsion spell designator, regardless of the spell list from which it comes.

Special Limitation: Shifter sorcerers, though adepts at divination, transmutation, illusion and enchantment magic, they are also inept in areas of overt destruction and thus have no talent with harnessing any spell neither with an energy descriptor nor with any Necromantic magic. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. Due to their strong affinity to magic of the natural order, they are left with a natural weakness toward magic of necromantic origin, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the necromancy school or used by creatures of the undead type. A shifter sorcerer who learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer but retains all sorcerer abilities. Also, like a member of any other class, a shifter sorcerer may be a multiclass character, but they face a special restriction. A shifter sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically shapeshifter oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The shifter sorcerer has a specific affinity with shifter magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Shifter Lineage spell list.
Shifter Lineage Spell List: 0–prestidigitation; 1st-disguise self; 2nd-detect thoughts; 3rd-suggestion; 4th-polymorph; 5th-baleful polymorph; 6th-mislead; 7th-statue; 8th-iron body; 9th-shapechange

Lineage Abilities: The shifter sorcerer’s connection with Shapeshifting magic grows over time as they become more attune to the natural shifter blood within them.
……….At 8th level the shifter sorcerer gains the ability to turn themselves into one specific animal and an associated animal-humanoid hybrid form (chosen at 9th level). They may change into this form (and back again) a number of times per day equal to their Charisma modifier. Their options for forms include: Brown Bear, Boar, Dire Rat, Tiger, or Wolf. The hybrid form is a bipedal hybrid form with prehensile hands and animalistic features.
…..This ability functions like the polymorph spell, except as noted here. The effect lasts for 10 minutes per sorcerer level, or until they change back. Changing form (to animal or hybrid and back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of the chosen animal type. A sorcerer loses their ability to speak while in animal form because they are limited to the sounds that a normal, untrained animal can make, but they can communicate normally with other animals of the same general grouping as their new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) They may however still communicate normally in hybrid form. Gear changes with the shifter if changing to animal form, but the gear remains on the shifter sorcerer in a useful form when taking the hybrid form. When in animal form the shifter acts as and takes on the physical traits of the animal normally as per the spell.
…..When in animal or hybrid form the shifter sorcerer gains a +2 to Wisdom as well as gaining damage reduction 5/silver. In hybrid form, the sorcerer also gains a +4 bonus to Strength and a +2 bonus to Constitution.
……….At 14th level the sorcerer’s ability to shapechange improves granting them an increased duration to 1 hour per sorcerer level as well as granting a +8 bonus to Strength and a +4 bonus to Constitution in hybrid form, and also increasing their damage reduction in animal or hybrid form to 10/silver.
……….At 20th level, a shifter sorcerer becomes so attune to their shifter nature that they become one with their shifter lineage gaining the monstrous humanoid type as well as the augmented and shapechanger subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, which reflect their animal shifter nature such as feral eyes or an overabundance of body hair. They are forevermore treated as a monstrous humanoid and a shapechanger rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the shifter sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain Scent (Ex): Gain the scent ability as described in the Monster Manual.
• Gain Spell Resistance (Ex): This grants spell resistance of 30.
• The shifter sorcerer’s damage reduction improves to 15/silver, which allows them to ignore the first 15 points of damage from any attack made by a non-silvered weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.


STORM GIANT LINEAGE: Storm Giant sorcerers are the descendant of a magical storm giant somewhere in their family’s past. These sorcerers gain the following abilities and restrictions.

Benefit: Storm sorcerers gain Survival as a class skill as well as gaining Giant as a bonus language. Storm sorcerers also inherit the strong influence of giant blood as well as the storm giant’s affinity for weather magic. The sorcerer gains in size after each night’s sleep over the period of one month after awakening their sorcerous nature, until at the end of that time they reach the maximum height for their species and becoming of an imposing and impressive stature gaining a +2 bonus to all Intimidate skill checks, as well as the Toughness feat and a bonus to all Fortitude saving throws equal to their Charisma modifier. Storm sorcerers can also predict the weather up to 1 day in advance with 100% accuracy. Storm sorcerers may learn any spell of the Air and Electricity designators regardless of the spell list from which they come from, as well as any spell from the Air, Storm and Weather clerical domains.

Special Limitation: Storm sorcerers have an innate connection to their storm giant lineage. Due to the limitations of the lineage itself, only races of medium size or larger would be able to, even with magic, create such a lineage thus only medium sized or larger races are found with storm giant lineage. Also due to their strong affinity to weather magic and the nature of this magic, storm sorcerers are left with a natural weakness toward magic of the fire element, receiving a –2 penalty to all saving throws against any spell, spell-like ability, or supernatural ability of the Fire descriptor or used by creatures of the fire subtype. Storm sorcerers may also never learn any spell, spell-like ability or supernatural ability with the Fire descriptor. The sorcerer cannot use spell completion or spell trigger items that activate banned spells, as they just do not work for the sorcerer. A storm sorcerer who learns a prohibited spell, spell-like ability or supernatural ability may no longer gain levels as a sorcerer as well as loses all sorcerer lineage abilities (including lineage bonus known spells and spell-like abilities, but not including weapon proficiencies and normal spells known), until they atone (see the atonement spell description). Also, like a member of any other class, a storm sorcerer may be a multiclass character, but they face a special restriction. A storm sorcerer who gains a new class or template that involves racial or bloodline or heredity related abilities that are not specifically giant or giant-kin oriented (for example Half-Dragon), may never again raise their sorcerer level and loses all sorcerer lineage abilities (including their bonus spells known and lineage based spell-like abilities, but not including weapon proficiencies and standard spells known).

Lineage Spells: The sorcerer has a specific affinity with storm and weather magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution, but only through Innate Ability evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer gains the Storm Lineage spell list.
Storm Lineage Spell List: 0–resistance; 1st-obscuring mist; 2nd-gust of wind; 3rd-lightning bolt; 4th-ice storm; 5th-control winds; 6th-chain lightning; 7th-control weather; 8th-whirlwind; 9th-storm of vengeance

Lineage Abilities: The storm sorcerer’s affinity with their giant lineage grows stronger over time.
……….At 8th level the sorcerer gains a supernatural ability to harness their giant blood and increase their size a number of times per day equal to their Charisma modifier. The storm sorcerer grows in size similar to an enlarge person spell. This effect is activated as a move-equivalent action that does not provoke an attack of opportunity, and lasts for one minute per sorcerer level and causes an instant growth of the storm sorcerer to double their height and multiplying their weight by 8. This increase changes the sorcerer’s size category to the next larger one, granting a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC (except against creatures of the same size as the sorcerer’s new size) due to its increased size. If the sorcerer’s size increases to Large, it has a space of 10 feet and a natural reach of 10 feet, but the sorcerer’s speed remains the same. If insufficient room is available for the desired growth, the sorcerer attains the maximum possible size and may make a Strength check (using their increased Strength) to burst any enclosures in the process. If they fail, they are constrained without harm by the materials enclosing them. All equipment worn or carried by the sorcerer is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves the enlarged sorcerer’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. This effect can be dispelled by standard means as well as with a reduce person spell, but may be reactivated as a move-equivalent action on the sorcerer’s next action.
……….At 14th level, the storm sorcerer’s attunement to their giant blood continues to grow in power increasing the Strength bonus to a +8 size bonus to Strength. The storm sorcerer also gains a +4 size bonus to Constitution and a +4 enhancement bonus to natural armor. This is in addition to the standard a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC (except against creatures of the same size as the sorcerer’s new size) due to its increased size, as well as all of the other constraints mentioned for this supernatural ability.
……….At 20th level, a storm sorcerer becomes so attune to their storm giant nature that they become one with their shifter lineage gaining the giant type as well as the augmented subtype. The sorcerer undergoes a major physical transformation gaining a size category, along with minor transformations such as pale blue skin, blond to white hair, or a smell of ozone that surrounds them. They are forevermore treated as a giant rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the storm sorcerer gains the following benefits.
• Low-light Vision.
• Increase in Size (Ex): The storm sorcerer matures into a being one size category larger. In most cases this will be a large creature and thus gaining the following modifiers. For the effects of larger creatures, see the Monster Manual.
…..* +2 permanent size bonus to Strength
…..* Large weapons may be used one-handed and Medium weapons are considered “light” for them, and weapons of size Tiny may not be used at all.
…..* Carrying Capacity is double the load of a Medium creature.
…..* Natural Reach increases to 10’.
…..* Gain a +4 size bonus to grapple checks.
…..* Suffer a -4 size penalty to Hide skill checks.
…..* All Armor costs double the listed amounts and weighs twice as much.
…..* Suffer a -1 size penalty to AC and attack rolls against Medium creatures.
…..* Inflict 1d4 subdual damage in unarmed combat or 1d4 regular damage but at a -4 penalty to hit. If they have a class that allows increased unarmed damage, they cause damage of one die higher than normal for their level.
• Gain Spell Immunity (Ex): Grants immunity against all spells and spell-like abilities of the electricity designator.
• Gain Water Breathing (Sp): The storm sorcerer gains the ability to use water breathing as a spell-like ability a number of times per day equal to their Charisma modifier. As this is a true spell-like ability, no foci or material components are required to use this ability.
 
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Khaalis

Adventurer
Continued from thread 2...

Stalker0 said:
Okay, I was reading a bit wrong.

I'd say if they can only do it on the lineage spells, then we should allow them to do it on the 9th level one.

Also, my idea was that they would get additional virtual feats at higher levels.

And as far as differentiating it from the wizard, its a very different abilty.

The wizard gets the bonus metamagic feats, that he prepares on his spells. The sorc gets a feat that he can use for free a certain number of times per day, but can't use them other than that. Those are very different in their application... its as different as saying wizards and sorcs have the same spell list, but they cast their spells very differently.

Which would you prefer to see:

1) Spell Resistance that grows from 9th - 20th level with 20th as it is now or...
or

2) The Spontaneous "Daily Use" Metamagic rule from the Unearthed Arcana as a growth and extension of the original ability gained at first (the more limited form)?

Lineage Abilities: The sorcerer’s affinity with magic grows over time.
.....At 9th level the sorcerer gains the Spontaneous Metamagic ability.
Spontaneous Metamagic (Ex): Choose any one metamagic feat of choice as a virtual feat that may be used “on-the fly” to effect any spell the sorcerer knows, three times per day. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.
.....At 17th level the sorcerer gains the Spontaneous Metamagic ability again. A chosen virtual feat may be chosen again, gaining an additional three uses per day of the virtual feat.
.....At 20th level, a general sorcerer becomes a magical creature gaining the outsider type as well as the augmented and native subtypes. The sorcerer undergoes a minor physical transformation usually to the hair, skin or eyes, such as a coloration not normal to their species or perhaps a definitive streak of off-color hair or even a mystical tattoo-like symbol. They are forevermore treated as an outsider rather than as a humanoid (or whatever the sorcerer’s creature type was) for the purpose of spells and magical effects. Additionally, the general sorcerer gains the following benefits.
• Darkvision out to 60’.
• Gain Spell Resistance (Su): Grants spell resistance 30.
• Gain Damage Reduction (Su): Grants damage reduction 10/magic, which allows them to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction.
• Gain the Spontaneous Metamagic ability again. A chosen virtual feat may be chosen again, gaining an additional three uses per day of the virtual feat.
.....Unlike other outsiders, the sorcerer can be raised, reincarnated, or resurrected just as other living creatures can be. Also unlike other outsiders, native outsiders still need to eat and sleep.

Thoughts?
 
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monboesen

Explorer
I would prefer not to see spell resistance at all or only as the level +5 version. That would leave the sorcerer highly resistant to the magic of her lessers but not really affect spell casters of her own power much.

The 3/day metamagic is the winner to me, if the number of uses are determined by charisma it can easily get to 10-12 uses per day. The same argument could be applied to the other charisma bonus/day abilities.

Still think the specialised lineages presented (including the gypsy) are more balanced than the general version.

Edit. Whoa. read more closely on the curse ability, again to much for me. A general -6 to saves (and other stuff) will leave the target way open for any following spells, while weakening it sufficiently to let the sorceres companions beat the crap out of it. Usable charisma (realisticly at least 5-7 times)/day I really think you should watch the power creep here. Maybe -1 for the lesser and -3 for the greater version.
 
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Grayhawk

First Post
Some thoughts on the spontaneous metamagic issue:

If this Sorcerer gains access to the UA Daily Use variant as a class ability, how are the metamagic feats he buys with his normal feats handled?

When making my own - only slightly altered - Sorcerer variant, I was trying to create an unique metamagic mechanic as a class ability, but I ended up rejecting most of my ideas, as I found that having to handle metamagic differently based upon where the ability came from, would be too complicated (for my taste, anyway).

Besides, after giving some thought to the two UA spontaneous metamagic variants, I've decided I won't use any of them, as I feel that the best way to balance metamagic is how the core rules handle it.

Thus, I decided that my Sorcerer variant has to both learn the metamagic feats by normal feat expenditure and has to suffer the increased casting time. Then I gave him a class ability that lets him use metamagic without the increased casting time a limited number of times per day. It even gives access to the Quicken feat:

'Each day you can use your metamagic feats without an increase in casting time, as long as the combined level adjustments don't exceed your Cha bonus. Additional metamagic use increases casting time normally.'

This could propably be better worded, but what it means, is that with this ability a Sorcerer with a Cha of 18 and the Still Spell feat, for example, can apply that feat 4 times per day without an increase in casting time. The spells so affected burn a higher level spell slot as per normal metamagic rules.

If he both had the Still and Silent feat, he could apply both to 2 spells per day, without an increase in casting time, etc.

This makes it possible for a Sorcerer to use Quicken Spell as well, but with a Cha between 18 and 25 you would only be able to do it once per day. (And you's still have to burn a feat to be able to do so.)

Khaalis, I guess this ability isn't beefy enough for your general Sorcerer, but what if you gave him some bonus metamagic feats to use it with, as well? Or does that smell too much like the Wizard's bonus feats?
 

pyk

First Post
Here's something I see as wrong with this class. There is nothing from the original sorcerer class that is being given up in exchange for all these latest and greatest abilities. Apparently, not only is the sorcerer able to ast all those spells from the core books, but then they get additional spells per day from this "lineage" and an innate ability! Plus, they get to place metamagic feats onto spells without restrictions to spell level or casting time. All this and still have full acces to the Sor/Wiz spell list. Sure, I know they have limited spells known, but they have no limit to which spells they are able to know.

Something needs to be done to remove the vast power from this class you've made up. Being able to cast 8 spells per level at level 20 at will, with metamagic applied to some of them without the usual limit of higher spell level and extra casting time, is way too much.

Really, what magic user would choose any other class instead of this one? And, don't say that "flavor" crap. Really, what magic user would not want to place metamagic feats onto lower spells, and still be able to cast 9th level spells? This is something, I believe, is currently only available to Epic levels.

I would recommend, reduce the spells per day to the Wizard's spell chart. Make the Sorcerer here, if he wishes to apply metamagic, need to prepare that spell prior to use. Or, at least keep the full-round requirement. But I would still keep the need for using a higher level slot, anyway. No other core class is able to apply metamagic and keep the same spell slot.
 

Khaalis

Adventurer
monboesen said:
I would prefer not to see spell resistance at all or only as the level +5 version. That would leave the sorcerer highly resistant to the magic of her lessers but not really affect spell casters of her own power much.
At 20th level MR of 25 is not of much balanced use. Another 20th level caster has an 80% chance (success on 5 or more) before bonuses such as Spell Penetration to beat the SR. Compare to other creatures of CR 17+ that run 25 to 41, its not the most balanced.

The 3/day metamagic is the winner to me, if the number of uses are determined by charisma it can easily get to 10-12 uses per day. The same argument could be applied to the other charisma bonus/day abilities.
This is true but it is meant to be built on the Cleric’s Turning mechanic.

Still think the specialised lineages presented (including the gypsy) are more balanced than the general version.
In what way? How are they different?

Edit. Whoa. read more closely on the curse ability, again to much for me. A general -6 to saves (and other stuff) will leave the target way open for any following spells, while weakening it sufficiently to let the sorceres companions beat the crap out of it. Usable charisma (realisticly at least 5-7 times)/day I really think you should watch the power creep here. Maybe -1 for the lesser and -3 for the greater version.
The only thing I would look at reducing is uses per day. This is taken directly from the Hexblade (Complete Warrior). The Hexblade can use this ability 5 times day, in addition to its Aura of Unluck another 3 times per day, plus its spells. The Gypsy doesn’t get the –3 ability until 9th level. The Hexblade has a –4 by 7th level. The Gypsy doesn’t get the –6 until 17th level only 2 levels lower than the Hexblade but doesn’t also have the Stackable Aura.

Grayhawk said:
Some thoughts on the spontaneous metamagic issue:
If this Sorcerer gains access to the UA Daily Use variant as a class ability, how are the metamagic feats he buys with his normal feats handled?
Normally. Taking a standard feat has nothing to do with the class ability. If the sorcerer takes a standard metamagic feat with their character level feats it functions just as the feat would by the standard rules.

Grayhawk said:
Some thoughts on the spontaneous metamagic issue:
When making my own - only slightly altered - Sorcerer variant, {snip}
This could propably be better worded, but what it means, is that with this ability a Sorcerer with a Cha of 18 and the Still Spell feat, for example, can apply that feat 4 times per day without an increase in casting time. The spells so affected burn a higher level spell slot as per normal metamagic rules. {snip}
This makes it possible for a Sorcerer to use Quicken Spell as well, but with a Cha between 18 and 25 you would only be able to do it once per day. (And you's still have to burn a feat to be able to do so.)
This is why we have different versions of sorcerer. Everyone has different tastes and I cant make everyone happy, just as the Core Rules cant either. ;)
I can understand your concerns, I just personally disagree with the assessment. I feel this mechanic is much more complicated and harder to grasp than the having a normal feat and a class ability to keep track of.

Khaalis, I guess this ability isn't beefy enough for your general Sorcerer, but what if you gave him some bonus metamagic feats to use it with, as well? Or does that smell too much like the Wizard's bonus feats?
To me, it is right back in the boat we were with when the sorcerer was just another wizard with a different spell-preparation rule. I also have found through various play test groups, as have many of the designers that originally pointed out the discrepancy, that the Metamagic as it exists get very little use. Most players are not willing to give up their few precious feat slots on something that has a steep cost. The Spontaneous variant rules in the UA help to fix this problem by making them more attractive and useable as more of a value than a detriment. At least now when you burn a feat, you get something for it. Before you burn a feat – just so you can make more sacrifices to make the ability work.

More thoughts?
 

Stalker0

Legend
I like the new change, but I think I agree with keeping the spontaneous uses on the theme spells only, and I would leave the feats to only the +1 feats.

Its one thing to extend or enlarge a spell, that's handy but not usually a huge powerboost. Being able to maximise or empower a spell is a lot more.

That way we're adding a new cool mechanic, but its limited in power and scope, keeping it in line with everything else.
 

monboesen

Explorer
At 20th level MR of 25 is not of much balanced use. Another 20th level caster has an 80% chance (success on 5 or more) before bonuses such as Spell Penetration to beat the SR. Compare to other creatures of CR 17+ that run 25 to 41, its not the most balanced.

I dont think it should have an influence against foes of similar power. At the most it should be something that protected against trivial magic (like lower level enemies multiclass spellcasters and spellcasters like paladins, rangers and many prestige classes). A SR of 25 will be a good defense against these whom would have a caster level of 10 or lower, meaning 75 % of their stuff wont work. The ability will also be great when attacked my multiple lesser foes, a quite common situation in my games.


This is true but it is meant to be built on the Cleric’s Turning mechanic.

But turning undead is hardly as usable as metamagic for free. Its a mechanic that only comes into play at certain times, determined by the dm. Metamagic would be used multiple times at each gaming session. The sorcerer already can do so much in a day, no need to improve in that departement.

The only thing I would look at reducing is uses per day. This is taken directly from the Hexblade (Complete Warrior). The Hexblade can use this ability 5 times day, in addition to its Aura of Unluck another 3 times per day, plus its spells. The Gypsy doesn’t get the –3 ability until 9th level. The Hexblade has a –4 by 7th level. The Gypsy doesn’t get the –6 until 17th level only 2 levels lower than the Hexblade but doesn’t also have the Stackable Aura.

Yes i guessed as much. For the Hexblade, whom is a so and so fighter and even worse spellcaster, it is a defining ability. It is litteraly what makes him even with other classes. Without his curses he is like a multiclass fighter/sorcerer, only worse. For the gypsy it is an ability stacked on an already formidable spellcaster, whom with this ability insures that the target WILL not save against that vital save or die follow up spell.

As the sorcerer will likely have a far better charisma score than the hexblade (whos has to have respectable str, dex and con) her curses will have higher save DC and she will be able to use them more times per day than the hexblade.

In fact my problem with both the SR and the curses are the same. You have sviped some great class abilities from other classes and stacked them on a class that does not need such a power boost.

In my opinion you should not be looking at giving much more out powerwise, probably less even, but rather at smaller things like the UA magisters Aspect of power. Things that make sorceres weird, creepy or noticable, in short to stand out from the crowd.

The augury thing, for instance, is a very good idea. Fitting, a bit weird and not much of a powerboost (but should be a fixed number of times/day, maybe incresing slightly with levels).

I also liked the smite evil and the follow up stacking with a spell power.
 
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Coredump

Explorer
I have been following this for quite awhile, and am quite impressed by the ideas. I haven't posted because I really didn't have anything to add.

But I thought of a couple of things.

'Generalist' (I agree, it needs a different name :) gets to change one of the lineage spells to an innate spell-like ability at 7th level (well they all do, but the 'problem occurs with the generalist). But this can almost be a penalty, since they can no longer use their metamagic with that spell. So if they had gotten used to using their 'benefit' metamagic on their 1st level Lineage spell, they are no longer allowed to do that. I would say they can stilll use their metamagic on it. I don't think it really changes that much.

Gypsy: The evil eye gets more powerful from 9th level to 17th level. But the duration goes from 24 hours to 8 hours. Was this planned, or an oversight.


Good work.
 

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