Sorcerer Fix - Continued from "D&D Rules"

Khaalis said:
In response to the following…



In response to the following…


While I like the idea, it is a bit cumbersome with the spell known acquisition table. I am not sure I want to break TOO far from the core class by altering its core spell tables. Others thoughts on changing the core spell tables??

However, on the flip side...
This could give the sorcerer a better balanced feeling, and would make the class much more easily managed to simply say that at every spell level the Sorcerer gains 2 new known spells of any spell level they may cast, with the addition of 9 (or even 6) cantrips at 1st level. This would give the sorcerer a slight boost in known spells at the upper end of the scale, bringing them to 40 spells known (plus cantrips) over the core sorcerer's 34 (and 9 cantrips).

If I am interpreting the information correctly the Sorcerer will end up knowing 9 Cantrips and 2 domain spells per level for 18 spells as base, plus an additional 19 spells (of varying spell level). So this increases the overall number of known spells from the core sorcerer by 3 (34 core vs. 37 yours – not counting Cantrips). Not a bad gain, not overpowering, but I do have two main questions.

1) I like the idea of free form spell slots, but see that it might get abused. If you have a Sorcerer with say only a 14 Charisma, they can normally only cast up to 4th level spells. With your table though, if the Sorcerer were to continue on beyond 9th level and retain a 14 Charisma, they could still continue to gain more spells to their existing spell levels. It would average 1 new spell per level but in the end they would end up with the same 37 spells at 20th level - but all of 1st-4th level (averaging 9 spells per spell level). Does this cause balance issues? Is it an abuse of the system?
I don't think it's an abuse. Normally a character ISN'T going to advance in a class that they cannot pick up more spells in. Am I going to continue picking up Sorcerer levels in the current system when I can't cast them? Of course not.

Now, the balance in the Sorcerer Domain system is that you can continue to get spells if you want to, but in the scenario above you'll only ever be casting 4th level spells. Metamagic feats are of limited use. Your output of damage at, say, 18th level with 18 CHA, is going to pale in comparison to a sorcerer who can cast some of the higher end mass damage area effect spells. The benny is the 14 CHA guy will have access to a LOT of lower level spells, moreso than the 18th level 18 CHA sorcerer.


Khaalis said:
2) Where would the 3.5 Spell Swapping come in? Currently in 3.5 when you spell swap you cannot drop a 3rd level spell known at say 15th level and instead pick up a 7th level instead. In your system – there really isn’t a way to restrict that – unless you say that once you “purchase” a spell known slot – you are stuck with it. The same as standard spell swap, if you swap a spell – it has to be of the same spell level. Also you would have to restrict the domain spells so that they cannot be swapped.
This system as I mentioned came out prior to 3.5, so there was no spell swapping, thus it wasn't a problem. I could go either way on this, though Domain spells would never be swappable.

Khaalis said:
The Domain idea is a fairly well conceived idea in that they also grant a domain power similar to a cleric. However, that is also a downfall – it is too similar to a cleric. As much as I want to make the Sorcerer a better crafted and more appealing class, I don’t want it to become merely a shadow of a cleric instead of the current shadow of a wizard that it is now.

I do like the idea of the domain spell lists however as they do help to focus a heredity based spell access for the sorcerer. The only downfall is the same problem Cleric Domains have right now in that they are too open for interpretation. One persons definition of the spells that should be on a Charm Domain are different from another person’s definition.
Hm, I understand your concerns, but here's my take...

Well, part of the point of the Sorcerer Domain system was to allow people the tools to make their own domains. My setting may have a different take on Ghosts - perhaps they are Boddhisatva-like spirits of goodness and light. Your setting may have ghosts be a gothic creepy fest. Stormborn's setting may have ghosts be body-possessers.

A ghost-tainted sorcerer could thus have three different 'feels' to him. Interpretation is not a bad thing if the tools are there to get the effect you want to achieve. As for people with Charm Domain differences - let them change them, or let them spend their spell acquisitions on them.

Some things I have in mind for a revision of the Sorcerer Domain system:
Standardize the gain of class skills, and have many of them play off of Charisma. Make gaining a familiar a Feat sorcerers can take, thus opening up familiar-template feats that can be taken, rather than as add ons to the Granted Abilities. Some of the granted powers I am not happy with. Others I like a lot, like those of the Feral domain.

As for the Shadow of the Cleric problem you have: both classes are trying to do similar things: tie power to a theme or source. I don't see a problem that they take as similar approach and don't see how they are a 'shadow of'. The domain sorcerer is no more a shadow of a cleric than the bard a shadow of a wizard. My solution was to show difference was make the domain powers a bit more powerful and somewhat flashy for a domain sorcerer. I'd hold comment on the shadow-similarities until you try playing one. I think the sense of similarity will fade away.

PS: Also note that the domain sorcerer can with certain domains access cleric spells (I believe the phoenix-born sorcerer with access to the Vitality domain can do this).

Vrylakos
 

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Whoops, double post!

Anyways, I just wanted to say I did like the Dragon article also, and wanted to add in my two cents with regards the problem people have with the sorcerer's rules not living up to the sorcerer's description/hype. From back in the day when the fully flexible toolkitty Sorcerer Domain System was made, to the more simple and elegant Dragon article, to your current work on this thread, its seems pretty obvious that a lot of people would like to see a sorcerer with more flavor.

Too bad WOTC isn't about to take any big chances...

Vrylakos
 
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Vrylakos said:
I don't think it's an abuse. Normally a character ISN'T going to advance in a class that they cannot pick up more spells in. Am I going to continue picking up Sorcerer levels in the current system when I can't cast them? Of course not.

Well the Sorcerer could technically increase to 11th level before maxing out their spellcasting potential, so its only 1 extra level. Though some sorcerers might see it as beneficial to gain more spells known for gaining a level – depends on how flexible they want to be.

With that said, I think the basic idea of your table has warmed on me… with a slight change. For the version I am looking to build, I am looking at simplifying the concept to say that at each sorcerer level acquired, the sorcerer gains 2 Known spells of any level they can currently cast. I have tested this a few times and I think it works. It comes out at 20th level as having 6 more known spells than a core sorcerer and is relatively self-balancing for spell level access.

This system as I mentioned came out prior to 3.5, so there was no spell swapping, thus it wasn't a problem. I could go either way on this, though Domain spells would never be swappable.

I would have to say on this that once the spell slot is chosen, the sorcerer must leave it at that spell level. They may use the swapping ability to change the assigned spell, but not change the spell level slot. Otherwise you will end up with higher level Sorcerers with an abundance of higher level spells and a bare skeleton of low level spells. Agreed on domain spells – any list of spells that are “assigned” cannot change. I will be using this premise in my rendition as well.

Hm, I understand your concerns, but here's my take...
Well, part of the point of the Sorcerer Domain system was to allow people the tools to make their own domains. My setting may have a different take on Ghosts - perhaps they are Boddhisatva-like spirits of goodness and light. Your setting may have ghosts be a gothic creepy fest. Stormborn's setting may have ghosts be body-possessers. A ghost-tainted sorcerer could thus have three different 'feels' to him. Interpretation is not a bad thing if the tools are there to get the effect you want to achieve. As for people with Charm Domain differences - let them change them, or let them spend their spell acquisitions on them.

The domain system, IMHO, was a step in the right direction, and if it works for you – great.
First, personally, I think there are too many options that just don’t make sense for the idea of a Heredity System which is what I am aiming at (to match the fluff). For instance – how do you have an Undead as a Hereditary Ancestor? Undead cannot have children.
Secondly, while I like the idea of domain lists, I think I want to limit their use. I have been working with giving one such list as bonus known spells based on heritage. The rest of the spells are up to the sorcerer to choose – allowing for a bit more freedom of spell selection than your system where at entry to a spell level they are bound to only their domain spells.

Don’t get me wrong – I like what you have done, it just doesn’t completely match the idea I am going for with this iteration of the Sorcerer.

As for the Shadow of the Cleric problem you have: both classes are trying to do similar things: tie power to a theme or source. I don't see a problem that they take as similar approach and don't see how they are a 'shadow of'. The domain sorcerer is no more a shadow of a cleric than the bard a shadow of a wizard. My solution was to show difference was make the domain powers a bit more powerful and somewhat flashy for a domain sorcerer. I'd hold comment on the shadow-similarities until you try playing one. I think the sense of similarity will fade away.

Though both classes are tying to a similar theme, the sources are not really the same. A Cleric is choosing to gain power from a deity. The spell access they receive is up to that deity. A Sorcerer on the other hand is a free-willed individual that simply has magical affinity within themselves. Currently your Sorcerer is more like a cleric than something unique (which is what I am trying for). The only difference really is that their “heritage” is their deity. Their heritage grants them 2 domains, just as a deity grants the cleric 2 domains. I say a “shadow” of the cleric because it uses the same primary ability mechanic as the cleric (domains) but draws spells from a different list and has its own class skills and attributes (bab, saves, etc), and gains a Familiar instead of Turn Undead. Maybe its more appropriate to say it is a shadow of a Wizard/Cleric.

I guess the best way I can say what I am trying to get at for my version of the Sorcerer is that the sorcerer’s heritage should “influence” their powers by granting them an affinity, not dictate the primary ability of the sorcerer. Again, if this works for you, go with it. For me, I am trying to make the sorcerer what the fluff says it is – a bit more unique. I like a lot of what you have come up with and am using some of those ideas, but with a twist of my own.
 

Sorcerer Revision 0.01

Here is what we have so far on the revision.

CORE
BAB: Worst (Wizard)
Saves: Will Good
HD: d6
Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Intimidate, Profession, and Sense Motive.
Skill Points per Level: 4+INT
Weapon & Armor Proficiency: Simple Weapons and Light Armor.

MAGIC
A Sorcerer uses arcane magic primarily from the Sorcerer/Wizard spell list though some sorcerers have access to “spells” from other spell lists where it is appropriate to their heritage and archetype. However, sorcerers do not actually cast spells. Instead, they use Spell-Like Abilities. Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.

Activation: A sorcerer’s magic is innate and is not the external channeling that wizards and clerics use. Spell-like abilities are thus easier to use due to the innate nature of the magic. Sorcerers use these spell-like abilities by focusing their force of presence and then releasing the magical energies at their command, rather than using the arcane formulae, material components and arcane gestures that other casters use. Thus sorcerer “spells” do not require any somatic, verbal or material components.

Preparation: Unlike a wizard or cleric, a sorcerer does not have any spells to prepare. They can use any spell-like ability that they know, at any time, assuming they have not yet used up their spell-like ability uses per day slots for that spell level. A sorcerer must however, still spend 15 minutes each day in a form of meditation to prepare themselves to use their spell-like abilities again that day. Note however that any spell-like ability used within 8 hours previous to the meditation time is still considered a part of the sorcerer's new daily alotment.

Spell-Like Abilities on the Defensive: Spell-like abilities may be used on the defensive, just as with casting a spell. A standard Concentration check (DC 15 + spell level) is required. If the check fails, the sorcerer cannot use the spell-like ability. If the attempt fails due to a special modifier (as seen below), the attempt counts as if they had used the ability and the spell-like ability slot is used for the day. (See Concentration skill for details on modifiers.)

Spell Identification: The use of spell-like ability effects rather than true spellcasting makes all of the sorcerer’s “spells” much harder to identify. This adds a +15 modifier to the DC of all Spellcraft checks made to ascertain the nature of a spell-like ability in process.

Thematics: Although a sorcerer does not make any outward sign of casting spells with the classic verbal, material or somatic components, a sorcerer’s spell-like abilities always give off a distinct thematic (visual, auditory, olfactory and/or tactile) manifestation with their use. The sorcerer’s heredity suggests common thematic elements, or the player and the DM may choose what the sorcerer’s thematic is. While all sorcerer thematic possibilities differ, they are based on the four senses (Audio, Visual, Olfactory, and Tactile) and range from Subtle, Moderate, and Obvious to Extreme. All thematics must include auditory and visual components and either or both olfactory or tactile. The strength of the thematic effect determines the range and DC to notice the effect (using a base Wisdom check for olfactory and tactile, or by Spot and Listen for visual and auditory effects) and the power of the thematic is based on the spell level of the spell-like ability being used.
Spell.......Effect.........Notice
Level.......Level..........DC.........Range

1-2.........Subtle..........15...........10’ radius/spell level
3-5.........Moderate......10...........30’ radius/spell level
6-7.........Obvious........5.............60’ radius/spell level
8-9.........Extreme........Always.....120’ radius/spell level
Example: The draconic sorcerer manifests shadowy illusory dragon wings accompanied by the sound of a dragon’s roar when using their spell-like abilities. The olfactory and/or tactile thematic is dependant upon the species of dragon the sorcerer is descended from. Some examples are the smell of acid or sulfur, the sound of electricity or fire crackling, etc.

Use Limitations: To acquire or use a spell-like ability, the sorcerer must have a Charisma score of 10+the spell-like ability’s level. The difficulty class for saving throws against the sorcerer’s spell-like abilities is 10+ spell level + sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can use only a certain number of spell-like abilities of each spell level per day as seen in the table in the Player Handbook. In addition, they receive bonus spell-like abilities per day if they have a high Charisma score. Note that a higher level spell slot may be used to utilize a lower level spell-like ability.

Spell-like Abilities Known: A Sorcerer’s spell-like ability arsenal is limited when compared to that of a wizard. The fact that sorcerers use spell-like abilities rather than spells, limits the sorcerer in the spell-like abilities that they can use. Any spell-like ability with a material component equal to or greater in value than 1gp is not useable by a sorcerer, unless otherwise noted as a special ability with the individual spell-like ability. However, those spell-like abilities that have an XP cost (but not a material component cost over 1gp) can still be learned and used by paying the XP cost normally.
A Sorcerer begins play knowing 6 0-Level spell-like abilities (Cantrips), and 2 1st-Level spell-like abilities of their choice plus any bonus known spell-like abilities from their heritage. At each new experience level, the sorcerer gains 2 new spell-like abilities that may be acquired form any spell level that they currently may utilize.

Swapping Spell-Like Abilities: Upon attaining 4th level and at every even-numbered level thereafter, a sorcerer can choose to learn a new spell in place of one they already know. In effect, the sorcerer “loses” the old spell-like ability in exchange for the new spell-like ability. The new spell-like ability’s level must be the same as that of the spell-like ability being exchanged and it must be at least one level lower than the highest spell level the sorcerer can use. For instance upon reaching 4th level, the sorcerer could trade in a single 0-level or 1st-level spell-like ability (since they can now use 2nd level spell-like abilities) for a different spell-like ability of the same level. A sorcerer may only swap a single spell at any given level, and must chose whether or not to swap the spell-like ability at the same time that they gain new spell-like abilities known for the level. Note that no bonus spell-like ability gained from heredity may be swapped in this manner.


CLASS ABILITIES
Heritage: All Sorcerers are born to the heritage of Sorcerous power, though some do not know what heritage it is that brings them their power. The Sorcerer’s heritage plays a dramatic part in determining what each individual sorcerer actually is. And what they can do. No two sorcerers will ever be identical. The sorcerer may choose one heredity at 1st level from the following types of heritage:
Arcane Experiment: The arcane experiment sorcerer is a mortal being that has been experimented with by powerful spellcasters or otherworldly powers. Many arcane experiment sorcerers are the product of an Archmage or powerful Outsider seeking to create their own legacy while others are the product of special potions used during pregnancy to attempt to breed a powerful spellcaster. Some arcane experiment sorcerers are willing participants to powerful spells and rituals while others are unwilling or even unwitting pawns of some greater power. Arcane experiments also receive specialized training in their abilities by those that have imbued them with power. Some arcane experiment sorcerers seek revenge for their condition while others feel they are blessed with the power they have received.
Arcane Orphan: The arcane orphan sorcerer is the most common of sorcerers and is considered the default sorcerer heritage for those not choosing another specific heritage. The arcane orphan sorcerer is unaware of the heredity that they carry nor how they come by their power. In fact most do not care to know, for all they care is that they have the power. Most arcane orphan sorcerers are also true orphans either from birth or from being outcast as their uncontrolled powers began to emerge, forced to survive in a rough world relying on their wit and their burgeoning powers.
Child of Magic: The Child of Magic is the descendant of a species of supernatural origin that has been known to have dalliances with humanoids (Draconic, Outsider, Shapeshifter or Storm Giant). This ancestry is a very distant relative, removed by dozens of generations. The sorcerer’s powers are strongly influenced by this heritage.
Child of Nature: 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 sorcerers powers are born and influenced by this heritage.
Child of the Elements: This sorcerer caries the essence of one of the four primary elements in their blood. This heritage is acquired either through contact with the elemental plane at birth or through a distant relative, removed by dozens of generations that had elemental heritage such as a Djinn or Genie. The elemental sorcerer’s powers are born and influenced by this heritage.
Divine Receptacle: 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.
Sorcerous Family: The Sorcerous Family heritage is a prestigious heritage 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 understanding and connection to the workings of magic.

Example
Child of Magic - Dragon: Draconic sorcerers are the descendant of a chromatic, gem or metallic dragon far in their family’s past. Draconic sorcerers gain the following abilities and restrictions.
Skills:
• Gain Spellcraft and Survival as class skills, and a +2 to all Survival skill checks.
Special Bonuses:
Strange Appearance: The draconic sorcerer manifests minor but strange colorations in their hair and/or skin reflecting the coloration for their draconic heritage. This grants a +2 racial bonus to Bluff, Diplomacy, Gather Information and Intimidate skill checks, but applies a -4 racial penalty to all Disguise skill checks.
Bonus Known: The Sorcerer gains the Dragon Spell Path as one bonus spell-like ability per spell level.
0: Resistance.............................5: Mind Fog
1: Comprehend Languages............6: True Seeing
2: Darkvision..............................7: Vision
3: Protection from Elements..........8: Mind Blank
4: Fear......................................9: Dominate Monster
Thematics:
• The draconic sorcerer manifests shadowy illusory dragon wings accompanied by the sound of a dragon’s roar when using their spell-like abilities. The olfactory and/or tactile thematic is dependant upon the species of dragon the sorcerer is descended from. Some examples are the smell of acid or sulfur, the sound of electricity or fire crackling, etc.
Restrictions:
• The draconic sorcerer chooses one spell Descriptor from the school listed below (based on their heritage). They may never learn any spell-like ability, nor use any item that activates a spell or spell-like ability with that descriptor.
(Chromatic Dragon = Illusion, Gem Dragon = Abjuration, Metallic Dragon = Conjuration)
• The draconic sorcerer may not take any Prestige Class or Template that involves racial or heritage abilities unless they are specifically dragon oriented. (Example: A draconic sorcerer cannot take templates such as Celestial or Half-Celestial.)
• Must be of an alignment based on their Heritage.
...o Chromatic Dragon = Any Non-Good
...o Gem Dragon = Any Neutral
...o Metallic Dragon = Any Non-Evil
• May not choose the Dragon Spell Path as a Spell List Restriction.

Ex-Sorcerer
A Sorcerer with a heritage that has a required alignment and that later changes to an unacceptable alignment, can no longer gain new levels as a Sorcerer but retains all Sorcerer abilities.

Sorcerer Ability: A sorcerer is only a defined term in that sorcerers are known to be arcane casters who derive their innate magic ability from some ancient magical bloodline. Individual sorcerers can cover quite a number of concepts such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, oracles and so many other concepts. The varied abilities required by each different bloodline and concept are developed by the individual over time and reflect the sorcerer’s dealings with those that help them learn their specific craft. No two sorcerers should ever be exactly the same in their skills and the only difference should not just be their spell-like abilities known. “Sorcerer Abilities” are gained as shown in the progression table. At each level that sorcerer abilities are gained (1st, 2nd, 5th, 8th, 11th, 14th, 17th, and 20th), the sorcerer chooses one option from the list below (Options). Note that some of these abilities have prerequisites that are required to attain the ability.

The Abilities
Ok, for review here are the lists of abilites I have compiled for the "Sorcerer Ability" gained at (1st, 2nd, 5th, 8th, 11th, 14th, 17th, and 20th).

This list breaks them down by power level, and shows each iteration of a standard ability that stacks. Note that to get any iterated ability of 2 or higher you must have the 1st iteration of the ability and also meet the new prerequisites of the higher iteration as well.

The power levels are based on the following stats where:
"Levels" indicates the Sorcerer class level range that should be able to attain these powers.
"# (# SL)" = Class Level (Spell Level used for pre-requisite)

Low Power = Levels 1-5 / 1 (1st SL), 2 (1st SL), 5 (2nd SL)
Medium Power = Levels 6-13 / 8 (4th SL), 11 (5th SL)
High Power = Levels 14-20 / 14 (7th SL), 17 (8th SL), 20 (9th SL)

All
Low: Arcane Sense, Bonus Feat, Metamagic Feat, Purity 1, Spell Templates, Spellshaping, Weapon Channel
Medium: Arcane Sense Identify, Improved Arcane Sense, Mutable Thematics, Power Manipulation 1, Purity 2
High: Arcane True Sight, Power Manipulation 2, Purity 3, Speed Use

Arcane Experiment
Low: Arcane Soul 1, Familiar, Hard Body, Oracle, Spirit Guide
Medium: Arcane Soul 2, Flight 1
High: Arcane Soul 3, Flight 2

Arcane Orphan
Low: Arcane Soul 1, Hard Body, Oracle, Spirit Guide
Medium: Arcane Soul 2, Flight 1, Survivalist
High: Arcane Soul 3, Flight 2

Child of Magic – Dragon
Low: Arcane Soul 1, Fear Aura 1, Hard Body, Scent, Superior Vision
Medium: Arcane Soul 2, Energy Resistance, Fear Aura 2, Flight 1, Survivalist
High: Arcane Soul 3, Fear Aura 3, Flight 2, Immunity, Telepathy

Child of Magic – Celestial
Low: Arcane Soul 1, Celestial Light, Hard Body, Summoner, Superior Vision
Medium: Arcane Soul 2, Celestial Aura 1, Energy Resistance, Flight 1
High: Abundant Step, Arcane Soul 3, Celestial Aura 2, Flight 2, Immunity, Tongues

Child of Magic - Fiendish
Low: Arcane Soul 1, Hard Body, Summoner, Superior Vision
Medium: Arcane Soul 2, Fiendish Aura 1, Energy Resistance, Flight 1, Survivalist
High: Abundant Step, Arcane Soul 3, Fiendish Aura 2, Flight 2, Immunity, Telepathy

Child of Magic - Shapeshifter
Low: Change Shape 1, Detect Thoughts 1
Medium: Change Shape 2, Detect Thoughts 2, Nature’s Ally 1, Wild Shape 1
High: Change Shape 3, Detect Thoughts 3, Nature’s Ally 2, Tongues, Wild Shape 2

Child of Magic - Storm Giant
Low: Hard Body, Superior Vision, Towering Stature
Medium: Energy Resistance
High: Immunity

Child of Nature
Low: Arcane Soul 1, Familiar, Fey Fate, Fey Resistance, Nature Sense, Oracle, Scent, Totem Avatar, Trackless Step
Medium: Arcane Soul 2, Charming, Flight 1, Invisibility I, Nature’s Aura 1, Survivalist, Wild Shape 1
High: Arcane Soul 3, Flight 2, Invisibility II, Nature’s Aura 2, Wild Shape 2

Child of the Elements
Low: Fleetness of the Elements (Air/Fire), Friend of the Earth (Earth), Hard Body, Summoner, Superior Vision, Waterborn (Water)
Medium: Air Ken (Air), Earth Ken (Earth), Element Mastery, Energy Resistance, Fire Ken (Fire), Flight 1, Survivalist, Water Ken (Water)
High: Abundant Step, Elemental Form, Flight 2, Immunity

Divine Receptacle
Low: Divine Aura 1, Divine Channel, Divine Courage, Divine Grace, Hard Body, Oracle, Spirit Guide, Summoner
Medium: Confer Blessing, Divine Aura 2, Power Over Undead
High: Clarity, Divine Aura 3, Impervious Mind

Sorcerous Family
Low: Arcane Soul 1, Familiar, Kinship
Medium: Arcane Soul 2, Flight 1
High: Arcane Soul 3, Flight 2


This is the Master Table as it will appear in the writeup.

Sorcerer Abilities Available By Heredity
All Heredities: Arcane Sense, Arcane Sense Identify, Arcane True Sight, Bonus Feat, Improved Arcane Sense, Metamagic Feat, Mutable Thematics, Power Manipulation, Purity, Speed Use, Spell Templates, Spellshaping, Weapon Channel
Arcane Experiment: Arcane Soul, Familiar, Flight, Hard Body, Oracle, Spirit Guide
Arcane Orphan: Arcane Soul, Hard Body, Flight, Oracle, Spirit Guide, Survivalist
Child of Magic – Dragon: Arcane Soul, Energy Resistance, Fear Aura, Flight, Hard Body, Immunity, Scent, Superior Vision, Survivalist, Telepathy
Child of Magic – Celestial: Abundant Step, Arcane Soul, Celestial Aura, Celestial Light, Energy Resistance, Flight, Hard Body, Immunity, Summoner, Superior Vision, Tongues
Child of Magic – Fiendish: Abundant Step, Arcane Soul, Energy Resistance, Fiendish Aura, Flight, Hard Body, Immunity, Summoner, Superior Vision, Survivalist, Telepathy
Child of Magic – Shapeshifter: Change Shape, Detect Thoughts, Nature’s Aura, Tongues, Wild Shape
Child of Magic - Storm Giant: Energy Resistance, Hard Body, Immunity, Superior Vision, Towering Stature
Child of Nature: Arcane Soul, Charming, Familiar, Fey Fate, Fey Resistance, Flight, Invisibility, Nature Sense, Nature’s Aura, Oracle, Scent, Survivalist, Totem Avatar, Trackless Step, Wild Shape
Child of the Elements: Abundant Step, Air Ken (Air), Earth Ken (Earth), Element Mastery, Elemental Form, Energy Resistance, Fire Ken (Fire), Fleetness of the Elements (Air/Fire), Flight, Friend of the Earth (Earth), Hard Body, Immunity, Summoner, Superior Vision, Survivalist, Water Ken (Water), Waterborn (Water)
Divine Receptacle: Clarity, Confer Blessing, Divine Aura, Divine Channel, Divine Courage, Divine Grace, Hard Body, Impervious Mind, Oracle, Power Over Undead, Spirit Guide, Summoner
Sorcerous Family: Arcane Soul, Familiar, Flight, Kinship


Low Power Example
Fey Fate (Su): If the sorcerer is of the Child of Nature heritage, they can draw on the power of their heritage and gain a +1 racial bonus to all saving throws.

Medium Power Example
Survivalist (Su): If the sorcerer is of the Arcane Orphan, Child of Magic (Dragon or Fiendish), Child of the Elements or Child of Nature heredities and has 13 or more ranks in Survival, they may fend for themselves in most any environment. They have learned to scrape by with little food and water and have trained themselves to be able to function on only ½ the normal need for food and water each day that a normal member of their race would need. In addition, they gain a +4 competence bonus to Survival checks when trying to forage for food and water.

High Power Example
Telepathy (Su): If the sorcerer is of the Child of Magic (Dragon or Fiendish) heredities and is able to cast 7th level spells, the sorcerer gains the ability to communicate telepathically with other creatures within 50’ of the sorcerer that has a language in common with the sorcerer. It is not possible for the sorcerer to communicate with multiple targets at once.

Power String Example
Purity (Su): If the sorcerer can cast 2nd level spells they can learn to channel their magic to purify their body.
Purity I: This purity of body grants the sorcerer immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Purity II: If the sorcerer can cast 5th level spells and has the Purity I ability, they can gain immunity to all diseases including supernatural and magical diseases (such as mummy rot and lycanthropy).
Purity III: If the sorcerer can cast 8th level spells and has the Purity II ability, they can gain immunity to all poisons.

Stacked Ability Example
Energy Resistant (Su): If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or the Child of the Elements heredities and is able to cast 4th level spells, the sorcerer gains energy resistance based on their heredity.
Celestial: Gains energy resistance of 1 per 2 sorcerer levels against electricity and fire.

Immunity (Su): If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or the Child of the Elements heredities and can cast 7th level spells, and has the Energy Resistance ability, the sorcerer gains an immunity based on heredity. If the ability is chosen again, they may acquire more of the heredity’s immunities.
Celestial: Gains immunity to one of the following: acid, cold or petrification.


Ok... let me know your thoughts and whether or not you wish to see more.


Red = edited for correctness.
 
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Really good ideas.

I just want to make some simple suggestions of my own. For dealing with the "variability" of a sorcerers magic the best solution is to set DC to 1d20 + spell level - as with the DMG option.

I also think perhaps the whole "known spells" idea is wrong. Sorcerers are spontaneous and magic is an art to them, this doesn't sit well with being able to blast out two very specific spells at 1st level and nothing else. Why not have them know a range of spell but have to make a spellcraft or concentration check not to flub them. The known spells are ones they've practiced at long enough not to need this.

So a first level sorcerer would know: Shocking Grasp and Charm Person and can cast them automatically. But if a Sleep or Magic Missile were needed they could have a go. It'll need very careful balancing: perhaps with casting time, and skill checks - losing the slot for no reward if they fail. Perhaps schools could be used to determine which spells they're familiar with, if you know Sleep you're familiar with other 1st level enchantments.
 

nikolai said:
Really good ideas.

I just want to make some simple suggestions of my own. For dealing with the "variability" of a sorcerers magic the best solution is to set DC to 1d20 + spell level - as with the DMG option.

I also think perhaps the whole "known spells" idea is wrong. Sorcerers are spontaneous and magic is an art to them, this doesn't sit well with being able to blast out two very specific spells at 1st level and nothing else. Why not have them know a range of spell but have to make a spellcraft or concentration check not to flub them. The known spells are ones they've practiced at long enough not to need this.

So a first level sorcerer would know: Shocking Grasp and Charm Person and can cast them automatically. But if a Sleep or Magic Missile were needed they could have a go. It'll need very careful balancing: perhaps with casting time, and skill checks - losing the slot for no reward if they fail. Perhaps schools could be used to determine which spells they're familiar with, if you know Sleep you're familiar with other 1st level enchantments.


This really is an idea I have toyed with in the past but I am afraid that it will break the sytem of checks & balance. The only thing preventing the sorcerer from being the only arcane caster taken is their limited access to spells. We have to leave "Something" to the Wizard to be best at.

I guess what we need to ask (again) is what IS the sorcerer? If we see a sorcerer more akin to a comic book super hero - with super powers (ie Innate Spell Powers) then having a set number of spells works fine.

If we want a caster that is completely free-form with little to no restriction on the type of magic they can hurl, I dont think this can be done in the standard boundaries of 3.5 rules.

However - I will say that Mongoose has published a fantastic class book and magic system that supports just this. The Chaos Mage and the Quintessential Chaos Mage (support book) allow for a form of absolute free form magic. There are no such things as set spells. You choose the type of effect you want to create and "craft" the spell on the fly. The more complex the effect, the harder it is to create the spell. The only problem I have with the system, is that unless the player has a set list of "recipes" already figured out on paper ahead of time - it takes FAR too long in real life time to figure out the casting of a spell. You have to choose so many variables, add all the modifiers, etc. It can end up being like calculous. However, once you figure out a formula - its a good idea to keep that data for future use if you like the effect and want to do it again.
 

Vrylakos said:
Whoops, double post!

Anyways, I just wanted to say I did like the Dragon article also, and wanted to add in my two cents with regards the problem people have with the sorcerer's rules not living up to the sorcerer's description/hype. From back in the day when the fully flexible toolkitty Sorcerer Domain System was made, to the more simple and elegant Dragon article, to your current work on this thread, its seems pretty obvious that a lot of people would like to see a sorcerer with more flavor.

Too bad WOTC isn't about to take any big chances...

Vrylakos

"simple and elegant" Thank You Vrylakos

Khaalis, looks great.
 

I had a similar post back in October, without the luster and flavor of Khaalis's.

http://enworld.cyberstreet.com/showthread.php?t=66029

In my post I tried to address (not well) the incorporation of current feats that alter spell-like abilities, such as the Empower Spell-like Ability and Ability Focus feats.

Khaalis, I like the work here quite a bit. Your sorcerer would be very popular with players. I didn't see where you explained at which levels they got their special abilities.

If sorcerers' spell-like abilities have displays, does that mean the spell-like abilities of monsters also have displays? (Say yes!)

I think that Use Magic Device should be on the sorcerer's skill list. If sorcerers have spell-like abilities instead of spellcasting, they no longer have a spell list and thus cannot use arcane magic items. I think it makes sense that sorcerers would be good at attuning themselves to magic items.

If sorcerers get a d6 for hp, don't suffer a chance for spell failure, and can still throw lightning bolts, I don't see why they should get Light Armor proficiency. Without the proficiency they can still wear padded and leather armor without penalty, and they would have only a minor penalty for wearing studded leather armor. Why should they get to wear chain shirts with no penalty? After all, they aren't martial characters.

I don't like the idea that they have to meditate for a full hour. Isn't the idea they can use their powers without discipline? It might be okay for an Oriental campaign, but it seems only to exist to balance the already lame study/meditate for an hour mechanic of other classes. Why not stick with 15 minutes?
 

Urbannen said:
I had a similar post back in October, without the luster and flavor of Khaalis's.
http://enworld.cyberstreet.com/showthread.php?t=66029

Had not seen this post in the past. Thanks for posting the link. I read it over and it seems we have some of the same ideas – though we have a difference in view on what the sorcerer is. I will address some of those in answering your points below. As far as spell-like abilities as the source of spells – I think this has been greatly accepted by the few posting here. When was the last time you saw a Dragon or a Demon or an Angel casting a spell by uttering incantations and waving its claws around even though they “cast as a sorcerer”?

In my post I tried to address (not well) the incorporation of current feats that alter spell-like abilities, such as the Empower Spell-like Ability and Ability Focus feats.

Form my interpretation of the rules this is an unnecessary use of verbiage. Spell Focus can apply just as much to a Spell-Like Ability as to a Spell. Keep in mind that as per the rules, a Spell-Like Ability is a still a Spell, it is just “cast” differently.

Khaalis, I like the work here quite a bit. Your sorcerer would be very popular with players. I didn't see where you explained at which levels they got their special abilities.

Thanks for the compliment. As I have stated I am seeking to make a well balanced and easily accepted version of the sorcerer that truly exemplifies the fantastic flavor of the fluff.

As for the levels – it is easier to see in a table, but I hate trying to format them on the boards. It is in this piece of text…

Sorcerer Ability: A sorcerer is only a defined term in that sorcerers are known to be arcane casters who derive their innate magic ability from some ancient magical bloodline. Individual sorcerers can cover quite a number of concepts such as hedge wizards, fortune hunters, opportunists, charlatans, alchemists, demonologists, planar travelers, street wizards, investigators, oracles and so many other concepts. The varied abilities required by each different bloodline and concept are developed by the individual over time and reflect the sorcerer’s dealings with those that help them learn their specific craft. No two sorcerers should ever be exactly the same in their skills and the only difference should not just be their spell-like abilities known. “Sorcerer Abilities” are gained as shown in the progression table. At each level that sorcerer abilities are gained (1st, 2nd, 5th, 8th, 11th, 14th, 17th, and 20th), the sorcerer chooses one option from the list below (Options). Note that some of these abilities have prerequisites that are required to attain the ability.”

This is based on the Balance Comparison done earlier in the thread (Post #29). The summation of which is thus:

“The average number of class abilities (not counting Sorcerer):
Pure Melee (Barbarian, Fighter, Monk, Rogue) = 23 abilities (13 w/o iterations)
Hybrid-Caster (Bard, Paladin, Ranger) = 17 abilities (13 w/o iterations)
Pure Casters (Cleric, Druid, Wizard) = 12 abilities (10 w/o iterations)
Thus the lowest average of class abilities falls to those that are Pure Casters – thus saying that these casters rely primarily on their Spells. Following that line of thought, the Sorcerer has more spells than any other caster so it should have less average class abilities.

Thus, I am thinking of letting the Sorcerer gain 10 such class abilities at: Heritage, Sorcerer Ability & Spells at 1st, and then a Sorcerer Ability at 1st, 2nd, 5th, 8th, 11th, 14th, 17th and 20th. This is 2 abilities lower than the average 12 class abilities for other spellcasters and keeps a steady progression rhythm on the table.”


If sorcerers' spell-like abilities have displays, does that mean the spell-like abilities of monsters also have displays? (Say yes!)

I don’t see why not. This would of course be up to the DM if they wish to change the rules. Personally, I would choose to leave this as the weakness of the Sorcerer. Part of the awe and power of monsters should e retained as is. However – any monster that says they cast spells as a Sorcerer would be effected by this just “as a Sorcerer”, but their own innate spell-like abilities would not. It is a boon of their species to use those spell-like abilities without thematics.

I think that Use Magic Device should be on the sorcerer's skill list. If sorcerers have spell-like abilities instead of spellcasting, they no longer have a spell list and thus cannot use arcane magic items. I think it makes sense that sorcerers would be good at attuning themselves to magic items.

Here I would have to disagree. Sorcerers (at least in my version) still use arcane magic. Even though they are used as spell-like abilities and thus internal – the magic they harness and turn into spell-effects is still arcane in nature and they still draw their “abilities” from a spell list. Granted in my version this will be a reduced spell list – but an arcane spell list none-the-less. This allows them to use arcane magical items. As for Use Magic Device… per the SRD

“You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.”

In my opinion this is too broad and too powerful for the sorcerer. They can already use the items relating to their own race, own alignment, own class abilities and own spell list. Why should they be allowed to use any item? Just because a sorcerer has innate magical ability does not mean that their magical ability is amorphous in nature. A good Human sorcerer should not be able to freely use an evil Orcish magic item – which is exactly what the skill allows.

If sorcerers get a d6 for hp, don't suffer a chance for spell failure, and can still throw lightning bolts, I don't see why they should get Light Armor proficiency. Without the proficiency they can still wear padded and leather armor without penalty, and they would have only a minor penalty for wearing studded leather armor. Why should they get to wear chain shirts with no penalty? After all, they aren't martial characters.

From the sorcerer description:
“Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have. However they have more time to learn to fighting skills.”

So, a few points on this.
The core sorcerer grants Simple Weapons which is a pretty broad group of fighting styles, which means the sorcerer has spent at least minimal time studying melee craft. Anyone who has ever had any combat training knows that the first thing you ever learn is the defensive abilities. In martial arts, its how to take a hit and a fall. In the military or law enforcement the first thing you learn is how to properly wear a flak jacket. In fencing or kendo the first thing you ever learn is how to properly wear the body armor. If you do something enough, you become proficient. Thus if the sorcerer has had even the most basic of melee training, they know the basics of defense.

In response to your argument, without proficiency you cannot still effectively wear armor without penalty. Per the SRD:
“A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.”

In the cases you mention, this is simply a loophole that Padded and Leather Armor have no armor check penalty. We do not want to design a class that bases itself on loopholes in the system.

With that said, to be purely realistic about it, Leather Armor is defined as a form of leather platemail (hard leather plates over a softer underarmor). In the real world this is most closely similar to fencing armor or flack jackets.
”The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather.”

A chain shirt is defined as a shirt that “protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows.”

Now in comparison, as someone who has personally worn armor of various types: platemail, chain, fencing armor, kendo armor, leather jerkins, and flack jackets (and I even own a chain shirt), the chain shirt is actually much easier to wear than any form of plate including fencing armor. Leather armor as it is described would require more proficiency in its use than a chain shirt. With the leather armor you have to learn to properly place the plates, strap them down and buckle them in place in just such a way as to provide the flexibility they are supposed to provide – do it wrong and the armor becomes less effective. A chain shirt on the other hand is like putting on 2 pullovers. Put on a t-shirt and then a sweater. Chain shirt is the same thing. Pull on the quilted vest, then the chain shirt. Bounce your shoulders once or twice to make sure its settled in place … and you’re done.

In game terms, if you can wear padded armor you can wear a chain shirt.

I don't like the idea that they have to meditate for a full hour. Isn't the idea they can use their powers without discipline? It might be okay for an Oriental campaign, but it seems only to exist to balance the already lame study/meditate for an hour mechanic of other classes. Why not stick with 15 minutes?

Actually on this you are correct – good catch. After going back and reading the sorcerer and bard section of the Magic Chapter again, all they need is the standard 8 hours of sleep and 15 minutes of concentration (ie meditation). Also to restrict abuse of feats, racial abilities, spells and magical items – any spell used in the last 8 hours is considered as counting against the sorcerer’s daily limit. I will edit this change.
 
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The Nitty Gritty

Ok. Here are the abilities mentioned in the Sorcerer Ability tables above. They need review and comments if anyone is willing.

Abundant Step (Su): If the sorcerer is of the Child of Magic (Celestial or Fiendish) or Child of the Elements heredity, and can cast 7th level spells, they can draw on the power of their heritage and can, once per day, slip magically between spaces, as if using the dimension door spell at a caster level equal to their sorcerer level.

Air Ken (Su): If the sorcerer is of the Child of the Elements (Air) heredity, and can cast 4th level spells and has the Fleetness of the Elements ability, they can draw on the power of their heritage and can speak Auran for free as well as gaining the ability to dart about to and fro, seeming to be in many places at once. The sorcerer receives the Improved Initiative and Dodge feats even if they do not normally meet the pre-requisites.

Arcane Sense (Su): If the sorcerer has 6 or more ranks in Concentration, they may become naturally attuned to the flow of magical energy in all things around them.
Arcane Sense: The sorcerer 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, the sorcerer’s senses allow them to see as if using detect magic (as the spell) at will. This supernatural ability is activated as a free action and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).
Arcane Sense Identification: If the sorcerer has 5 ranks or more in Knowledge (Arcana) and the Arcane Sense ability, they can attune their Arcane Senses into an innate ability to read the magical aura in devices as well as see the flow and presence of magic. The sorcerer may identify magical items by studying them using their ability to Detect Magic and combining it with their Knowledge (Arcana) skill. They must spend one hour inspecting the item and testing it. In the process of studying charged items, this process automatically burns one charge, though the energy seeps from the item harmlessly. After one hour, the sorcerer makes a Knowledge (Arcana) check with a DC determined by the table below. If successful, the sorcerer has identified one of the item’s magical properties. If they fail, they immediately activate the item (targeting the sorcerer).
Code:
	Item Type	DC	Item Type	DC
	Armor		20	Weapon		20
	Potion		15	Ring		25
	Rod		20	Scroll		15
	Staff		25	Wand		20
	Wondrous Item	25
Improved Magic Sense: If the sorcerer has 6 or more ranks in Spot and has at least a 13+ Wisdom and has the Arcane Sense ability, they may learn to focus and intensify the manifestation of their Arcane Senses to the point that their Arcane Senses becomes so attuned to magic as to allow them to see as if using arcane sight (as the spell) at will. This supernatural ability is activated as a free action and requires full concentration for as many rounds as the sorcerer wishes to attain information (as the spell description).
Arcane True Sight: If the sorcerer has 8 or more ranks in Spot and has at least a 13+ Wisdom and has the Improved Arcane Sense ability, they may learn to focus and intensify the manifestation of their Arcane Senses to the point that their Arcane Senses becomes so attuned to magic as to allow them to see as if using true sight (as the spell) at will. This supernatural ability is always active.

Arcane Soul (Su): If the sorcerer is of the Arcane Experiment, Arcane Orphan, Child of Magic (Celestial, Dragon and Fiendish), Child of Nature or Sorcerous Family heredity, and can cast 7th level spells, they can draw on the power of their heritage and can gain spell resistance.
Arcane Soul I: This ability provides spell resistance equal to the sorcerer’s class level.
Arcane Soul II: If the sorcerer has the Arcane Soul I ability and can cast spells of 4th level, this ability provides spell resistance equal to 5+ the sorcerer’s class level.
Arcane Soul III: If the sorcerer has the Arcane Soul II ability and can cast spells of 7th level, this ability provides spell resistance equal to 10+ the sorcerer’s class level.

Bonus Feat: The sorcerer may choose a bonus feat from the “Suggested sorcerer Bonus Feat by Source” table, though any necessary prerequisites must be bet. These feats should focus on the sorcerer’s spell-like abilities, social skills, heredity, and any other arcane pursuit. Heritage can count for feat prerequisites per DM approval.
Players Handbook: Alertness, Augment Summoning, Combat Casting, Endurance, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Counterspell, Iron Will, Lightning Reflexes, Magical Affinity, Negotiator, Persuasive, Self-Sufficient, Skill Focus, Spell Focus, Spell Penetration, Toughness
Examples From other WotC Sources...
Complete Warrior: Arcane Strike, Improved Familiar
Draconomicon: Dragon Familiar, Dragoncrafter, Dragonfriend, Dragonthrall, Frightful Presence, Sense Weakness
Song & Silence: Alluring, Charlatan, Expert Tactician, Persuasive, Trustworthy
Tome & Blood: Arcane Defense, Arcane Preparation, Augment Summoning, Extra Slot, Extra Spell, Greater Spell Focus, Greater Spell Penetration, Spell Specialization

Celestial Aura (Su): If the sorcerer is of the Child of Magic (Celestial) heredity and is able to cast 4th level spells, the sorcerer gains a protective aura against attacks or effects made by evil creatures.
Celestial Aura I: This ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. It also functions in the same manner as a protection from evil spell. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Celestial Aura II: If the sorcerer has the Celestial Aura I ability and can cast spells of 7th level, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to themselves and all those within 10’ of the sorcerer. It also functions in the same manner as a magic circle against evil spell and a lesser globe of invulnerability spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.

Celestial Light (Su): If the sorcerer is of the Child of Magic (Celestial Outsider) heritage, they can draw on the power of their heritage and can use light (as the spell) 5 times per day at the sorcerer’s class level.

Change Shape (Su): If the sorcerer is of the Child of Magic (Shapeshifter) heritage they can gain the ability to change their appearance
Change Shape I: The sorcerer can change shape a number of times per day equal to their Charisma modifier, as if using the alter self (as the spell) at a caster level equal to their sorcerer class level.
Change Shape II: If the sorcerer has the Change Shape I ability and can cast 4th level spells, the sorcerer can change shape a number of times per day equal to 3+ their Charisma modifier, as if using the alter self (as the spell) at a caster level equal to their sorcerer class level.
Change Shape III: If the sorcerer has the Change Shape II ability and can cast 7th level spells, the sorcerer can change shape at will, as if using the alter self (as the spell) at a caster level equal to their sorcerer class level.

Charming (Su): If the sorcerer is of the Child of Nature heritage and can cast 4th level spells, they can draw on the power of their heritage and can use charm person (as the spell) a number of times per day equal to their Charisma modifier at the sorcerer’s class level. This is a Charisma based DC.

Clarity (Su): If the sorcerer is of the Divine Receptacle heredity, and can cast 7th level spells, they can draw on the power of their heritage and can, with a touch a number of times per day equal to the sorcerer’s Charisma modifier, cut through anything altering the mental capacity of another. This removes insanity, confusion, charm, loss of Intelligence or Wisdom, or other mind-altering effects for one round per sorcerer level. At the end of this time, if the effect on the touched target is permanent or still in effect due to duration, it returns. However, if it is an effect for which a negating saving throw was possible when it first took hold, the touched party receives an additional saving throw at the end of the Clarity’s duration, this time with a bonus equal to the sorcerer’s Charisma modifier. This ability may be used on naturally occurring effects such as drunkenness and exhaustion as well as on magical effects. Natural effects are removed by the use of this ability as no saving throw is required. This does not effect changes in emotional state such as rage or fear or perceptions such as illusions, blindness, etc.

Confer Blessing (Su): If the sorcerer is of the Divine Receptacle heritage, and can cast 3rd level spells, they can draw on the power of their heritage and can grant a boon from their deity to another. The target receives 1 temporary hit point per level of the sorcerer, which lasts for 24 hours or until lost. Also, the target receives a +4 morale bonus to saving throws against fear effects for a number of minutes equal to the sorcerer’s level. This ability may be used once per day per sorcerer level.

Detect Thoughts (Su): If the sorcerer is of the Child of Nature (Shapechanger) heredity, they can draw on the power of their heritage and can read the thoughts of others.
Detect Thoughts I: The sorcerer can draw on the power of their heritage and can use detect thoughts (as the spell) a number of times per day equal to their Charisma modifier at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.
Detect Thoughts II: If the sorcerer can cast 4th level spells and has the Detect Thoughts I ability, they can draw on the power of their heritage and can use detect thoughts (as the spell) a number of times per day equal to 3+ their Charisma modifier at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.
Detect Thoughts III: If the sorcerer can cast 8th level spells and has the Detect Thoughts II ability, they can draw on the power of their heritage and can use detect thoughts (as the spell) at will at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.

Divine Aura (Su): If the sorcerer is of the Divine Receptacle heredity, the sorcerer and their allies can gain a boost of divine morale.
Divine Aura I: This ability provides a +1 morale bonus to all saving throws and attack rolls to the sorcerer and all allies within 10’, a number of times day per equal to their Charisma modifier. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Divine Aura II: If the sorcerer has the Divine Aura I ability and can cast spells of 4th level, this ability provides a +2 morale bonus to all saving throws and attack rolls to the sorcerer and all allies within 20’, a number of times per day equal to their Charisma modifier. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Divine Aura III: If the sorcerer has the Divine Aura II ability and can cast spells of 7th level, this ability provides a +3 morale bonus to all saving throws and attack rolls to the sorcerer and all allies within 30’, 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.

Divine Channel (Su): If the sorcerer is of the Divine Receptacle heritage and can cast 2nd level spells they can draw on the force of their deity and learn to channel a fraction of that power into any weapon they use. Any weapon wielded by the sorcerer is considered one of the following dependent upon alignment for the purpose of dealing damage to creatures with damage reduction: good = holy, evil = unholy, neutral may choose either. This does not provide any other bonuses.

Divine Courage (Su): If the sorcerer is of the Divine Receptacle heritage, they can draw on the power of their patron deity gain a +4 divine bonus to all saving throws against fear effects.

Divine Grace (Su): If the sorcerer is of the Divine Receptacle heritage, they can draw on the power of their patron deity gain a divine bonus to all saving throws equal to their Charisma modifier.

Earth Ken (Su): If the sorcerer is of the Child of the Elements (Earth) heredity, and can cast 4th level spells and has the Friend of the Earth ability, they can draw on the power of their heritage and can speak Terran for free as well as gaining the ability to harden themselves against blows while taking on a 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.

Elemental Form (Su): If the sorcerer is of the Child of the Elements heredity and can cast 8th level spells and has any one of the following abilities: (Fleetness of the Elements, Friend of the Earth, Waterborn, or Energy Resistance), they can gain the ability to turn themselves into a change into a Small, Medium, or Large elemental of their heredity type and back once per day. 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 elemental or back) is a standard action and doesn't provoke an attack of opportunity. A sorcerer loses their ability to speak while in elemental form unless they can speak the elemental language of their heredity. The sorcerer gains all of the Elemental's Extraordinary, Supernatural, and Spell-like abilities. They also gain the Elemental's feats for as long as they maintain the Elemental Form, but they retain their own creature type (humanoid, in most cases).

Element Mastery (Su): If the sorcerer is of the Child of the Elements heritage, and can cast 3rd level spells, they can draw on the power of their heritage and can, three times per day, choose to turn elemental creatures of their opposed element or rebuke those of their own element (not both, chosen on taking the ability) as a cleric of three levels lower than their sorcerer class level.

Energy Resistance (Su): If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or the Child of the Elements heredities and is able to cast 4th level spells, the sorcerer gains energy resistance based on their heredity.
Celestial: Gains energy resistance of 1 per 2 sorcerer levels against electricity and fire.
Dragon: Gains energy resistance of 1 per sorcerer level against the breath weapon energy type of the dragon they carry a heritage to. If that dragon has more than one type of breath weapon, choose one.
Elemental: Gains energy resistance of 1 per sorcerer level against one energy type based on heredity (air = electricity, earth = acid, fire = fire, water = cold).
Fiendish: Gains energy resistance of 1 per 2 sorcerer levels against any two of the following energy types: acid, cold or fire.
Storm Giant: Gains energy resistance of 1 per sorcerer level against electricity.

Familiar (Su): If the sorcerer is from the Arcane Experiment, Child of Nature, or Sorcerous Family heritage, they may choose to summon a familiar. The sorcerer may utilize all of the associated information on familiars.

Fear Aura (Su): If the sorcerer is of the Child of Magic (Dragon) heredity, they can draw on the power of their heritage and radiate an aura of fear.
Fear Aura I: The sorcerer can draw on the power of their heritage and can use an aura of fear (as the spell) a number of times per day equal to their Charisma modifier at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.
Fear Aura II: If the sorcerer can cast 4th level spells and has the Fear Aura I ability, they can draw on the power of their heritage and can use an aura of fear (as the spell) a number of times per day equal to 3+ their Charisma modifier at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.
Fear Aura III: If the sorcerer can cast 8th level spells and has the Fear Aura II ability, they can draw on the power of their heritage and can use an aura of fear (as the spell) at will at the sorcerer’s class level. The save DC is Charisma based. This may be activated or suppressed as a free action.

Fey Fate (Su): If the sorcerer is of the Child of Nature heritage, they can draw on the power of their heritage and gain a +1 racial bonus to all saving throws.

Fey Resistance (Su): If the sorcerer is of the Child of Nature heritage, they can draw on the power of their heritage and gain a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, sprites, pixies, etc.).

Fiendish Aura (Su): If the sorcerer is of the Child of Magic (Fiendish) heredity and is able to cast 4th level spells, the sorcerer gains a protective aura against attacks or effects made by good creatures.
Fiendish Aura I: This ability provides a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. It also functions in the same manner as a protection from good spell. This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Fiendish Aura II: If the sorcerer has the Fiendish Aura I ability and can cast spells of 7th level, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to themselves and all those within 10’ of the sorcerer. It also functions in the same manner as a magic circle against good spell and a lesser globe of invulnerability spell (at the sorcerer’s class level). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.

Fire Ken (Su): If the sorcerer is of the Child of the Elements (Fire) heredity, and can cast 4th level spells and has the Fleetness of the Elements ability, they can draw on the power of their heritage and can speak Ignan for free as well as gaining the ability to make a flaming attack. As a free action, a number of times per day equal to their Charisma modifier for one round, the sorcerer can make their hand or weapon flaming, doing an additional 1d6 plus their Charisma modifier in fire damage. This does not effect creatures immune to fire.

Fleetness of the Elements (Su): If the Sorcerer is of the Child of the Elements (Air or Fire), they can draw on the power of their heritage and gain a +10’ base speed.

Flight (Su): If the sorcerer is of the Arcane Experiment, Arcane Orphan, Child of Magic (Celestial, Dragon or Fiendish), Child of Nature, Child of the Elements (Air or Fire) or Sorcerous Family heredities and can cast 4th level spells, they can draw on the power of their heritage and gain the ability to fly.
Flight I: The sorcerer can draw on the power of their heritage and gain a flight movement equal to their base movement speed. This may be activated or ceased as a free action. This ability can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Flight II: If the sorcerer can cast 8th level spells and has the Flight I ability, they can draw on the power of their heritage and can use fly (as the spell) at will, at the sorcerer’s class level. This ability can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.

Friend of the Earth (Su): If the Sorcerer is of the Child of the Elements (Earth), they can draw on the power of their heritage and gain a +4 circumstance bonus to Climb and Tumble checks.

Invisibility (Su): If the sorcerer is of the Child of Nature heritage and can cast 4th level spells, they can draw on the power of their heritage and can become invisible.
Invisibility I: The sorcerer can draw on the power of their heritage and can use invisibility (as the spell) a number of times per day equal to their Charisma modifier at the sorcerer’s class level.
Invisibility II: If the sorcerer can cast 4th level spells and has the Invisibility I ability, they can draw on the power of their heritage and can use invisibility (as the spell) a number of times per day equal to 3+ their Charisma modifier at the sorcerer’s class level.

Hard Body (Su): If the Sorcerer is of the Arcane Experiment, Arcane Orphan, Child of Magic (Draconic, Outsider, or Storm Giant), Child of the Elements, or Divine Receptacle heritage, the Sorcerer may tap into the power of their heritage and gain a one time racial bonus of +3 hit points and a +1 to all Fortitude saving throws.

Immunity (Su): If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or the Child of the Elements heredities and can cast 7th level spells, and has the Energy Resistance ability, the sorcerer gains an immunity based on heredity. If the ability is chosen again, they may acquire more of the heredity’s immunities.
Celestial: Gains immunity to one of the following: acid, cold or petrification.
Dragon: Gains immunity to the breath weapon energy type of the dragon they carry a heritage to. If that dragon has more than one type of breath weapon, choose one.
Elemental: Gains immunity to either poison or paralysis.
Fiendish: Gains immunity to one of the following: fire, electricity or poison.
Storm Giant: Gains immunity to electricity.

Impervious Mind (Su): If the sorcerer is of the Divine Receptacle heredity, and can cast 7th level spells, they can draw on the power of their heritage and gains immunity to all effects, magical or otherwise, that directly alter the mind. They are immune to all spells and spell-like abilities that are “mind-affecting”, cannot be driven mad by any natural force short of a deity, cannot lose their memory, have a memory implanted, or in any other way have the integrity of their mind assaulted short of a deity’s will and power, or the use of a wish or miracle spell. This does not provide immunity to emotion effects such as fear or rage, or to perception effects such as blindness or illusions.

Kinship (Su): If the sorcerer is of the Sorcerous Family heritage, they can draw on the force of personality of their Sorcerous heritage and gain a +4 racial bonus to Diplomacy and Gather Information skill checks with other arcane casters.

Metamagic Feats: The sorcerer may choose a bonus feat from the “Suggested Sorcerer Metamagic Feat by Source” table, though any necessary prerequisites must be met. Metamagic feats are handled normally, taking a full round action to augment a spell-like ability with a metamagic effect.
Players Handbook: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, Silent Spell, Widen Spell
Examples From other WotC Sources...
Book of Exalted Deeds: Consecrate Spell, Nonlethal Substitution, Purify Spell
Tome & Blood: Chain Spell, Cooperative Spell, Delay Spell, Energy Admixture, Energy Substitution, Eschew Materials, Persistent Spell, Repeat Spell, Sanctum Spell, Sculpt Spell, Split Ray, Subdual Substitution, Twin Spell, Widen Spell

Mutable Thematics (Su): If the sorcerer has 10 or more ranks in Bluff and Concentration, they may learn to mute their thematic elements when using their spell-like abilities. When using a spell-like ability, the sorcerer may make a Bluff check at a -5 penalty. The result of the check sets the notice DC for those seeking to detect the sorcerer's thematic. Normally the notice DC is set by the spell-level of the spell-like ability being used.

Nature’s Aura (Su): If the sorcerer is of the Child of Magic (Shapechanger) or Child of Nature heredity and is able to cast 4th level spells, the sorcerer gains a protective aura against physical attacks.
Nature’s Aura I: This ability provides damage reduction 2/silver (shapechanger) or cold iron (nature). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.
Nature’s Aura II: If the sorcerer has the Nature’s Aura I ability and can cast spells of 8th level, this ability provides damage reduction 5/silver (shapechanger) or cold iron (nature). This aura can be dispelled, but can be activated again as a move-equivalent action on the sorcerer’s next turn.

Nature Sense (Su): If the sorcerer is of the Child of Nature ability, they may tap into their connection with the forces of nature and gain a +2 competence bonus to all Knowledge (Nature) and Survival skill checks.

Oracle (Su): If the sorcerer is of the Arcane Expert, Arcane Orphan, Child of Nature, or Divine Receptacle heritage they can be blessed (or cursed) with the innate ability in the arts of Divination. Each time the Sorcerer with this ability gains a new spell level, they gain a Divination spell-like ability of that level as a bonus known spell-like ability. In addition, oracles cast all Divination spell-like abilities at a +1 caster level. If the Sorcerer also uses the typical trappings of Fortune Telling as a spell focus (such as Tarot Cards, Crystal Ball, etc.), their Divination spell-like abilities are cast at +2 caster levels.

Power Manipulation (Su): If the Sorcerer has 9 or more ranks in Concentration, the Sorcerer has developed their innate control of magic to a degree where they can now manipulate the magical energy that they channel to increase its effectiveness.
Power Manipulation I: The sorcerer may increase the potency of the spell-like abilities shaped, adding up to their Charisma modifier in effective caster levels for determining spell-like ability effects. The drawback to this is that the sorcerer sustains 1d4 points of physical damage and 1d4 points of subdual damage per additional effective level of increased potency.
Power Manipulation II: If the sorcerer has 17 or more ranks in Concentration and has Power Manipulation I, the sorcerer has further developed their innate control of magic to a degree where they can now master channeling harmful pre-channeled magical energy. This allows the sorcerer the ability to attempt to absorb hostile pre-channeled magical energy. When the sorcerer is targeted by a spell or spell-like ability, they may choose to forego a saving throw and attempt to absorb the spell instead. Spells that allow no saving throw or that have the “harmless” saving throw designator may not be absorbed. Once this choice is made, the sorcerer makes a Will save against a DC of 15+2 per spell level of the spell they are trying to absorb. If successful, they may refresh a used spell slot of any spell level lower than the spell level of the spell they just absorbed. If the attempt fails the sorcerer takes the full brunt of the spell as well as an additional 1d4 subdual damage per spell level of the spell they were struck by. Note that metamagic feat levels do count toward the total level of the spell, so a maximized fireball is considered a 5th level spell for all purposes.
[Example: Vond attempts to absorb a 3rd level spell (Lightning Bolt) targeting him. He must make a Will save of DC 21 (15+2/level). If successful he may refresh a used spell slot of up to 2nd level. If he fails he will take the full damage of the Lightning Bolt as well as an additional 3d4 subdual damage (possibly enough to kill him).]

Power Over Undead (Su): If the sorcerer is of the Divine Receptacle heritage, and can cast 3rd level spells, they can draw on the power of their heritage and can, three times per day, choose to turn or rebuke undead (not both, chosen on taking the ability) as a cleric of three levels lower than their sorcerer class level.

Purity (Su): If the sorcerer can cast 2nd level spells they can learn to channel their magic to purify their body.
Purity I: This purity of body grants the sorcerer immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Purity II: If the sorcerer can cast 5th level spells and has the Purity I ability, they can gain immunity to all diseases including supernatural and magical diseases (such as mummy rot and lycanthropy).
Purity III: If the sorcerer can cast 8th level spells and has the Purity II ability, they can gain immunity to all poisons.

Scent (Su): If the sorcerer is of the Child of Magic (Draconic) or Child of Nature heredity, they can draw on the power of their heritage and gain the Scent ability.

Speed Use (Su): If the Sorcerer has 18 or more ranks in Concentration, they may once per day, use any spell-like ability they know (and have an available slot to use) as free action rather than as a standard action. A speed cast affected spell-like ability uses up a spell slot one level higher than the spell’s actual level.

Spell Templates (Su): (Source: Arcana Unearthed) The Sorcerer gains the ability to use spell templates other than those designated by their heritage. Spell templates are special rules that can be added to most spells to change their parameters or requirements. Casters can use any (or as many) of these templates on any given spell that they can afford, though spells cannot be doubly laden (laden spells cost 2 spell slots of a given level). These templates apply their special effect once, so on long duration spells, the effect is used after the initial effect goes off. Sorcerers may use the templates designated by their Heritage or may instead take any other Spell Template feat: Battle Mage (War), Blessed Mage (Blessed), Corrupt Mage (Corrupted), Creator Mage (Permanent or Programmed), Eldritch Training (Eldritch), Elemental Mage (Elemental: Air, Earth, Fire, or Water), Energy Mage (Energy: Acid, Cold, Electricity, Fire or Sonic), Hunter Mage (Enemy Bane), Peaceful Mage (Subdual), Psion (Psionic), Sanctum (Sanctum), Unraveling Mage (Unraveling) and Wild Mage (Wild).

Spellshaping (Su): If the sorcerer has any metamagic feats, they may take this ability which allows them to use metamagic in the reverse of what the feat was originally intended to do, thereby lowering the spell slot needed to cast the spell. This ability may be taken multiple times, applying its benefits to a different metamagic feat each time. Example, a sorcerer who uses the Empower metamagic feat can increase all numeric effects of a spell by one-half, and thereby increasing the spell level by two. If the same sorcerer then takes the Spellshaping ability, it would allow them to reverse the effect of the Empower feat, thus lowering all numeric effects to one-half of the original value, and taking up a spell slot two levels lower. In this way a very low powered fireball for example, could be cast using a 1st level spell slot.

Spirit Guide (Su): If the sorcerer is of the Arcane Expert, Arcane Orphan, or Divine Receptacle heritage, they can be blessed (or cursed) with a supernatural ability to channel necromantic energy and tend to focus on the world of ghosts and spirits. The sorcerer gains the following spells from the necromancer school as bonus known spell-like abilities and uses them at a +1 caster level: Disrupt Undead, Halt Undead, Animate Undead, Control Undead, and Soul Bind. Additionally the sorcerer gains the spell-like ability Speak with Dead as a bonus 3rd level arcane spell-like ability and the Create Greater Undead spell-like ability as a bonus 9th level arcane spell-like ability. These are also cast at a +1 caster level.

Summoner (Su): If the sorcerer is of the Child of Magic (Celestial or Fiendish), Child of the Elements or Divine Receptacle heritage, they can attain a specialized affinity for summoning creatures from other planes. At each spell level they gain Summon Monster of the appropriate level as a bonus known spell-like ability and use all Summon Monster spell-like abilities at a +1 caster level.

Superior Vision (Su): If the sorcerer is of the Child of Magic (Dragon, Celestial, Fiendish or Storm Giant) or of the Child of the Elements heredity, the sorcerer gains Darkvision 60' and Low-Light Vision.

Survivalist (Su): If the sorcerer is of the Arcane Orphan, Child of Magic (Dragon or Fiendish), Child of the Elements or Child of Nature heredities and has the Nature Sense ability, they may fend for themselves in most any environment. They have learned to scrape by with little food and water and have trained themselves to be able to function on only ½ the normal need for food and water each day that a normal member of their race would need. In addition, they gain a +4 competence bonus to Survival checks when trying to forage for food and water.

Telepathy (Su): If the sorcerer is of the Child of Magic (Dragon or Fiendish) heredities and is able to cast 7th level spells, the sorcerer gains the ability to communicate telepathically with other creatures within 50’ of the sorcerer that has a language in common with the sorcerer. It is not possible for the sorcerer to communicate with multiple targets at once.

Tongues (Su): If the sorcerer is of the Child of Magic (Celestial or Shapeshifter) heredities and is able to cast 7th level spells, the sorcerer gains the ability to speak with any creature that has a language, as though using a tongues spell (caster level equal to the sorcerer’s class level). This ability is always active.

Totem Avatar (Su): If the sorcerer is of the Child of Nature heritage they may be blessed with the supporting power of a specific totem. The totem grants the sorcerer a boost to power when in any natural environment allowing the sorcerer to use their spell-like abilities at a +1 caster level, and grants the sorcerer a +2 Charisma bonus when dealing with animals and other nature oriented creatures such as a Fey.

Towering Stature (Su): If the sorcerer is of the Child of Magic (Storm Giant) heredity, the sorcerer mysteriously gains in size after each night’s sleep over the following month until, at the end of that time they have reached the maximum height for their species – becoming of an imposing and impressive stature. The sorcerer gains a bonus to all Fortitude saves equal to their Charisma modifier, the Toughness feat, and a +1 enlargement bonus to all Intimidate skill checks.

Trackless Step (Su): If the sorcerer is of the Child of Nature heredity, they may choose to no longer leaves trails and cannot be tracked in any terrain, unless they choose to leave a trail.

Water Ken (Su): If the sorcerer is of the Child of the Elements (Water) heredity, and can cast 4th level spells and has the Waterborn ability, they can draw on the power of their heritage and can speak Aquan for free as well as gaining the ability to function in water even better. The sorcerer gains a racial bonus to Swim checks equal to their Charisma modifier times their sorcerer level. Their ability to breathe underwater increases from mere rounds to a number of hours equal to their sorcerer level.

Waterborn (Su): If the sorcerer is of the Child of the Elements (Water), they can draw on the power of their heritage and gain a +6 circumstance bonus to Swim checks. They can also breathe underwater for a number of rounds per day equal to 3+ their Charisma modifier.

Weapon Channel (Su): If the sorcerer can cast 2nd level spells they can draw on the force of their magic and learn to channel a fraction of that magic into any weapon they use. Any weapon wielded by the sorcerer is considered magic for the purpose of dealing damage to creatures with damage reduction. This does not provide any other bonuses.

Wild Shape (Su): If the sorcerer is of the Child of Magic (Shapeshifter) or Child of Nature heredity and can cast 4th level spells, they can gain the ability to turn themselves into an animal and back. The sorcerer’s options for new forms include all creatures with the Small or Medium-sized “Animal” type (see the Monster Manual). 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. For example, a sorcerer who has never been outside a temperate forest could not become a polar bear.
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.)
The new form's Hit Dice can't exceed the character's sorcerer level. For instance, a sorcerer can't take the form of a Dire Bear (a Large creature that always has at least 12 HD) until 12th level.
Wild Shape I: The sorcerer may take the form of a Small or Medium-sized “Animal” and back once per day per point of Charisma modifier.
Wild Shape II: If the sorcerer can cast spells of 7th level and has the Wild Shape I ability they may take the form of a Large-sized “Animal” instead of a Small or Medium-sized animal. The number of times per day this may be done does not change.
 
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