“I am in the arcane, and the arcane is in me.”
Class Traits
Role: Striker. You channel powerful magical energy through your body, exerting control over wild arcane magic to blast foes. You lean toward controller as a secondary role.
Power Source: Arcane. Arcane magic is in your blood, as a touch of either ancient astral power or untamed chaos energy, and you unleash it through sheer force of will and physical discipline.
Key Abilities: Charisma, Dexterity, Strength
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implements: Daggers, staffs
Bonus to Defense: +2 Will
Hit Points at 1st level: 12 + Constitution score
Hit Points per level gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis) & any globe skill
Sorcerers are the most feared people in the arcane circles. Often shunned and banned from the traditional circles arcane academics they have been known to be secretive and obsessed with their research. Wandering from one world to the next following the waves of the astral sea in for magical relics and a better understanding of the plans. Sorcerers call upon powers that some would considered questionable. Sorcerers are not evil, regardless of the entities with with whom they align themselves, but the most morally flexible of all advance spell casters. Unlike there wizardly colleagues they draw there magics from the Astral Plain a source of power demons and angles have been known to manipulated leaving them with very limited yet powerful magic. While wizard who have mastered the art of manipulating natural elemental energies known to the material plain. Leaving them more versatile spells while being less powerful.
Implements
Sorcerer make use of orbs, staffs, and wands to help channel and direct their arcane powers. Every Sorcerer has mastery of one type of implement (see “Class-Features”). Without an implement, a Sorcerer can still use his or her power. A Sorcerer wielding a magic orb, staff, or wand can add it’s enhancements bonus to the attack rolls and the damage rolls of a wizard powers, as well as wizard paragon path powers, that have the implement keyword.
Sorcerer Class Features
You have the following class features.
Spell Source
As a sorcerer, you gain power through an instinctive or inborn connection to an ancient arcane source. Choose either Dragon Magic or Wild Magic. The choice you make grants you specific features and also provides bonuses to certain sorcerer powers, as detailed in those powers.
Dragon Magic
The elemental power of dragons flows through you, infusing your spells with draconic strength. Through force of will, you tap into the arcane might of dragons.
Draconic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus increases to your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level.
Draconic Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Dragon Soul: Choose a damage type: acid, cold, fire, lightning, poison, or thunder. You gain resist 5 to that damage type. The resistance increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.
Scales of the Dragon: The first time you become bloodied during an encounter, you gain a +2 bonus to AC until the end of the encounter.
Wild Magic
You draw your spells from the entropic forces of the Elemental Chaos. Whether tapping into the power of primordial beings or drawing strength directly from that plane, you unleash magic in wild surges.
Chaos Burst: Your first attack roll during each of your turns determines a benefit you gain in that round. If you roll an even number, you gain a +1 bonus to AC until the start of your next turn. If you roll an odd number, you make a saving throw.
Chaos Power: You gain a bonus to the damage rolls of arcane powers equal to your Dexterity modifier. The bonus increases to your Dexterity modifier + 2 at 11th level and your Dexterity modifier + 4 at 21st level.
Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects. When you roll a natural 1 on an attack roll for an arcane power, you must push each creature within 5 squares of you 1 square.
Wild Soul: When you finish an extended rest, roll a d10 to determine a damage type.
1d10 |
Damage |
1 |
Acid |
2 |
Cold |
3 |
Fire |
4 |
Force |
5 |
Lightning |
6 |
Negative |
7 |
Positive |
8 |
Psychic |
9 |
Radiant |
10 |
Thunder |
|
You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases to 10 at 11th level and 15 at 21st level. While you have resistance to that damage type, your arcane powers ignore any target’s resistance to that damage type up to the value of your resistance.
Implements
Sorcerers wield daggers and staffs to channel their wild arcane power. When you wield a magic dagger or a magic staff, you can add its enhancement bonus to the attack rolls and the damage rolls of sorcerer powers and sorcerer paragon path powers that have the implement keyword. Without an implement, you can still use these powers. Any dagger can function as a sorcerer implement. However, you don’t gain a dagger’s proficiency bonus when using the dagger as an implement.
Sorcerer Powers
Like other arcane classes’ powers, your powers are called spells. A sorcerer’s arsenal is an eclectic mixture of deadly spells drawn from enigmatic or reckless traditions of magic. More studious arcane practitioners sometimes regard sorcerers as novices who play with dangerous power beyond their control, but the proof of their worth is in the havoc they wreak on their foes.
Sorcerer's Hero Tier Spells
The following is the list of the Sorcerer's Hero Tier Spells.
Acid Orb |
Sorcerer Attack 1 |
“You hurl a globe of acid at a distant enemy.” |
At-Will ✦ Acid, Arcane, Implement
Standard Action | Ranged 20
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 1d10 + Charisma modifier acid damage.
Level 21: 2d10 + Charisma modifier acid damage. |
Special: This power can be used as a ranged basic attack. |
Dragonfrost |
Sorcerer Attack 1 |
A gust of frost hammers your foe and knocks it back. |
At-Will ✦ Arcane, Cold, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit:* 1d8 + Charisma modifier cold damage, and you push the target 1 square. Level 21:** 2d8 + Charisma modifier cold damage. |
Special: This power can be used as a ranged basic attack. |
Storm Walk |
Sorcerer Attack 1 |
The thunder of your steps batters your foe. |
At-Will ✦ Arcane, Implement, Thunder
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 1d8 + Charisma modifier thunder damage.
Level 21: 2d8 + Charisma modifier thunder damage. |
Effect: Before or after the attack, you shift 1 square. |
[[tab Sorcerer Level 1 Encounter Spells]]
Bedeviling Burst |
Sorcerer Attack 1 |
An eruption of psychic energy assaults your enemies’ minds,sending them staggering. |
Encounter ✦ Arcane, Implement, Psychic
Standard Action Close burst 3
Target: One or two creatures in burst
Attack: Charisma vs. Will |
Hit: 1d10 + Charisma modifier psychic damage, and you push the target a number of squares equal to your Dexterity modifier. |
Wild Magic: If you rolled an even number on the attack roll, you slide the target instead of pushing it. |
Explosive Pyre |
Sorcerer Attack 1 |
“Your foe stands at the center of a conflagration of your design.” |
Encounter ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 2d8 + Charisma modifier fire damage. Until the start of your next turn, any enemy that enters a square adjacent to the target or starts its turn there takes 1d6 fire damage. |
Frostbind |
Sorcerer Attack 1 |
Creaking ice envelops and hinders your enemy. |
Encounter ✦ Arcane, Cold, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 3d6 + Charisma modifier cold damage, and the target takes a –2 penalty to Reflex until the end of your next turn. |
Tempest Breath |
Sorcerer Attack 1 |
You exhale mist that burns and disorients your foes, and a lingering fog obscures you. |
Encounter ✦ Acid, Arcane, Implement
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex |
Hit: 2d6 + Charisma modifier acid damage, and the target can’t gain combat advantage against any creature until the end of your next turn. |
Thunder Slam |
Sorcerer Attack 1 |
A shock wave of sound slams into the enemy. |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 2d10 + Charisma modifier thunder damage, and you push the target 3 squares. |
Chromatic Orb |
Sorcerer Attack 1 |
An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact.. |
Daily ✦ Arcane, Implement; Varies
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 3d10 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type and effect. |
1. Yellow: Radiant damage, and the target is dazed (save ends).
2. Red: Fire damage, and each creature adjacent to the target takes fire damage equal to your Dexterity modifier.
3. Green: Poison damage, and ongoing 5 poison damage (save ends).
4. Turquoise: Lightning damage, and you slide the target a number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is immobilized (save
ends).
6. Violet: Psychic damage, and the target takes a –2 penalty to AC (save ends). |
Miss: 1d10 damage. Roll a d6 to determine the attack’s damage type and effect, as above |
Dazzling Ray |
Sorcerer Attack 1 |
A brilliant beam lances out to strike your foe and befuddle it. |
Daily ✦ Arcane, Implement, Radiant
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 6d6 + Charisma modifier radiant damage. |
Miss: The target is slowed (Save ends) |
Wild Magic: If you rolled an even number on the attack roll, the target takes a penalty to attack rolls against you equal to your Dexterity modifier (save ends). |
Dragonfang Bolt |
Sorcerer Attack 1 |
Venomous fangs hurtle toward your foes, piercing their flesh and then poisoning them. |
Daily ✦ Arcane, Implement, Poison
Standard Action | Ranged 10
Target: One or two creatures
Attack: Charisma vs. Fortitude |
Hit: 2d8 + Charisma modifier damage, and ongoing 5 poison damage (save ends). |
Miss: 2d8 + Charisma modifier damage. |
Lightning Breath |
Sorcerer Attack 1 |
You exhale a blast of lightning at your foes. The lightning then forms a ring around you, repelling nearby attackers. |
Daily ✦ Arcane, Implement, Lightning
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex |
Hit: 3d8 + Charisma modifier lightning damage. |
Effect: Until the end of your next turn, whenever an enemy hits you with a melee attack,you push that enemy 1 square. |
Dragon Magic: The enemy also takes 5 lightning damage. |
Sustain Minor: The effect persists. |
Dragonflame Mantle |
Sorcerer Utility 2 |
You ward yourself with a mantle of flame. |
Encounter ✦ Arcane, Fire
Immediate Interrupt | Personal
Trigger: You are hit by an attack |
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire damage. |
Elemental Shift |
Sorcerer Utility 2 |
The alignment of elements within you changes at your command. |
Daily ✦ Arcane
Minor Action | Personal |
Effect: You can change the resistance granted by your Dragon Soul or Wild Soul to one of the other damage types for the rest of the encounter. In addition, one ally adjacent to you gains resist 5 to the damage type that you resist until the end of the encounter.
Level 11: Resist 10
Level 21: Resist 15 |
Stretch Spell |
Sorcerer Utility 2 |
You bend space to increase the extent of your spell. |
Encounter ✦ Arcane
Minor Action | Personal |
Effect: Until the end of your turn, add your Dexterity modifier to the range of your ranged arcane powers. |
Unseen Aid |
Sorcerer Utility 2 |
Invisible forces aid you in mysterious ways. |
Encounter ✦ Arcane
Minor Action | Personal |
Effect: You gain a +2 bonus to a skill check you make this turn. |
Dancing Lightning |
Sorcerer Attack 3 |
As lightning strikes your foe, thunder batters creatures around it. |
Encounter ✦ Arcane, Implement, Lightning, Thunder
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 2d10 + Charisma modifier lightning damage, and each creature adjacent to the target takes thunder damage equal to your Charisma modifier. |
Flame Spiral |
Sorcerer Attack 3 |
You surround yourself in a vortex of fire, which lashes out at nearby foes. |
Encounter ✦ Arcane, Fire, Implement
Standard Action | Close burst 2
Target: One, two, or three creatures in burst
Attack: Charisma vs. Reflex |
Hit: 1d10 + Charisma modifier fire damage. |
Effect: Until the start of your next turn, any enemy that enters a square adjacent to you or starts its turn there takes 1d6 fire damage |
Ice Dragon’s Teeth |
Sorcerer Attack 3 |
Shards of ice like the teeth of a dragon explode among your foes, chilling and slowing them. |
Encounter ✦ Arcane, Cold, Implement
Standard Action | Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex |
Hit:2d8 + Charisma modifier cold damage, and the target is slowed until the end of your next turn. |
Poisonous Exhalation |
Sorcerer Attack 3 |
A cloud of poisonous vapor billows from your mouth to sap your enemies’ endurance. |
Encounter ✦ Arcane, Implement, Poison
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Fortitude |
Hit: 2d8 + Charisma modifier poison damage, and the target takes a –2 penalty to Fortitude until the end of your next turn. |
Dragon Magic: The penalty to Fortitude equals 1 + your Strength modifier. |
Spectral Claw |
Sorcerer Attack 3 |
A claw of force crushes your foe in its grip. |
Encounter ✦ Arcane, Force, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit:1d8 + Charisma modifier force damage, and the target is immobilized until the end of your next turn. |
Wild Magic: If you rolled an even number on the attack roll, you slide the target a number of squares equal to your Dexterity modifier. |
Acidic Implantation |
Sorcerer Attack 5 |
You implant a bubble of acid in a foe and hurl the foe into its allies. The bubble then explodes. |
Daily ✦ Acid, Arcane, Implement
Standard Action | Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Fortitude |
Hit: You slide the primary target 3 squares. |
Effect: The primary target takes 2d6 acid damage. Make a secondary attack that is an area burst 1 centered on the primary target. |
Secondary Target: Each creature in burst
Secondary Attack: Charisma vs. Reflex
Hit: 2d6 acid damage. |
Palest Flames |
Sorcerer Attack 5 |
The blue flames that engulf your foe make it more susceptible to
the ravages of cold. |
Daily ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 1d10 + Charisma modifier fire damage, and the target gains vulnerable 10 cold (save ends). |
Miss: Half damage, and the target gains vulnerable 5 cold until the end of your next turn. |
Reeling Torment |
Sorcerer Attack 5 |
Your hold on your enemy’s mind lets you move your foe, tormented by spasms, around the battlefield. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier psychic damage. At the start of each of the target’s turns, you can slide the target 3 squares as a free action (save ends). |
Miss: Half damage. At the start of each of the target’s turns, you can slide the target 1 square as a free action (save ends). |
Serpentine Blast |
Sorcerer Attack 5 |
A bolt of lightning leaps from your fingers to strike at your foe, twisting past obstacles. |
Daily ✦ Arcane, Implement, Lightning
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex. The attack ignores cover and concealment, but not superior cover or total concealment. |
Hit: 3d10 + Charisma modifier lightning damage. |
Thunder Leap |
Sorcerer Attack 5 |
A thunderclap propels you into the air, and you land with a deafening crack, pushing your foes away. |
Daily ✦ Arcane, Implement, Thunder
Standard Action Close | burst 1
Primary Target: Each creature in burst
Primary Attack: Charisma vs. Fortitude |
Hit: 2d6 + Charisma modifier thunder damage. |
Effect: You jump a number of squares equal to your speed + your Charisma modifier. This movement does not provoke opportunity attacks. Then make a secondary attack. |
Secondary Target: Each creature in burst
Secondary Attack: Charisma vs. Fortitude
Hit: 2d6 thunder damage, and you push the secondary target 1 square. |
Arcane Empowerment |
Sorcerer Utility 6 |
This spell summons a divine light around the target. |
Daily ✦ Arcane
Minor Action | Personal |
Effect: Until the end of your turn, increase the size of your arcane powers’ blasts and bursts by 1. |
Energetic Flight |
Sorcerer Utility 6 |
You hurtle forward on wings shaped from streamers of dancing energy. |
Daily ✦ Arcane
Minor Action | Personal |
Effect: Until the end of your next turn, you gain a fly speed equal to your speed, and you can hover. |
Sudden Scales |
Sorcerer Utility 6 |
Dragon scales cover your form in reaction to an assault, as arcane power shields your mind and body from harm. |
Encounter ✦ Arcane
Immediate Interrupt | Personal
Trigger: You are hit by an attack |
Effect: You gain a +4 bonus to all defenses against the triggering attack. |
Dragon Magic: The bonus to all defenses equals 3 + your Strength modifier. |
Swift Escape |
Sorcerer Utility 6 |
A quick reaction saves you from the explosion. |
Encounter ✦ Arcane, Teleportation
Immediate Interrupt | Personal
Trigger: You are hit by an area or a close attack |
Effect: You teleport 3 squares.
Wild Magic: The number of squares you teleport equals 2 + your Dexterity modifier. |
Chaos Storm |
Sorcerer Attack 7 |
A storm of lightning pounds your enemies. When the storm clears, everyone has teleported to new positions by your magic. |
Encounter ✦ Arcane, Implement, Lightning, Teleportation
Standard Action | Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex |
Hit: 2d6 + Charisma modifier lightning damage. |
Effect: You teleport each target hit by the attack so that it swaps positions with another target hit by the attack. |
Wild Magic: You instead teleport each target hit by the attack to any other space within the burst. |
"A field of force contracts around your enemies, crushing them.” |
Encounter ✦ Arcane, Force, Implement
Standard Action | Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex |
Hit: 2d6 + Charisma modifier force damage, and the target takes a –2 penalty to attack rolls until the end of your next turn. |
Rimestorm |
Sorcerer Attack 7 |
A wintry blast drives your enemies to their knees. |
Encounter ✦ Arcane, Cold, Implement
Standard Action | Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude |
Hit: 2d8 + Charisma modifier cold damage, and you knock the target prone. |
Dragon Magic: The target also takes a –2 penalty to Fortitude until the end of your next turn. |
A deafening shout leaves your enemies reeling. |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Close blast 5
Target: Each creature in blast
Attack: Charisma vs. Fortitude |
Hit: 2d8 + Charisma modifier thunder damage, and the target is deafened until the end of your next turn. |
Adamantine Echo |
Sorcerer Level 9 Attack |
You unleash a thunderous roar to batter your enemies, and scales like those of an adamantine dragon cover your skin. |
Daily ✦ Arcane, Implement, Thunder
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Fortitude |
Hit: 2d6 + Charisma modifier thunder damage, and ongoing 5 thunder damage (save ends). |
Miss: Ongoing 5 thunder damage (save ends). |
Effect: You gain a +2 power bonus to AC until the end of the encounter. |
Dragon Magic: The power bonus to AC equals your Strength modifier. |
Contagious Curse |
Socerer Level 9 Attack |
A cloud of poison gas coils around your foe, warding off help. |
Daily ✦ Arcane, Implement, Poison
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 2d10 + Charisma modifier poison damage. |
**Effect:* You slide the target a number of squares equal to your Charisma modifier. The target is poisonous to your enemies (save ends). While the target is poisonous, any
enemy that starts its turn adjacent to the target takes 1d10 poison damage. |
Wild Magic: If you rolled an even number on the attacroll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage. |
Prime the Fire |
Socerer Level 9 Attack |
Flames wash over your foe and then subside, but they flare to life again if the enemy acts in hostility. |
Daily ✦ Arcane, Fire, Implement
Standard Action | Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Fortitude |
Hit: 2d8 + Charisma modifier fire damage. |
Effect: If the target attacks before the start of your next turn, the target takes 2d8 fire damage. |
Staggering Blast |
Sorcerer Level 9 Attack |
Your mental assault leaves your foe reeling. With a thought, you can force the foe to the ground if it tries to move. |
Daily ✦ Arcane, Implement, Psychic
Standard | Action Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier psychic damage. If the target moves before the end of your next turn, you can knock the target prone during that movement as an immediate interrupt. |
Miss: Half damage, and you knock the target prone. |
Chaos Link |
Sorcerer Utility 10 |
You bend the fabric of reality to bind an enemy’s fate to yours. |
Daily ✦ Arcane
Immediate Reaction | Close burst 5
Trigger: You are hit by an area or a close attack
Target: One creature in burst |
Effect: The triggering attack also hits the target. |
Devour Magic |
Sorcerer Utility 10 |
You consume lingering magic to empower your own. |
Daily ✦ Arcane, Implement
Standard Action | Ranged 5
Target: One conjuration or zone
Attack: Charisma + 2 vs. the Will of the target’s creator |
Hit: The target is destroyed. All its effects end, including those that a save can end. |
Dragon Magic: You gain the bonus from your Scales of the Dragon, whether or not you’re bloodied. |
**Wild Magic:* Until the end of the encounter, the first time you attack during each of your turns, you can choose your Chaos Burst benefit, instead of having your attack roll determine it. |
Invert Resistance |
Sorcerer Utility 10 |
You twist the nature of your foes to turn their protection into a weakness. |
Daily ✦ Arcane
Minor Action | Close burst 5
Target: Each enemy in burst |
Effect:Each target loses its resistances and gains vulnerable 5 to the damage types it had resistance against (save ends both). |
Narrow Escape |
Sorcerer Utility 10 |
You teleport away from your foe and reduce the force of its attack. |
Encounter ✦ Arcane, Teleportation
Immediate Reaction | Personal
Trigger: You are hit by an attack |
Effect: You take half damage from the attack. You theteleport a number of squares equal to your Charisma modifier + your Dexterity modifier. |
Sorcerer's Paragon Tier Spells
This is a list of the Sorcerer's Paragon Tier Spells.
Chains of Fire |
Sorcerer Attack 13 |
Fiery serpents wrap around your foes and drag them together, holding them close. |
Encounter ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Target: One or two creatures
Attack: Charisma vs. Reflex |
Hit: 2d8 + Charisma modifier fire damage. If you hit two
targets with this power, you slide one of them to a space
that must be adjacent to the other, and until the end of
your next turn, the two targets take 1d10 fire damage
the first time they are more than 3 squares apart. |
Jaws of the Earth |
Sorcerer Attack 13 |
The earth rises up like the maw of a hungry dragon to clamp around your foe and hold it in place. |
Encounter ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 3d6 + Charisma modifier damage, and the target is immobilized until the end of your next turn. While the target is immobilized by this power, you and your allies can move through the target’s space and don’t provoke opportunity attacks from it by leaving a square adjacent to it. |
Mind Hammer |
Sorcerer Attack 13 |
Howling chaos slams into your foe’s mind and throws the creature to the ground. |
Encounter ✦ Arcane, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 2d10 + Charisma modifier psychic damage, and you knock the target prone. |
Wild Magic: If you rolled an even number on the attack roll, the target can’t stand up until the end of your next turn. If you rolled an odd number on the attack roll, you slide the target a number of squares equal to your Dexterity modifier. |
Thunder Breath |
Sorcerer Attack 13 |
A blast of thunder like a dragon’s roar issues from your mouth, staggering your foes. |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Fortitude |
Hit: 2d6 + Charisma modifier thunder damage, and the target is dazed until the end of your next turn. |
Dragon Magic: The target is also slowed until the end of your next turn. |
Frost Eddies |
Sorcerer Attack 15 |
Cold slams into your foe, leaving a whirling storm of frost lingering around it. |
Daily ✦ Arcane, Cold, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: Target is turned to stone. Their mind forever locked away with in the magical seal. A target that is petrify and destroyed dies instantly. |
Hit: 5d8 + Charisma modifier cold damage. |
Effect: Until the end of the encounter, wherever the target moves, each square adjacent to it is difficult terrain for your enemies. |
Hostility Charm |
Sorcerer Attack 15 |
You cloud your foe’s senses so that it questions which creatures are its allies. |
Daily ✦ Arcane, Charm, Psychic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Will |
Hit: 5d6 + Charisma modifier psychic damage, and as a free action, the target charges your enemy nearest to it that it can charge and makes a melee basic attack. |
Wild Magic: If you rolled an even number on the attack roll, your enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends). |
Scintillating Starburst |
Sorcerer Attack 15 |
A brilliant mote of magic streaks toward your foe and explodes. |
Daily ✦ Arcane, Implement, Radiant
Standard Action | Ranged 20
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 4d6 + Charisma modifier radiant damage, and the target is blinded (save ends). |
Spitfire Furnace |
Sorcerer Attack 15 |
After unleashing a blast of flames, you smolder with heat, and no one dares approach you. |
Daily ✦ Arcane, Fire, Implement
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex |
Hit: 4d10 + Charisma modifier fire damage. |
Effect: Until the end of the encounter, any enemy that starts its turn within 2 squares of you takes 3 fire damage. |
Dragon Magic: Until the end of the encounter, any enemy that starts its turn within 2 squares of you instead takes fire damage equal to 2 + your Strength modifier. |
Breath of the Desert Dragon |
Sorcerer Utility 16 |
A gust of warm air lifts creatures skyward. |
Encounter ✦ Arcane
Move Action | Area burst 3 within 10 squares
Target: Each creature in burst |
Effect: Each target can fly a number of squares equal to 6 + your Strength modifier as an immediate reaction. Until the end of your next turn, each target can fly the same distance as a move action. |
Chaos Echoes |
Sorcerer Utility 16 |
You warp the natural laws of cause and effect to make an enemy feel the effects of an attack against you. |
Daily ✦ Arcane
Immediate Reaction | Close burst 5
Trigger: You are hit or missed by an attack
Target: One enemy in burst |
Effect: The triggering attack hits the target. |
Chaos Sanctuary |
Sorcerer Utility 16 |
You create small pockets of chaos to warp the energy of your next spell around your allies. |
Encounter ✦ Arcane
Minor Action | Close burst 10 |
Effect: Choose a number of squares in the burst equal to your Dexterity modifier. Until the end of your turn, any creature whose space is entirely in those squares is not affected by your area or close arcane powers. |
Comrades’ Mantle |
Sorcerer Utility 16 |
You share your resistance with your allies. |
Daily ✦ Arcane
Minor Action | Close burst 5*
Target: You and each ally in burst |
Effect: Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Each target gains resist 5 to that damage type until the end of the encounter. |
Draconic Majesty |
Sorcerer Utility 16 |
As your foes draw near you, fear steals into their hearts. |
Encounter ✦ Arcane, Fear, Zone
Minor Action | Close burst 3 |
Effect: The burst creates a zone of fear that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. The zone is difficult terrain for your enemies. While within the zone, any enemy takes a penalty to attack rolls equal to your Strength modifier. |
Breath of Winter |
Sorcerer Attack 17 |
You exhale a blast of freezing wind to slow your enemies’ movement. |
Encounter ✦ Arcane, Cold, Implement
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Fortitude |
Hit: 2d8 + Charisma modifier cold damage, and the target is slowed until the end of its next turn. |
Dragon Tail Meditation |
Sorcerer Attack 17 |
A lashing tail of lightning protects you from a foe that thinks it has the advantage. |
Encounter ✦ Arcane, Implement, Lightning
Immediate Reaction | Melee 1
Trigger: An enemy moves into a space where it flanks you
Target: The triggering creature
Attack: Charisma vs. Reflex |
Hit: 2d10 + Charisma modifier lightning damage. |
Dragon Magic: You push the target a number of squares equal to your Strength modifier. |
Poisonous Evasion |
Sorcerer Attack 17 |
You disappear as your enemy misses, leaving a cloud of poison behind. |
Encounter ✦ Arcane, Implement, Poison, Teleportation
Immediate Reaction | Close burst 1
Trigger: An enemy misses you with an attack
Target: Each creature in burst
Attack: Charisma vs. Fortitude |
Hit: 3d10 + Charisma modifier poison damage. |
Effect: You teleport 10 squares. |
Wild Magic: If you rolled an even number on the attack roll, you can teleport the target to a space adjacent to your ally, not your enemy, who is nearest to it |
Baleful Gaze of the Basilisk |
Sorcerer Attack 19 |
You cast a toxic glance at your foe, leaving it paralyzed with fear. |
Daily ✦ Arcane, Fear, Implement, Poison
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: The target is stunned and takes ongoing 10 poison damage (save ends both). |
Miss: Ongoing 10 poison damage (save ends). |
Dragon Magic: When the target saves against the ongoing poison damage, you slide the target a number of squares equal to your Strength modifier. |
Blackfire Serpent |
Sorcerer Attack 19 |
A coiled serpent made of black flames appears among your enemies and unleashes a blast of fire. |
Daily ✦ Arcane, Conjuration, Fire, Implement
Standard Action | Ranged 10 |
Effect: You conjure a blackfire serpent in an unoccupied square within range. The serpent lasts until the end of your next turn. The serpent occupies 1 square. Enemies cannot move through its space, but allies can. When it appears, the serpent makes the following attack, which is a close blast 3. As a move action, you can move the serpent a number of squares equal to your Strength modifier. |
Target: Each creature in blast
Attack:Charisma vs. Reflex
Hit: 2d12 + Charisma modifier fire damage. |
Sustain Minor: The snake persists, and it can repeat the
attack. |
Prismatic Explosion |
Sorcerer Attack 19 |
You batter a group of enemies with dazzling colors, each color causing a different effect. |
Daily ✦ Arcane, Implement; Varies
Standard Action | Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex |
Hit: 3d12 + Charisma modifier damage. Roll a d6 for each target to determine the attack’s damage type and effect. |
1. Yellow: Radiant damage, and the target is blinded (save ends).
2. Red: Fire damage, and the target is knocked prone and takes ongoing 10 fire damage (save ends).
3. Green: Poison damage, and the target takes ongoing 15 poison damage (save ends).
4. Turquoise: Lightning damage, and you knock the target prone and slide it a number of squares equal to your Dexterity modifier.
5. Blue: Cold damage, and the target is stunned (save ends).
6. Violet: Psychic damage, and the target takes a penalty to AC equal to your Dexterity modifier (save ends).. |
Miss: 2d12 damage. Roll a d6 for each target to determine the attack’s damage type and effect, as above. |
Split Strike |
Sorcerer Attack 19 |
//A bolt of lightning leaps from each of your hands. |
Daily ✦ Arcane, Implement, Lightning
Standard Action | Ranged 10*
Target: One or two creatures
Attack: Charisma vs. Reflex |
Hit: 6d6 + Charisma modifier lightning damage. |
Wild Magic: If you rolled an even number on the attack roll, the target is immobilized (save ends). If you rolled an odd number on the attack roll, the target is dazed (save ends). |
Sorcerer's Epic Tier Spells
This is a list of the Sorcerer's Epic Tier Spells.
Dragon Fear |
Sorcerer Utility 22 |
You stop your enemy in its tracks. |
Encounter ✦ Arcane, Fear
Immediate Interrupt | Ranged 5
Trigger: A creature moves closer to you during its turn
Target: The triggering creature |
Effect: The target can’t move closer to you until the end of its turn. |
Platinum Scales |
Sorcerer Utility 22 |
You gleam with platinum-tinted dragon scales of energy. |
Daily ✦ Arcane
Immediate Interrupt | Personal
Trigger: You are hit by an attack |
Effect: Until the end of the encounter, you gain a power bonus to all defenses equal to your Strength modifier. |
Shared Sorcery |
Sorcerer Utility 22 |
A shimmering emanation of sorcerous energy protects your friends from harm. |
Daily ✦ Arcane
Minor Action | Close burst 5
Target: You and each ally in burst |
Effect: Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Each target gains resist 10 to that damage type until the end of the encounter. |
Wind Shape |
Sorcerer Utility 22 |
You become a creature of air and rushing wind. |
Encounter ✦ Arcane, Polymorph
Minor Action | Personal |
Hit: Ice Storm hails down giant pellets of ice dealing 5d6 cold damage and 2d4 physical damage. |
Effect: Until the end of your next turn, you become insubstantial, you gain a fly speed equal to your speed, and you can hover. |
Black Breath |
Sorcerer Utility 22 |
You exhale a blast of acid, drawing on the power of the fearsome black dragon to sear your enemy and limit its vision. |
Encounter ✦ Acid, Arcane, Implement
Standard Action | Close blast 3
Target: Each creature in blast
Attack: Charisma vs. Reflex |
Hit: 5d6 + Charisma modifier acid damage.. |
Dragon Magic: Until the end of your next turn, the target doesn’t have line of sight to any creature more than 3 squares away from it. |
Chaos Orbs |
Sorcerer Attack 23 |
You hurl two orbs of chaos at your foes. |
Encounter ✦ Arcane, Implement, Psychic
Standard Action | Ranged 10
Target: One or two creatures
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn. |
Iron Chains |
Sorcerer Attack 23 |
Smoking chains of black iron appear and wrap around your target, then snake outward to bind all nearby creatures. |
Encounter ✦ Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 2d6 + Charisma modifier damage, and the target and each creature adjacent to it are restrained until the end of your next turn.. |
Plates of Ice |
Sorcerer Attack 23 |
Icy plates form over your enemy’s body, draining its strength. |
Encounter ✦ Arcane, Cold, Implement
Standard Action | Ranged 20
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 4d6 + Charisma modifier cold damage, and the target is weakened until the end of your next turn. |
Wild Magic: If you rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 cold damage. |
Draconic Incarnation |
Sorcerer Attack 25 |
Calling on the full power of the arcane forces that flow through you, you stand within a vortex of devastating energy. |
Daily ✦ Arcane, Implement; Varies
Standard Action | Close blast 5
Target: Each creature in blast
Attack: Charisma vs. Reflex |
Hit: 7d6 + Charisma modifier damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The attack deals damage of this type to each target. |
Dragon Magic: Until the end of the encounter, once during each of your turns, you can slide one enemy within 3 squares of you 2 squares as a free action. |
Force Storm |
Sorcerer Attack 25 |
Bolts of force swirl in the area like a deadly tornado, stealing energy from each enemy to empower themselves. |
Daily ✦ Arcane, Force, Implement
Standard Action | Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex |
Hit: 3d6 + Charisma modifier force damage. The attack deals 5 extra force damage for each target it hits. |
Words of Chaos |
Sorcerer Attack 25 |
A wave of chaos assaults your enemy’s mind. When the enemy attacks, you bend reality to redirect the attack. |
Daily ✦ Arcane, Charm, Implement, Psychic
Standard Action | Ranged 10
Target: One creature
Primary Attack: Charisma vs. Will |
Hit:4d12 + Charisma modifier psychic damage. |
Effect: When the target makes an attack roll for a melee or a ranged attack, you can make a secondary attack against the target if it is within 10 squares of you (save ends). |
Immediate Interrupt | Close burst 10
Secondary Attack: Charisma vs. Will
Hit: The target must choose a different creature to target with its attack if it can. Otherwise, its attack is unaffected by this secondary attack.
Wild Magic: If you rolled an even number on the secondary attack roll, you choose the creature that the target attacks. |
Lightning Eruption |
Sorcerer Attack 27 |
Lightning crackles over your victim and arcs into nearby enemies. |
Encounter ✦ Arcane, Implement, Lightning
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Reflex |
Hit: 3d12 + Charisma modifier lightning damage, and each enemy adjacent to the target takes 1d12 + your Charisma modifier lightning damage. |
Poison Ward |
Sorcerer Attack 27 |
You lance a foe with poison, which coils in the foe’s heart to punish any aggression against you. |
Encounter ✦ Arcane, Implement, Poison
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit: 4d10 + Charisma modifier poison damage. If the target moves closer to you or hits or misses you during its next turn, the target takes 2d10 poison damage. |
Thunder Pulse |
Sorcerer Attack 27 |
//You stomp a foot on the ground, and the resulting shock wave hurls your enemies away./ |
Encounter ✦ Arcane, Implement, Thunder
Standard Action | Close burst 3
Target: Each enemy in burst
Attack: Charisma vs. Fortitude |
Hit: 3d6 + Charisma modifier thunder damage, and you push the target a number of squares equal to your Charisma modifier and knock it prone. |
Wildfire Curse |
Sorcerer Attack 27 |
As your foe bursts into flame, a fiery mote flies at another foe nearby. |
Encounter ✦ Arcane, Fire, Implement
Standard Action | Ranged 10
Primary Target: One creature
Primary Attack: Charisma vs. Reflex |
Hit: 4d6 + Charisma modifier fire damage. Make a secondary attack. |
Secondary Target: One creature within 5 squares of thetarget last hit by this power Secondary Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier fire damage. Repeat the secondary attack against a creature you haven’t already targeted with this power during this encounter. |
Endless Acid |
Sorcerer Attack 29 |
Acid bubbles up from inside your foe, searing its flesh and resisting attempts to scrape it off. |
Daily ✦ Acid, Arcane, Implement
Standard Action | Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude |
Hit:1d6 + Charisma modifier acid damage, and ongoing 15 acid damage (save ends). |
Aftereffect: Ongoing 10 acid damage (save ends).
Aftereffect: Ongoing 5 acid damage (save ends).
Miss: Ongoing 15 acid damage (save ends). |
Entropic Whirlwind |
Sorcerer Attack 29 |
Chaos swirls around you, opening and sealing holes in the fabric of reality to move your foes and allies as you wish. |
Daily ✦ Arcane, Implement, Teleportation
Standard Action | Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Will |
Hit: 3d8 + Charisma modifier damage, and you teleport the target a number of squares equal to your Dexterity modifier. The target again takes 3d8 + your Charisma modifier damage whenever it teleports (save ends). |
Effect: Until the end of the encounter, when any creature ends its turn within 5 squares of you, you can teleport the creature to any space within 5 squares of you as an immediate
reaction. |
Prismatic Storm |
Sorcerer Attack 29 |
The sky rains down a rainbow of destruction! |
Daily ✦ Arcane, Implement; Varies
Standard Action | Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Charisma vs. Reflex |
Hit: 10d6 + Intelligence + modifier Fire damage. |
Hit: 5d8 + Charisma modifier damage. Roll a d6 for each target to determine the attack’s damage type and effect. |
1. Yellow: Radiant damage, and the target is blinded and takes a –2 penalty to saving throws (save ends both).
2. Red: Fire damage, and the target is knocked prone and takes ongoing 15 fire damage (save ends).
3. Green: Poison damage, and the target takes ongoing 20 poison damage (save ends).
4. Turquoise: Lightning damage, and you knock the target prone and slide it a number of squares equal to your Dexterity modifier. In addition, the target is dazed (saved ends).
5. Blue: Cold damage, and the target is stunned (save ends).
6. Violet: Psychic damage, and the target takes a penalty to AC and Reflex equal to your Dexterity modifier (save ends). |
Sorcerer's Paragon Classes
The following is the list of the Sorcerer's Paragon Classes
Black Sorcerer
"Heed thy words, whom is darker then thou, let us walk the path of destruction side by side."
Prerequisite: Sorcerer class, must be touched by chaos in some way.
Black Sorcerers have become quite comfortable in calling upon the chaotic powers of the universe smash a foe. Not all black sorcerers are evil, regardless of thee entities which they might associate themselves with, but they walk a dangerous balance of morality and far to often lose control of there power and become consumed by chaos it's self. They tend to lose touch with reality as there perception of the world is altered significantly by learning it's darkest secrets. As they lose their scene of reality they become quite secretive and obsessed with their research out of fear of being judged by those in power, or being attacked by rivals who don't agree with their choice of profession. Black Sorcery is generally forbbidden by soceities that have an understand of what it is and as a result most mage schools have ban the study of it.
Black Sorcerer Path Features.
Sense Aura (11th): A Black Sorcerer can sense when magic is near automatically.
Sorcery Focus (13th): The character adds his or her sorcerer level as a bonus to all fortitude saves made to cast sorcery spells.
Sorcery Mastery (16th): All sorcery damaging spells may become empower when it comes to damage. (damage x 1.5).
Dragon Salve |
Sorcerer Attack 17 |
“Power beyond twilight, crimson beyond blood that flows. Buried in the stream of time is where your power grows. I pledge myself to conquer all the fools who stand against the mighty gift bestowed in my unworthy hand.” |
Daily | Astral, Black Sorcery
Standard Action | Area burst X within 50 squares.
Target: Each enemy in blast.
Attack: Intelligence vs Reflex |
Hit: 10d10 + Charisma Modifier radiant damage. |
Effect: The spell's nature is so chaotic that not even the caster can't control how large the radius of the blast will be. Size is 1d10 x10 squares as a blast. |
Ragana Blade |
Sorcerer Attack 27 |
“Lord of the dreams that terrify, sword of cold and darkness, free yourself from the heavens' bond! Become one with my body, and let us walk the path of destruction together. Power that can smash even the souls of the gods!” |
Daily | Astral, Black Sorcery
Standard Action | Personal |
Effect: This calls into being the Sword of Chaos, a blade of midnight black created from the power of the Lord of Nightmares. The ragan blade can cut though any barrier and is possibly the most powerful weapon known to exist. The caster is automatically proficient in the use of the blade, and may use it to attack any target with in 6 squares. |
Hit: The Ragan blade causes 1d10 points of damage per caster level on a successful hit. From the bald e also causes the victim to gain 2d4 negative levels. Each negative level gives a creature a -1 penalty on attack rolls, saving throws skill checks, ability checks, and effective level. Negative levels stack. There is no saving throws to avoid gaining the negative levels, but 24 hours after gaining the negative level, , the victim must make a Fortitude save (DC equal to ragana blade's save DC) for each negative level. For each of these saving throws failed, one of the victim's character levels is permanently drained. The negative level is removed whenther the save passes of fails. IF a character ever has as many negative leves as character levels, he or she immediately dies. |
Giga Slave |
Sorcerer Attack 29 |
“Darkness beyond blackest pitch, deeper than the deepest night! King of Darkness who shines like gold upon the Sea of Chaos I call upon thee and swear myself to thee! Let the fools who stand before me be destroyed by the power you and I posses!” |
Daily | Astral, Black Sorcery
Standard Action | Area burst 50 within 50 squares
Target: All creatures within the burst
Attack: Fortitude vs DC 30 |
Effect: The area of effect of Giga Slave is less than 20 square blast, but can be much larger. Since the spell calls the power of the Lord of Nightmares into the caste's own body, there is no real limit on how large an effect the spell can have. Anything and everything in the area of effect is unmade. The specific effect could be almost anything, including turning victims to as, petrifaction, and disintegration. Its rumored that this spell can be used to open the flood gates that keeps the Sea of Chaos at bay. No known way to survive an attack from the giga slave, aside from disrupting the spell caster or getting out of the way. |
Miss: Losing control over a Giga Slave spell could destroy yourself as well. |
White Sorcerer
"Oh dragons as old as time! Answer my calls and bring forth the light of good!"
Prerequisite: Sorcerer class, must be touched by order in some way.
White Sorcerers have become quite comfortable with calling upon the astral powers of the universe not only to destroy those who stand before them but to heal them. They too like their darker counter parts have learned the secrets of the universe in a manner that alters there perception of reality. Although Sorcerers in general carry a bad reputation. The White Sorcerers are often included among the terrors that sorcerers have been known to spawn. Dispite this some civilizations or even the church of Luna have some remaining White Sorcerers devoted in there way to the Dragon Kings of old.
White Sorcerer Path Features.
Sense Aura (11th): A White Sorcerer can sense when magic is near automatically.
Greater Faith (13th): The character adds his or her sorcerer level as a bonus to all fortitude saves made to cast White spells.
Absolute Faith (16th): All white healing spells may become empower when it comes to damage. (result x 1.5).
Holy Rezast |
Sorcerer Attack 18 |
You surround the target in a globe of holy and astral energy. This power is used to grant the individual the peace of the gods, exorcising sprits, ghost, and even Mazoku. |
Daily | Astral, White Sorcery
Standard Action | Area burst 10 within 50 squares.
Target: Each enemy in blast.
Attack: Intelligence vs Fortitude |
Effect: A target struck by holy rezast is effectively destroyed (passing on to the “next world”) if it fails its saving throw |
Miss: On a successful save, the creature instead suffers 10d10 points of damage per two caster levels. |
Ray Freeze |
Sorcerer Attack 26 |
“Anna-gurax… ozu-lufoam…izul nax orunudohl” |
Daily | Astral, White Sorcery
Standard Action | Area burst 20 within 50 squares. Attack:** Wisdom vs Will |
Effect: All creatures are subject to being held in in place. They can speak though they cannot move, nor cast any spells. They are all considered helpless. |
Chaotic Disintegrate |
Sorcerer Attack 26 |
You unleash a destructive force dealing damage to only chaos as the spell stamps out all the impurity and restore order to a specific space. |
Daily | Astral, White Sorcery
Standard Action | Area burst 50 within 50 squares
Target: All creatures within the burst that are chaotic.
Attack: Wisdom vs Fortitude |
Effect: Each round those in the affected area must make a save. Each time they the temporal storm reduces there chaotic state into harmony. This effect will eventually destroy all whom are chaotic. All chaotic creatures take 2d6 damage per caster level. No maximum. |
Special:This spell remains for the duraiton of the battle, or for five minutes. |
Shamanist Sorcerer
"What is space but a spiraling of chaos destined for an ending, and yet ready for a beginning."
Prerequisite: Sorcerer class, must be touched by an astral power in some way.
Shamanist Sorcerers care little for the powers of order or choas. They have come to embrace the astral powers from the great flow. With this power they have become masters of manipulating the elemental powers at be. Some forces are destructive, while others are simply alterations of an element by there pure will. Like all sorcerers they too are feared and however unlike the other sorcerers they are truly the loners. Forever traveling the stars avoiding persecution and using there gifts to survive.
Shamanist Sorcerer Path Features.
Sense Aura (11th): A Shamanist Sorcerer can sense when magic is near automatically.
Greater Astral Focus (13th): The character adds his or her sorcerer level as a bonus to all fortitude saves made to cast Shamanist spells.
Astral embrace (16th): All shamansitc spells become empowered in terms of damage. (result x 1.5).
Vlave howl |
Sorcerer Attack 18 |
The keepers of the infinite universe, let your power gather in my hand. |
Daily | Astral, Shamanist Sorcery
Standard Action | Area burst 30 within 50 squares.
Target: Each enemy in blast.
Attack: Intelligence vs Fortitude |
Effect: This spell calls forth an elemental maelstrom. A storm of all the elements whorls about those it's unleashed on and deals 10d10 damage randomy of one specific type of energy. Cold, Fire, Thunder, Sonic, and Acid. |
Miss: On a successful save, the creature takes half damage. |
Sustain Minor: This spell is maintained by spending a minor action. |
Sphere Earth |
Sorcerer Attack 26 |
“Earth gather in my hands” |
Daily | Astral, Shamanist Sorcery
Standard Action | Area burst 5 within 10 squares. Attack:** Wisdom vs Will |
Effect:This spell creates a massive boulder (proportional to the character caster level) and sends it speeding in the direction of the caster's choosing. Any target in the boulder's path may make a reflex save to avoid the bolder. Anyone failing this save is caught In the boulder's path and suffers 10d6 points of crushing damage +1d6 of crushing damage per caster level (maximum of 30d6).The boulder, once created is normal stone and does not disappear at the end of the spell's duration. Instead, it continues moving (if it was moving before) and may continue to damage opponents or allies. |
Chaotic disintergrate |
Sorcerer Attack 26 |
"Source of all souls, which dwells in the eternal and infinite! Everlasting flame of blue! Let the power hidden in my soul be called forth here and now from the infinite!" |
Daily | Astral, Shamanist Sorcery
Standard Action | Ranged 30
Target: One Creature
Attack: Wisdom vs Fortitude |
Effect:This spell summons a powerful column of astral energy that whips over the target, blasting him or her with power. If target is susceptible to astral damage, suffers 2d6 points of damage per caster level with no maximum damage |