Sorcerer (Mana)

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This version of the Sorcerer uses the Mana variant spellcasting system.

The Sorcerer's spellcasting is much more intuitive and natural than the Wizard's. While the Wizard's many hours of study generally provide more powerful spells, they cannot match the Sorcerer's spontaneity, and the Sorcerer also enjoys greater free time in which to study things other than magic. As such, Sorcerers tend to be somewhat more well rounded individuals, a little hardier and a bit more multifaceted, than the Wizard.

Hit Die



Skills Per Level

4 + Int; times 4 at 1st level

Class Skills

The Sorcerer's class skills (and the key ability modifier for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana), Profession (Wis), Spellcraft (Int). A Sorcerer may also add additional Class Skills through their Diverse Interests feature.

Class Features

The following are all class features of the Sorcerer.

Level Base Attack
Special Mana
1st +0 +0 +0 +2 Summon Familiar, Eschew Materials, Wild Magic, Diverse Interests 3 +2
2nd +1 +0 +0 +3 4 +2
3rd +1 +1 +1 +3 5 +2
4th +2 +1 +1 +4 6 +2
5th +2 +1 +1 +4 Diverse Interests 6 +2
6th +3 +2 +2 +5 7 +2
7th +3 +2 +2 +5 8 +2
8th +4 +3 +3 +6 9 +2
9th +4 +3 +3 +6 9 +2
10th +5 +3 +3 +7 Diverse Interests 10 +2
11th +5 +3 +3 +7 11 +2
12th +6/+1 +4 +4 +8 12 +2
13th +6/+1 +4 +4 +8 12 +2
14th +7/+2 +4 +4 +9 13 +2
15th +7/+2 +5 +5 +9 Diverse Interests 14 +2
16th +8/+3 +5 +5 +10 15 +2
17th +8/+3 +5 +5 +10 15 +2
18th +9/+4 +6 +6 +11 16 +2
19th +9/+4 +6 +6 +11 17 +2
20th +10/+5 +6 +6 +12 Innate Magic 18 +2

Weapon and Armor Proficiency

A Sorcerer is proficient in all simple weapons, but not in any form of armor. Armor may interfere with his Arcane spells if they have Somatic Components, which most do.


A Sorcerer may cast Arcane spells spontaneously, that is, without preparation. To do so requires an amount of Mana equal to three quarters of the square of the spell's level. The Sorcerer gains Mana each morning after a full night's rest equal to his Caster Level times his Mana Multiplier, which is equal to 3 + three quarters of his class level, plus bonus Mana for having a high Charisma score.

The Save DC of his spells is equal to 10 + the spell's level + his Cha modifier.

To learn a spell, his Charisma score must be equal to or greater than 10 + the spell's level, and his Caster Level must be equal or greater than twice the spell's level.

To use Metamagic, a Sorcerer must generally increase the casting time as per usual, however, a number of times a day equal to 1 + his Sorcerer level divided by 8, he may avoid doing so.


Each level, a Sorcerer may learn a number of Cantrips equal to one third of his Charisma modifier (if the Charisma modifier is not evenly divisible by 3, remember the remainder and add it to his Charisma modifier on the next level).

Summon Familiar

A Sorcerer may summon a Familiar, exactly as usual.

Eschew Materials

A Sorcerer gains Eschew Materials as a bonus feat.

Wild Magic

A Sorcerer's magic is inherently unpredictable. Before casting a spell, a Sorcerer rolls 1d8, and adds the result minus six if that difference is positive to his Caster Level (in other words, if he rolls a 7, his Caster Level increases by 1; on a 8, by 2). He does this before actually selecting the spell to cast. In some cases, this may allow him to cast a higher level spell than he normally could. Because he does not know any spells of that level, he cannot actually cast a higher level spell, but he may apply Metamagic to increase the spell's level (and therefore its Mana cost) to take advantage of this feature.

Diverse Interests

A Sorcerer, when compared to a Wizard, has a lot more free time. Since they are generally energetic and enthusiastic people, Sorcerers tend to engage in a number of hobbies.

At 1st level, and again every 5th level before 20 (5, 10, 15), a Sorcerer may choose any of the following:

  • Armor Training - The Sorcerer ignores the Arcane Spell Failure chance of Light armors, and gains proficiency in all Light Armor and Shields except Tower Shields. This Interest may be taken a second time to gain proficiency in Medium armors and shields and to ignore up to 15% of Arcane Spell Failure from those.
  • Bodybuilding - The Sorcerer's Hit Die increases to a d6. This does not retroactively affect previous levels in Sorcerer, but does affect the level in which it is gained and any that are gained thereafter. This Interest may be taken a second time, to gain a d8 Hit Die, but not before 10th, and it may not be taken again.
  • Martial Training - The Sorcerer's Base Attack Bonus progression becomes medium like that of a Cleric or Rogue. This does not retroactively affect previous levels, but does affect the level in which it is gained. Use the fractional BAB rules to determine the total when this is taken at odd levels. This feature may be taken a second time, to gain full Base Attack Bonus like a Fighter, but not before 10th level.
  • Practice - The Sorcerer's Skill Points Per Level increases to 6+Int instead of 4+Int. This does not retroactively affect previous levels of Sorcerer, but does affect the level at which this feature is gained. He may also select two of the following groups of skills to add to his Class Skills list. A Sorcerer may choose this Interest more than once; he does not gain more skill points, but may select any three groups of skills to add to his Class Skills list.
    • Appraise, Decipher Script, Forgery, and Speak Language
    • Balance, Climb, Jump, and Swim
    • Diplomacy, Disguise, Gather Information, and Intimidate
    • Handle Animal, Ride, and Survival
    • Hide, Move Silently, Listen and Spot
    • all Knowledge skills (each taken individually)
    • Perform, Sleight of Hand, Tumble, and Use Rope
    • Use Magic Device
  • Swordplay - The Sorcerer gains proficiency in all Martial weapons. This feature may be taken a second time to gain proficiency in any one Exotic weapon.

Innate Magic

At 20th level, a Sorcerer may choose one of the following bonuses:

  • All spells are Stilled and Silenced, without increasing casting time or spell level.
  • All spells are Empowered, without increasing casting time or spell level.
  • Apply any Energy Substitution, including Subdual Substitution, without increasing the casting time, even if you do not have the Energy Substitution feat for that energy type.
  • Apply Reach Spell, without increasing casting time or spell level, even if you do not have the Reach Spell feat.
  • All spells are Extended and have the DC to Dispel them increased by 5, without increasing casting time or spell level.

A Sorcerer also may now also add 1d8-4, if it is positive, to his Caster Level when casting a spell (but since he can already cast 9th level spells, this only affects the spell's potency, not the highest Spell Level).

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