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Description: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons.

Alignment restrictions: none

Hit die: d4

Proficiencies: armor (robes), weapons (simple)

Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level)

Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, spellcraft

Unavailable feats: curse song, divine might, divine shield, extra music, extra turning, lingering song, weapon specialization
These general feats cannot be selected when taking a level of sorcerer.

Primary saving throw(s): will

Base attack bonus: +1/2 levels

Spellcasting: Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required).

Special abilities & feats[]

  • Level 1 summon familiar

Spells[]

Cantrips 1st level spells 2nd level spells 3rd level spells 4th level spells
  • Acid splash
  • Daze
  • Electric jolt
  • Flare
  • Light
  • Ray of frost
  • Resistance
  • Burning hands
  • Charm person
  • Color spray
  • Endure elements
  • Expeditious retreat
  • Grease
  • Horizikaul's boom
  • Ice dagger
  • Identify
  • Ironguts
  • Mage armor
  • Magic missile
  • Magic weapon
  • Negative energy ray
  • Protection from alignment
  • Ray of enfeeblement
  • Scare
  • Shelgarn's persistent blade
  • Shield
  • Sleep
  • Summon creature I
  • True strike
  • Balagarn's iron horn
  • Blindness/deafness
  • Bull's strength
  • Cat's grace
  • Cloud of bewilderment
  • Combust
  • Continual flame
  • Darkness
  • Death armor
  • Eagle's splendor
  • Endurance
  • Flame weapon
  • Fox's cunning
  • Gedlee's electric loop
  • Ghostly visage
  • Ghoul touch
  • Invisibility
  • Knock
  • Lesser dispel
  • Melf's acid arrow
  • Owl's wisdom
  • Resist elements
  • See invisibility
  • Stone bones
  • Summon creature II
  • Tasha's hideous laughter
  • Ultravision
  • Web
  • Clairaudience/clairvoyance
  • Clarity
  • Dispel magic
  • Displacement
  • Find traps
  • Fireball
  • Flame arrow
  • Greater magic weapon
  • Gust of wind
  • Haste
  • Hold person
  • Invisibility sphere
  • Lightning bolt
  • Keen edge
  • Magic circle against alignment
  • Mestil's acid breath
  • Negative energy burst
  • Protection from elements
  • Scintillating sphere
  • Slow
  • Stinking cloud
  • Summon creature III
  • Vampiric touch
  • Bestow curse
  • Charm monster
  • Confusion
  • Contagion
  • Elemental shield
  • Enervation
  • Evard's black tentacles
  • Fear
  • Ice storm
  • Improved invisibility
  • Isaac's lesser missile storm
  • Lesser spell breach
  • Minor globe of invulnerability
  • Phantasmal killer
  • Polymorph self
  • Remove blindness/deafness
  • Remove curse
  • Shadow conjuration
  • Stoneskin
  • Summon creature IV
  • Wall of fire
 
5th level spells 6th level spells 7th level spells 8th level spells 9th level spells
  • Animate dead
  • Ball lightning
  • Bigby's interposing hand
  • Cloudkill
  • Cone of cold
  • Dismissal
  • Dominate person
  • Energy buffer
  • Feeblemind
  • Firebrand
  • Greater shadow conjuration
  • Hold monster
  • Lesser mind blank
  • Lesser planar binding
  • Lesser spell mantle
  • Mestil's acid sheath
  • Mind fog
  • Summon creature V
  • Acid fog
  • Bigby's forceful hand
  • Chain lightning
  • Circle of death
  • Ethereal visage
  • Flesh to stone
  • Globe of invulnerability
  • Greater dispelling
  • Greater spell breach
  • Greater stoneskin
  • Isaac's greater missile storm
  • Legend lore
  • Mass haste
  • Planar binding
  • Shades
  • Stone to flesh
  • Summon creature VI
  • Tenser's transformation
  • True seeing
  • Undeath to death
  • Banishment
  • Bigby's grasping hand
  • Control undead
  • Delayed blast fireball
  • Finger of death
  • Great thunderclap
  • Mordenkainen's sword
  • Power word, stun
  • Prismatic spray
  • Protection from spells
  • Shadow shield
  • Spell mantle
  • Summon creature VII
  • Bigby's clenched fist
  • Blackstaff
  • Create undead
  • Greater planar binding
  • Greater sanctuary
  • Horrid wilting
  • Incendiary cloud
  • Mass blindness/deafness
  • Mass charm
  • Mind blank
  • Premonition
  • Summon creature VIII
  • Sunburst
  • Bigby's crushing hand
  • Black blade of disaster
  • Dominate monster
  • Energy drain
  • Gate
  • Greater spell mantle
  • Meteor swarm
  • Mordenkainen's disjunction
  • Power word, kill
  • Shapechange
  • Summon creature IX
  • Time stop
  • Wail of the banshee
  • Weird

Level progression[]

Lvl BAB Saves Feats HP range Base spells per day Known spells
Fort Ref Will 0lv 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 0lv 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 summon familiar 2-4 5 3 4 2 - - - - - - - -
2nd +1 +0 +0 +3 4-8 6 4 5 2 - - - - - - - -
3rd +1 +1 +1 +3 6-12 6 5 5 3 - - - - - - - -
4th +2 +1 +1 +4 8-16 6 6 3 6 3 1 - - - - - - -
5th +2 +1 +1 +4 10-20 6 6 4 6 4 2 - - - - - - -
6th +3 +2 +2 +5 12-24 6 6 5 3 7 4 2 1 - - - - - -
7th +3 +2 +2 +5 14-28 6 6 6 4 7 5 3 2 - - - - - -
8th +4 +2 +2 +6 16-32 6 6 6 5 3 7 5 3 2 1 - - - - -
9th +4 +3 +3 +6 18-36 6 6 6 6 4 7 5 4 3 2 - - - - -
10th +5 +3 +3 +7 20-40 6 6 6 6 5 3 7 5 4 3 2 1 - - - -
11th +5 +3 +3 +7 22-44 6 6 6 6 6 4 7 5 5 4 3 2 - - - -
12th +6/+1 +4 +4 +8 24-48 6 6 6 6 6 5 3 7 5 5 4 3 2 1 - - -
13th +6/+1 +4 +4 +8 26-52 6 6 6 6 6 6 4 7 5 5 4 4 3 2 - - -
14th +7/+2 +4 +4 +9 28-56 6 6 6 6 6 6 5 3 7 5 5 4 4 3 2 1 - -
15th +7/+2 +5 +5 +9 30-60 6 6 6 6 6 6 6 4 7 5 5 4 4 4 3 2 - -
16th +8/+3 +5 +5 +10 32-64 6 6 6 6 6 6 6 5 3 7 5 5 4 4 4 3 2 1 -
17th +8/+3 +5 +5 +10 34-68 6 6 6 6 6 6 6 6 4 7 5 5 4 4 4 3 3 2 -
18th +9/+4 +6 +6 +11 36-72 6 6 6 6 6 6 6 6 5 3 7 5 5 4 4 4 3 3 2 1
19th +9/+4 +6 +6 +11 38-76 6 6 6 6 6 6 6 6 6 4 7 5 5 4 4 4 3 3 3 2
20th +10/+5 +6 +6 +12 40-80 6 6 6 6 6 6 6 6 6 6 7 5 5 4 4 4 3 3 3 3

Bonus spell slots come from items and high charisma.

As a rule of thumb, sorcerers can cast spell levels up to half their class level (rounded down).

Epic Sorcerer[]

The epic sorcerer is a near mythic being. But still the need for ever-greater power never ceases and the sorcerer pushes on, exploring and mastering the magical.

Hit die: d4

Skill points: 2 + int modifier

Bonus feats: The epic sorcerer gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.

Epic sorcerer bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, epic energy resistance, epic spell focus, epic spell penetration, epic spell: dragon knight, epic spell: epic mage armor, epic spell: epic warding, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, great charisma, improved combat casting

Unavailable epic feats: bane of enemies, construct shape, dragon shape, epic weapon specialization, great smiting, improved ki strike 4, improved ki strike 5, improved sneak attack, improved spell resistance, improved stunning fist, lasting inspiration, mighty rage, outsider shape, planar turning, terrifying rage, thundering rage, undead shape
These epic general feats cannot be selected when taking a level of sorcerer.

Epic Sorcerer level progression[]

  Lvl   Feats HP range
21st 42-84
22nd 44-88
23rd bonus feat 46-92
24th 48-96
25th 50-100
26th bonus feat 52-104
27th 54-108
28th 56-112
29th bonus feat 58-116
30th 60-120
31st 62-124
32nd bonus feat 64-128
33rd 66-132
34th 68-136
35th bonus feat 70-140
36th 72-144
37th 74-148
38th bonus feat 76-152
39th 78-156
40th 80-160

Prestige class tips[]

  • Sorcerers are ideally suited to becoming dragon disciples.
  • Non-good sorcerers may want to consider becoming a pale master. Though less useful to the sorcerer than to the wizard, this class provides many useful defensive abilities.

Notes[]

  • Sorcerers receive spells one level later than wizards. For example, to cast level 2 spells, wizard level 3 is sufficient while sorcerer level 4 is required.
  • Sorcerers can wear armor without risking arcane spell failure if they choose the automatic still spell feats. In addition to the still spell feats, many sorcerers also take one or more levels as a blackguard or paladin to gain the armor proficiency (heavy) feat, as these classes have skills which take advantage of their already high charisma.
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