Class features based on Dragoth the Destroyer's modified Wizard class published on Eric Noah's Boards.
Sorceror
- Added Diplomacy, Gather Information and Intimidate to class skill list.
- Sorcerors may choose one of the Arcane spheres detailed below. The listed spells are added to the list of spell known by the sorceror and does not count towards his normal limit of known spells. The number of spells per day that the Sorceror may cast is not affected.
Artificer
The artificer is a sorceror fascinated with enchanting objects with magic.
Granted Power: All magic items created by you cost 25% less than for others. You gain Skill Focus (+2 bonus) in the Craft skill of your choice.
- 1 Enchant Weapon
- 2 Locate Object
- 3 Greater Magic Weapon
- 4 Minor Creation
- 5 Fabricate
- 6 Fantastic Machine (as minor creation, but can create simple machines with moving parts)
- 7 Major Creation
- 8 True Creation (as true creation, but creations are permanent)
- 9 Greater Fantastic Machine (as true creation, but can create simple machines with moving parts)
Chaoslord
Some sorcerors become addicted to the rush of chaotic energies they manipulate and relish in wild, untamed destruction. Those of chaotic good alignment use these energies to destroy evil and free the oppressed while those of chaotic neutral or chaotic evil use these energies for more selfish or evil reasons.
Granted Power: You cast chaos spells at +1 caster level.
- 1 Protection from Law
- 2 Shatter
- 3 Magic Circle vs Law
- 4 Chaos Hammer
- 5 Dispel Law
- 6 Animate Object
- 7 Word of Chaos
- 8 Cloak of Chaos
- 9 Summon Monster IX (Chaotic only)
Diabolist
A consorter with fiends, the diabolist is an evil sorceror bent on obtaining personal power by any means. To do so, he has sought out the aid of infernal powers all too eager to assist him corrupt and destroy mortals while furthering their own ends.
Granted Power: Once per day, any fiends you summon or call automatically have maximum hit points.
- 1 Outsider Ally (as Animal friendship, but applies to evil outsiders)
- 2 Darkness
- 3 Fireball
- 4 Lesser Planar Ally (Fiends only)
- 5 Magic Jar
- 6 Planar Ally (Fiends only)
- 7 Firestorm
- 8 Greater Planar Ally (Fiends only)
- 9 Summon Monster IX (Evil only)
Doomcaster
The doomcaster is a sorceror who specializes in pronouncing evil curses, insanity and death on his enemies. Doomcasters are also adept at removing curses but only do so for a price.
Granted Power: At 9th level, you gain a bonus familiar, either an imp or quasit (who shares its regeneration power with you).
- 1 Doom
- 2 Summon Swarm
- 3 Bestow Curse
- 4 Polymorph Other
- 5 Nightmare
- 6 Eyebite
- 7 Destruction
- 8 Symbol
- 9 Soul Bind
Elementalist, Acidlord
Sometimes called Master of Decay or Corrupters, the Acidlord taps into the destructive power offered by Acids. Acidlords are often cynical and sarcastic.
Granted Power: You gain acid resistance/5 and this stacks with any other acid resistance.
- 1 Acidic Bolt (As magic missile, but deals acid damage)
- 2 Melf's Acid Arrow
- 3 Protection from elements (Acid Only)
- 4 Acid Rain (As Ice Storm, but Acid damage)
- 5 Cone of Acid (As cone of cold, but acid damage)
- 6 Acid fog
- 7 Delayed Acid Blast (As Delayed Blast Fireball but acid damage)
- 8 Horrid Wilting
- 9 Acid Storm (As Meteor Swarm but acid damage)
Elementalist, Flamelord
The Flamelord, sometimes called the Master of Flames, burns with the intensity of the sun. He draws energy from heat and flame and channels it to power his fiery spells. Flamelords are often hot-tempered and passionate; they love to watch things burn.
Granted Power: You gain fire resistance/5 and this stacks with any other fire resistance.
- 1 Burning Hands
- 2 Flaming Sphere
- 3 Fireball
- 4 Wall of Fire
- 5 Flamestrike (Does all fire damage)
- 6 Fire seeds
- 7 Firestorm
- 8 Incendiary Cloud
- 9 Elemental Swarm (Fire only)
Elementalist, Frostlord
The Frostlord (sometimes called a Cold One, Icelord or Winter Witch) is one who has tapped into the fury of winter, the protection of ice and the numbing pain of cold to gain great magical power. They are often cold and aloof.
Granted Power: You gain cold resistance/5 and this stacks with any other cold resistance.
- 1 Frostfire (As burning hands but cold damage)
- 2 Freezing Sphere (As Flaming sphere but cold damage)
- 3 Sleet storm
- 4 Wall of Ice
- 5 Cone of Cold
- 6 Otiluke's Freezing Sphere
- 7 Power Word: Stop (As Power Word: Stun except that the target is encased in a thin ice cover)
- 8 Horrid Wilting
- 9 Power Word: Freeze (As Power Word: Kill, but freezes target, and then shatters)
Elementalist, Stonelord
The stonelord concentrates on earth magic. Stonelords are careful and deliberate, and don't take risks without completely examining the situation.
Granted Power: You gain +2 HP per level.
- 1 Magicstone
- 2 Stoneshape
- 3 Slow
- 4 Spike Stones
- 5 Wall of Stone
- 6 Flesh to Stone
- 7 Earthquake
- 8 Iron Body
- 9 Elemental Swarm (Earth only)
Elementalist, Stormlord
The stormlord concentrates on air, weather and lightning spells and delights in the fury of nature. They are quick to act and prefer precise surgical strikes against their enemies.
Granted Power: You gain electricity resistance/5 and this stacks with any other electricity resistance.
- 1 Stormfinger (As burning hands but electric damage)
- 2 Produce lightning (As produce flame, but electric damage)
- 3 Lightningbolt
- 4 Lightning Storm (As Ice Storm but electric damage)
- 5 Circle of Thunder (As circle of Doom but electric damage)
- 6 Chain Lightning
- 7 Control Weather
- 8 Whirlwind
- 9 Storm of Vengeance
Elementalist, Waverider
The waverider taps into the Elemental Plane of Water to power spells of his subspecialty. His spells deal with adding or removing moisture from areas or creatures and altering water and creatures to be able to function together in unusual ways. Waveriders prefer to overwhelm their opponents.
Granted Power: You gain +10 class bonus to swim. You may hold your breath for twice as long.
- 1 Obscuring Mist
- 2 Water Arrow (As Melf's Acid Arrow but does damage through choking)
- 3 Water Breathing
- 4 Water walk
- 5 Summon Monster V (Water only)
- 6 Acid Fog
- 7 Summon Monster VI (Water only)
- 8 Horrid Wilting
- 9 Elemental Swarm (Water only)
Gatekeeper
The gatekeepers are devout sorcerors pledged to stop fiendish incursions into his world. To do so, they call upon the celestial powers to aid them in their struggle. Gatekeepers are typically charged with protecting a specific interdimensional nexus (weak point between planes) from fiends and evildoers who would exploit the nexus to the world�s detriment.
Granted Power: At 9th level, you gain a bonus Lantern Archon familiar.
- 1 Bless Weapon
- 2 Minor Holy Word (As sound burst, but only affects evil creatures)
- 3 Lightining Bolt
- 4 Lesser Planar Binding (Celestials only)
- 5 Flamestrike
- 6 Planar Binding (Celestials only)
- 7 Holy Word
- 8 Greater Planar Binding (Celestials only)
- 9 Summon Monster IX (Good Only)
Lawbringer
A sorceror devoted to using the laws of magic to maintain order and stability in his life, either for the good of, or at the expense of, others around him.
Granted Power: You cast law spells at +1 caster level.
- 1 Protection from Chaos
- 2 Calm Emotions
- 3 Magic circle vs Chaos
- 4 Order's Wrath
- 5 Dispel Chaos
- 6 Hold Monster
- 7 Dictum
- 8 Shield of Law
- 9 Summon Monster IX (Lawful only)
Shadowmaster
The shadowmaster wraps the night around him like a lover. He knows that sensations of fear and uncertainty run highest after sunset and the negative energy this generates is what he taps into. He relishes the taste of fear and horror and uses his power to frighten, confuse and ultimately destroy his enemies. Some shadowmasters may start off with good intentions, seeking to use the night's power to strike back at the evil it breeds. Most, however, eventually succumb to the dark power they wield and become evil.
Granted Power: You cast spells at +1 caster level at night, in shadows and darkness. You gain the Blind Fight feat for free.
- 1 Cause Fear
- 2 Darkness
- 3 Deeper Darkness
- 4 Phantasmal Killer
- 5 Nightmare
- 6 Veil
- 7 Shadow walk
- 8 Screen
- 9 Weird
Swordmage
A swordmage is a militant sorceror who relishes battle and proving his superiority with both blade and spell. He concentrates on spells that �buff� him and his allies (Particularly their melee weapons) and those spells that destroy his enemies in as flashy a manner as possible. They are among the most flamboyant and courageous of spellcasters.
Granted Power: Free martial weapon proficiency and weapon focus in any one sword, or free exotic weapon proficiency in any one sword but no free weapon focus.
- 1 Magic Weapon
- 2 Spiritual Weapon (swords)
- 3 Keen Edge
- 4 Bladestorm (As Ice storm, but does force damage)
- 5 Blade Barrier
- 6 Mordekainen's Sword
- 7 Power Word: Strike (As Power Word: Stun, but target is hit by a forceblade that stuns him)
- 8 Iron Body
- 9 Power Word: Deathstrike (As Power Word: Kill, but target is cut by thousands of forceblades that kill him)
Bonedancer
A bonedancer is a sorceror that specializes in the summoning of undead. Part necromancers, part conjurers, Bonedancers are often viewed as arrogant and irresponsable.
Granted Power: Once per day, Bonedancers may extend the duration of any Summon Undead spell they cast as per the metamagic feat Extend Spell, except that it does not increase the spell's level slot.
- 1 Azazel's Summon Undead I
- 2 Azazel's Summon Undead II
- 3 Azazel's Summon Undead III
- 4 Azazel's Summon Undead IV
- 5 Azazel's Summon Undead V
- 6 Azazel's Summon Undead VI
- 7 Azazel's Summon Undead VII
- 8 Azazel's Summon Undead VIII
- 9 Azazel's Summon Undead IX
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