Sorcerer
General
Sorcerers are people who owe their arcane talent to no dedication of study but to their heritage or to some strange accident outside of their control. A distant relation to a dragon, afflicted by a strange curse or blessing, the victim of a magical experiment - the explanations are nearly endless. The results are the same, arcane spellcasting ability innately without the need to study scrolls and spellbooks as a Wizard does.
Alignment: Any
Hit Points: 4+CON per level
Proficiencies: Armor (none), Weapon (Simple)
Skill Points: 2+int modifier per level (2+int modifier)*4 at 1st level
Save Progression: Fort Low, Will High, Ref Low
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).
Cantrips: Cantrips are unlimited on EFU. The slots are automatically refreshed after casting.
Custom Arcane Spells
Sorcerers have access to a number of Custom Spells. You can find a complete list of custom spells here.
Familiars
Familiars in EFU have been changed to creatures that more accurately reflect the setting. You can view the full list here.
More Spells
Sorcerers now receive additional spells known at levels 2, 4, 6, 8, 10, and 12. This is experimental and subject to change.
Perks
Like many classes in EFU Sorcerers have a large list of perks to choose from. You can find a complete list of Sorcerer perks here.
- Bone Warden
- Carrion Feaster
- Contriver
- Cultist
- Dream Eater
- Hematologist
- Hydromancer
- Infuser
- Lifestealer
- Maiden of Woe (female only)
- Mezmerizing
- Ooze Savant
- Planar Bound
- Rotbringer (male only)
- Scion
- Spellsword
- Stalker
- Tribal Shaman
- Unpredictable
- Witchcraft
- Zealous Faith
Application Only Perks