Sorcerer Perks: Difference between revisions

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==Hydromancer==  
==Hydromancer==  
The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Like as not followers of the Bitch Queen, it is thought that something within these sorcerers' blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.
The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Sometimes revered as the chosen of a watery god, it is thought that something within these sorcerers' blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.


'''Spell Modifications'''
'''Spell Modifications'''

Revision as of 21:41, 31 December 2021

Perks

Like many classes in EFU Sorcerers have a large list of perks to choose from. You may select a perk by opening your character's Crafting Menu. You may only choose one kit and cannot change your perk once it is chosen.

You will lose these perks if you take levels in a base class other than Sorcerer!


Arcane Leech

There is nothing more fulfilling than using others' magical energy against them, no matter of its origin. Whether to satisfy one’s hunger of the arcane or commanding complete domination over it, these sorcerers would stop at nothing in order to empower themselves while weakening others.

Spell Modifications

  • Magic Missile
    • +1 Caster Level
  • Isaac's Lesser Missile Storm
    • +1 Caster Level
  • Isaac's Greater Missile Storm:
    • +1 Caster Level

When Dispelling another creature, the dispelled spells are then applied to the Sorcerer under the following terms:

  • The sorcerer's max spell circle is equal or greater than the spell's innate level.
  • The spell is not a hostile spell.

When casting a dispelling spell from an item, the Magic Domination ability only has a chance to work:

  • 10% when casting from a non-Mage items.
  • 25% when casting from scrolls.
  • 50% when casting from magical wands.
  • 100% when casting from magical staves.

Level 1

  • +3 Spellcraft
  • 10 Spell Resistance

Level 5

  • +1 Saves vs Spells
  • 12 Spell Resistance

Level 8

  • +2 Saves vs Spells (from +1 Saves VS Spells at Level 5)
  • 14 Spell Resistance

Ashen Mirage

The Ashen Mirage sorcerers can make anything come true… or at least the illusion of it. With their complete mastery over their domain, they confuse enemies and allies alike. And from time to time, even they’re not sure anymore what’s real and what’s not.

Spell Modifications

  • +4 rounds duration to Mirror Images related spells

Level 1

  • Summon Theme changed to Illusion
  • Arcane Defense: Illusion

Level 5

  • +10 Temporary HP to Mirror Images
  • Once per reset, when the PC suffers a lethal blow there's a 33% chance that it was actually a Mirror Image, and the PC is ported a few feet away.
    • Greater Sanctuary effect for a single round and an invisibility effect for a single turn.
    • The corpse of the mirror image will disappear after a few minutes.

Level 8

  • +20 Temporary HP to Mirror Images (increased from 10)
  • 20% Concealment
  • The sorcerer receives a player tool that allows them to switch places with Mirror Images with a flashy VFX.
    • They get a second tool that just fires the same VFX but doesn't swap between them.
    • Shared cooldown of 5 turns every usage of either of the tools.

Bone Warden

The long vigil is the popular name for the service you're known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.

Evil only.

Level 1

  • Animate Dead 2/day player tool
  • Receive raise-able skeleton bones each rest.

Level 5

  • 3/- DR Slashing and Piercing
  • Animated minions receive +3 Natural AC

Level 8

  • 15% Negative Energy Immunity
  • Attendance at the Court of Bones 2/day

Attendance at the Court Bones

Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC, and regeneration. Lasts 2 turns.

Bouldermancer

Power is not the mage's magic, nor is it the brute's strength. It is a combination of both. Those who have reached this understanding have developed the magic to enhance one's strength beyond their limits. With this power, nothing can stand in their way and anything can be dealt with, either with magic or strength

Spell Modifications

  • Bull's Strength
    • When cast, always gives a maximized result
  • Stoneskin
    • Additional 20 points of damage absorption, DR remains at 10/+5

Level 1

  • Sorcerer Token: Summon boulder 1/day
  • Automatic success on lifting boulders summoned by the PC
  • Toughness feat

Level 5

  • Sorcerer Token: Summon boulder 2/day
  • 5% Physical Damage Immunity

Level 8

  • Sorcerer Token: Summon boulder 3/day
  • Automatic success on lifting any boulder
  • +2 STR

Carrion Feaster

Scorned, reviled, pursued. Even at the end of the world, there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.

Evil only.

Level 1

  • Animate Dead 2/day player tool
  • Standard animate dead creature replaced with a ghoul.

Level 5

  • Immunity: Disease
  • +10% movement speed
  • Consume Corpse player tool 1/day.

Level 8

  • +2 Strength
  • On-hit: Ghoul Touch on Gauntlets (for unarmed attacks)
  • +2 vampiric regeneration and +15% movement speed on animated creatures.

Consume Corpse

  • Destroy target undead minion and restore your life with 1/4th of the target's hitpoints.

Contriver

To harness the energies of one's innate power is no easy task, especially when one's own well being is at stake. Many arcanists must improvise to survive the dangers adventuring often offers, and the contriver is more than apt at this task. Their ingenuity, experience, and hardiness allow them to make use of a multitude of protective equipment that would bog down most mages.

Level 1

  • 35% Arcane Spell Failure Reduction.
  • Armor Proficiency (Light) feat.
  • Armor Proficiency (Medium) feat.
  • Shield Proficiency feat.

Level 5

  • +3 Concentration, +3 Discipline.

Level 8

  • Your equipped armor weighs 40% as much.

Crimson Storm

Toying with the forces of nature should be the domain of others, but some Sorcerers, out of spite, jealousy or just search of power, have decided they too should dominate it. Red with their own blood, they have reached the point of commanding storms, lightnings and thunders.

Spell Modifications

  • Many Lightning spells have vfx changes, including summon creature and flame weapon
  • Elemental Shield: Changed to Lightning damage, Lightning/Sonic/Acid immunity

Level 1

  • Summon Theme changes to Air
  • All lightning spells are treated as being cast at +1 Caster Level above character level (including flame weapon)
  • Summon Creature is cast at one tier higher (Summon I becomes Summon II)
  • Natural Overcharge: Casting hostile lightning spells (not from items and excluding Electric jolt) on Infusers will charge up their orbs

Level 5

  • +1 lightning damage to all attacks
  • Sorcerer Token: Call Lightning 3/day

Level 8

  • 50% lightning immunity
  • Sorcerer Token: Summon Storm 1/day

Cultist

Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with the arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist's eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship's ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.

Spell Modifications

  • Summon Creature duration increased by 2 rounds per level

Level 1

  • +3 Persuade
  • +20 Total Maximum Summoning Points

Level 5

  • Sorcerer Token: Magic Fang (5) 3/day
  • +1 Universal Saves
  • +40 Total Maximum Summoning Points (from +20 Total at Level 1)

Level 8

  • Sorcerer Token: Lesser Planar Binding (9) 1/day
  • +60 Total Maximum Summoning Points (from +40 Total at Level 5)

Death Syphon

Once something is dead, it is gone. It needs no more of the residual energy it left behind. So why not let others feast on it? Death Syphons are those who once tried once to use such energies, and once this taboo has been broken, they can never go back. Always channeling the energy of the dead, whether friend or foe, through their body.

Evil only.

Level 1

  • Syphon Life: When nearby creatures die, the sorcerer is healed by 1 point. If the dead creature is an ooze, undead, construct or aberrant, the abilities don't trigger.
  • Syphon Magic: When a creature with a magic level dies, there's a 10% of a 1st circle slot being restored. Same racial rules apply as for Syphon Life.

Level 5

  • Syphon Life: If the sorcerer is fully healed, a non-enemy creature nearby will be healed instead
  • Syphon Magic: When a creature with a magic level dies, there's a 20% of a 1st circle and 10% of a 2nd circle slot being restored.

Level 8

  • Syphon Life: 2% chance of a lesser restoration being applied on the Sorcerer
  • Syphon Magic: When a creature with a magic level dies, there's a 40% of a 1st circle, 20% of a 2nd circle, and 10% of a 3rd circle slot being restored.
  • Sorcerer Token: Mass Virulent Walking Bomb 1/day

Syphon Magic explanation and example: Killing one level 8 orc sorcerer will restore a circle 3 spell slot. But killing a simple kobold will only restore a circle 1 spell slot. So combined magic levels (wizard, sorcerer, bard, cleric, druid) below 5 potentially restores a 1st circle slot, below level 8 restores a 2nd level spell slot and at or above restores a 3rd level spell slot. You need to be level 1, 5, 8 to restore 1, 2, 3 circle spell slot respectively. For each creature death you can only restore a single slot, starting from the highest one. If the highest one fails, or all the slots are filled, it will try again for the next one. It won't try to restore slots beyond the max slots of the PC.

Dream Eater

The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see.

Evil only.

Level 1

  • Immunity: Sleep
  • Sorcerer Token: Nightmare 1 use every 60 seconds.

Level 5

  • Sleep spell affects 4 + 1d4 HD's worth of more creatures.

Level 8

  • 20% Concealment.
  • +2 to Sleep spell DC.
  • Sorcerer Token: Nightmare 1 use every 30 seconds. (Replaces the previous token.)

Nightmare

Deals 1d6 / level magical damage to the sleeping target. Heals the sorcerer for half.
Kills a sleeping or slumbering NPC of hit dice 4 or below.
Provides a random boon.

Hematologist

The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer's own physical form, empowered by what magic courses through their veins.

Level 1

  • +2 Fortitude Save
  • Drawn blood can produce magical benefits
  • Blood Track 5/day player tool (use on PC blood vials)

Level 5

  • +3 Heal
  • +1d6 Sneak Attack feat
  • Spell Penetration feat

Level 8

  • 10 Spell Resistance
  • 10% Physical Damage Reduction
  • Blood Expunge 1/day player tool (use on PC blood vial for a knockdown effect on blood owner for 1+1d2 rounds)

Hydromancer

The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Sometimes revered as the chosen of a watery god, it is thought that something within these sorcerers' blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.

Spell Modifications

  • Ray of Frost
    • Does 1d8+1 damage.
  • Ice dagger
    • Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.
  • Burning Hands
    • Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.
  • Flame Arrow
    • Damage changed to cold.
  • Vampiric Touch
    • Hand of Umberlee, damage changed to cold and freezes target for 2 rounds.
  • Elemental Shield
    • Damage shield changed to cold.
  • Firebrand
    • Damage changed to cold.
  • Stoneskin
    • VFX changed to cold.
  • Melf's Acid Arrow
    • Damage changed to Cold.

Level 1

  • Flame Weapon element changed to cold.
  • Slow regeneration underwater.
  • Drinking potions restores 1 hp.

Level 5

  • +1 Cold Damage to attacks
  • Halves spell casting penalty underwater
  • Double water breath duration.

Level 8

  • 50% Cold Immunity
  • Negates spellcasting penalty underwater.
  • +10% movement speed underwater.

Infuser

While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight when Talos makes his call to find these mad sorcerers holding themselves and objects aloft at high places, devotedly beckoning the Storm Lord's favour.

Spell Modifications

  • Electric Jolt
    • Does 1d8+1 damage.
  • Horizikaul's boom
    • Also does 1d4 electrical damage.
  • Ice storm
    • Cold damage changed to electrical.

Level 1

  • Flame Weapon element changed to electrical.
  • When hit by Electric Jolt or Gedlee's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 turns.

Level 5

  • Rechargable Infuser Orb with 1/charge Geedle's Electric Loop, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d6 charges when Horizikaul's Boom is cast on the item. Max 9 charges.

Level 8

  • 50% Electrical Immunity.
  • Rechargable Infuser Orb Orb max charges now 18 (from 9 max charges at Level 5)

Rechargeable Infuser Orb

The rechargeable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with Horizikaul's Boom. A rest will fix that.
However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with Horizikaul's Boom. At level 5 this method can only be used for the lightning bolt and Gedlee's Electric Loop spells, as scintillating sphere can only be used once.

Lifestealer

Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.

Level 1

  • Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell's duration.
  • The sorcerer's equipped weapon has +3 vampiric regeneration.

Level 5

  • If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster's strength.
  • Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hit points equal to your caster level.

Level 8

  • Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 turn/level and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Note that these effects will not be applied if Enervation is cast on an NPC.
  • Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.

NB: The general cap for attribute bonuses has been raised from +12 to +20 (e.g. a 10 STR lifestealer could theoretically achieve +20 STR to achieve 30 STR)

Maiden of Woe

Broken lips have long since stopped uttering pleas and praise to silence. Now sorrow surrounds you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking respite before returning to a plane of a god unresponsive.

Evil and Female only.

Level 1

  • Sorcerer Token: Negative Energy Ray (3) 5/day.
  • Summoning theme changed to Spirits.
  • Spirits are drawn to the sorceress and will periodically appear (player tool toggle)

Level 5

  • 5/- DR Negative Energy.
  • Absorb necromancy spells of level 2 and below.
  • A larger number of spirits are drawn to the sorceress and will appear more often as a result (player tool toggle)

Level 8

  • 15% Concealment.
  • A ghostly white aura circle the sorceress.
  • Stronger spirits flock to the sorceress.
  • Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress' charisma modifier or be cursed.

Mesmerizing

From beautiful maidens to the smooth-tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magic, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.

Level 1

  • +3 Bluff
  • +3 Intimidate
  • +3 Persuade
  • +5 Appraise

Level 5

  • Bewitching player tool 2/day; a failed will save makes one hostile NPC confused for 3 + Cha mod rounds
  • Charm Person and Dominate Person now work on all racial types (though immunity to mind spells still applies)
  • Failed bluff/persuade rolls are automatically re-rolled once

Level 8

  • +2 Charisma
  • Sorcerer Token: Mass Charm (15) 1/day

Ooze Savant

The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant, you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.

Evil only.

Sewer area bonus

  • +4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.

Experimental

  • Ooze Savant may use the command "/c possess_ooze" to possess their special ooze summon

Spell Modifications

  • Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
  • Slimes innate summoning theme.
  • Acid Splash does 1d8+1 damage.

Level 1

  • Flame Weapon element changed to acid.
  • Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).

Level 5

  • Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.

Level 8

  • 50% Acid Immunity.
  • Crumble 1/day.

Planar Bound

Some sorcerers have ancestry that one way or another is directed towards the higher or lower planes. These arcanists often find it easier to call upon or command allies from a more reflective society and often carry some traits connected to those.

Good/Evil only

Level 1

  • Sorcerer Token: Summon Creature 1 3/day
  • Summoning theme set depending on alignment...
    • Good: Higher Planes
    • Lawful-Evil: Devils
    • Non-lawful evil: Demons

Level 5

  • +2 save vs opposite alignment's spells.
  • Light emanates from the sorcerer.
  • Good only: 10% Cold Immunity.
  • Evil only: 10% Fire Immunity.

Level 8

  • Damage Reduction 5/+1
  • Good only: +2 wisdom.
  • Evil only: +2 int.
  • Stronger light emanates from the sorcerer.

Rotbringer

In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.

Evil and Male only.

Level 1

  • Animate Dead 2/day player tool
  • Suitable creatures that are slain by the Rotbringer come back as special zombies.

Level 5

  • Negative Energy Ray and Negative Energy Burst heal the sorcerer.
  • Flies start to circle the Rotbringer
  • Animating without a corpse creates two zombies.

Level 8

  • Sorcerer Token: Negative Energy Burst (5) 2/day
  • Sorcerer Token: Control Undead 1/day

Sand Mage

Spell Modifications

  • Burning Hands (Burning Sand)
    • Casts as one level above
  • Death Armor (Sand Armor)
    • VFX change, damage is piercing, base damage is 1d6 instead of 1d4, bonus damage starts progression from 2. SF/GSF custom bonuses are either Abjuration or Necromancy (whichever the PC has), and grants immunity to piercing instead of negative energy, 10% for SF and 20% with GSF. If the caster has Spell Focus Abjuration, whenever a creature is damaged by the Sand Armor, they have a 10% chance of losing Ghostly Visage effects, if they have it.
  • Stone Bones
    • Casts as one level above
  • Mestil's Acid Breath (Acidic Sand)
    • Casts as one level above
  • Elemental Shield (Rock Shield)
    • VFX change, damage is bludgeoning, base damage is 1d8 instead of 1d6, +2 per caster level instead of +1, damage immunity is lowered to 20% physical piercing/slashing instead of 50% cold/fire. SF and GSF changes: Evocation only increases duration, Transmutation increase to 35/50 to SF/GSF respectively.
  • Stoneskin (Black Sand Skin)
    • VFX change, Additional 20 points of damage absorption, DR remains at 10/+5
  • Enervation
    • For each drained level, the caster gets 5% physical DI for caster level / turn

Level 1

  • +2 Discipline
  • +2 Concentration
  • Summon Theme changed to Sand
  • Summon Creature is cast at one tier higher (Summon I becomes Summon II)

Level 5

  • +1 Natural AC
  • +1 Fort

Level 8

  • +2 CON
  • +5% movement speed

Scion

Most blood-born arcanists realize their origin and fate greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry that is even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.

Level 1

  • +1 Natural AC
  • +1d4 Slashing Damage to Gloves (for unarmed attacks)
  • +3 Lore
  • +2 Saves VS Traps

Level 5

  • +1 Attack Bonus
  • +2 Strength
  • 2/- physical damage resistance
  • +3 Saves VS Traps (from +2 Saves VS Traps at Level 1)

Level 8

  • +2 Natural AC (from +1 Natural AC at Level 1)
  • +1d6 Slashing Damage to Gloves (for unarmed attacks, from +1d4 at level 1)
  • Immunity to Poison
  • +4 Saves VS Traps (from +3 Saves VS Traps at Level 5)

Snake Charmer

Spell Modifications

  • The following spells also inflict poison on a failed save against poison (https://nwn.fandom.com/wiki/Poison).
  • Melf's Acid Arrow
    • Small centipede poison
  • Ghoul Touch
    • Tiny spider venom
  • Vampiric Touch
    • Small spider venom
  • Acid Orb
    • Medium spider venom
  • Gas Explosion
    • Greenblood oil
  • Cloudkill
    • Sassone leaf residue

Level 1

  • Summon theme changed to Snakes
  • Use Poison feat
  • +3 Heal
  • +3 Appraise
  • +3 Perform
  • When a summoned snake damages enemies, the snake is healed by 1d4 points

Level 5

  • +2 Fortitude
  • Spawns a random poison each time they rest
  • When a summoned snake damages enemies, the sorcerer is also healed by 1d4 points

Level 8

  • Immunity to Poison
  • When a summoned snake kills an enemy, both the snake and sorcerer are healed by additional 2d4 points, and then receive the following effects:
* The buff is applied to both the snake and the Snake Charmer.
* The effect doesn't stack but is refreshed every kill.
* +1 (per 3 levels of the snake/Snake Charmer) AC/AB/saves vs the racial of the slain creature
* The effect duration is 1 turn
* Doesn't trigger when killing constructs
* One of the bonuses from the list below depending of the racial of the slain creature
* Aberration: +2 Will, +1 Fortitude
* Animal: +10% Movement Speed, +3 Listen, +3 Spot
* Beast: 2/- DR slashing, +5% Movement Speed
* Dragon: +4 STR, +4 CON, Immunity: Fear
* Dwarf: +2 CON, +1 VS Spells, +1 VS Poison
* Elemental: 5% Immunity Increase vs acid,fire,electrical,cold, +1 random elemental damage
* Elf: +2 DEX, +2 Against Mind Affecting, Immunity to Sleep
* Fey: +2 Against Mind Affecting, 7% Concealment
* Giant: +2 STR, +1 CON
* Gnome: +1 CON, +2 against Mind Affecting
* Goblinoid: +1 DEX, +2 Tumble
* Half-Elf: +1 DEX, +2 Against Mind Affecting
* Half-Orc: +1 STR
* Halfling: +1 Universal, +2 against Fear
* Human: +2 to all skills
* Magical Beast: 10 Spell Resistance
* Monstrous Humanoid: +5% Movement Speed, 5% Physical Immunity
* Ooze: 20% Immunity Increase for Acid
* Orc: +1 STR, +2 Saving Throws vs Fire
* Outsider: +1 Universal Saving Throws/Fear/Mind Affecting against the slain creature's alignment (default evil)
* Reptilian: 1 Regeneration, +1 AC, +1 Reflex
* Shapechanger: 10% Physical Immunity
* Undead: 10% Immunity Increase against Negative Energy, +2 saves against Negative Energy, 10% Immunity Descrease against Divine
* Vermin: Immunity to Poison, Immunity to Disease

Spellsword

  • Uncommonly heard of, and even more rarely practised, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of its difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.

Level 1

  • Weapon Proficiency (Martial) feat
  • Weapon Proficiency (Exotic) feat
  • +1 Attack Bonus

Level 5

  • +2 Magical Damage on melee & ranged attacks

Level 8

  • Damage Reduction 5/+1
  • +2 Attack Bonus (from +1 Attack Bonus at Level 1)

Stalker

Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...

Level 1

  • +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller
  • Sorcerer Token: Camouflage (5) 1 use/day

Level 5

  • Sorcerer Token: Darkness (3) 3 use/day
  • -2 WIS, +2 DEX

Level 8

  • Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect "Invisibility" is applied to them automatically. The PC may not switch this off.
  • Skin irreversibly becomes ashen in tone, even if Level 8 is lost.

Tribal Shaman

Whether someone who makes their way as a shaman among their tribe or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.

Level 1

  • Animals do not attack you
  • +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller
  • Sorcerer Token: One With the Land (7) 1/day

Level 5

  • +3 Spot
  • +3 Listen
  • 10% Elemental Damage Reduction
  • Tracking player tool

Level 8

  • +2 Wisdom
  • Sorcerer Token: Hold Animal (3) 1/day

Unpredictable

Either born from the chaos of Limbo or one who's talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.

Level 1

  • +3 Intimidate
  • On Hit Chaos Shield Level 3 to the Sorcerer's Cloth/Armor

Level 5

  • Spell DC fluctuation
  • Random element on each cast of "Flame Weapon"

Level 8

  • A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your "gift" from the table. This can possibly permanently end your character)

Witchcraft

Whether one who finds their home within the bogs or whose hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.

Level 1

  • +5 EFUSS Alchemy
  • +5 EFUSS Herbalism
  • +2 VS Disease
  • Use Poison feat

Level 5

  • +5 Spellcraft
  • +2 VS Poison
  • Sorcerer Token: Alter Self 2/day

Level 8

  • Regeneration +1

Zealous Faith

Those who come to the realization that their magic is a god-given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.

Level 1

  • +2 Divine Save
  • When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil.
  • Sorcerer Token: Bless (2) 3/day

Level 5

  • +2 Fear Save
  • When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil

Level 8

  • +2 Will Save
  • When cast on oneself, the element of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil.

Application Only Perks

Due to the nature of these Sorcerer perks, they have been made Application Only by the DM team of EFU.

Arcane Mimic

Flexible, powerful and relentless, the Arcane Mimic is born with the unusual ability not to cast spells of his own, but to mimic manifestations of the Weave around him. These bizarre magical phenomena are especially dreaded by more conventional mages, who understand the power of their own spells... and the talent of the Mimic in using these spells against them.

Notice: Bugs are possible, report if found. Spells and abilities themselves should not be changed and are to be considered as they are usually in EFU, such as spell targeting. Self-only spells are self-only, and so on. Failure to report bugs such as these and intentional benefiting from abuse of said bugs is a valid reason for the retirement of the character. Please do not take Craft Wand with Arcane Mimic as there are issues with that, however, feel free to take Brew Potion (but do not brew potions that normally cannot be brewed).

Level 1

  • The sorcerer has no spells of his own.
  • Steal Spell 1 - There are two possible uses for this spell. Note that in each case, you may not steal a spell of a level higher than half of your total hit die, or greater than your charisma score - 10. Metamagic is also taken into account for all spells stolen and stored.
    • Used on a creature: The previous spell cast by the target creature is stolen and stored. You may not target yourself. You may not steal the same spell again until you've rested.
    • Used on a potion: You destroy a potion and steal its spell (will NO LONGER destroy an entire stack; you can use the player tool on a large stack of potions and only 1 will be used)
  • Recall Spell 1 - Casts the spell stored by "Steal Spell 1" at your full sorcerer level. A Spellcraft check must be made to retain the spell in memory, which increases every time you cast that spell without mimicking a new one. Otherwise, the spell is lost.
  • Sequencer (1 spell) - 1 use/day
  • 10 Spell Resistance

Level 5

  • Steal Spell 2 - As Steal Spell 1, but acts on a separate spell slot
  • Recall Spell 2 - As Recall Spell 1, but acts on a separate spell slot
  • Sequencer (2 spells) - 1 use/day
  • 12 Spell Resistance

Level 8

  • Steal Spell 3 - As Steal Spell 1/2, but acts on a separate spell slot
  • Recall Spell 3 - As Recall Spell 1/2, but acts on a separate spell slot
  • Sequencer (3 spells) - 1 use/day
  • 14 Spell Resistance

Spell Memory Mechanic

When you use Recall Spell with a newly stolen spell, the Spellcraft DC will start out at a static value based on the innate level of the spell. Changes with meta-magic apply as well, so Empower will increase the innate level by 2. Upon failing the Spellcraft check, the spell is lost and can no longer be cast using Recall Spell. Below is a table for Recall Spell DCs.
Innate Level 1st Cast 2nd Cast 3rd Cast 4th Cast 5th Cast 6th Cast 7th Cast 8th Cast 9th Cast
0 5 6 9 14 21 30 41 54 69
1 6 9 14 21 30 41 54 69
2 9 14 21 30 41 54 69
3 14 21 30 41 54 69
4 21 30 41 54 69
5 30 41 54 69
6 41 54 69

Positivist

Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.

Application required. Applications for Positivist are unlikely to be approved at this time.

Spell modifications

  • All hostile spells are disabled (unless otherwise modified below)
  • Flare
    • Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance
  • Light
    • in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)
  • Burning Hands
    • Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison
  • Combust
    • Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.
  • Fireball
    • Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.
  • Wall of Fire
    • Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)
  • Elemental Shield
    • Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the *Positive Energy Bath
    • Lesser Restoration + Healing for Positivist's CHA modifier.
  • Cloudkill
    • Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on entering.
  • Firebrand
    • Rain of Positive Energy - 1d6/lvl Healing for every non-undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)

Level 1

  • Flame Weapon changed to positive energy
  • Summoning theme changed to Celestial

Level 5

  • Sorcerer Token in order to brew healing/restorative brews 5/day (Need the Brew Potion feat in order to use)

Level 8

  • +1 positive energy to attacks
  • Begins to glow,
  • Regeneration +1
  • Sorcerer Token: Rain of Positive Energy (Firebrand(4) 1/day)

Secret of the Azure Pyre

These are sorcerers who have gained mastery over the powers of flame, transforming it into something more powerful. Whether the fire burned in their bloodline or having a strong attunement to the Plane of Fire, these sorcerers wield the power of flame as if it was part of their body and soul

Spell Modifications

  • Many fire spells have vfx changes, including Summon Creature and Flame Weapon
  • Burning Hands
    • On a failed reflex save: 10% fire vulnerability for 1d4 rounds
  • Elemental Shield
    • Base damage changed to 1d8
  • Blast of Flame
    • On a failed reflex save: 25% fire vulnerability for 2d4 rounds

Level 1

  • Summon theme changed to fire
  • All fire spells are treated as being cast at +1 Caster Level above character level (including flame weapon)
  • Summon Creature is cast at one tier higher (Summon I becomes Summon II)

Level 5

  • +1 fire damage to all attacks
  • Fire-based effects that hit the PC also heal them for a random number up to a quarter of the received damage

Level 8

  • 50% fire immunity
  • Sorcerer's Weapon On Hit: Flare lvl 1