|Characters on Arelith:|
|Race - Alignment |
|Deity - Class |
|Gifts - Backgrounds|
|Mark of Destiny|
Sorcerer is a default base class with Arelith specific changes.
Arelith Sorcerers enjoy changes that benefit their spellcasing and summons. The #Path: True Flame and #Path: Shadow Mage expands those options. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.
Alignment restrictions: none
Hit die: d4
Proficiencies: weapons (simple)
Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)
Class Skills: bluff, concentration, craft mastery, heal, leadership, lore, spellcraft
Unavailable feats: weapon specialization
Primary saving throw(s): will
Base attack bonus: +1/2 level
Spellcasting: 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).
Hit points rolls on Arelith are always maximum.
|Base spells per day||Known spells|
|1st||+0||+0||+0||+2||summon familiar, Brew Potion||4||5||3||—||—||—||—||—||—||—||—||4||2||-||-||-||-||-||-||-||-|
|Cantrips||1st level spells||2nd level spells||3rd level spells||4th level spells|
|Acid splash||Burning hands||Balagarn's iron horn||Clairaudience/clairvoyance||Bestow curse|
|Daze||Charm person||Bear's Endurance||Clarity||Charm monster|
|Electric jolt||Color spray||Blindness/deafness||Dispel magic||Confusion|
|Flare||Endure elements||Bull's strength||Displacement||Contagion|
|Light||Expeditious retreat||Cat's grace||Find traps|
|Ray of frost||Grease||Cloud of bewilderment||Fireball||Enervation|
|Resistance||Horizikaul's boom||Combust||Flame arrow||Evard's black tentacles|
|Ice dagger||Continual flame||Greater magic weapon||Fear|
|Ironguts||Death armor||Haste||Improved invisibility|
|Mage armor||Eagle's splendor||Hold person||Isaac's lesser missile storm|
|Magic missile||Invisibility sphere||Lesser spell breach|
|Magic weapon||Fox's cunning||Keen edge||Minor globe of invulnerability|
|Negative energy ray||Gedlee's electric loop||Lightning bolt||Phantasmal killer|
|Protection from alignment||Ghostly visage||Magic circle against alignment||Polymorph self|
|Ray of enfeeblement||Ghoul touch||Mestil's acid breath||Remove blindness/deafness|
|Scare||Invisibility||Negative energy burst||Remove curse|
|Shelgarn's persistent blade||Knock||Protection from elements||Shadow conjuration|
|Shield||Lesser dispel||Scintillating sphere||Stoneskin|
|Sleep||Melf's acid arrow||Slow||Summon creature IV|
|Summon creature I||Owl's wisdom||Stinking cloud||Wall of fire|
|True strike||Resist elements||Summon creature III||Crushing Despair|
|Chromatic Orb||See invisibility||Vampiric touch||Finger of Agony|
|Detect Poison||Stone bones||Bigby's Disrupting Hand||Wall of Ice|
|Nahal's Reckless Dweomer||Summon creature II||Halt Undead||Animate Dead|
|Tasha's hideous laughter||Sound Lance||Frost Shield|
|Gust of wind|
|5th level spells||6th level spells||7th level spells||8th level spells||9th level spells|
||Acid fog||Banishment||Abi-Dalzim's Horrid wilting||Bigby's crushing hand|
|Ball lightning||Bigby's forceful hand||Bigby's grasping hand||Bigby's clenched fist||Black blade of disaster|
|Bigby's interposing hand||Chain lightning||Control undead||Blackstaff||Dominate monster|
|Cloudkill||Circle of death||Delayed blast fireball||Energy drain|
|Cone of cold||Ethereal visage||Finger of death||Greater planar binding||Gate|
|Dismissal||Flesh to stone||Great thunderclap||Greater sanctuary||Greater spell mantle|
|Dominate person||Globe of invulnerability||Mordenkainen's sword||Incendiary cloud||Meteor swarm|
|Energy buffer||Greater dispelling||Power word, stun||Mass blindness/deafness||Mordenkainen's disjunction|
|Feeblemind||Greater spell breach||Prismatic spray||Mass charm||Power word, kill|
|Firebrand||Greater stoneskin||Protection from spells||Mind blank||Shapechange|
||Isaac's greater missile storm||Shadow shield||Premonition||Summon creature IX|
|Hold monster||Legend lore||Spell mantle||Summon creature VIII||Time stop|
|Lesser mind blank||Mass haste||Summon creature VII||Sunburst||Wail of the banshee|
|Lesser planar binding||Planar binding||Greater Shadow Evocation||Avascular Mass||Weird|
|Lesser spell mantle||Improved Chaos Shield||Otto's Irresistible Dance||Burst of Glacial Wrath|
|Mestil's acid sheath||Stone to flesh||Maze||Iceberg|
|Mind fog||Summon creature VI||Scintillating Pattern||Mass Hold Monster|
|Summon creature V||Tenser's transformation||Shadow Plague|
|Daltim's Fiery Tentacles||True seeing||Nybor's Wrathful Castigation|
|Darkbolt||Undeath to death||Create Greater Undead|
|Lightning Shield||Evil Blight|
|Kyristan's Malevolent Tentacles|
|Greater Shadow Conjuration|
Bonus feats: The epic sorcerer gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic 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: greater ruin, epic spell: hellball, epic spell: mummy dust, epic spell: planar conduit, great charisma, improved combat casting
Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, dragon shape, undead shape
Additional epic feats: epic spell: planar conduit
|Brew Potion||1||Gains Brew Potion feat at level 1.|
|Summoning Changes||-||For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.|
|Spell changes||-||For specifics, see Spell changes.|
|New spells||-||Chromatic Orb (1), Detect Poison (1), Nahal's Reckless Dweomer (wild mage) (1), Chaos Shield (wild mage) (2), Scorching Ray (2), Gust of wind (moved to 2), Bigby's Disrupting Hand (3), Halt Undead (3), Sound Lance (3), Crushing Despair (4), Finger of Agony (4), Wall of Ice (4), Animate Dead (moved to 4), Daltim's Fiery Tentacles (5), Darkbolt (5), Nightmare (5), Shadow Evocation (5), Disintegrate (6), Eyebite (6), Evil Blight (6), Freeze (6), Kyristan's Malevolent Tentacles (6), Shades (removed), Create Undead (moved to 6), Greater Shadow Conjuration (moved to 6), Greater Shadow Evocation (7), Improved Chaos Shield (7), Avascular Mass (8), Otto's Irresistible Dance (8), Maze (8), Scintillating Pattern (8), Shadow Plague (8), Nybor's Wrathful Castigation (8), Create Greater Undead (8), Burst of Glacial Wrath (9), Iceberg (9), Mass Hold Monster (9), Frost Shield (4), Lightning Shield (5)|
|Spell components||-||Requires spell components (made with Alchemy or Art Crafting) to cast spells greater than level 6. Level 7 spells cost 1. Level 8 spells cost 2. Level 9 spells cost 3.|
|Familiar||-||Familiar changes and notes.|
|Class skills||-||Access to Bluff and leadership as class skills|
Path: True Flame
The Path of the True Flame can be chosen at character creation by sorcerers by using the -path command. Followers of the Path of the True Flame get unlimited spells per day, but can cast only evocation spells. This limitation includes spells cast from scrolls, wands, and items.
A True Flame Sorcerer can still use Mundane items, any and all potions, as well as scrolls of Restoration, Raise Dead, and Resurrection. Epic spells must also only be Evocation (this means Greater ruin and Hellball) however they can only be cast once per rest as per normal.
List of available spells:
|Spell Circle||Spell name||Spell Circle||Spell name||Spell Circle||Spell name|
|Cantrip||Electric Jolt||3rd circle||Fireball||6th circle||Bigby's Forceful Hand|
|Flare||Lightning Bolt||Chain Lightning|
|Light||Scintillating Sphere||Isaac's Greater Missile Storm|
|1st circle||Chromatic Orb||Bibgy's Disrupting Hand||7th circle||Bigby's Grasping Hand|
|Horizikaul's Boom||Sound Lance||Delayed Blast Fireball|
|Ice Dagger||4th circle||Elemental Shield||Great Thunderclap|
|Magic Missile||Ice Storm||Mordenkainen's sword|
|Shelgarn's Persistent Blade||Isaac's Lesser Missile Storm||Prismatic Spray|
|2nd circle||Cloud of Bewilderment||Wall of Fire||8th circle||Bigby's Clenched Fist|
|Combust||Wall of Ice||Incendiary Cloud|
|Darkness||5th circle||Ball Lightning||Sunburst|
|Flame Weapon||Bigby's Interposing Hand||9th circle||Bigby's Crushing Hand|
|Gedlee's Electric Loop||Cone of Cold||Meteor Swarm|
|Gust of Wind||Firebrand||Burst of Glacial Wrath|
Path: Shadow Mage
For details of the Shadow Mage path, see Shadow Mage.
Sorcerers are arcane spellcasters that have, to some degree or another, inherent magical power. The reasons for this can be varied. Sorcerers are known to be produced by magically rich areas, simply by virtue of diffusion of magic through the environment. They can be produced by having some amount of magical blood in them from a lineage that includes a magical creature. Sorcerers can also be produced as a side-effect of a parent having been a sorcerer or wizard. Essentially: exposure to magic produces sorcerers. The aptitude doesn't seem to be distilled by distance from its source. So if your hundredth relative fancied dragons and had a lovely child with one, you may as well be a sorcerer.
Sorcerers are, historically, only rarely sorcerers by choice. It's true that some cultures have eugenics programs that exist purely to produce and train inherent magical talent, and will have culturally sanctioned sorcerers. Most societies, however, don't mean to produce sorcerers, they just do.
Sorcererous tendencies tend to manifest around puberty in humanoid creatures, frequently earlier for already highly magical creatures. These powers generally begin as uncontrolled, unexpected and fairly dangerous. An average commoner has about four hit points, a ray of frost does 1d4+1. You can see how even a teenage sorcerer in a bit of an angry moment can rather painfully cripple someone. This means that sorcerers come to be feared, reviled or sequestered away. Nobody expects a sorcerer in the family, unless they're extremely stoic, or just plain not commoners.
Because magic works in an instinctive way for sorcerers, they already know how to wave their hands around and what words to say to produce magical effects. These things just happen to them, it's like figuring out you can close one eye at the same time as another. You don't forget it. Regardless of Neverwinter Nights mechanics, sorcerers also never change their spell selection. They don't have the option, as the spells are just another limb they've come into use of.
So the hypothetical "average" sorcerer would discover their powers in a fairly sequestered community, attempt to supress or elaborate upon them in secret, and entertain great dreams.
Sorcerers tend towards becoming a few things. Wizards, gaining their powers through extreme logic and merticulous practice, tend towards law. Sorcerers, on the other hand, learning that they are something greater than their community, a power unto themselves, if you will, tend to range towards free action. Most people that find they have powers their peers lack try to use them, if not to impress or defend themselves, then at least to aid others. Above all sorcerers tend not to be the careful, conservative spellcasters that wizards are. Sorcerers act, for better or for worse. They tend to live fast and die young, whether good or evil.
Lawful sorcerers, of course, happen as well. They tend to be people that have a bit of a breakdown after discovering their power, and becoming very afraid of what they can do to another person. They become conservative, then, through fear of themselves. Perhaps they were someone that just wanted to ignore their power and remain part of the community, but was forced out or away, as no other could handle what they could, and they needed to leave to defend it. Sorcerers are also, frequently, sent to wizards to be trained, the people sending them not understanding their power, and the wizard fairly ineffectually trying to channel it into more logical pursuits.
Not to say that all sorcerers are afraid of themselves. Some become rather absorbed in themselves, believing themselves somehow greater than their peers, and frequently attempting to rescue or aid people with their magical powers, becoming good-hearted but hopelessly romantic. Alternatively some could see their power as placing them above others, and decide it is their prerogative to nurse it until they can strike back against their own community for perceived slights, operating off of a false sense of entitlement to justice.
Mechanics of Sorcery
Deciding how and why your character uses its power can be one of the greatest aspects of being a sorcerer. After all, the character has, in technicality, absolutely no control over what spells choose to manifest themselves. Certainly, their power tends to be tempered by their personality and preferences, but they hardly know what's going to happen next. Not all magic is blowing things up. There are sorcerers that are naturally transmuters, who find that the natural laws governing gravity and physics don't apply to them, and they can manipulate the states of things in their own world in an entertaining variety of ways. 'generalist' sorcerers also tend to be fairly rare, as people who are completely neutral and don't care what powers they posses tend not to have the force of personality required for sorcery.
Charisma, to a sorcerer, is essentially a measurement of how overbearing their presence is to the world. How much of a dent they make in society by their existence, how much people are inclined to listen to them, and how much the weave of magic they can sink into. It is, for all intents and purposes, the "weight" of your personality. In this way, it gives sorcerers power. You can elbow a bit more compliance out of the weave with a bit more weight.
Another fun aspect of creating a sorcerer is determining the source of their power. They may not even be aware of this source, and it may not even come up, but the way in which it can influence the way your character acts can be a bit of a subtle bonus to those who figure it out.
For instance, sorcerers born on another plane tend to gravitate towards powers that would be closely associated with that plane. A sorcerer born on the Inner Plane of fire, or any genasi, really, would be more likely to harness and evocate using the element from which it is derived. Negatasi frequently become necromancers, residents of the upper planes become frequently illusionists, if chaotic, or abjurers or diviners, if lawful.
If the sorcerer's power came from a creature in their lineage, they likely will still have some traits of that creature loitering around in their bloodstream. This doesn't mean to immediately make the leap of logic to 'dragon' and make your character a dragon disciple. There are literally hundreds of creatures that humans could have cross-bred with that would produce sorcerers. This doesn't mean flip open the Monster Manual and choose arbitrarily, but certainly put some thought into the idea of what monstrous or humanoid creature could be in your bloodstream to produce a sorcerer. The creature could also influence the type of powers that choose to manifest. If one is a sorcerer derivitive of an Alcor, then have them manifest primarily frost based spells. Although Neverwinter Nights mechanics don't allow for the same plethora of spells available to a Pen and Paper sorcerer, there's still enough of a selection to show a bit of racial bias.
Sorcerer, or innate, specialists is not a normal thing in D&D, but Arelith is not D&D! And NWN does not enforce that. One way to RP sorcerer specialists in a way of 'disciplines' they attempt to focus their powers in one way or the other. Another way is to have a focus come naturally, coming from their heritage. The possibilities are limitless.
Say a Sorcerer is getting their magic from Devil in their ancestry, they might naturally be inclined to Illusions, Enchanting, or Divination. Devil's being Charismatic Buggers that pry into the mind, which is theoretically possible with all three schools, and discover secrets to use against their enemies. And it is totally possible that a Devil ancestry can go for any other type of spells out there.
- Information about default NWN class are available on NWNWiki.