Sorcerer

Class Summary
Alignment: Any

Hit die: d4

Class Skills

 * Skill points at 1st level: (2 + Intelligence modifier) x4


 * Skill points at each additional level: 2 + Intelligence modifier




 * [[Image:Skill_bluff.png‎|25px]]
 * Bluff (Cha)
 * [[Image:Skill_concentration.png‎|25px]]
 * Concentration (Con)
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Weapon and Armor Proficiencies:



 * [[Image:Feat_simpleweaponproficiency.png‎|25px]]
 * Simple weapons
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No armor proficiencies, as armor of any type interferes with a Sorcerer’s movements, which can cause their spells with somatic components to fail.

Advancement Table
A Sorcerer also gets bonus spell points from his Charisma modifier.
 * Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.

Level 1

 * Dismiss Charm (active): Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.

Spells
See the Sorcerer's spell list here.

Sorcerers cast spells faster than other spellcasting classes. They also have 1/2 the cooldown on most of their spells.

Notable differences from other D&D based games
No familiar.

Playing a Sorcerer
"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, and acquire them more slowly, but they can cast individual spells more quickly and more often before resting and have no need to prepare their incantations ahead of time. 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. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level she can cast." (DUNGEONS & DRAGONS ONLINE™: STORMREACH™ instruction manual page 62)

If the Wizard is the Kung Fu Master applying pressure as necessary, the Sorcerer is the Eight Foot Tall Barroom Brawler with a chip on his shoulder. The Sorcerer always fires for effect, similarly to the Wizard, but the Sorcerer has the ability to do this much more frequently throughout the course of an adventure, and much more often during a single encounter.

That being said Sorcerers tend to favor spells that can be used frequently, rather than spells that can be used only in certain circumstances. Suggestion and Charm Person will serve as examples. Suggestion has a set duration that allows you to charm virtually any creature that can be charmed. Charm person, though it has the potential to last longer and is cheaper in terms of sp it works only on those of the humanoid type. Consequently, although Suggestion costs more, it's range of effect is greater and is therefore a superior spell for a Sorcerer.

Of all the feats available to a Sorcerer two staples tend to be Empower Spell Feat, and/or Heighten Spell Feat. These two feats largely define where you are going with your Sorcerer. A Nuke based Sorcerer (with high HP damage output)will be more interested in the Empower Spell Feat, whereas the Crowd Control Sorcerer would be more interested in the Heighten Spell Feat as this it increases the Difficulty Check (or DC) of the spells the Sorcerer casts.

Focusing a Sorcerer's Spell Selection
Because there are both action points and feats to consider one could plan out a sorcerer to select spells from mainly one school of magic. For more information on feat selection and starting attribute for Sorcerer focused on some of the Schools see:
 * Sorcerer_Necromancer - Sorcerer focused on Necromancy spells
 * Enchanter - Sorcerer focused on Enchantment spells
 * Evoker - Sorcerer focused on Evocation spells
 * Conjurer - Sorcerer focused on Conjuration spells