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Sorcerer enhancements (history)

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Class Artificer - Dog Barbarian Bard Cleric Druid - Wolf Favored Soul Fighter Monk
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Sorcerer
Starting a...

Enhancements
Tactics
Equipment
Spells

Sorcerers have four enhancement lines available as of Update 19: Air Savant, Earth Savant, Fire Savant, and Water Savant.

Everything beyond this point is for Update 18, and is no longer relevant to the current game!


Update 18 Information:

Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.

Level Progression[edit]

LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Sorcerer Charisma I II III
Sorcerer Subtle Spellcasting I II III IV
Sorcerer Energy of the Dragonblood I II III IV
Sorcerer Spell Penetration I II III
Sorcerer Wand Heightening I II III
Sorcerer Wand and Scroll Mastery I II III IV
Sorcerer Acid Manipulation I II III IV V VI VII
Sorcerer Deadly Acid I II III IV V VI
Sorcerer Corrosive Spellcasting I II III IV V VI
Sorcerer Frost Manipulation I II III IV V VI VII
Sorcerer Deadly Ice I II III IV V VI
Sorcerer Glacial Spellcasting I II III IV V VI
Sorcerer Storm Manipulation I II III IV V VI VII
Sorcerer Deadly Shocks I II III IV V VI
Sorcerer Charged Spellcasting I II III IV V VI
Sorcerer Flame Manipulation I II III IV V VI VII
Sorcerer Deadly Flame I II III IV V VI
Sorcerer Combustive Spellcasting I II III IV V VI
Sorcerer Force Manipulation I II III IV V VI VII
Sorcerer Sorcerer Deadly Kinetics I II III IV V VI
Sorcerer Kinetic Spellcasting I II III IV V VI
Sorcerer Improved Empowering I II III
Sorcerer Improved Enlarge I II III
Sorcerer Improved Heightening I II
Sorcerer Improved Maximizing I II III
Sorcerer Improved Quickening I II III
Sorcerer Bloodline of Power I
LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Class Enhancements[edit]

Charisma Enhancement.gif
Sorcerer Charisma I: Grants a +1 increase to Charisma score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
Charisma Enhancement.gif
Sorcerer Charisma II: Grants an additional +1 to your Charisma score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Charisma I
Charisma Enhancement.gif
Sorcerer Charisma III: Grants an additional +1 to your Charisma score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Charisma II

Combat Enhancements[edit]

SorcererSubtleSpellcasting.png
Sorcerer Subtle Spellcasting I: Your damaging spells generate 10% less hate, making enemies less likely to attack you.
AP Cost: 1 Level: 4 Progression: 11 No requirements
SorcererSubtleSpellcasting.png
Sorcerer Subtle Spellcasting II: Your damaging spells generate 20% less hate, making enemies less likely to attack you.
AP Cost: 2 Level: 7 Progression: 22 Requires: Sorcerer Subtle Spellcasting I
SorcererSubtleSpellcasting.png
Sorcerer Subtle Spellcasting III: Your damaging spells generate 30% less hate, making enemies less likely to attack you.
AP Cost: 3 Level: 10 Progression: 33 Requires: Sorcerer Subtle Spellcasting II
SorcererSubtleSpellcasting.png
Sorcerer Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you.
AP Cost: 4 Level: 13 Progression: 44 Requires: Sorcerer Subtle Spellcasting III

Spell Enhancements[edit]

Energy of the Zealot.jpg
Sorcerer Energy of the Dragonblooded I: Grants an additional 30 spell points.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Energy of the Zealot.jpg
Sorcerer Energy of the Dragonblooded II: Grants an additional 40 spell points, bringing your total increase to 70 points.
AP Cost: 2 Level: 5 Progression: 14 Requires: Sorcerer Energy of the Dragonblooded I
Energy of the Zealot.jpg
Sorcerer Energy of the Dragonblooded III: Grants an additional 40 spell points, bringing your total increase to 110 points.
AP Cost: 3 Level: 9 Progression: 29 Requires: Sorcerer Energy of the Dragonblooded II
Energy of the Zealot.jpg
Sorcerer Energy of the Dragonblooded IV: Grants an additional 40 spell points, bringing your total increase to 150 points.
AP Cost: 4 Level: 13 Progression: 44 Requires: Sorcerer Energy of the Dragonblooded III
Spell Penetration.gif
Sorcerer Spell Penetration I: You add +1 to your level to overcome an enemy's SR.
AP Cost: 2 Level: 5 Progression: 14 No requirements
Spell Penetration.gif
Sorcerer Spell Penetration II: You add +2 to your level to overcome an enemy's SR.
AP Cost: 4 Level: 9 Progression: 28 Requires: Sorcerer Spell Penetration I
Spell Penetration.gif
Sorcerer Spell Penetration III: You add +3 to your level to overcome an enemy's SR.
AP Cost: 6 Level: 13 Progression: 42 Requires: Sorcerer Spell Penetration II
EnhIcon WandHeightening.png
Sorcerer Wand Heightening I: You add +1 to the DC of your offensive wands.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon WandHeightening.png
Sorcerer Wand Heightening II: You add an additional +1 to the DC of your offensive wands, bringing the total increase to 2.
AP Cost: 2 Level: 7 Progression: 22 Requires: Sorcerer Wand Heightening I
EnhIcon WandHeightening.png
Sorcerer Wand Heightening III: You add an additional +1 to the DC of your offensive wands, bringing the total increase to 3.
AP Cost: 3 Level: 11 Progression: 37 Requires: Sorcerer Wand Heightening II
Wand Scroll Mastery.gif
Sorcerer Wand and Scroll Mastery I: Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
AP Cost: 1 Level: 2 Progression: 3 No requirements
Wand Scroll Mastery.gif
Sorcerer Wand and Scroll Mastery II: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
AP Cost: 2 Level: 5 Progression: 14 Requires: Sorcerer Wand and Scroll Mastery I
Wand Scroll Mastery.gif
Sorcerer Wand and Scroll Mastery III: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
AP Cost: 3 Level: 8 Progression: 25 Requires: Sorcerer Wand and Scroll Mastery II
Wand Scroll Mastery.gif
Sorcerer Wand and Scroll Mastery IV: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 55%.
AP Cost: 4 Level: 11 Progression: 36 Requires: Sorcerer Wand and Scroll Mastery III

Acid[edit]

AcidManipulation.png
Sorcerer Acid Manipulation I: Grants a 20% increase to the damage of your acid spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
AcidManipulation.png
Sorcerer Acid Manipulation II: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Acid Manipulation I
AcidManipulation.png
Sorcerer Acid Manipulation III: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Acid Manipulation II
AcidManipulation.png
Sorcerer Acid Manipulation IV: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Acid Manipulation III
AcidManipulation.png
Sorcerer Acid Manipulation V: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Acid Manipulation IV
AcidManipulation.png
Sorcerer Acid Manipulation VI: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Acid Manipulation V
AcidManipulation.png
Sorcerer Acid Manipulation VII: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Acid Manipulation VI
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid I: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to 75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Corrosive Spellcasting I, Sorcerer Acid Manipulation I
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid II: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Acid I, Sorcerer Acid Manipulation II
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid III: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Acid II, Sorcerer Acid Manipulation III
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid IV: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Acid III, Sorcerer Acid Manipulation IV
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid V: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Acid IV, Sorcerer Acid Manipulation V
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid VI: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Acid V, Sorcerer Acid Manipulation VI
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting I: Grants a 4% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Sorcerer Acid Manipulation I
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting II: Grants a 5% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Corrosive Spellcasting I, Sorcerer Acid Manipulation II
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting III: Grants a 6% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Corrosive Spellcasting II, Sorcerer Acid Manipulation III
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting IV: Grants a 7% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Corrosive Spellcasting III, Sorcerer Acid Manipulation IV
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting V: Grants a 8% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Corrosive Spellcasting IV, Sorcerer Acid Manipulation V
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting VI: Grants a 9% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Corrosive Spellcasting V, Sorcerer Acid Manipulation VI

Cold[edit]

FrostManipulation.png
Sorcerer Frost Manipulation I: Grants a 20% increase to the damage of your cold spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
FrostManipulation.png
Sorcerer Frost Manipulation II: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Frost Manipulation I
FrostManipulation.png
Sorcerer Frost Manipulation III: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Frost Manipulation II
FrostManipulation.png
Sorcerer Frost Manipulation IV: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Frost Manipulation III
FrostManipulation.png
Sorcerer Frost Manipulation V: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Frost Manipulation IV
FrostManipulation.png
Sorcerer Frost Manipulation VI: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Frost Manipulation V
FrostManipulation.png
Sorcerer Frost Manipulation VII: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Frost Manipulation VI
DeadlyIce.png
Sorcerer Deadly Ice I: Your cold spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Glacial Spellcasting I, Sorcerer Frost Manipulation I
DeadlyIce.png
Sorcerer Deadly Ice II: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Ice I, Sorcerer Frost Manipulation II
DeadlyIce.png
Sorcerer Deadly Ice III: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Ice II, Sorcerer Frost Manipulation III
DeadlyIce.png
Sorcerer Deadly Ice IV: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Ice III, Sorcerer Frost Manipulation IV
DeadlyIce.png
Sorcerer Deadly Ice V: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Ice IV, Sorcerer Frost Manipulation V
DeadlyIce.png
Sorcerer Deadly Ice VI: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Ice V, Sorcerer Frost Manipulation VI
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting I: Grants a 4% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Frost Manipulation I
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting II: Grants a 5% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Glacial Spellcasting I, Sorcerer Frost Manipulation II
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting III: Grants a 6% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Glacial Spellcasting II, Sorcerer Frost Manipulation III
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting IV: Grants a 7% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Glacial Spellcasting III, Sorcerer Frost Manipulation IV
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting V: Grants a 8% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Glacial Spellcasting IV, Sorcerer Frost Manipulation V
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting VI: Grants a 9% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Glacial Spellcasting V, Sorcerer Frost Manipulation VI

Electricity[edit]

SorcererEnergyManipulation.png
Sorcerer Storm Manipulation I: Grants a 20% increase to the damage of your electric and sonic spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation II: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Storm Manipulation I
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation III: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Storm Manipulation II
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation IV: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Storm Manipulation III
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation V: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Storm Manipulation IV
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation VI: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Storm Manipulation V
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation VII: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Storm Manipulation VI
DeadlyShocks.png
Sorcerer Deadly Shocks I: Your electricity spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Charged Spellcasting I, Sorcerer Storm Manipulation I
DeadlyShocks.png
Sorcerer Deadly Shocks II: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Shocks I, Sorcerer Storm Manipulation II
DeadlyShocks.png
Sorcerer Deadly Shocks III: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Shocks II, Sorcerer Storm Manipulation III
DeadlyShocks.png
Sorcerer Deadly Shocks IV: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Shocks III, Sorcerer Storm Manipulation IV
DeadlyShocks.png
Sorcerer Deadly Shocks V: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Shocks IV, Sorcerer Storm Manipulation V
DeadlyShocks.png
Sorcerer Deadly Shocks VI: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Shocks V, Sorcerer Storm Manipulation VI
ChargedSpellcasting.png
Sorcerer Charged Spellcasting I: Grants a 4% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Storm Manipulation I
ChargedSpellcasting.png
Sorcerer Charged Spellcasting II: Grants a 5% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Charged Spellcasting I, Sorcerer Storm Manipulation II
ChargedSpellcasting.png
Sorcerer Charged Spellcasting III: Grants a 6% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Charged Spellcasting II, Sorcerer Storm Manipulation III
ChargedSpellcasting.png
Sorcerer Charged Spellcasting IV: Grants a 7% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Charged Spellcasting III, Sorcerer Storm Manipulation IV
ChargedSpellcasting.png
Sorcerer Charged Spellcasting V: Grants a 8% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Charged Spellcasting IV, Sorcerer Storm Manipulation V
ChargedSpellcasting.png
Sorcerer Charged Spellcasting VI: Grants a 9% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Charged Spellcasting V, Sorcerer Storm Manipulation VI

Fire[edit]

SorcererElementalManipulation.png
Sorcerer Flame Manipulation I: Grants a 20% increase to the damage of your fire spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererElementalManipulation.png
Sorcerer Flame Manipulation II: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Flame Manipulation I
SorcererElementalManipulation.png
Sorcerer Flame Manipulation III: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Flame Manipulation II
SorcererElementalManipulation.png
Sorcerer Flame Manipulation IV: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Flame Manipulation III
SorcererElementalManipulation.png
Sorcerer Flame Manipulation V: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Flame Manipulation IV
SorcererElementalManipulation.png
Sorcerer Flame Manipulation VI: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Flame Manipulation V
SorcererElementalManipulation.png
Sorcerer Flame Manipulation VII: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Flame Manipulation VI
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame I: Your fire spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Combustive Spellcasting I, Sorcerer Flame Manipulation I
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame II: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Flame I, Sorcerer Flame Manipulation II
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame III: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Flame II, Sorcerer Flame Manipulation III
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame IV: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Flame III, Sorcerer Flame Manipulation IV
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame V: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Flame IV, Sorcerer Flame Manipulation V
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame VI: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Flame V, Sorcerer Flame Manipulation VI
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting I: Grants a 4% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Flame Manipulation I
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting II: Grants a 5% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Combustive Spellcasting I, Sorcerer Flame Manipulation II
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting III: Grants a 6% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Combustive Spellcasting II, Sorcerer Flame Manipulation III
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting IV: Grants a 7% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Combustive Spellcasting III, Sorcerer Flame Manipulation IV
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting V: Grants a 8% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Combustive Spellcasting IV, Sorcerer Flame Manipulation V
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting VI: Grants a 9% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Combustive Spellcasting V, Sorcerer Flame Manipulation VI

Force[edit]

ForceManipulation.png
Sorcerer Force Manipulation I: Grants a 20% increase to the damage of your force spells and spells that deal untyped or physical damage.
AP Cost: 1 Level: 1 Progression: 0 No requirements
ForceManipulation.png
Sorcerer Force Manipulation II: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Force Manipulation I
ForceManipulation.png
Sorcerer Force Manipulation III: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Force Manipulation II
ForceManipulation.png
Sorcerer Force Manipulation IV: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Force Manipulation III
ForceManipulation.png
Sorcerer Force Manipulation V: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Force Manipulation IV
ForceManipulation.png
Sorcerer Force Manipulation VI: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Force Manipulation V
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Sorcerer Force Manipulation VII: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Force Manipulation VI
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Sorcerer Deadly Kinetics I: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Kinetic Spellcasting I, Sorcerer Force Manipulation I
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Sorcerer Deadly Kinetics II: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Kinetics I, Sorcerer Force Manipulation II
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Sorcerer Deadly Kinetics III: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Kinetics II, Sorcerer Force Manipulation III
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Sorcerer Deadly Kinetics IV: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Kinetics III, Sorcerer Force Manipulation IV
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Sorcerer Deadly Kinetics V: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Kinetics IV, Sorcerer Force Manipulation V
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Sorcerer Deadly Kinetics VI: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Kinetics V, Sorcerer Force Manipulation VI
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Sorcerer Kinetic Spellcasting I: Grants a 4% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Force Manipulation I
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Sorcerer Kinetic Spellcasting II: Grants a 5% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Kinetic Spellcasting I, Sorcerer Force Manipulation II
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Sorcerer Kinetic Spellcasting III: Grants a 6% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Kinetic Spellcasting II, Sorcerer Force Manipulation III
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Sorcerer Kinetic Spellcasting IV: Grants a 7% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Kinetic Spellcasting III, Sorcerer Force Manipulation IV
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Sorcerer Kinetic Spellcasting V: Grants a 8% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Kinetic Spellcasting IV, Sorcerer Force Manipulation V
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Sorcerer Kinetic Spellcasting VI: Grants a 9% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Kinetic Spellcasting V, Sorcerer Force Manipulation VI

Repair[edit]

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Sorcerer Repair Manipulation I: Grants a 20% increase to the damage of your repair spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Sorcerer Repair Manipulation II: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Repair Manipulation I
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Sorcerer Repair Manipulation III: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Repair Manipulation II
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Sorcerer Repair Manipulation IV: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Repair Manipulation III
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Sorcerer Repair Manipulation V: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Repair Manipulation IV
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Sorcerer Repair Manipulation VI: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Repair Manipulation V
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Sorcerer Repair Manipulation VII: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Repair Manipulation VI
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Sorcerer Mighty Reconstruction I: Your repair spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Reconstructive Spellcasting I, Sorcerer Repair Manipulation I
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Sorcerer Mighty Reconstruction II: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Mighty Reconstruction I, Sorcerer Repair Manipulation II
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Sorcerer Mighty Reconstruction III: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Mighty Reconstruction II, Sorcerer Repair Manipulation III
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Sorcerer Mighty Reconstruction IV: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Mighty Reconstruction III, Sorcerer Repair Manipulation IV
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Sorcerer Mighty Reconstruction V: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Mighty Reconstruction IV, Sorcerer Repair Manipulation V
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Sorcerer Mighty Reconstruction VI: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Mighty Reconstruction V, Sorcerer Repair Manipulation VI
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Sorcerer Reconstructive Spellcasting I: Grants a 4% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Repair Manipulation I
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Sorcerer Reconstructive Spellcasting II: Grants a 5% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Reconstructive Spellcasting I, Sorcerer Repair Manipulation II
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Sorcerer Reconstructive Spellcasting III: Grants a 6% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Reconstructive Spellcasting II, Sorcerer Repair Manipulation III
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Sorcerer Reconstructive Spellcasting IV: Grants a 7% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Reconstructive Spellcasting III, Sorcerer Repair Manipulation IV
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Sorcerer Reconstructive Spellcasting V: Grants a 8% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Reconstructive Spellcasting IV, Sorcerer Repair Manipulation V
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Sorcerer Reconstructive Spellcasting VI: Grants a 9% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Reconstructive Spellcasting V, Sorcerer Repair Manipulation VI


Metamagic[edit]

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Sorcerer Improved Empowering I: Using the Empower Spell feat costs you 2 fewer spell points.
AP Cost: 2 Level: 2 Progression: 2 Requires: Empower Spell
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Sorcerer Improved Empowering II: Using the Empower Spell feat costs you 4 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Improved Empowering I
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Sorcerer Improved Empowering III: Using the Empower Spell feat costs you 6 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Empowering II
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Sorcerer Improved Enlarge I: Using the Enlarge Spell feat costs you 1 less spell point.
AP Cost: 2 Level: 2 Progression: 2 Requires: Enlarge Spell
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Sorcerer Improved Enlarge II: Using the Enlarge Spell feat costs you 2 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Improved Enlarge I
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Sorcerer Improved Enlarge III: Using the Enlarge Spell feat costs you 4 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Enlarge II
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Sorcerer Improved Heightening I: Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
AP Cost: 4 Level: 6 Progression: 16 Requires: Heighten Spell
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Sorcerer Improved Heightening II: Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Heightening I
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Sorcerer Improved Maximizing I: Using the Maximize Spell feat costs you 3 fewer spell points.
AP Cost: 2 Level: 2 Progression: 2 Requires: Maximize Spell
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Sorcerer Improved Maximizing II: Using the Maximize Spell feat costs you 6 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Improved Maximizing I
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Sorcerer Improved Maximizing III: Using the Maximize Spell feat costs you 9 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Maximizing II
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Sorcerer Improved Quickening I: Using the Quicken Spell feat costs you 1 less spell point.
AP Cost: 2 Level: 2 Progression: 2 Requires: Quicken Spell
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Sorcerer Improved Quickening II: Using the Quicken Spell feat costs you 2 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Improved Quickening I
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Sorcerer Improved Quickening III: Using the Quicken Spell feat costs you 4 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Quickening II

Prestige[edit]


Capstone[edit]

A character can train only in one Sorcerer Capstone at a time.

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Sorcerer Bloodline of Power: All of your damage dealing spells that are capable of being empowered deal 20% more damage.
AP Cost: 2 Level: 20 Progression: 74 No requirements

Enhancement changes Alpha Testing on Lamannia[edit]