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Sorcerer enhancements (history)
History | ||
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This page is about a subject that no longer exists in-game. | ||
If you can verify that the subject still exists, please edit this page and remove this template. |
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
---|---|---|---|---|---|---|
Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
Bladeforged 1,295 DDO Points | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Sorcerer |
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Starting a... |
Sorcerers have four enhancement lines available as of Update 19: Air Savant, Earth Savant, Fire Savant, and Water Savant.
- Sorcerer Enhancements
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]
Sorcerer Charisma I: Grants a +1 increase to Charisma score.
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AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
Sorcerer Charisma II: Grants an additional +1 to your Charisma score.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Charisma I | |
Sorcerer Charisma III: Grants an additional +1 to your Charisma score.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Charisma II |
Combat Enhancements[edit]
Sorcerer Subtle Spellcasting I: Your damaging spells generate 10% less hate, making enemies less likely to attack you.
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AP Cost: 1 | Level: 4 | Progression: 11 | No requirements | |
Sorcerer Subtle Spellcasting II: Your damaging spells generate 20% less hate, making enemies less likely to attack you.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Sorcerer Subtle Spellcasting I | |
Sorcerer Subtle Spellcasting III: Your damaging spells generate 30% less hate, making enemies less likely to attack you.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Sorcerer Subtle Spellcasting II | |
Sorcerer Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Sorcerer Subtle Spellcasting III |
Spell Enhancements[edit]
Sorcerer Energy of the Dragonblooded I: Grants an additional 30 spell points.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Energy of the Dragonblooded II: Grants an additional 40 spell points, bringing your total increase to 70 points.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Sorcerer Energy of the Dragonblooded I | |
Sorcerer Energy of the Dragonblooded III: Grants an additional 40 spell points, bringing your total increase to 110 points.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Sorcerer Energy of the Dragonblooded II | |
Sorcerer Energy of the Dragonblooded IV: Grants an additional 40 spell points, bringing your total increase to 150 points.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Sorcerer Energy of the Dragonblooded III |
Sorcerer Spell Penetration I: You add +1 to your level to overcome an enemy's SR.
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AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Sorcerer Spell Penetration II: You add +2 to your level to overcome an enemy's SR.
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AP Cost: 4 | Level: 9 | Progression: 28 | Requires: Sorcerer Spell Penetration I | |
Sorcerer Spell Penetration III: You add +3 to your level to overcome an enemy's SR.
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AP Cost: 6 | Level: 13 | Progression: 42 | Requires: Sorcerer Spell Penetration II |
Sorcerer Wand Heightening I: You add +1 to the DC of your offensive wands.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Sorcerer Wand Heightening II: You add an additional +1 to the DC of your offensive wands, bringing the total increase to 2.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Sorcerer Wand Heightening I | |
Sorcerer Wand Heightening III: You add an additional +1 to the DC of your offensive wands, bringing the total increase to 3.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Sorcerer Wand Heightening II |
Sorcerer Wand and Scroll Mastery I: Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
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%.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Sorcerer Wand and Scroll Mastery I | |
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%.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Sorcerer Wand and Scroll Mastery II | |
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%.
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AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Sorcerer Wand and Scroll Mastery III |
Acid[edit]
Sorcerer Acid Manipulation I: Grants a 20% increase to the damage of your acid spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Acid Manipulation II: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 25%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Acid Manipulation I | |
Sorcerer Acid Manipulation III: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 30%.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Acid Manipulation II | |
Sorcerer Acid Manipulation IV: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 35%.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Sorcerer Acid Manipulation III | |
Sorcerer Acid Manipulation V: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 40%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Acid Manipulation IV | |
Sorcerer Acid Manipulation VI: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 45%.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Acid Manipulation V | |
Sorcerer Acid Manipulation VII: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 50%.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Sorcerer Acid Manipulation VI |
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%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Corrosive Spellcasting I, Sorcerer Acid Manipulation I | |
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%.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Sorcerer Deadly Acid I, Sorcerer Acid Manipulation II | |
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%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Deadly Acid II, Sorcerer Acid Manipulation III | |
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%.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Sorcerer Deadly Acid III, Sorcerer Acid Manipulation IV | |
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%.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Sorcerer Deadly Acid IV, Sorcerer Acid Manipulation V | |
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%.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Sorcerer Deadly Acid V, Sorcerer Acid Manipulation VI |
Sorcerer Corrosive Spellcasting I: Grants a 4% chance for acid spells to generate a critical hit.
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AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Sorcerer Acid Manipulation I | |
Sorcerer Corrosive Spellcasting II: Grants a 5% chance for acid spells to generate a critical hit.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Corrosive Spellcasting I, Sorcerer Acid Manipulation II | |
Sorcerer Corrosive Spellcasting III: Grants a 6% chance for acid spells to generate a critical hit.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Sorcerer Corrosive Spellcasting II, Sorcerer Acid Manipulation III | |
Sorcerer Corrosive Spellcasting IV: Grants a 7% chance for acid spells to generate a critical hit.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Corrosive Spellcasting III, Sorcerer Acid Manipulation IV | |
Sorcerer Corrosive Spellcasting V: Grants a 8% chance for acid spells to generate a critical hit.
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AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Sorcerer Corrosive Spellcasting IV, Sorcerer Acid Manipulation V | |
Sorcerer Corrosive Spellcasting VI: Grants a 9% chance for acid spells to generate a critical hit.
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AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Sorcerer Corrosive Spellcasting V, Sorcerer Acid Manipulation VI |
Cold[edit]
Sorcerer Frost Manipulation I: Grants a 20% increase to the damage of your cold spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Frost Manipulation II: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 25%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Frost Manipulation I | |
Sorcerer Frost Manipulation III: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 30%.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Frost Manipulation II | |
Sorcerer Frost Manipulation IV: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 35%.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Sorcerer Frost Manipulation III | |
Sorcerer Frost Manipulation V: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 40%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Frost Manipulation IV | |
Sorcerer Frost Manipulation VI: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 45%.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Frost Manipulation V | |
Sorcerer Frost Manipulation VII: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 50%.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Sorcerer Frost Manipulation VI |
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%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Glacial Spellcasting I, Sorcerer Frost Manipulation I | |
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%.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Sorcerer Deadly Ice I, Sorcerer Frost Manipulation II | |
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%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Deadly Ice II, Sorcerer Frost Manipulation III | |
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%.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Sorcerer Deadly Ice III, Sorcerer Frost Manipulation IV | |
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%.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Sorcerer Deadly Ice IV, Sorcerer Frost Manipulation V | |
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%.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Sorcerer Deadly Ice V, Sorcerer Frost Manipulation VI |
Sorcerer Glacial Spellcasting I: Grants a 4% chance for cold spells to generate a critical hit.
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AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Frost Manipulation I | |
Sorcerer Glacial Spellcasting II: Grants a 5% chance for cold spells to generate a critical hit.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Glacial Spellcasting I, Sorcerer Frost Manipulation II | |
Sorcerer Glacial Spellcasting III: Grants a 6% chance for cold spells to generate a critical hit.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Sorcerer Glacial Spellcasting II, Sorcerer Frost Manipulation III | |
Sorcerer Glacial Spellcasting IV: Grants a 7% chance for cold spells to generate a critical hit.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Glacial Spellcasting III, Sorcerer Frost Manipulation IV | |
Sorcerer Glacial Spellcasting V: Grants a 8% chance for cold spells to generate a critical hit.
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AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Sorcerer Glacial Spellcasting IV, Sorcerer Frost Manipulation V | |
Sorcerer Glacial Spellcasting VI: Grants a 9% chance for cold spells to generate a critical hit.
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AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Sorcerer Glacial Spellcasting V, Sorcerer Frost Manipulation VI |
Electricity[edit]
Sorcerer Storm Manipulation I: Grants a 20% increase to the damage of your electric and sonic spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Storm Manipulation II: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 25%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Storm Manipulation I | |
Sorcerer Storm Manipulation III: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 30%.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Storm Manipulation II | |
Sorcerer Storm Manipulation IV: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 35%.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Sorcerer Storm Manipulation III | |
Sorcerer Storm Manipulation V: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 40%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Storm Manipulation IV | |
Sorcerer Storm Manipulation VI: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 45%.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Storm Manipulation V | |
Sorcerer Storm Manipulation VII: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 50%.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Sorcerer Storm Manipulation VI |
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%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Charged Spellcasting I, Sorcerer Storm Manipulation I | |
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%.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Sorcerer Deadly Shocks I, Sorcerer Storm Manipulation II | |
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%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Deadly Shocks II, Sorcerer Storm Manipulation III | |
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%.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Sorcerer Deadly Shocks III, Sorcerer Storm Manipulation IV | |
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%.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Sorcerer Deadly Shocks IV, Sorcerer Storm Manipulation V | |
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%.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Sorcerer Deadly Shocks V, Sorcerer Storm Manipulation VI |
Sorcerer Charged Spellcasting I: Grants a 4% chance for electric and sonic spells to generate a critical hit.
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AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Storm Manipulation I | |
Sorcerer Charged Spellcasting II: Grants a 5% chance for electric and sonic spells to generate a critical hit.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Charged Spellcasting I, Sorcerer Storm Manipulation II | |
Sorcerer Charged Spellcasting III: Grants a 6% chance for electric and sonic spells to generate a critical hit.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Sorcerer Charged Spellcasting II, Sorcerer Storm Manipulation III | |
Sorcerer Charged Spellcasting IV: Grants a 7% chance for electric and sonic spells to generate a critical hit.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Charged Spellcasting III, Sorcerer Storm Manipulation IV | |
Sorcerer Charged Spellcasting V: Grants a 8% chance for electric and sonic spells to generate a critical hit.
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AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Sorcerer Charged Spellcasting IV, Sorcerer Storm Manipulation V | |
Sorcerer Charged Spellcasting VI: Grants a 9% chance for electric and sonic spells to generate a critical hit.
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AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Sorcerer Charged Spellcasting V, Sorcerer Storm Manipulation VI |
Fire[edit]
Sorcerer Flame Manipulation I: Grants a 20% increase to the damage of your fire spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Flame Manipulation II: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 25%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Flame Manipulation I | |
Sorcerer Flame Manipulation III: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 30%.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Flame Manipulation II | |
Sorcerer Flame Manipulation IV: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 35%.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Sorcerer Flame Manipulation III | |
Sorcerer Flame Manipulation V: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 40%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Flame Manipulation IV | |
Sorcerer Flame Manipulation VI: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 45%.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Flame Manipulation V | |
Sorcerer Flame Manipulation VII: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 50%.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Sorcerer Flame Manipulation VI |
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%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Combustive Spellcasting I, Sorcerer Flame Manipulation I | |
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%.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Sorcerer Deadly Flame I, Sorcerer Flame Manipulation II | |
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%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Deadly Flame II, Sorcerer Flame Manipulation III | |
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%.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Sorcerer Deadly Flame III, Sorcerer Flame Manipulation IV | |
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%.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Sorcerer Deadly Flame IV, Sorcerer Flame Manipulation V | |
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%.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Sorcerer Deadly Flame V, Sorcerer Flame Manipulation VI |
Sorcerer Combustive Spellcasting I: Grants a 4% chance for fire spells to generate a critical hit.
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AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Flame Manipulation I | |
Sorcerer Combustive Spellcasting II: Grants a 5% chance for fire spells to generate a critical hit.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Combustive Spellcasting I, Sorcerer Flame Manipulation II | |
Sorcerer Combustive Spellcasting III: Grants a 6% chance for fire spells to generate a critical hit.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Sorcerer Combustive Spellcasting II, Sorcerer Flame Manipulation III | |
Sorcerer Combustive Spellcasting IV: Grants a 7% chance for fire spells to generate a critical hit.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Combustive Spellcasting III, Sorcerer Flame Manipulation IV | |
Sorcerer Combustive Spellcasting V: Grants a 8% chance for fire spells to generate a critical hit.
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AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Sorcerer Combustive Spellcasting IV, Sorcerer Flame Manipulation V | |
Sorcerer Combustive Spellcasting VI: Grants a 9% chance for fire spells to generate a critical hit.
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AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Sorcerer Combustive Spellcasting V, Sorcerer Flame Manipulation VI |
Force[edit]
Sorcerer Force Manipulation I: Grants a 20% increase to the damage of your force spells and spells that deal untyped or physical damage.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Force Manipulation I | |
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%.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Force Manipulation II | |
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%.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Sorcerer Force Manipulation III | |
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%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Force Manipulation IV | |
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%.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Force Manipulation V | |
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%.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Sorcerer Force Manipulation VI |
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%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Kinetic Spellcasting I, Sorcerer Force Manipulation I | |
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%.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Sorcerer Deadly Kinetics I, Sorcerer Force Manipulation II | |
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%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Deadly Kinetics II, Sorcerer Force Manipulation III | |
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%.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Sorcerer Deadly Kinetics III, Sorcerer Force Manipulation IV | |
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%.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Sorcerer Deadly Kinetics IV, Sorcerer Force Manipulation V | |
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%.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Sorcerer Deadly Kinetics V, Sorcerer Force Manipulation VI |
Sorcerer Kinetic Spellcasting I: Grants a 4% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
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AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Force Manipulation I | |
Sorcerer Kinetic Spellcasting II: Grants a 5% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Kinetic Spellcasting I, Sorcerer Force Manipulation II | |
Sorcerer Kinetic Spellcasting III: Grants a 6% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Sorcerer Kinetic Spellcasting II, Sorcerer Force Manipulation III | |
Sorcerer Kinetic Spellcasting IV: Grants a 7% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Kinetic Spellcasting III, Sorcerer Force Manipulation IV | |
Sorcerer Kinetic Spellcasting V: Grants a 8% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
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AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Sorcerer Kinetic Spellcasting IV, Sorcerer Force Manipulation V | |
Sorcerer Kinetic Spellcasting VI: Grants a 9% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
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AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Sorcerer Kinetic Spellcasting V, Sorcerer Force Manipulation VI |
Repair[edit]
Sorcerer Repair Manipulation I: Grants a 20% increase to the damage of your repair spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Sorcerer Repair Manipulation II: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 25%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Repair Manipulation I | |
Sorcerer Repair Manipulation III: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 30%.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Repair Manipulation II | |
Sorcerer Repair Manipulation IV: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 35%.
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AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Sorcerer Repair Manipulation III | |
Sorcerer Repair Manipulation V: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 40%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Repair Manipulation IV | |
Sorcerer Repair Manipulation VI: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 45%.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Repair Manipulation V | |
Sorcerer Repair Manipulation VII: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 50%.
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AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Sorcerer Repair Manipulation VI |
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%.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Sorcerer Reconstructive Spellcasting I, Sorcerer Repair Manipulation I | |
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%.
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AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Sorcerer Mighty Reconstruction I, Sorcerer Repair Manipulation II | |
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%.
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AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Sorcerer Mighty Reconstruction II, Sorcerer Repair Manipulation III | |
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%.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Sorcerer Mighty Reconstruction III, Sorcerer Repair Manipulation IV | |
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%.
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AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Sorcerer Mighty Reconstruction IV, Sorcerer Repair Manipulation V | |
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%.
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AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Sorcerer Mighty Reconstruction V, Sorcerer Repair Manipulation VI |
Sorcerer Reconstructive Spellcasting I: Grants a 4% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Repair Manipulation I | |
Sorcerer Reconstructive Spellcasting II: Grants a 5% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Sorcerer Reconstructive Spellcasting I, Sorcerer Repair Manipulation II | |
Sorcerer Reconstructive Spellcasting III: Grants a 6% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Sorcerer Reconstructive Spellcasting II, Sorcerer Repair Manipulation III | |
Sorcerer Reconstructive Spellcasting IV: Grants a 7% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Sorcerer Reconstructive Spellcasting III, Sorcerer Repair Manipulation IV | |
Sorcerer Reconstructive Spellcasting V: Grants a 8% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Sorcerer Reconstructive Spellcasting IV, Sorcerer Repair Manipulation V | |
Sorcerer Reconstructive Spellcasting VI: Grants a 9% chance for repair spells to generate a critical hit.
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AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Sorcerer Reconstructive Spellcasting V, Sorcerer Repair Manipulation VI |
Metamagic[edit]
Sorcerer Improved Empowering I: Using the Empower Spell feat costs you 2 fewer spell points.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Empower Spell | |
Sorcerer Improved Empowering II: Using the Empower Spell feat costs you 4 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Improved Empowering I | |
Sorcerer Improved Empowering III: Using the Empower Spell feat costs you 6 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Empowering II |
Sorcerer Improved Enlarge I: Using the Enlarge Spell feat costs you 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Enlarge Spell | |
Sorcerer Improved Enlarge II: Using the Enlarge Spell feat costs you 2 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Improved Enlarge I | |
Sorcerer Improved Enlarge III: Using the Enlarge Spell feat costs you 4 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Enlarge II |
Sorcerer Improved Heightening I: Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Heighten Spell | |
Sorcerer Improved Heightening II: Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Heightening I |
Sorcerer Improved Maximizing I: Using the Maximize Spell feat costs you 3 fewer spell points.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Maximize Spell | |
Sorcerer Improved Maximizing II: Using the Maximize Spell feat costs you 6 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Improved Maximizing I | |
Sorcerer Improved Maximizing III: Using the Maximize Spell feat costs you 9 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Maximizing II |
Sorcerer Improved Quickening I: Using the Quicken Spell feat costs you 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Quicken Spell | |
Sorcerer Improved Quickening II: Using the Quicken Spell feat costs you 2 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Sorcerer Improved Quickening I | |
Sorcerer Improved Quickening III: Using the Quicken Spell feat costs you 4 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Sorcerer Improved Quickening II |
Prestige[edit]
- Air Savant enhancements
- Earth Savant enhancements
- Fire Savant enhancements
- Water Savant enhancements
Capstone[edit]
A character can train only in one Sorcerer Capstone at a time.
Sorcerer Bloodline of Power: All of your damage dealing spells that are capable of being empowered deal 20% more damage.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |