Class: Sorcerer
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while others trace it to strange events in their personal or family history. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
You start with 3 abilities from the following.
(See Advancement table down below)
(See Advancement table down below)


Bold value indicates the number has increased from the previous Lvl.
Class overview

Typicaly : Prodigies of natural talent, descendants of magical bloodline or victims of rituals. Some hide their gifts; others burn brightly and dangerously, often consumed by the very force they command.
Abilities : Sorcerers channel their magical power through emotion and instinct rather than study. They wield greater spell potency than most, and are able to alter them in different ways. Many develop the origin of their innate power — which shapes both their strengths and vulnerabilities.
Advancement : As they grow, Sorcerers refine the chaos within. Their control strengthens, allowing them to twist, amplify, or sustain magic beyond what theory allows.
Aptitudes : High aura and constitution, but low strength and insight.
Weapons and Armour : Light weapons and armor only, as they prefer to rely on their spellcasting.
Abilities : Sorcerers channel their magical power through emotion and instinct rather than study. They wield greater spell potency than most, and are able to alter them in different ways. Many develop the origin of their innate power — which shapes both their strengths and vulnerabilities.
Advancement : As they grow, Sorcerers refine the chaos within. Their control strengthens, allowing them to twist, amplify, or sustain magic beyond what theory allows.
Aptitudes : High aura and constitution, but low strength and insight.
Weapons and Armour : Light weapons and armor only, as they prefer to rely on their spellcasting.
Speed & Abilities
Speed : Average
Available Spells
Starting abilities (Pick 3) : Rank 0 :
-
(Abjuration)
- Blade Ward (Conjuration)
- Create Bonfire
- Infestation
- Mage Hand
- Sword Burst (Divination)
- Spiritual Message
- True Strike (Enchantment)
- Burning Blade
- Light
- Lightning Blade (Evocation)
- Acid Bubble
- Dancing Lights
- Fire Bolt
- Frostbite
- Lightning Lure
- Poison Spray
- Ray of Frost
- Shocking Grasp
- Thunderclap (Illusion)
- Minor Illusion (Influence)
- Friends
- Mind Sliver (Necromancy)
- Chill Touch
- Sapping Sting (Transmutation)
- Control Flames
- Gust
- Mending
- Mold Earth
- On/Off
- Prestidigitation
- Shape Water
- Thaumaturgy
Rank 1 :
- Todo ().
Rank 2 :
- Todo ().
Rank 3 :
- Todo ().
You start with 3 abilities from the following.
- Elemental Affinity
One element calls to your soul — fire, frost, lightning, or another. Its essence resonates within you.
- Lvl 1 : The bonus is a Minor Bonus (+2).
- Lvl 6 : The bonus is a Major Bonus (+4).
Choose one element (Radiant, Necro, Fire, Cold, Lightning, Sonic, Poison, Acid) to have an affinity with.- You have a bonus when casting a spell linked to that element (see above).
- Innate Spellcasting
Magic flows through you as naturally as breath. Where others must study to cast a spell, you simply will it into being. The source of this gift may be a bloodline, a curse, or destiny itself — but it is undeniably yours.
- Lvl 1 : Learn two Spells (Rank 0) from the Sorcerer Available Spells.
- Lvl 2 to 4 : Learn a Spell (Rank 1) from the Sorcerer Available Spells.
- Lvl 5 to 7 : Learn a Spell (Rank 2) from the Sorcerer Available Spells.
- Lvl 8 to 10 : Learn a Spell (Rank 3) from the Sorcerer Available Spells.
You may use Aura or Constitution Check instead of Insight Check to cast spell on the Sorcerer Available Spells.
- Inner Power
Your inner reservoir of power is deeper than most. The magical flow within you feels endless, a wellspring of raw potential waiting to surge forth.
- Lvl 1 : You start with 2 Spell Slots (Rank 1).
- Lvl 3 : You gain 2 Spell Slots (Rank 1).
- Lvl 5 : You gain 1 Spell Slot (Rank 2).
- Lvl 7 : You gain 1 Spell Slot (Rank 2).
- Lvl 9 : You gain 1 Spell Slot (Rank 3).
As a Free Action (no roll required), you may refill a Spell Slot with one of another Rank.- To refill a Spell Slot, spend Spell Slot whose total Rank equals the target’s. (ex: 3 Spell Slots (Rank 1) = 1 Spell Slot (Rank 3) and vice versa).
- Cannot refill over the maximum of a Spell Slot.
- Metamagic
You possess a rare talent for shaping the flow of magic itself. You can alter a spell’s nature as you cast it — extending its reach, widening its area, quickening its release, or bending it to strike with refined precision.
- Lvl 1 : You start with 1 Metamagic Alteration.
- Lvl 3 : You gain 1 Metamagic Alteration.
- Lvl 5 : You gain 1 Metamagic Alteration.
- Lvl 7 : You gain 1 Metamagic Alteration.
- Lvl 9 : You gain 1 Metamagic Alteration.
As a Free Action (no roll required), you may convert Spell Slot and Psy into Metamagic Point (MMP) to alter your spells.- Each Psy or Rank of a Spell Slot grant 2 Metamagic Point (MMP).
- Metamagic Point (MMP) are unlimited, but they are lost when you sleep.
- Only one Metamagic Alteration per spell, unless otherwise noted.
- (Cost : 1 MMP) Careful Spell :
When you cast a spell in an area, you can protect one creature of your choice from its effect. - (Cost : 1 MMP) Distant Spell :
When you cast a spell that has a range of at least 5 feet, you can double the spell’s range.
Or when you cast a spell that has a range of Touch, you can make the spell’s range 30 feet. - (Cost : 1 MMP) Extended Spell :
You can double the duration of a spell that last 1 minute or more (maximum +24 hours).
When Damaged while Concentrating on the spell, the Spell Check to maintain it have Advantage. - (Cost : 1 MMP) Seeking Spell :
On a successful Spell Check, ignore misses caused by Speed.
You may use Seeking Spell after realizing the spell would miss.
You may combine Seeking Spell with another Metamagic Alterations. - (Cost : 1 MMP) Subtle Spell :
The spell is silent, even if it normally requires sound. - (Cost : 1 MMP) Transmuted Spell :
Change the Damage Type to one Elemental Damage of your choice : (Radiant, Necro, Fire, Cold, Lightning, Sonic, Poison, Acid). - (Cost : 1 MMP) Twinned Spell :
A Spell (Rank 0) is cast as Rank 1 instead (if the spell has that option). - (Cost : 2 MMP) Destructive Spell :
You deal +1 Damage with the spell. - (Cost : 2 MMP) Heightened Spell :
When you cast a spell that requires a Check or Contest to resist its effect, the target has Disadvantage on the roll. - (Cost : 2 MMP) Quickened Spell :
Change a Casting time : 1 Action to Casting time : 1 Bonus Action.
You cannot cast a Spell (Rank 2) or Spell (Rank 3) in the same turn that you modify a spell in this way.
(See Advancement table down below)
- Arcane Recovery
- Dual Focus
Your potential has become vast enough to hold two streams of magic at once. What would shatter another’s focus, you carry as effortlessly as breath.You can hold Concentration on two spells at the same time, instead of one.
- Focused Spirit
You’ve learned to maintain spell concentration through sheer determination.Once per turn, prevent Concentration to be broken by taking Damage.
- Gifted Resilience
The magic that suffuses your body shields you from harm.
- You always have 1 more Hearts Total than stated in you Class/Lvl.
- You are Resistant to your Elemental Affinity (Starting ability) element.
* If you don't have Elemental Affinity, you may choose the element instead.
- Innate Sorcery
An event in your past left an indelible mark on you, infusing you with simmering magic.As a Bonus Action (no roll required), you may unleash you full magic potential :
- Reduce all your Metamagic (Starting ability) alterations cost by 1.
- Last 1 minute.
- Once.
- You regain all expended uses when you sleep.
- Magic School Acceptation
Your talents have earned recognition from a formal arcane institution. With access to its teachings and resources, you gain the right to study among dedicated mages.Choose one Magic School to join.
- Gain its benefits during Learn a Spell at the Magic School (Downtime).
- You may learn its spells instead of Sorcerer Available Spells.
- Refined Casting
Through perfect focus, you reduce waste in the flow of magic. Your casting becomes more efficient.Reduce the Psy cost of one spell you cast this turn by 1 (for the current turn). Number of uses :
- Once per encounter.
- Wielder of Artifacts
Most struggle to balance the resonance of more than a single artifact, but you instinctively know how to harmonize their conflicting powers. Through focus and attunement, you can bear the weight of multiple relics at once, channeling their magic without losing control.You have Advantage in Identifying an artifact (Downtime).
- If you have Innate Spellcasting (Starting ability), you can use Aura or Constitution Check instead of Insight Check.
- When you Meditate (Downtime) and choose the Artifacts option, you may Attune to two Artifacts instead of one.
(See Advancement table down below)
- Elemental Convergence
Your bond with your element reaches its peak. You no longer merely command it — you become its vessel.You are Immune to your Elemental Affinity (Starting ability) element. If you don't have Elemental Affinity :
- Choose an element — you become Resistant to it instead of Immune.
- If you were already Resistant to that element, you instead are Immune.
- Rolling a natural 1 counts as a normal failure instead.
- Elemental Teleportation
Your bond with your chosen element allows you to slip through it as if it were part of you. In a place saturated with your element’s essence — blazing fire, drifting mist, crashing waves, or swirling dust — you can vanish and reappear where it flows.As a Bonus Action (no roll required), you may teleport up to 60 ft between two areas covered with your Elemental Affinity (Starting ability) element.
- You may teleport through walls, but sensing potential destinations requires your Bonus Action, and still expends the use if unused.
- Once.
- You regain all expended uses when you sleep.
- Metamagic Apotheosis
Your mastery over spell shaping reaches perfection. You no longer merely alter magic — you command its form and flow with absolute precision. With a thought, you can weave multiple alterations into a single casting, crafting spells that defy conventional limits and bear the full mark of your will.You may use 2 Metamagic (Starting ability) alterations per spell, instead of one.
- Residual Harvest
When the spark of magic fades from a fallen being, you can reach into the lingering echo of its Psy and draw a fragment into yourself. By touching a creature that recently held magic, you harvest the final trace of its power.As a Bonus Action (no roll required), you may touch a creature that had Psy and died within the last minute to absorb 1 Psy (once per creature). Improve the extraction of Creature essence (Enchantment).
- May be attempted within 1 minute of death (instead of 2 turns).
- You have Advantage when extracting within 2 turns.
- Signature Mastery
One spell has become your defining expression — a perfect crystallization of your magic. You can cast it effortlessly, as though it were part of your very soul.Select one of your spells.
- Reduce its cost by 1 Psy (permanant).
- Sorcerer Domain
Your mastery over your element radiates outward, reshaping the air itself around you. The energy within your body form a tangible aura of power that harms all who step too close.As a Bonus Action (no roll required), you may activate the aura.
- Range : 5-foot radius centered on you.
- This effect requires Concentration and lasts up to 1 minute.
- You may end it at any time as a Free Action/React.
- +5 ft per Psy or Rank of a Spell Slot (max 15 ft / 2 Psy).
- When taking Damage, you lose 5 ft of range instead of Concentration.
- Deals Magical Elemental Damage matching your Elemental Affinity (Starting Ability).
- If you don’t have Elemental Affinity, it deals Magical Damage instead (still treated as an Elemental Injury when rolling Injuries).
- Spell Redirection
You can redirect the flow of a spell at the last instant, guiding it to a new target or location.As a Bonus React, you may change the original target of a spell that pass within 30 feet of yourself. Requires a Contest : (your Spell Check VS the Spell Check of the caster)Success :Number of uses :
- Redirect the spell to a new target; range remains from the caster.
- Cannot use Metamagic (Starting ability) alterations on that spell.
- You have a pool of 5 points.
- The Rank of the spell determine how many point is required to redirect it.
* Spell (Rank 0) = 1 point.
* Spell (Rank 1) = 2 points.
* Spell (Rank 2) = 3 points.
* Spell (Rank 3) = 4 points. - You regain all expended uses when you sleep.
- Spell Suspension
You can prepare a spell within your mind and hold it at the edge of release, waiting only for your will to unleash it at the perfect instant.You may prepare one spell in advance.
- The spell is cast normally, but stored in your mind instead of taking effect.
- You may retain the spell until you sleep or fall unconscious.
- After releasing it, you must wait 1 minute before preparing another spell.
Combat gear allowance



* Small Species restriction still applies. ** Large Species restriction still applies.
Advancement table

* You can choose a Subclass at Lvl 3. If you take a Subclass, you gain that Subclass Starting Ability instead of the last one of the primary Class. You can alway choose a class abilities with a lower requirment instead (Standard instead of Advanced). You can choose a Maturative Species Ability instead of an Advanced Class Ability.



