High Sorcerer
Hit Die
: d4
Requirements:
- Must have elven blood
- Must have level 7 Spells Known
- Spellcraft: 15 ranks
- Concentration: 10 ranks
- Knowledge (Arcana): 5 ranks
- Sorcery
- True Sorcery
- Improved Counterspell
- Any Metamagic Feat
- Must be Blessed of Corellon: which means your favored class becomes sorcerer. Corellon will bestow his blessing upon those he deems worthy, which may require a quest or special test (up the DM).
Class Skills: The high sorcerer's class skills (and the key ability for each skill) are Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Knowledge [Arcana] (INT), Scry (INT), Sense Motive (WIS) and Spellcraft (INT)
Skill Points: 2 + INT bonus each level
Weapon and Armor Proficiency: A high sorcerer has no desire to train with weaponry or armor and shields, therefore, they are not proficient with any weapon neither armor nor shields.
Table: The High Sorcerer
Level |
Base Attack Bonus |
Fortitude Save |
Reflex Save |
Will Save |
Special |
1st |
+0 |
+0 |
+0 |
+2 |
High Arcana, +1 Level Arcane Spellcasting |
2nd |
+1 |
+0 |
+0 |
+3 |
High Arcana, +1 Level Arcane Spellcasting |
3rd |
+1 |
+1 |
+1 |
+3 |
High Arcana, +1 Level Arcane Spellcasting |
4th |
+2 |
+1 |
+1 |
+4 |
High Arcana, +1 Level Arcane Spellcasting |
5th |
+2 |
+1 |
+1 |
+4 |
High Arcana, +1 Level Arcane Spellcasting |
Class Features
+1 Level Arcane Spellcasting: A high sorcerer continues training in his previous arcane class(es), thus, when a new high sorcerer level is gained, the character gains new spells per day, new spells known and increased caster level as if he had also gained a level in an arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved familiar progression, for example). This essentially means that he adds the level of high sorcerer to the level of some other arcane spellcasting class the character has, then determines spells per day, spells known and caster level accordingly. If a character had more than one arcane spellcasting class before he became a high sorcerer, he must decide to which class he adds each level of high sorcerer for purposes of determining spells per day, spells known and caster level when he adds the new level.
High Arcana: each level of high sorcerer opens up a number of possible secrets the character may learn. These are elven secrets and only elves with sorcery in their blood can master them. Each level the character chooses from the following list, and some of the more potent secrets also come with a price. When required to give up spells per day, the high sorcerer can only sacrifice from his base spells per day (does not include spells gained through high ability score or magic items). The high sorcerer can choose to sacrifice multiple lower level spells in place of a higher level spell slot required, at the rate of 2 spells of up to 2 levels less in power in the place of the single higher level slot. For example, if required to sacrifice a level 9 slot, the high sorcerer could sacrifice 2 level 7 slots instead.
- Spell Power +4
: this bonus adds to both the DC of all spell saves and the spell penetration as well, and stacks with all other such bonuses, but can only be chosen once. It costs a level 9, 8 and 7 spell per day slot, sacrificed by the high sorcerer.
- Mastery of Counterspelling
: when the high sorcerer counterspells a spell, it is turned back upon the caster, as if affected by Spell Turning. Spells not affected by Spell Turning are merely countered normally. The high sorcerer can also counterspell spell-like abilities not normally subject to counterspelling. To do so, the spellcraft check required is +10 DC higher than normal due to the lack of visual clues inherent in such powers. If a spell-like ability does not mirror an existing spell on the spell list of the high sorcerer, then it cannot be countered. If the high sorcerer develops or finds a spell like that spell-like ability, he could then counter it in the future. Just because such a spell exists does not allow counterspelling, as the high sorcerer must know of the spell and study it (those spells in the PHB are assumed standard to all sorcerers. Other sources of spells must be found/researched by the sorcerer to be "added" to his spell list). It costs a level 8 and 6 spell per day slot, sacrificed by the high sorcerer.
- Elementalist
: the high sorcerer can change the elemental energy type of any spell he casts, when he casts it, to any other elemental energy type of his choice. This acts as if casting a metamagic spell, so it takes more time, however, the Metamastery ability also applies to this. It costs a level 8, 7 and 6 spell per day slot, sacrificed by the high sorcerer.
- Metamastery
: the high sorcerer no longer spends more time casting metamagic spells, he can even take advantage of the Quicken Spell feat in this manner.
- High Sorcery
: this is the signature power for high sorcerers, and as such it can only be chosen 1 time. The high sorcerer gains a special pool of 10 spell levels, called a High Sorcery Pool. These spell levels cannot be used for normal spellcasting however, instead, the high sorcerer can use these spell levels to pay for metamagic augmentation of other spells he casts. This can even allow the spell to exceed the highest level spell the high sorcerer has access to, but only by 1 level per high sorcerer level (maximum of 5 levels over the highest he can cast). Thus, even though a level 5 high sorcerer may only have 9th level spells per day, he could cast an empowered, maximized meteor swarm if he chose by casting it and using 5 of his high sorcery spell points. It costs a level 9, 8, 7, 6 and 5 spell per day slot, sacrificed by the high sorcerer.
- Arcane Reach
: all touch spells can now be cast as if ranged touch spells with a range of Close (25’ + 5’/2 levels). This also extends to counterspelling, allowing touch and even personal spells to be countered within this range. It costs a level 8, 7 and 6 spell per day slot, sacrificed by the high sorcerer.
- Spell Weaving
: the sorcerer can combine (weave) 2 lower level spell per day slots of the same spell level into a higher level spell per day slot. This process counts as a metamagic manipulation and thus, requires extra time to cast the resultant spell, but Metamastery will allow this process to take no additional time as well. The sorcerer combines 2 spell per day slots of identical spell level and weaves them together into a new spell per day slot of 1 level higher than those he weaved together. This new slot must be used in the same round it was created or it dissipates harmlessly. It is possible for this new slot to be used and combined (weaved) with another slot to repeat this process and create an even higher level slot. It is possible to create spell slots of higher level than the highest spell level slot the sorcerer normally has access to with this power, which is one of the ways high sorcerers can weave powerful spells, such as Mythals (the High Sorcery power is another way). Such an act is very expensive, however, wiping away many of the sorcerers spell slots in the process. The high sorcerer can also go the other way, and sacrifice a high level slot for 2 lower level slots. The slot sacrificed yields 2 slots each 2 levels less than the sacrificed slot.
- Wizardry
: the high sorcerer is able to prepare a spell known in a manner similar to a wizard but use it like a sorcerer, the best of both worlds. The high sorcerer chooses 5 + CHA bonus in levels of his spells known and converts them into Wizardry slots. These Wizardry slots become a special spell known slot, as it can be changed from day to day like a wizard who prepares his spells each day. The high sorcerer must then carry a spellbook much like a wizard to use this new floating spell known slot. He must learn the spells he wishes to have access to for these Wizardry slots just like a wizard must learn his spells, and keep them in a spellbook. He may then, at any time after regains his spells per day, choose any spell from his spellbook(s) and fill the floating spell known slot(s) with it. If he fills it during his normal recovery time, it requires no additional time, however, if he waits and fills it at a later time during that day, it requires 15 minutes of concentration and he will not have access to that Wizardry slot until he takes this time to fill it. These slots are automatically emptied when the sorcerer regains his spells for the day unless he desires to keep them filled with the previous day’s spells. Once filled, they cannot be changed until the sorcerer regains his spells for the next day. These spells can be of any spell level equal to or less than the level of the Wizardry slot. The high sorcerer can then use this floating spells known as one of his usual spells known for that day, it does not disappear when cast from, just like the normal spells known do not vanish when used. The high sorcerer with this power is able to use the Spell Mastery feat as well, use its mastered spells in filling these floating spell known slots. This power can be taken more than once, each time it is taken, the high sorcerer converts another 5 + CHA bonus in spell levels of spell known slots to Wizardry slots to be used in this same fashion.
- True Sorcery
: the high sorcerer has mastered the art of True Sorcery, and casts spells much as a dragon or other being with innate power. The high sorcerer no longer needs any words (no verbal components), gestures (no somatic components) or materials (no material components or foci) to use his magic, he simply wills the magic to occur. This makes it harder for opponents to identify his magic and all Spellcraft checks to identify his spells when cast in this way suffer a +10 DC penalty. If the spell has an expensive material component and/or foci, the high sorcerer pays for them with XP instead (in addition to paying for the XP cost of the spell itself if it has one). The XP cost for ignoring the material component (if costly) and/or foci (again only if costly) is 1/5th the material component cost and 1/25th the foci cost per casting. If the spell requires a focus as part of the final effect (like Trap the Soul) then this must be provided for the spell to function properly. It costs a level 9, 8, 7, 6 and 5 spell per day slot, sacrificed by the high sorcerer, however, if the high sorcerer already has the Still Spell, Silent Spell or Eschew Materials feats, then he can choose new metamagic feats to replace these once he masters this power.
- Bonus Feat
: the high sorcerer can opt to go with more “mundane” research and acquire a bonus feat of his choice.