“I am in the arcane, and the arcane is in me.”
Player’s Handbook 2 & Arcane Power — Combined
AW at-will · ENC encounter · DLY daily |
Name column: name · power type & source (ArP Arcane Power, PHB2 Player’s Handbook 2) · action & range · keywords · target |
Fields: Req requirement · Trig trigger · Tgt target · Atk attack · Hit/Miss/Eff · 1°/2° primary/secondary · Sust sustain · After aftereffect · Spec special · Wpn weapon rider |
Shorthand: Str/Dex/Con/Wis/Int/Cha = ability mod · EONT/SONT = end/start of your next turn · sq = square(s) · CA combat advantage · OA opp. attack · MBA/RBA melee/ranged basic attack · HP hit points · tgt target · [W] weapon dice
The sorcerer is the arcane antithesis of the wizard. Wielding raw, barely contained magical power, sorcerers channel bursts and blasts of arcane energy through their bodies. They gain their power not through rigorous study, but by harnessing the magic in their blood, waiting to be tapped and shaped.
You might be a dragonborn scion of ancient Arkhosia calling on draconic power, or someone born where planar forces converged, infusing you with chaos. Magic pulses through your veins, calling on you to give it expression.
“Colors collide and explode before my eyes. Energy seethes in the Chaos, in the hearts of dragons, behind the dependable cycle of the seasons, and amid the unbridled fury of the storm’s heart. This energy imprints my very blood!”
Because sorcerers call up spells whose source is chaos in some form, such characters have a reputation for being slightly crazed. Though some of them might in truth be a bit “off,” or even demented, the naive do sorcerers as a group a great disservice by mistaking their exuberance for lunacy.
Sorcerers are arcane power users, and they call upon the same general class of spell that wizards and warlocks use. But where wizards learn their spells from tomes and warlocks are given them by a patron entity, sorcerers find the power to incant their spells in their own blood. Whether a particular sorcerer’s blood was imprinted during his or her own lifetime, or a sorcerer’s entire bloodline is so touched and thus is prone to producing sorcery, a sorcerer who takes up the craft seeks always to master the magic born inside, hoping one day to match, spell for spell, the greatest arcanists of the age.
Charisma, Dexterity, and Strength are the most important ability scores for a sorcerer. You can choose any powers you like, but many sorcerers choose feats, skills, and powers to complement their Spell Source choice.
Like the arcane power you wield, you can be reckless and hard to control. Make Charisma your highest ability score, followed by Dexterity. Select powers that use your high Dexterity to move your enemies, deal extra damage, or impose penalties on your foes.
Suggested Class Feature: Wild Magic
Suggested Feat: Arcane Spellfury
Suggested Skills: Arcana, Bluff, Endurance, Insight
Suggested At-Will Powers: chaos bolt, storm walk
Suggested Encounter Power: bedeviling burst
Suggested Daily Power: dazzling ray
Your blood moves in tune with the phases of the moon, the passing seasons, and the circling stars above. Charisma is your primary ability score, since you use it to attack and deal damage. Strength is your second-highest score, giving you better damage and adding special effects to your attacks. Dexterity is your tertiary stat choice.
Suggested Class Feature: Cosmic Magic
Suggested Feat: Student of the Cosmos*
Suggested Skills: Arcana, Endurance, Insight, Nature
Suggested At-Will Powers: blazing starfall*, burning spray†
Suggested Encounter Power: ray of the moon*
Suggested Daily Power: cosmos call*
**New option presented in Arcane Power.*
†Presented in Player’s Handbook 2.
You command the ancient arcane power that flows through dragons. Make Charisma your highest ability score, followed by Strength. Select powers that use your high Strength to deal extra damage, grant yourself a bonus, or hinder your enemies.
Suggested Class Feature: Dragon Magic
Suggested Feat: Implement Expertise
Suggested Skills: Arcana, Athletics, History, Intimidate
Suggested At-Will Powers: burning spray, dragonfrost
Suggested Encounter Power: tempest breath
Suggested Daily Power: lightning breath
You embody the fury and power of a thunderstorm. Charisma is your primary ability score, since you use it to attack and deal damage. Dexterity is your second-highest score, contributing to your AC and Reflex and adding special effect to your attacks. Strength is your tertiary ability score.
Suggested Class Feature: Storm Magic
Suggested Feat: Tempest Magic*
Suggested Skills: Arcana, Bluff, Intimidate, Nature
Suggested At-Will Powers: lightning strike*, storm walk†
Suggested Encounter Power: whirlwind*
Suggested Daily Power: howling tempest*
**New option presented in Arcane Power.*
†Presented in Player’s Handbook 2.
Many dragonborn thrill to a sorcerer’s power, not least because the class’s primary ability, Charisma, is one that dragonborn are naturally endowed with. Similarly, many dragonborn are drawn to the dragon magic form of sorcery. The innate high Strength of dragonborn is also useful for those who ignite the arcane dragon magic resident in their blood, or those who choose cosmic magic.
Not many dwarves are drawn to the arcane wildness that seems to be part and parcel of most kinds of sorcerers. On the other hand, dwarves are known as a steady, enduring people, and many dwarves are attracted to sorcery’s cosmic magic with its reliance on cycles, seasons, and steady revolutions. The fraction of dwarves who learn sorcery but who take up wild magic, storm magic, or dragon magic are considered to be quite odd by other dwarves who come across them. Which is rather the whole point, most likely.
Few elves or eladrin choose the path of the sorcerer. However, the high Dexterity of both races provides an edge to elf or eladrin sorcerers who choose wild magic or storm magic. Since sorcerers are limited to wearing cloth armor, Dexterity is also quite useful for defensive purposes. An elf’s wild step racial trait and an eladrin’s fey step racial trait are both good for getting away from an enemy’s melee attack in order to cast a spell.
Genasi are usually described as energy embodied, chaos and order united—as a race of inherent flexibility, passion, and diversity. Such a description seems an ideal fit for sorcery, especially for the branches of storm magic and wild magic. Indeed, many genasi answer the call of sorcery that lives in their blood. Because genasi originally hailed from the Elemental Chaos, they are elemental creatures in some ways. In fact, each genasi’s elemental manifestation (earthsoul, firesoul, stormsoul, watersoul, or windsoul) seems a perfect complement to nearly any style of sorcerer. Each elemental manifestation offers particular benefits and provides an associated encounter power. Indeed, a stormsoul genasi is already thematically a storm sorcerer: A genasi can promise the storm by invoking the lightning living within, which calls out to its companion, the thunder. Sparks dance across the genasi’s skin, and the air around her darkens and rumbles.
Half-elves enjoy naturally high Charisma scores that well suit them for the sorcerer class. Despite that fact, few half-elves take up the mantle of the wild spellcaster, possibly because a half-elf’s naturally diplomatic nature finds itself at odds with the tempestuous nature that many sorcerers exhibit. However, a few half-elves glory in the riotous presence that most sorcerers seem to cultivate. With a half-elf’s ability to learn any attack power from a class other than his or her own, half-elves who choose the sorcerer class might take an at-will power from the paladin, the warlock, or some other class whose powers primarily draw upon Charisma in order to broaden their abilities.
Despite what some might think, halflings are drawn to the sorcerer class for several reasons. First, all sorcerers benefit from naturally high Charisma scores, which halflings possess in spades. Second, the volatile nature that might sour other races on the class only serves to draw some halflings to the class all the more fiercely. Furthermore, a halfling’s Small size is no detriment to taking up sorcery because two-handed weapons are not associated with the class. And, as with anything, a little luck never hurts. Halflings who become sorcerers are most likely to favor wild magic or storm magic.
As with half-elves, some humans are capable of absorbing new customs and new modes of thinking with ease. Sorcery, with its wild and blood-linked powers, is an arcane skill that humans seem particularly adept at learning. Indeed, for many, picking up sorcery doesn’t require formal instruction but instead merely listening to urges encoded in their blood (for those lucky enough to have the potential for sorcery). Whereas human wizards, sword mages, and even warlocks are proud of their particular learning, human sorcerers feel a special pride of their own that their magic comes naturally. Some take this feeling further and are conceited about their inborn talent.
Tieflings have high Charisma, which is the primary score for sorcerers. Like halflings, some tieflings are especially drawn to the tempestuous nature of sorcery and the image some sorcerers cultivate as carefree yet resonating with barely contained power.
As a sorcerer, you gain power through an instinctive or inborn connection to an ancient arcane source. Choose either Dragon Magic or Wild Magic. Your choice grants specific features and also provides bonuses to certain sorcerer powers (noted on individual powers as a “Dragon Magic” or “Wild Magic” rider).
The elemental power of dragons flows through you. You gain Dragon Soul (resistance to a chosen damage type that grows as you level), add your Strength modifier to the damage rolls of sorcerer at-will attack powers, and gain a bonus to Fortitude. Many powers gain an extra benefit when you have Dragon Magic.
Untamed chaos energy surges through you. You gain Chaos Burst and Chaos Power (tied to whether your attack rolls come up even or odd), add your Dexterity modifier to the damage rolls of sorcerer at-will attack powers, and gain a bonus to Reflex. Many powers gain an extra benefit — usually on an even attack roll — when you have Wild Magic.
The sun, the moon, and the stars speak to you in the voiceless language of cycles. The natural flow of the seasons tugs at your blood as the tide acts upon the oceans, pushing and pulling with gentle insistence regardless of the storm’s fury, the dragon’s flight, or the antics of otherworldly primordials. Just as the constellations move around the sky in a steady, imperturbable cadence, your spells are strong and unshakable, and tied to energies that can outlast all others.
The first time you become bloodied during an encounter, your phase immediately changes to the next higher-numbered phase (or back to the phase of the sun if you are in the phase of the stars). For example, if you begin an encounter in the phase of the moon, after becoming bloodied you would be in the phase of the stars.
In addition, each time you use a daily arcane attack power, you can choose to change your phase to the next higher-numbered phase immediately after resolving the effects of the power.
Phase of the Sun: At the start of your turn, each enemy adjacent to you takes fire and radiant damage equal to your Strength modifier. You also gain resist 5 cold.
Phase of the Moon: You gain a bonus to AC equal to the number of conscious enemies adjacent to you. You also gain resist 5 psychic.
Phase of the Stars: Whenever an enemy’s attack misses you, you can teleport a number of squares equal to your Strength modifier as a free action. You also gain resist 5 radiant.
The resistance granted by this class feature increases to 10 at 11th level and to 15 at 21st level. While you have resistance from this class feature, your arcane powers ignore all targets’ resistance to that damage type up to the value of your resistance.
The raw and unbridled fury of storm powers your spells. While others might flee a storm, you embrace it, internalize the force, and then unleash it. The impetuous, unpredictable power resident in the storm is your greatest ally. Like a tempest, you never give up and never give in until you are completely spent.
If you are hit by an attack, you can end this resistance as an immediate interrupt to gain a +4 power bonus to all defenses until the end of your next turn. If you do so, the resistance returns after you take a short rest or an extended rest.
Cosmic Magic and Storm Magic are Spell Source options from Arcane Power.
The Duel Arcane was the event in the city. Held every three years, it afforded the city a wonderful influx of business as sorcerers, wizards, and not a few charlatans descended on the city. Inns were full, and business in the bazaar was brisk. Outfitters of all types expected booming sales. The city welcomed the arcanists with open arms (especially famous and rich arcanists). Shops and merchants scrambled to expand their inventory of magical implements, components, reagents, and other needful things while the Duel ran. Inflated prices for rare components was a possibility every attending mage expected.
For the young human sorcerer named Hennet, it was almost too much. But he had paid his entry fee. He had traveled to the city. Now all that remained was the Duel.
Hennet’s first competitor was a salt-bearded fellow called Harper. Harper stood in the circle across from him darting glances to and fro. Sweat beaded the man’s brow, and he rubbed his hands incessantly. Hennet’s own nervousness faded somewhat at seeing his competitor so shaken. He restrained himself from offering the man encouragement. This was a competition, after all.
“…BEGIN!” bawled the judge. A puff of sulfurous smoke from a magical duel being conducted in an adjacent sandpit washed across Harper, who actually mewled in terror.
What’s up with this guy? wondered the sorcerer. Perhaps Harper was newer to the craft even than Hennet. He shrugged, and whispered elements of a song that always rang in his blood. Infused by magic from his waving fingertips, the sound was transformed. A low growl, as of a lion catching scent of its prey, issued from his open mouth. Hennet moved his hands even farther apart. As he did so, the growl’s volume increased, becoming the ear-shattering roar of a great cat screaming in triumph.
The judge stepped back, nearby competitors stumbled in the midst of their spells, and Harper was pushed out of the dueling circle.
The round was Hennet’s. Even better, he had used the first spell that he had ever mastered, one that had stolen into his mind on the eve of his thirteenth birthday. He had used it often since then. But, he had to admit, never before with such perfection.
It was going to be a good day.
—Adapted from Oath of Nerull by T. H. Lain-Cordell
Melora, Corellon, and Ioun are popular deities among sorcerers because of their influence over matters of chaotic wilderness, arcane magic, and knowledge, respectively. Melora and Sehanine are also favorites of cosmic sorcerers because of their ties to the natural cycles of the world or its seasons. Avandra is popular, as she is with all classes, because of her association with adventure. Asmodeus’s association with power has tempted a few sorcerers into his sway, even if they’re not actually evil. All the other deities in the pantheon have a few sorcerer adherents. Even Kord has his followers among sorcerers, especially dragon sorcerers and wild sorcerers, because they revere his power over thunder and his prowess in combat.
The singed and scarred youth holding forth on chaotic structures in the tavern, the robed dragonborn ascetic chanting a low song of blood and wings, the halfling whose hair bristles with static charge while standing on the hilltop as the storm blows in, the tiefling astronomer who reveres the sky and seasons—all of these individuals might well be sorcerers. A sorcerer is a character whose essentially enthusiastic grasp on her powers is certain to be noticed in small towns and teeming metropolises alike.
Like other arcane classes’ powers, a sorcerer’s powers are called spells. They are listed by the level at which you gain access to them. A “Dragon Magic” or “Wild Magic” rider on a spell applies only if you chose that Spell Source.
The powers presented here expand the choices for sorcerers of all kinds.
| AW | Acid OrbSorcerer Attack 1 · PHB2Std Ranged 20Acid, Arcane, ImplementTgt One creature | You hurl a globe of acid at a distant enemy. Atk Cha vs Reflex · Hit 1d10 + Cha acid dmg. Spec This power can be used as a RBA. · Level 21 2d10 + Cha acid dmg. |
| AW | Blazing StarfallSorcerer Attack 1 · ArPStd Area burst 1 within 10 squaresArcane, Fire, Implement, Radiant, ZoneTgt Each creature in burst | A ball of radiance falls upon your enemies and then bursts out, creating a cage of burning embers that are painful to pass through. Atk Cha vs Reflex · Hit 1d4 + Cha radiant dmg. Cosmic Magic The burst creates a zone bounded by burning ground that lasts until EONT. Whenever an enemy within the zone leaves it, that enemy takes fire dmg = Str. · Level 21 2d4 + Cha radiant dmg. |
| AW | Burning SpraySorcerer Attack 1 · PHB2Std Close blast 3Arcane, Fire, ImplementTgt Each creature in blast | You fling your arm in a wide arc, casting liquid fire at your foes. Atk Cha vs Reflex · Hit 1d8 + Cha fire dmg. Dragon Magic The next enemy that hits you with a melee attack before EONT takes fire dmg = Str. · Level 21 2d8 + Cha fire dmg. |
| AW | Chaos BoltSorcerer Attack 1 · PHB2Std Ranged 10Arcane, Implement, Psychic | A bolt of many-colored light leaps from your hand and screams toward an enemy’s head. 1° Tgt One creature · 1° Atk Cha vs Will · Hit 1d10 + Cha psychic dmg. · Wild Magic If you rolled an even number for the primary attack roll, make a secondary attack. 2° Tgt One creature within 5 sq of tgt last hit by this power · 2° Atk Cha vs Will · Hit 1d6 psychic dmg. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power. · Level 21 2d10 + Cha psychic dmg. |
| AW | DragonfrostSorcerer Attack 1 · PHB2Std Ranged 10Arcane, Cold, ImplementTgt One creature | A gust of frost hammers your foe and knocks it back. Atk Cha vs Fortitude · Hit 1d8 + Cha cold dmg, and you push tgt 1 sq. Spec This power can be used as a RBA. · Level 21 2d8 + Cha cold dmg. |
| AW | Lightning StrikeSorcerer Attack 1 · ArPStd Ranged 10Arcane, Implement, LightningTgt One creature | Lightning strikes your foe and then ricochets to another enemy. Atk Cha vs Reflex · Hit 1d8 + Cha lightning dmg. A creature of your choice other than tgt and within 10 sq of tgt takes lightning dmg = Dex. Storm Magic You can apply your Storm Power bonus either to the dmg roll against tgt or to the dmg taken by the enemy within 10 sq of tgt. · Level 21 2d8 + Cha lightning dmg. |
| AW | Storm WalkSorcerer Attack 1 · PHB2Std Ranged 10Arcane, Implement, ThunderTgt One creature | The thunder of your steps batters your foe. Atk Cha vs Fortitude · Hit 1d8 + Cha thunder dmg. Eff Before or after the attack, you shift 1 sq. Level 21 2d8 + Cha thunder dmg. |
| ENC | Bedeviling BurstSorcerer Attack 1 · PHB2Std Close burst 3Arcane, Implement, PsychicTgt One or two creatures in burst | An eruption of psychic energy assaults your enemies’ minds, sending them staggering. Atk Cha vs Will · Hit 1d10 + Cha psychic dmg, and you push tgt a number of sq = Dex. Wild Magic If you rolled an even number on the attack roll, you slide tgt instead of pushing it. |
| ENC | Explosive PyreSorcerer Attack 1 · PHB2Std Ranged 10Arcane, Fire, ImplementTgt One creature | Your foe stands at the center of a conflagration of your design. Atk Cha vs Reflex · Hit 2d8 + Cha fire dmg. Until SONT, any enemy that enters a sq adjacent to tgt or starts its turn there takes 1d6 fire dmg. |
| ENC | FrostbindSorcerer Attack 1 · PHB2Std Ranged 10Arcane, Cold, ImplementTgt One creature | Creaking ice envelops and hinders your enemy. Atk Cha vs Fortitude · Hit 3d6 + Cha cold dmg, and tgt takes a –2 penalty to Reflex until EONT. |
| ENC | Mists of DisarraySorcerer Attack 1 · ArPStd Area burst 1 within 10 squaresArcane, Implement, PsychicTgt Each creature in burst | Violet mist bursts out from a spot on the battlefield. As your foes breathe in the fumes, they begin to reel in confusion. Atk Cha vs Will · Hit 1d8 + Cha psychic dmg, and you push tgt 1 sq. Wild Magic If you rolled an even number on the attack roll, you slide tgt a number of sq = Dex instead of pushing it. |
| ENC | Pinning BoltSorcerer Attack 1 · ArPStd Ranged 10Arcane, Implement, LightningTgt One creature | You launch tendrils of blue, crackling energy that knock your enemy to the ground and inhibit its movement. Atk Cha vs Reflex · Hit 2d6 + Cha lightning dmg, you knock tgt prone, and tgt is slowed until EONT. |
| ENC | Ray of the MoonSorcerer Attack 1 · ArPStd Ranged 10Arcane, Cold, ImplementTgt One creature | A ray of cold moonlight shines down from above, momentarily disorienting your opponent. Atk Cha vs Will · Hit 2d6 + Cha cold dmg, and tgt cannot shift until the end of its next turn. Cosmic Magic Tgt takes a –1 penalty on attack rolls until the end of its next turn. |
| ENC | Tearing ClawsSorcerer Attack 1 · ArPStd Close burst 1Arcane, ImplementTgt Each enemy in burst | Spectral claws strike out from your body, slashing at your foes and shoving them backward. Atk Cha vs Reflex · Hit 1d10 + Cha dmg, and you push tgt 1 sq. Dragon Magic If tgt is bloodied, you push it 3 sq instead of 1. |
| ENC | Tempest BreathSorcerer Attack 1 · PHB2Std Close blast 3Acid, Arcane, ImplementTgt Each creature in blast | You exhale mist that burns and disorients your foes, and a lingering fog obscures you. Atk Cha vs Reflex · Hit 2d6 + Cha acid dmg, and tgt can’t gain CA against any creature until EONT. Dragon Magic You gain concealment until EONT. |
| ENC | Thunder SlamSorcerer Attack 1 · PHB2Std Ranged 10Arcane, Implement, ThunderTgt One creature | A shock wave of sound slams into the enemy. Atk Cha vs Fortitude · Hit 2d10 + Cha thunder dmg, and you push tgt 3 sq. |
| ENC | Thundering RoarSorcerer Attack 1 · ArPStd Close blast 3Arcane, Fear, Implement, ThunderTgt Each creature in blast | You emit the thundering roar of a hunting lion, deafening creatures near you. Atk Cha vs Fortitude · Hit 2d6 + Cha thunder dmg, and tgt takes a –2 penalty to attack rolls until EONT. |
| ENC | WhirlwindSorcerer Attack 1 · ArPStd Area burst 1 within 10 squaresArcane, ImplementTgt Each creature in burst | You create a small whirlwind that buffets creatures and knocks them off their feet. Atk Cha vs Fortitude · Hit 1d10 + Cha dmg, and you knock tgt prone. Storm Magic You can choose not to target a creature in the origin sq of the burst. |
| DLY | Chromatic OrbSorcerer Attack 1 · PHB2Std Ranged 10Arcane, Implement; VariesTgt One creature | An orb of arcane energy shifts colors as it hurtles toward your enemy. On impact, it erupts with damaging force, releasing the energy that was dominant at the time of impact. Atk Cha vs Reflex · Hit 3d10 + Cha dmg. Roll a d6 to determine the attack’s dmg type and effect. 1. Yellow: Radiant dmg, and tgt is dazed (save ends). 2. Red: Fire dmg, and each creature adjacent to tgt takes fire dmg = Dex. 3. Green: Poison dmg, and ongoing 5 poison dmg (save ends). 4. Turquoise: Lightning dmg, and you slide tgt a number of sq = Dex. 5. Blue: Cold dmg, and tgt is immobilized (save ends). 6. Violet: Psychic dmg, and tgt takes a –2 penalty to AC (save ends). Miss 1d10 dmg. Roll a d6 to determine the attack’s dmg type and effect, as above. |
| DLY | Cosmos CallSorcerer Attack 1 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature | You access the mystery of cycles within the cosmos, randomly pulling out a fundamental force to blast your enemy’s mind. Atk Cha vs Will · Hit 2d8 + Cha psychic dmg. Roll a d6 to determine the attack’s additional benefit. • 1–2: Tgt takes ongoing 5 radiant dmg (save ends) and the power gains the radiant keyword. • 3–4: Tgt is slowed (save ends). • 5–6: Tgt is dazed (save ends). Cosmic Magic You choose the attack’s additional benefit instead of rolling. · Miss Half dmg. |
| DLY | Dazzling RaySorcerer Attack 1 · PHB2Std Ranged 10Arcane, Implement, RadiantTgt One creature | A brilliant beam lances out to strike your foe and befuddle it. Atk Cha vs Will · Hit 6d6 + Cha radiant dmg. Wild Magic If you rolled an even number on the attack roll, tgt takes a penalty to attack rolls against you = Dex (save ends). · Miss Half dmg. |
| DLY | Dragonfang BoltSorcerer Attack 1 · PHB2Std Ranged 10Arcane, Implement, PoisonTgt One or two creatures | Venomous fangs hurtle toward your foes, piercing their flesh and then poisoning them. Atk Cha vs Fortitude · Hit 2d8 + Cha dmg, and ongoing 5 poison dmg (save ends). Miss 2d8 + Cha dmg. |
| DLY | Howling TempestSorcerer Attack 1 · ArPStd Area burst 1 within 10 squaresArcane, Implement, Thunder, ZoneTgt Each creature in burst | You summon a howling storm on the battlefield. The tempest’s thunder deafens your foes, and its winds scatter them. Atk Cha vs Fortitude · Hit 2d6 + Cha thunder dmg, and tgt is deafened (save ends). You slide tgt a number of sq = Dex. Eff The burst creates a zone of deafening wind that lasts until EONT. Each creature that starts its turn within the zone takes thunder dmg = Cha. As a move action, you can move the zone 3 sq. Storm Magic You can choose not to target a creature in the origin sq of the burst. · Sust Minor The zone persists. |
| DLY | Lightning BreathSorcerer Attack 1 · PHB2Std Close blast 3Arcane, Implement, LightningTgt Each creature in blast | You exhale a blast of lightning at your foes. The lightning then forms a ring around you, repelling nearby attackers. Atk Cha vs Reflex · Hit 3d8 + Cha lightning dmg. Eff Until EONT, whenever an enemy hits you with a melee attack, you push that enemy 1 sq. Miss Half dmg. · Dragon Magic The enemy also takes 5 lightning dmg. · Sust Minor The effect persists. |
| DLY | Shocking MagnetismSorcerer Attack 1 · ArPStd Ranged 10Arcane, Implement, LightningTgt One or two creatures | You become a conduit for lightning. The pulsing energy accumulates within your body, enabling you to shock those who come near. Atk Cha vs Reflex · Hit 3d6 + Cha lightning dmg, and you pull tgt a number of sq = Dex. Eff Until the end of the encounter, each creature that starts its turn adjacent to you takes lightning dmg = Dex. You can dismiss the effect as a free action. |
| DLY | [Name missing in source]Sorcerer Attack 1 · ArPStd Ranged 10Arcane, Implement, RadiantTgt One creature | You shoot a ray of white light at your foe. The beam sears flesh and eyes, and it takes time for your enemy’s vision to fully return. Atk Cha vs Reflex · Hit 2d8 + Cha radiant dmg. Until EONT, tgt is blinded. When the blinded condition ends, tgt then treats each creature more than 5 sq away from it as having concealment (save ends). Miss Half dmg. Until EONT, tgt treats each creature more than 5 sq away from it as having concealment. |
| DLY | [Name missing in source]Sorcerer Attack 1 · ArPStd Ranged 10Arcane, Cold, ImplementTgt One, two, or three creatures | A trio of icy javelins forms around you. One at a time, you send each spear shooting toward a different enemy. Atk Cha vs Reflex · Hit 1d10 + Cha cold dmg and ongoing 5 cold dmg (save ends). Miss Half dmg. |
| DLY | Deep ShroudSorcerer Utility 2 · ArPMinor PersArcane | You raise and then lower your hands, creating an obscuring shadow that cloaks you and the area around you. Eff You create a shroud of supernatural shadow around you. Until EONT, the space you occupy and each sq adjacent to you are heavily obscured. Sust Minor The effect persists. |
| ENC | Dragonflame MantleSorcerer Utility 2 · PHB2Imm Intr PersArcane, Fire | You ward yourself with a mantle of flame. Trig You are hit by an attack · Eff Until EONT, you gain a +1 pwr bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 fire dmg. |
| DLY | Elemental ShiftSorcerer Utility 2 · PHB2Minor PersArcane | The alignment of elements within you changes at your command. Eff You can change the resistance granted by your Dragon Soul or Wild Soul to one of the other dmg types for the rest of the encounter. In addition, one ally adjacent to you gains resist 5 to the dmg type that you resist until the end of the encounter. Level 11 Resist 10. · Level 21 Resist 15. |
| ENC | Focused ChaosSorcerer Utility 2 · ArPNo Act PersArcane | To make chaos work for you, you must exercise a bit of control, but not too much. On your next spell you manage to achieve the outcome you desire. Trig You use a sorcerer power that works differently depending on whether the attack roll is odd or even · Eff You choose to treat that power’s attack roll as either odd or even, regardless of your actual roll. |
| ENC | Sorcerous SiroccoSorcerer Utility 2 · ArPStd Close burst 10ArcaneTgt You and one ally in burst | You exhale a mana-enhanced breath that briefly sends you and an ally flying through the air. Eff Each target moves a number of sq equal to his or her speed + 1. Each target can fly during this movement but falls if he or she does not land by the end of the movement. |
| ENC | Spatial TripSorcerer Utility 2 · ArPMove PersArcane, Teleportation | You spin around, releasing a blaze of golden energy. As you finish your revolution, you disappear and reappear a short distance away. Eff You teleport a number of sq equal to half your speed. |
| ENC | Stretch SpellSorcerer Utility 2 · PHB2Minor PersArcane | You bend space to increase the extent of your spell. Eff Until the end of your turn, add Dex to the range of your ranged arcane powers. |
| ENC | Unseen AidSorcerer Utility 2 · PHB2Minor PersArcane | Invisible forces aid you in mysterious ways. Eff You gain a +2 bonus to a skill check you make this turn. |
| DLY | [Name missing in source]Sorcerer Utility 2 · ArPImm Intr PersArcane | You channel the power of the starlit sky to bolster yourself against an attack and divert the power to your next assault. Trig You take cold, lightning, or thunder dmg · Eff Until the end of the encounter, you gain resistance to the triggering dmg type = Cha. Your next attack before the end of the encounter that deals the triggering dmg type gains a +1 bonus to the attack roll. |
| ENC | Dancing LightningSorcerer Attack 3 · PHB2Std Ranged 10Arcane, Implement, Lightning, ThunderTgt One creature | As lightning strikes your foe, thunder batters creatures around it. Atk Cha vs Reflex · Hit 2d10 + Cha lightning dmg, and each creature adjacent to tgt takes thunder dmg = Cha. |
| ENC | Flame SpiralSorcerer Attack 3 · PHB2Std Close burst 2Arcane, Fire, ImplementTgt One, two, or three creatures in burst | You surround yourself in a vortex of fire, which lashes out at nearby foes. Atk Cha vs Reflex · Hit 1d10 + Cha fire dmg. Eff Until SONT, any enemy that enters a sq adjacent to you or starts its turn there takes 1d6 fire dmg. |
| ENC | Ice Dragon’s TeethSorcerer Attack 3 · PHB2Std Area burst 1 within 10 squaresArcane, Cold, ImplementTgt Each creature in burst | Shards of ice like the teeth of a dragon explode among your foes, chilling and slowing them. Atk Cha vs Reflex · Hit 2d8 + Cha cold dmg, and tgt is slowed until EONT. |
| ENC | Poisonous ExhalationSorcerer Attack 3 · PHB2Std Close blast 3Arcane, Implement, PoisonTgt Each creature in blast | A cloud of poisonous vapor billows from your mouth to sap your enemies’ endurance. Atk Cha vs Fortitude · Hit 2d8 + Cha poison dmg, and tgt takes a –2 penalty to Fortitude until EONT. Dragon Magic The penalty to Fortitude equals 1 + Str. |
| ENC | Searing SandsSorcerer Attack 3 · ArPStd Close blast 3Arcane, ImplementTgt Each creature in blast | You send a blast of searing sand at your foes. The sand blisters their skin and throws up a temporary curtain for you to hide behind. Atk Cha vs Reflex · Hit 2d6 + Cha dmg. Until EONT, you have concealment. |
| ENC | Spectral ClawSorcerer Attack 3 · PHB2Std Ranged 10Arcane, Force, ImplementTgt One creature | A claw of force crushes your foe in its grip. Atk Cha vs Fortitude · Hit 1d8 + Cha force dmg, and tgt is immobilized until EONT. Wild Magic If you rolled an even number on the attack roll, you slide tgt a number of sq = Dex. |
| ENC | Swirling StarsSorcerer Attack 3 · ArPStd Area burst 1 within 10 squaresArcane, Cold, Implement, ThunderTgt Each creature in burst | A cyclonic cloud of starry lights descends on the battlefield, allowing your gesticulations to land in your enemies’ midst. Atk Cha vs Reflex · Hit 2d8 + Cha cold and thunder dmg. Cosmic Magic You can choose not to target a creature in the origin sq of the burst. |
| ENC | Thundering GustSorcerer Attack 3 · ArPStd Close blast 3Arcane, Implement, ThunderTgt Each creature in blast | You call forth the force of the raging storm and shrieking gales. Wind howls about your foes, buffeting them and sliding them. Atk Cha vs Fortitude · Hit 1d10 + Cha thunder dmg, and you slide tgt a number of sq = Dex. Storm Magic If you choose not to slide any targets, until EONT, you gain a fly speed equal to 1 + Dex, and you can hover. |
| ENC | [Name missing in source]Sorcerer Attack 3 · ArPStd Ranged 10Acid, Arcane, ImplementTgt One creature | You contort your hand as if mimicking a monstrous claw. A black talon of acid then bursts from thin air and swipes at your foe. Atk Cha vs Fortitude · Hit 2d10 + Cha acid dmg, and tgt takes acid dmg = Str at the start of its next turn. Dragon Magic Each creature adjacent to tgt takes acid dmg = Str. |
| ENC | [Name missing in source]Sorcerer Attack 3 · ArPStd Ranged 10Arcane, Force, ImplementTgt One creature | Your implement flashes with the colors of the rainbow, and as the light touches your foe, chaos distorts the creature’s nature. Atk Cha vs Reflex · Hit 2d8 + Cha force dmg. Wild Magic If you rolled an even number on the attack roll, tgt loses all resistances until EONT. |
| DLY | Acidic ImplantationSorcerer Attack 5 · PHB2Std Ranged 10Acid, Arcane, Implement | You implant a bubble of acid in a foe and hurl the foe into its allies. The bubble then explodes. 1° Tgt One creature · 1° Atk Cha vs Fortitude · Hit You slide the primary target 3 sq. Eff The primary target takes 2d6 acid dmg. Make a secondary attack that is an area burst 1 centered on the primary target. 2° Tgt Each creature in burst · 2° Atk Cha vs Reflex · Hit 2d6 acid dmg. |
| DLY | Corruption OrbSorcerer Attack 5 · ArPStd Ranged 10Acid, Arcane, Implement, PoisonTgt One creature | You fling a disgusting orb of green and ocher slime that drenches your enemy with a debilitating, acidic poison. Atk Cha vs Fortitude · Hit 2d10 + Cha poison dmg. Eff Tgt takes ongoing 5 acid dmg (save ends). |
| DLY | Moon and StarsSorcerer Attack 5 · ArPStd Ranged 10Arcane, Implement; VariesTgt One or two creatures | A chill winter moon appears overhead, and around it swims a myriad of radiant stars. You can unleash the power of either on a foe. Atk Cha vs Reflex · Hit 3d6 + Cha cold or radiant dmg. The dmg type you choose determines the attack’s additional benefit. • Cold: Tgt is slowed and cannot shift (save ends both). • Radiant: You can spend one healing surge (even if you hit two targets). Miss Half dmg (your choice of cold or radiant). |
| DLY | Palest FlamesSorcerer Attack 5 · PHB2Std Ranged 10Arcane, Fire, ImplementTgt One creature | The blue flames that engulf your foe make it more susceptible to the ravages of cold. Atk Cha vs Reflex · Hit 1d10 + Cha fire dmg, and tgt gains vulnerable 10 cold (save ends). Miss Half dmg, and tgt gains vulnerable 5 cold until EONT. |
| DLY | Reeling TormentSorcerer Attack 5 · PHB2Std Ranged 10Arcane, Charm, Implement, PsychicTgt One creature | Your hold on your enemy’s mind lets you move your foe, tormented by spasms, around the battlefield. Atk Cha vs Will · Hit 3d8 + Cha psychic dmg. At the start of each of tgt’s turns, you can slide tgt 3 sq as a free action (save ends). Miss Half dmg. At the start of each of tgt’s turns, you can slide tgt 1 sq as a free action (save ends). |
| DLY | Serpentine BlastSorcerer Attack 5 · PHB2Std Ranged 10Arcane, Implement, LightningTgt One creature | A bolt of lightning leaps from your fingers to strike at your foe, twisting past obstacles. Atk Cha vs Reflex. The attack ignores cover and concealment, but not superior cover or total concealment. · Hit 3d10 + Cha lightning dmg. Miss Half dmg. |
| DLY | Sun’s IlluminationSorcerer Attack 5 · ArPStd Area burst 1 within 10 squaresArcane, Implement, Radiant, ZoneTgt Each creature in burst | Radiance pours down on an area, burning creatures within the light and revealing them to you in both body and mind. Atk Cha vs Reflex · Hit 3d6 + Cha radiant dmg Eff The burst creates a zone of piercing light that lasts until EONT. You gain a +2 pwr bonus to Insight and Perception checks against each creature within the zone. Each enemy within the zone grants CA. As a move action, you can move the zone 3 sq. Sust Minor The zone persists. |
| DLY | Thunder LeapSorcerer Attack 5 · PHB2Std Close burst 1Arcane, Implement, Thunder | A thunderclap propels you into the air, and you land with a deafening crack, pushing your foes away. 1° Tgt Each creature in burst · 1° Atk Cha vs Fortitude · Hit 2d6 + Cha thunder dmg. Eff You jump a number of sq equal to your speed + Cha. This movement does not provoke OAs. Then make a secondary attack. 2° Tgt Each creature in burst · 2° Atk Cha vs Fortitude · Hit 2d6 thunder dmg, and you push the secondary target 1 sq. |
| DLY | [Name missing in source]Sorcerer Attack 5 · ArPStd Close burst 1Arcane, Cold, ImplementTgt Each creature in burst | The air around you turns deathly cold, and frost coalesces on your body, creating a protective shell of ice. Atk Cha vs Fortitude · Hit 2d8 + Cha cold dmg. Eff Until the end of the encounter, you gain a +2 pwr bonus to AC and Fortitude and each creature that hits you with a melee attack takes cold dmg = Cha. Miss Half dmg. |
| DLY | [Name missing in source]Sorcerer Attack 5 · ArPImm Intr Ranged 5Arcane, Implement, Psychic, TeleportationTgt The triggering enemy | You tap into chaos just as a foe is about to hit you. A greenish hue flickers across your skin as you teleport away, then make your own attack. Trig An enemy within 5 sq of you hits you Eff Before the attack, you teleport your speed. · Atk Cha vs Will · Hit 2d10 + Cha psychic dmg. · Miss Half dmg. |
| DLY | Arcane EmpowermentSorcerer Utility 6 · PHB2Minor PersArcane | You force additional energy into your spells. Eff Until the end of your turn, increase the size of your arcane powers’ blasts and bursts by 1. |
| DLY | Chaotic DefenseSorcerer Utility 6 · ArPMinor PersArcane | You create a din of chaotic sounds, from a wolf’s forlorn howl to a dead sailor’s dirge. In the cacophony, you find temporary aid. Eff Roll a d4 to determine the power’s effect. • 1: You gain temp HP equal to 2d6 + Cha. • 2: You gain a +2 pwr bonus to all defenses until the end of the encounter. • 3: Until the end of the encounter, each creature that attacks you takes 2d6 dmg. • 4: You gain all three of the benefits described above. |
| DLY | Energetic FlightSorcerer Utility 6 · PHB2Minor PersArcane | You hurtle forward on wings shaped from streamers of dancing energy. Eff Until EONT, you gain a fly speed equal to your speed, and you can hover. |
| DLY | Extinguishing RainSorcerer Utility 6 · ArPStd Close burst 10Arcane, ImplementTgt You and each ally in burst | Clouds emerge from your body, saturating the air. Fires no longer threaten you, and nearby flames are dampened. Eff Until the end of the encounter, each target gains resistance to fire = Cha. Make an attack. · Tgt One conjuration or zone that has the fire keyword · Atk Cha + 2 vs the Will of tgt’s creator · Hit Tgt is destroyed. All its effects end, including those that a save can end. |
| ENC | Lightning ShiftSorcerer Utility 6 · ArPMove PersArcane | With a flourish of snapping sparks, your single step speeds you lightning-quick across the battlefield. Eff You shift your speed. You ignore difficult terrain during the shift. |
| DLY | Subtlety of the Green WyrmSorcerer Utility 6 · ArPMinor PersArcane | You listen for the faint whisper of your own blood. In its flow, you find ancient wisdom and unrivaled charm. Eff You gain a +5 pwr bonus to Diplomacy checks, Insight checks, and Intimidate checks until the end of the encounter. |
| ENC | Sudden ScalesSorcerer Utility 6 · PHB2Imm Intr PersArcane | Dragon scales cover your form in reaction to an assault, as arcane power shields your mind and body from harm. Trig You are hit by an attack · Eff You gain a +4 bonus to all defenses against the triggering attack. Dragon Magic The bonus to all defenses equals 3 + Str. |
| ENC | Swift EscapeSorcerer Utility 6 · PHB2Imm Intr PersArcane, Teleportation | A quick reaction saves you from the explosion. Trig You are hit by an area or a close attack · Eff You teleport 3 sq. Wild Magic The number of sq you teleport equals 2 + Dex. |
| ENC | [Name missing in source]Sorcerer Utility 6 · ArPFree PersArcane | You tweak the course of fate, turning ill luck into good fortune. Trig You spend an action point to make an attack and miss · Eff Reroll the triggering attack roll with a bonus = Str. |
| ENC | Blazing BoltsSorcerer Attack 7 · ArPStd Ranged 20Arcane, Fire, Implement, LightningTgt Two creatures | Two bolts of violet lightning erupt from your hands, causing a shower of white-hot, flaming sparks where they hit. Atk Cha vs Reflex · Hit 1d8 + Cha lightning dmg, and tgt and each creature adjacent to it take fire dmg = Str. |
| ENC | Chaos StormSorcerer Attack 7 · PHB2Std Area burst 1 within 10 squaresArcane, Implement, Lightning, TeleportationTgt Each creature in burst | A storm of lightning pounds your enemies. When the storm clears, everyone has teleported to new positions by your magic. Atk Cha vs Reflex · Hit 2d6 + Cha lightning dmg. Eff You teleport each target hit by the attack so that it swaps positions with another target hit by the attack. Wild Magic You instead teleport each target hit by the attack to any other space within the burst. |
| ENC | Crushing SphereSorcerer Attack 7 · PHB2Std Area burst 1 within 10 squaresArcane, Force, ImplementTgt Each creature in burst | A field of force contracts around your enemies, crushing them. Atk Cha vs Reflex · Hit 2d6 + Cha force dmg, and tgt takes a –2 penalty to attack rolls until EONT. |
| ENC | RimestormSorcerer Attack 7 · PHB2Std Close blast 3Arcane, Cold, ImplementTgt Each enemy in blast | A wintry blast drives your enemies to their knees. Atk Cha vs Fortitude · Hit 2d8 + Cha cold dmg, and you knock tgt prone. Dragon Magic Tgt also takes a –2 penalty to Fortitude until EONT. |
| ENC | ShoutSorcerer Attack 7 · PHB2Std Close blast 5Arcane, Implement, ThunderTgt Each creature in blast | A deafening shout leaves your enemies reeling. Atk Cha vs Fortitude · Hit 2d8 + Cha thunder dmg, and tgt is deafened until EONT. |
| ENC | Thunder BombSorcerer Attack 7 · ArPStd Area burst 1 within 10 squaresArcane, Implement, ThunderTgt Each creature in burst | You open your palm, revealing a sphere of arcane energy that speeds across the battlefield and detonates, leaving your foes thunderstruck. Atk Cha vs Fortitude · Hit 2d8 + Cha thunder dmg, and tgt is slowed until EONT. If tgt is in the origin sq of the burst, it is immobilized until EONT instead of slowed. |
| ENC | Thunder Wyrm’s JawsSorcerer Attack 7 · ArPStd Ranged 10Arcane, Implement, ThunderTgt One creature | You emit a draconic roar. An echo of the call bursts over your foe’s head, buffeting your enemy as the sound bolsters you. Atk Cha vs Reflex · Hit 3d8 + Cha thunder dmg. You gain temp HP equal to 1d6 + Str. |
| ENC | [Name missing in source]Sorcerer Attack 7 · ArPStd Ranged 10Arcane, Implement, Psychic, TeleportationTgt One creature | With a wild gesture, you release a bolt of dazzling, multicolored chaos that folds space and makes your opponent’s mind reel. Atk Cha vs Will · Hit 2d8 + Cha psychic dmg, and tgt swaps positions with a creature within 3 sq of it. |
| ENC | [Name missing in source]Sorcerer Attack 7 · ArPStd PersArcane, Implement, LightningTgt Each creature whose space you moved through | Your body briefly becomes a shower of dancing sparks that zips among foes, shocking them as you go. Eff Before the attack, you shift your speed + 2. You can move through occupied sq during the shift, as long as you end in an unoccupied sq. · Atk Cha vs Reflex · Hit 1d6 + Cha lightning dmg. |
| DLY | Adamantine EchoSorcerer Attack 9 · PHB2Std Close blast 3Arcane, Implement, ThunderTgt Each creature in blast | You unleash a thunderous roar to batter your enemies, and scales like those of an adamantine dragon cover your skin. Atk Cha vs Fortitude · Hit 2d6 + Cha thunder dmg, and ongoing 5 thunder dmg (save ends). Eff You gain a +2 pwr bonus to AC until the end of the encounter. Miss Ongoing 5 thunder dmg (save ends). · Dragon Magic The pwr bonus to AC equals Str. |
| DLY | Bounding BoltSorcerer Attack 9 · ArPStd Ranged 10Arcane, Implement, Lightning | Your sparkling flourish produces a bolt of lightning that strikes your foe and then flies to nearby creatures. 1° Tgt One creature · 1° Atk Cha vs Reflex · Hit 2d8 + Int lightning dmg, and ongoing 5 lightning dmg (save ends). First Failed Saving Throw Choose a secondary target. 2° Tgt One creature within 5 sq of you Eff The secondary target takes ongoing 5 lightning dmg (save ends). First Failed Saving Throw Choose a tertiary target. 3° Tgt One creature within 5 sq of the secondary target. Eff The tertiary target takes ongoing 5 lightning dmg (save ends). · Miss 2d8 + Int lightning dmg. |
| DLY | Contagious CurseSorcerer Attack 9 · PHB2Std Ranged 10Arcane, Implement, PoisonTgt One creature | A cloud of poison gas coils around your foe, warding off help. Atk Cha vs Fortitude · Hit 2d10 + Cha poison dmg. Eff You slide tgt a number of sq = Cha. Tgt is poisonous to your enemies (save ends). While tgt is poisonous, any enemy that starts its turn adjacent to tgt takes 1d10 poison dmg. Wild Magic If you rolled an even number on the attack roll, any enemy that starts its turn within 2 sq of the poisonous target takes 1d10 poison dmg. |
| DLY | Howling HurricaneSorcerer Attack 9 · ArPStd Area burst 1 within 10 squaresArcane, Implement, Thunder, ZoneTgt Each creature in burst | The cries of the wind compete with the sound of thunder as you bring forth a screaming vortex that spins your foes about. Atk Cha vs Fortitude · Hit 3d8 + Cha thunder dmg, and you slide tgt a number of sq = Dex. Eff The burst creates a zone of swirling wind that lasts until EONT. You slide each creature that starts its turn within the zone 2 sq. As a move action, you can move the zone 6 sq. Sust Minor The zone persists. |
| DLY | Ice StalagmitesSorcerer Attack 9 · ArPStd Ranged 10Arcane, Cold, Conjuration, ImplementTgt One, two, or three creatures | Stalagmites of ice burst up from the ground, stabbing at your enemies and turning the air around them frigid. Atk Cha vs Reflex · Hit 1d12 + Cha cold dmg, and you must slide tgt 1 sq. Eff You conjure an ice stalagmite in 1 sq tgt vacated. Each ice stalagmite lasts until the end of the encounter, until destroyed, or until you dismiss it as a free action. Each ice stalagmite has AC 5, Reflex 5, Fortitude 21, resist cold 10, and 40 HP. Each creature that starts its turn adjacent to an ice stalagmite takes cold dmg = Cha. |
| DLY | Prime the FireSorcerer Attack 9 · PHB2Std Area burst 1 within 10 squaresArcane, Fire, ImplementTgt Each creature in burst | Flames wash over your foe and then subside, but they flare to life again if the enemy acts in hostility. Atk Cha vs Fortitude · Hit 2d8 + Cha fire dmg. Eff If tgt attacks before SONT, tgt takes 2d8 fire dmg. |
| DLY | Season’s MalaiseSorcerer Attack 9 · ArPStd Area burst 1 within 10 squaresArcane, Implement, PsychicTgt Each creature in burst | Dark clouds appear over your foes, and you assault their minds with a psychic attack that causes depression and lethargy. Atk Cha vs Will · Hit 2d6 + Cha psychic dmg. Eff Tgt takes ongoing 5 psychic dmg (save ends). Until tgt saves against this dmg, it cannot take immediate actions or opportunity actions. |
| DLY | Staggering BlastSorcerer Attack 9 · PHB2Std Ranged 10Arcane, Implement, PsychicTgt One creature | Your mental assault leaves your foe reeling. With a thought, you can force the foe to the ground if it tries to move. Atk Cha vs Will · Hit 3d8 + Cha psychic dmg. If tgt moves before EONT, you can knock tgt prone during that movement as an immediate interrupt. Miss Half dmg, and you knock tgt prone. |
| DLY | Winds of ChangeSorcerer Attack 9 · ArPStd Close burst 3Arcane, ImplementTgt Each enemy in burst | You become like the wind, blasting your enemies with the force of a storm. Atk Cha vs Fortitude · Hit 3d8 + Cha dmg, and you push tgt 3 sq. Eff Until EONT, you gain a fly speed equal to your speed, and you can hover. Miss Half dmg, and you push tgt 1 sq. |
| DLY | Chaos LinkSorcerer Utility 10 · PHB2Imm React Close burst 5ArcaneTgt One creature in burst | You bend the fabric of reality to bind an enemy’s fate to yours. Trig You are hit by an area or a close attack · Eff The triggering attack also hits tgt. |
| DLY | Devour MagicSorcerer Utility 10 · PHB2Std Ranged 5Arcane, ImplementTgt One conjuration or zone | You consume lingering magic to empower your own. Atk Cha + 2 vs the Will of tgt’s creator · Hit Tgt is destroyed. All its effects end, including those that a save can end. Dragon Magic You gain the bonus from your Scales of the Dragon, whether or not you’re bloodied. · Wild Magic Until the end of the encounter, the first time you attack during each of your turns, you can choose your Chaos Burst benefit, instead of having your attack roll determine it. |
| DLY | Dragon’s ResolveSorcerer Utility 10 · ArPMinor PersArcane | Your blood boils with the wrath of a dragon, giving you greater fury and power when the situation seems most dire. Eff Until the end of the encounter, while you are bloodied, you gain a +1 pwr bonus to attack rolls and a pwr bonus to saving throws = Cha. |
| DLY | Invert ResistanceSorcerer Utility 10 · PHB2Minor Close burst 5ArcaneTgt Each enemy in burst | You twist the nature of your foes to turn their protection into a weakness. Eff Each target loses its resistances and gains vulnerable 5 to the dmg types it had resistance against (save ends both). |
| ENC | Narrow EscapeSorcerer Utility 10 · PHB2Imm React PersArcane, Teleportation | You teleport away from your foe and reduce the force of its attack. Trig You are hit by an attack · Eff You take half dmg from the attack. You then teleport a number of sq = Cha + Dex. |
| DLY | Sorcerous PulseSorcerer Utility 10 · ArPMinor PersArcane | You drown out the clash of combat and focus on one type of energy, which you channel into your spells for extra power. Eff Choose acid, cold fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of the encounter, whenever you use an arcane power that has the chosen keyword, you can roll the dmg twice and use the higher result. |
| ENC | Spirit’s EclipseSorcerer Utility 10 · ArPImm Intr PersArcane | A mental bulwark helps to protect you against your foe’s attack and renders the creature incapable of seeing you for a time. Trig An enemy hits you with an attack that targets Will · Eff Until EONT, you gain a +5 bonus to Will and are invisible to the triggering enemy. |
| DLY | Storm of EnergySorcerer Utility 10 · ArPMinor Close burst 5ArcaneTgt Each enemy in burst that is taking ongoing dmg | With a wave of your hand, you increase the vigor of whatever effects ail your foes. Eff Each instance of ongoing dmg that each target is taking increases by 10. |
| ENC | [Name missing in source]Sorcerer Utility 10 · ArPImm Intr PersArcane | In an instant, your body melts into a cloud of fog. Trig You are hit by an attack · Eff You become insubstantial until EONT. |
| ENC | Chains of FireSorcerer Attack 13 · PHB2Std Ranged 10Arcane, Fire, ImplementTgt One or two creatures | Fiery serpents wrap around your foes and drag them together, holding them close. Atk Cha vs Reflex · Hit 2d8 + Cha fire dmg. If you hit two targets with this power, you slide one of them to a space that must be adjacent to the other, and until EONT, the two targets take 1d10 fire dmg the first time they are more than 3 sq apart. |
| ENC | Cyclone PullSorcerer Attack 13 · ArPStd Area burst 3 within 10 squaresArcane, ImplementTgt One, two, or three creatures in burst | From the ground rises a cyclone that consumes your foes in violence, battering them and pulling them toward its center. Atk Cha vs Fortitude · Hit 1d6 + Cha dmg, and you slide tgt 2 sq closer to the origin sq of the burst. |
| ENC | Downbeat of WingsSorcerer Attack 13 · ArPStd Ranged 10Arcane, ImplementTgt One creature | You give life to a memory of dragons in the form of phantom wings. With a beat of these wings, you send your foe sprawling. Atk Cha vs Fortitude · Hit 3d6 + Cha dmg, and you push tgt 2 sq and knock it prone. Dragon Magic You shift a number of sq = Str. |
| ENC | Jaws of the EarthSorcerer Attack 13 · PHB2Std Ranged 10Arcane, ImplementTgt One creature | The earth rises up like the maw of a hungry dragon to clamp around your foe and hold it in place. Atk Cha vs Reflex · Hit 3d6 + Cha dmg, and tgt is immobilized until EONT. While tgt is immobilized by this power, you and your allies can move through tgt’s space and don’t provoke OAs from it by leaving a sq adjacent to it. |
| ENC | Mind HammerSorcerer Attack 13 · PHB2Std Ranged 10Arcane, Implement, PsychicTgt One creature | Howling chaos slams into your foe’s mind and throws the creature to the ground. Atk Cha vs Will · Hit 2d10 + Cha psychic dmg, and you knock tgt prone. Wild Magic If you rolled an even number on the attack roll, tgt can’t stand up until EONT. If you rolled an odd number on the attack roll, you slide tgt a number of sq = Dex. |
| ENC | Primordial StormSorcerer Attack 13 · ArPStd Area burst 1 within 10 squaresArcane, Cold, Fire, Implement, Lightning, ThunderTgt Each creature in burst | You pull a fragment of the Elemental Chaos into the world and let its fury wash over your foes. Atk Cha vs Reflex · Hit 2d6 + Cha lightning and thunder dmg. At the start of tgt’s next turn, it takes 5 cold and fire dmg. Storm Magic You can choose not to target a creature in the origin sq of the burst. · Wild Magic If you rolled an even number on the attack roll, tgt takes 10 cold and fire dmg at the start of its next turn instead of 5. If you rolled an odd number on the attack roll, tgt is also slowed until the end of its next turn. |
| ENC | Thunder BreathSorcerer Attack 13 · PHB2Std Close blast 3Arcane, Implement, ThunderTgt Each creature in blast | A blast of thunder like a dragon’s roar issues from your mouth, staggering your foes. Atk Cha vs Fortitude · Hit 2d6 + Cha thunder dmg, and tgt is dazed until EONT. Dragon Magic Tgt is also slowed until EONT. |
| ENC | [Name missing in source]Sorcerer Attack 13 · ArPStd Ranged 10Arcane, Implement, PsychicTgt One creature | The stars send shafts of light down upon your foe, blasting its mind and leaving it confounded. Atk Cha vs Will · Hit 3d6 + Cha psychic dmg. Until EONT, tgt cannot take immediate actions or opportunity actions. Cosmic Magic If you use this power while you are in the phase of the stars, tgt is dazed until EONT. |
| ENC | [Name missing in source]Sorcerer Attack 13 · ArPStd Ranged 10Arcane, Cold, ImplementTgt One creature | You call upon the moon and gain a fraction of its strength. Using it, you reach out and clutch your foe in a cold cage. Atk Cha vs Reflex · Hit 1d10 + Cha cold dmg, and tgt is restrained until EONT. Cosmic Magic If you use this power while you are in the phase of the moon, the attack deals extra dmg = Str. |
| DLY | Day and NightSorcerer Attack 15 · ArPStd Ranged 10Arcane, Cold, Implement, RadiantTgt One creature | Your arcane litany calls a blaze of brilliance and a shroud of chill shadow across your foe in quick succession. 1° Atk Cha vs Fortitude · Hit 2d8 + Cha radiant dmg, and tgt is dazed (save ends). · Miss Cha radiant dmg. Eff Make a secondary attack against tgt. 2° Atk Cha vs Reflex · Hit 3d6 + Cha cold dmg, and tgt is immobilized (save ends). · Miss Cha cold dmg. |
| DLY | Frost EddiesSorcerer Attack 15 · PHB2Std Ranged 10Arcane, Cold, ImplementTgt One creature | Cold slams into your foe, leaving a whirling storm of frost lingering around it. Atk Cha vs Fortitude · Hit 5d8 + Cha cold dmg. Eff Until the end of the encounter, wherever tgt moves, each sq adjacent to it is difficult terrain for your enemies. |
| DLY | Hostility CharmSorcerer Attack 15 · PHB2Std Ranged 10Arcane, Charm, Psychic, ImplementTgt One creature | You cloud your foe’s senses so that it questions which creatures are its allies. Atk Cha vs Will · Hit 5d6 + Cha psychic dmg, and as a free action, tgt charges your enemy nearest to it that it can charge and makes a MBA. Wild Magic If you rolled an even number on the attack roll, your enemies can provoke OAs from tgt, and tgt must make any OA that they provoke (save ends). · Miss Half dmg. |
| DLY | Lightning DaggersSorcerer Attack 15 · ArPStd Ranged 10Arcane, Implement, LightningTgt One creature | Slivers of lightning leap from you, forming a bond with your foe. Periodically you can send another charge to shock your enemy. Atk Cha vs Reflex · Hit 2d4 + Cha lightning dmg. Eff Until the end of the encounter, you can repeat the attack as a free action once per round during your turn. |
| DLY | Prismatic LightningSorcerer Attack 15 · ArPStd Area burst 2 within 10 squaresAcid, Arcane, Cold, Implement, Lightning, PsychicTgt Each creature in burst | Your words summon a storm of multicolored bolts. Some sear, others burn, and a few strike your foes blind. Atk Cha vs Fortitude, Reflex, or Will (choose one defense for each target) · Hit (Fortitude) 3d6 + Cha lightning dmg, and ongoing 10 acid dmg (save ends). · Hit (Reflex) 3d6 + Cha cold and lightning dmg, and tgt is immobilized (save ends). · Hit (Will) 3d6 + Cha lightning and psychic dmg, and tgt is blinded until EONT. · Miss (Fortitude, Reflex, or Will) Half dmg. |
| DLY | Scintillating StarburstSorcerer Attack 15 · PHB2Std Ranged 20Arcane, Implement, RadiantTgt One creature | A brilliant mote of magic streaks toward your foe and explodes. Atk Cha vs Reflex · Hit 4d6 + Cha radiant dmg, and tgt is blinded (save ends). Miss Half dmg. |
| DLY | Spitfire FurnaceSorcerer Attack 15 · PHB2Std Close blast 3Arcane, Fire, ImplementTgt Each creature in blast | After unleashing a blast of flames, you smolder with heat, and no one dares approach you. Atk Cha vs Reflex · Hit 4d10 + Cha fire dmg. Eff Until the end of the encounter, any enemy that starts its turn within 2 sq of you takes 3 fire dmg. Dragon Magic Until the end of the encounter, any enemy that starts its turn within 2 sq of you instead takes fire dmg equal to 2 + Str. |
| DLY | [Name missing in source]Sorcerer Attack 15 · ArPStd Close burst 3Arcane, Implement, ThunderTgt Each creature in burst | Your words bring forth an explosive cloud from the heart of a gale. Your foes are flung about like leaves in a tempest. Atk Cha vs Fortitude · Hit 4d8 + Cha thunder dmg, and you push tgt a number of sq = Dex. Tgt is slowed (save ends). Miss Half dmg, and you push tgt 1 sq. |
| DLY | Avatars of ChaosSorcerer Utility 16 · ArPMinor PersArcane, Conjuration, Fire, Force, Lightning, Psychic | You briefly embody four principles of chaos, dividing yourself into a quartet of poles, each of which is charged with a potent threat. Eff You conjure images of yourself in 4 unoccupied, nonadjacent sq within 10 sq of you, and then you disappear from the world. Each round at the start of your turn, choose one of the four images. Your essence occupies that image, allowing you to act normally (Including moving and making attacks). When you conjure each image, choose a keyword for it from among fire, force, lightning, and psychic You can’t choose the same keyword twice. While you occupy an image, you gain a +1 bonus to attack rolls when you use a power that has a keyword that matches that image. Each image lasts until the end of the encounter, until it is destroyed, or until you dismiss it. Each image occupies 1 sq, and creatures cannot move through an image’s space. An image can be targeted by attacks and uses your defenses. Each image (including the one you occupy) has 1 hit point, and a missed attack never damages an image. An image is destroyed if it is reduced to 0 HP or fewer. If you occupy an image when it is destroyed, you can immediately move to any other image still present. If you occupy the last remaining image when it is destroyed, you reappear in that sq. As a minor action, you can dismiss all remaining images and reappear in any sq that was occupied by an image when you took this action. |
| DLY | Breath of PotencySorcerer Utility 16 · ArPStd PersArcane | You call upon your draconic lineage to bolster you against harm. Eff Until the end of the encounter, you gain a +1 pwr bonus to all defenses. Whenever you use an arcane close attack, this bonus is = Str until EONT. |
| ENC | Breath of the Desert DragonSorcerer Utility 16 · PHB2Move Area burst 3 within 10 squaresArcaneTgt Each creature in burst | A gust of warm air lifts creatures skyward. Eff Each target can fly a number of sq equal to 6 + Str as an immediate reaction. Until EONT, each target can fly the same distance as a move action. |
| DLY | Chaos EchoesSorcerer Utility 16 · PHB2Imm React Close burst 5ArcaneTgt One enemy in burst | You warp the natural laws of cause and effect to make an enemy feel the effects of an attack against you. Trig You are hit or missed by an attack · Eff The triggering attack hits tgt. |
| ENC | Chaos SanctuarySorcerer Utility 16 · PHB2Minor Close burst 10Arcane | You create small pockets of chaos to warp the energy of your next spell around your allies. Eff Choose a number of sq in the burst = Dex. Until the end of your turn, any creature whose space is entirely in those sq is not affected by your area or close arcane powers. |
| DLY | Comrades’ MantleSorcerer Utility 16 · PHB2Minor Close burst 5ArcaneTgt You and each ally in burst | You share your resistance with your allies. Eff Choose a dmg type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Each target gains resist 5 to that dmg type until the end of the encounter. |
| AW | Dominant WindsSorcerer Utility 16 · ArPMove Close burst 5ArcaneTgt You or one ally in burst | Wild winds curl out of nowhere and lift you or an ally briefly into the air. Eff Tgt can fly a number of sq = Dex as a free action. |
| ENC | Draconic MajestySorcerer Utility 16 · PHB2Minor Close burst 3Arcane, Fear, Zone | As your foes draw near you, fear steals into their hearts. Eff The burst creates a zone of fear that lasts until EONT. When you move, the zone moves with you, remaining centered on you. The zone is difficult terrain for your enemies. While within the zone, any enemy takes a penalty to attack rolls = Str. |
| DLY | Thunder BufferSorcerer Utility 16 · ArPMinor PersArcane | Distant thunder rumbles around you, and you can unleash it against an attacker to block the creature backward. Eff Until the end of the encounter, you gain a +2 pwr bonus to AC and as an immediate reaction you can push each enemy that hits you with a melee attack a number of sq = Cha. |
| ENC | Acid ShacklesSorcerer Attack 17 · ArPStd Area burst 1 within 10 squaresAcid, Arcane, ImplementTgt Each creature in burst | Caustic words crackle from your mouth, taking physical form around your foes as bands of acid that further punish those who move. Atk Cha vs Reflex · Hit 3d8 + Cha acid dmg. If tgt moves before the end of its next turn, it takes 10 acid dmg. Wild Magic If you hit and you rolled an even number on the attack roll, add Dex to the acid dmg dealt if tgt moves before the end of its next turn. If you hit and you rolled an odd number on the attack roll, one enemy within 2 sq of tgt takes acid dmg = Dex. |
| ENC | Breath of WinterSorcerer Attack 17 · PHB2Std Close blast 3Arcane, Cold, ImplementTgt Each creature in blast | You exhale a blast of freezing wind to slow your enemies’ movement. Atk Cha vs Fortitude · Hit 2d8 + Cha cold dmg, and tgt is slowed until the end of its next turn. |
| ENC | Dragon Tail MeditationSorcerer Attack 17 · PHB2Imm React Melee 1Arcane, Implement, LightningTgt The triggering creature | A lashing tail of lightning protects you from a foe that thinks it has the advantage. Atk Cha vs Reflex · Hit 2d10 + Cha lightning dmg. Trig An enemy moves into a space where it flanks you Dragon Magic You push tgt a number of sq = Str. |
| ENC | Poisonous EvasionSorcerer Attack 17 · PHB2Imm React Close burst 1Arcane, Implement, Poison, TeleportationTgt Each creature in burst | You disappear as your enemy misses, leaving a cloud of poison behind. Atk Cha vs Fortitude · Hit 3d10 + Cha poison dmg. Trig An enemy misses you with an attack · Eff You teleport 10 sq. |
| ENC | Searing RadianceSorcerer Attack 17 · ArPStd Ranged 10Arcane, Healing, Implement, RadiantTgt One creature | You borrow a bit of the sun’s radiance and hurl it at your foe. Atk Cha vs Reflex · Hit 4d8 + Cha radiant dmg. Cosmic Magic If you use this power while you are in the phase of the sun, you can spend a healing surge. |
| ENC | Stalking FrostSorcerer Attack 17 · ArPStd Close burst 3Arcane, Cold, ImplementTgt Each creature in burst | A wave of utter cold sweeps outward, seeping into the bones of your foes. If your enemies don’t move, the cold grows more deadly. Atk Cha vs Fortitude · Hit 2d8 + Cha cold dmg. If tgt does not end its next turn at least 4 sq away from where it started its turn, it takes 10 cold dmg. |
| ENC | Thunder SummonsSorcerer Attack 17 · PHB2Std Ranged 10Arcane, Implement, Teleportation, ThunderTgt One, two, or three creatures | Thunderous crashes hurl your enemies around in a storm of chaos. Atk Cha vs Will · Hit 3d8 + Cha thunder dmg, and you teleport tgt to a space adjacent to your enemy that is nearest to it. Wild Magic If you rolled an even number on the attack roll, you can teleport tgt to a space adjacent to your ally, not your enemy, who is nearest to it. |
| ENC | ThunderstrokeSorcerer Attack 17 · ArPStd Area burst 1 within 20 squaresArcane, Implement, Lightning, ThunderTgt Each creature in burst | A stroke of lightning strikes your foe from overhead, followed by a concussive boom. Atk Cha vs Reflex · Hit 2d8 + Cha thunder dmg. A target in the origin sq of the burst also takes 3d8 lightning dmg. Storm Magic A target hit by this power is also knocked prone. |
| ENC | [Name missing in source]Sorcerer Attack 17 · ArPStd Close burst 2Arcane, Implement, LightningTgt Each enemy in burst | Blue claws of lightning materialize around you and slash at foes that remain too close. Atk Cha vs Reflex · Hit 3d8 + Cha lightning dmg. If tgt ends its next turn within 2 sq of you, it takes S lightning dmg. Dragon Magic If tgt ends its next turn within 2 sq of you, it takes lightning dmg equal to 5 + Dex. |
| DLY | Aspect of the DragonSorcerer Attack 19 · ArPStd Close blastSArcane, Fire, ImplementTgt Each enemy in blast | Your form wavers and is replaced by a dragon that releases a scouring blast of fire. Depending on the course of the battle, it might make another appearance. Atk Cha vs Reflex · Hit 3d8 + Cha fire dmg. Eff The first time you become bloodied during the encounter, repeat the attack as a free action. Miss Half dmg. · Dragon Magic You gain a +2 bonus to attack rolls with this repeated attack. |
| DLY | Baleful Gaze of the BasiliskSorcerer Attack 19 · PHB2Std Ranged 10Arcane, Fear, Implement, PoisonTgt One creature | You cast a toxic glance at your foe, leaving it paralyzed with fear. Atk Cha vs Fortitude · Hit Tgt is stunned and takes ongoing 10 poison dmg (save ends both). Miss Ongoing 10 poison dmg (save ends). · Dragon Magic When tgt saves against the ongoing poison dmg, you slide tgt a number of sq = Str. |
| DLY | Blackfire SerpentSorcerer Attack 19 · PHB2Std Ranged 10Arcane, Conjuration, Fire, ImplementTgt Each creature in blast | A coiled serpent made of black flames appears among your enemies and unleashes a blast of fire. Eff You conjure a blackfire serpent in an unoccupied sq within range. The serpent lasts until EONT. The serpent occupies 1 sq. Enemies cannot move through its space, but allies can. When it appears, the serpent makes the following attack, which is a close blast 3. As a move action, you can move the serpent a number of sq = Str. · Atk Cha vs Reflex · Hit 2d12 + Cha fire dmg. Sust Minor The snake persists, and it can repeat the attack. |
| DLY | Crashing WindsSorcerer Attack 19 · ArPStd Close blast 3Arcane, Implement, ThunderTgt Each creature in blast | Everything standing near you is battered and knocked away, and the winds continue to swirl in your vicinity. Atk Cha vs Fortitude · Hit 5d8 + Cha thunder dmg. Eff You push tgt a number of sq = Dex. Miss Half dmg. · Storm Magic Until the end of the encounter, at the start of your turn, you push each enemy adjacent to you a number of sq = Dex. |
| DLY | Primordial SlimeSorcerer Attack 19 · ArPStd Ranged 5Acid, Arcane, Implement, PolymorphTgt One creature | With a flick of your wrist, you shoot an ooze at your foe. When the ooze strikes, the creature begins to take on a gelatinous consistency. Atk Cha vs Fortitude · Hit Tgt is slowed, cannot take standard actions, and takes half dmg from melee and ranged attacks (save ends all). After Tgt is slowed and takes ongoing 10 acid dmg (save ends both). · Wild Magic If you rolled an even number on the attack roll, tgt takes a –2 penalty to all defenses until the aftereffect ends. If you rolled an odd number on the attack roll, tgt takes a –2 penalty to attack rolls until the aftereffect ends. · Miss Tgt is slowed and takes ongoing 10 acid dmg (save ends both). |
| DLY | Prismatic ExplosionSorcerer Attack 19 · PHB2Std Area burst 1 within 10 squaresArcane, Implement; VariesTgt Each creature in burst | You batter a group of enemies with dazzling colors, each color causing a different effect. Atk Cha vs Reflex · Hit 3d12 + Cha dmg. Roll a d6 for each target to determine the attack’s dmg type and effect. 1. Yellow: Radiant dmg, and tgt is blinded (save ends). 2. Red: Fire dmg, and tgt is knocked prone and takes ongoing 10 fire dmg (save ends). 3. Green: Poison dmg, and tgt takes ongoing 15 poison dmg (save ends). 4. Turquoise: Lightning dmg, and you knock tgt prone and slide it a number of sq = Dex. 5. Blue: Cold dmg, and tgt is stunned (save ends). 6. Violet: Psychic dmg, and tgt takes a penalty to AC = Dex (save ends). Miss 2d12 dmg. Roll a d6 for each target to determine the attack’s dmg type and effect, as above. |
| DLY | Radiant WingsSorcerer Attack 19 · ArPStd Ranged 5Arcane, Fire, Implement, RadiantTgt One creature | You rise into the air, borne aloft by rays of golden sunlight that simultaneously blast your foe. Eff Before the attack, you can fly a number of sq = Str. · Cosmic Magic At the end of this movement, each creature adjacent to you takes fire and radiant dmg = Str. · Atk Cha vs Reflex · Hit 3d8 + Cha fire and radiant dmg. Sust Minor When you sustain this power, repeat the effect. |
| DLY | Split StrikeSorcerer Attack 19 · PHB2Std Ranged 10Arcane, Implement, LightningTgt One or two creatures | A bolt of lightning leaps from each of your hands. Atk Cha vs Reflex · Hit 6d6 + Cha lightning dmg. Wild Magic If you rolled an even number on the attack roll, tgt is immobilized (save ends). If you rolled an odd number on the attack roll, tgt is dazed (save ends). · Miss Half dmg. |
| DLY | Crown of FlamesSorcerer Utility 22 · ArPMinor PersArcane, Fire | You adorn yourself with a halo of fire that flickers and dances. Whenever your lesser spells fail, the flames lick your foes. Eff Until the end of the encounter, whenever you miss with a sorcerer at-will or encounter attack power, tgt takes fire dmg = Cha. |
| ENC | Dragon FearSorcerer Utility 22 · PHB2Imm Intr Ranged 5Arcane, FearTgt The triggering creature | You stop your enemy in its tracks. Trig A creature moves closer to you during its turn · Eff Tgt can’t move closer to you until the end of its turn. |
| DLY | Flight of DragonsSorcerer Utility 22 · ArPStd Close burst 2ArcaneTgt You and each ally in burst | A flight of phantom dragons swoops down and gathers up you and your allies, bearing all of you aloft. Eff Each target gains a fly speed equal to his or her speed until EONT. Sust Minor The effect persists. When you fail to sustain this power, each target floats to the ground without taking falling dmg. · Dragon Magic Each target gains resist 10 to your choice of acid, cold, fire, poison, lightning, or thunder while you sustain the effect. |
| DLY | Platinum ScalesSorcerer Utility 22 · PHB2Imm Intr PersArcane | You gleam with platinum-tinted dragon scales of energy. Trig You are hit by an attack · Eff Until the end of the encounter, you gain a pwr bonus to all defenses = Str. |
| DLY | Shared SorcerySorcerer Utility 22 · PHB2Minor Close burst 5ArcaneTgt You and each ally in burst | A shimmering emanation of sorcerous energy protects your friends from harm. Eff Choose a dmg type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Each target gains resist 10 to that dmg type until the end of the encounter. |
| ENC | Storm BodySorcerer Utility 22 · ArPMove PersArcane, Lightning | The spirit of the storm engulfs you, and you become as the wind and lightning, heedless of the earth and dangerous to the touch. Eff You become insubstantial until SONT and can fly 10 sq with this move action. Each creature that makes a melee attack against you during this move takes lightning dmg = Cha. |
| DLY | Ultimate ResistanceSorcerer Utility 22 · ArPMinor PersArcane | You become sheathed in scales of black, white, blue, or some other hue, and you gain mighty resistance. Eff Until the end of the encounter, you gain resist 30 against a dmg type of your choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Once per round as a minor action, you can change the resistance to another of these types. |
| ENC | Wind ShapeSorcerer Utility 22 · PHB2Minor PersArcane, Polymorph | You become a creature of air and rushing wind. Eff Until EONT, you become insubstantial, you gain a fly speed equal to your speed, and you can hover. |
| ENC | Black BreathSorcerer Attack 23 · PHB2Std Close blast 3Acid, Arcane, ImplementTgt Each creature in blast | You exhale a blast of acid, drawing on the power of the fearsome black dragon to sear your enemy and limit its vision. Atk Cha vs Reflex · Hit 5d6 + Cha acid dmg. Dragon Magic Until EONT, tgt doesn’t have line of sight to any creature more than 3 sq away from it. |
| ENC | Chaos OrbsSorcerer Attack 23 · PHB2Std Ranged 10Arcane, Implement, PsychicTgt One or two creatures | You hurl two orbs of chaos at your foes. Atk Cha vs Will · Hit 3d8 + Cha psychic dmg, and tgt is dazed until EONT. |
| ENC | Iron ChainsSorcerer Attack 23 · PHB2Std Ranged 10Arcane, ImplementTgt One creature | Smoking chains of black iron appear and wrap around your target, then snake outward to bind all nearby creatures. Atk Cha vs Fortitude · Hit 2d6 + Cha dmg, and tgt and each creature adjacent to it are restrained until EONT. |
| ENC | Plates of IceSorcerer Attack 23 · PHB2Std Ranged 20Arcane, Cold, ImplementTgt One creature | Icy plates form over your enemy’s body, draining its strength. Atk Cha vs Fortitude · Hit 4d6 + Cha cold dmg, and tgt is weakened until EONT. Wild Magic If you rolled an even number on the attack roll, each creature adjacent to tgt takes 1d6 cold dmg. |
| ENC | Rumbling Storm BoltSorcerer Attack 23 · ArPStd Ranged 20Arcane, Implement, Lightning, Thunder | You strike a foe with lightning, sending it staggering. Then a thunder wave rolls in, smashing into a nearby creature. 1° Tgt One creature · 1° Atk Cha vs Reflex · Hit 2d8 + Cha lightning dmg, and you slide tgt a number of sq = Dex. Make a secondary attack. 2° Tgt One creature within 10 sq of the primary target and in the primary target’s line of sight · 2° Atk Cha vs Fortitude · Hit 2d8 + Cha thunder dmg, and you knock tgt prone. |
| ENC | WyrmblightSorcerer Attack 23 · ArPStd Close blast 5Arcane, Fire, Implement, PoisonTgt Each creature in blast | With a draconic roar, you loose a blast of fire laced with black venom. Atk Cha vs Fortitude · Hit 4d6 + Cha fire and poison dmg. |
| ENC | [Name missing in source]Sorcerer Attack 23 · ArPStd Area burst 1 within 20 squaresArcane, Implement, LightningTgt Each creature in burst | A flare of sparks shoots out from your hand and hits the ground in your enemies’ midst, exploding with a roar. Atk Cha vs Reflex · Hit 3d6 + Cha lightning dmg. Storm Magic Until EONT, you gain a fly speed equal to your speed, and you can hover. |
| ENC | [Name missing in source]Sorcerer Attack 23 · ArPStd Ranged 20Arcane, Implement, Psychic, RadiantTgt One creature | With the force of the solar tide, you blast your foe with a gout of energy that requires both endurance and quickness to withstand. 1° Atk Cha vs Fortitude · Hit 2d6 + Cha psychic dmg, and tgt is slowed until EONT. Eff Make a secondary attack against tgt. 2° Atk Cha vs Reflex · Hit 3d6 + Cha radiant dmg. · Cosmic Magic If you hit with both attacks you can change your phase in the cosmic cycle to the phase of the sun or the phase of the stars. |
| ENC | [Name missing in source]Sorcerer Attack 23 · ArPStd Close burst 3Arcane, Implement, Psychic, TeleportationTgt Each creature in burst | You scream an arcane word that resonates in your foes’ minds. The world around you then fractures, causing space to distort. Atk Cha vs Will · Hit 3d8 + Cha psychic dmg, and you teleport tgt a number of sq = Dex. Wild Magic If you rolled an even number on the attack roll, tgt is dazed until EONT. If you rolled an odd number on the attack roll, you can teleport tgt an an additional d4 sq. |
| DLY | Acid TyphoonSorcerer Attack 25 · ArPStd Area burst 2 within 20 squaresAcid, Arcane, Implement, ThunderTgt Each creature in burst | A curling wave of acid rolls into the world from the Elemental Chaos, dissolving the flesh of creatures that stand in your way. Atk Cha vs Fortitude · Hit 4d8 + Cha acid and thunder dmg, and ongoing 10 acid dmg (save ends). Storm Magic You can choose not to target a creature in the origin sq of the burst. · Miss Half dmg, and ongoing 5 acid dmg (save ends). |
| DLY | Cloak of Winter StormSorcerer Attack 25 · ArPStd Close burst 3Arcane, Cold, Implement, Zone | Cold explodes around you, and the air coalesces into whirling shards of ice. Eff The burst creates a zone of floating ice shards that lasts until the end of the encounter. Each enemy that enters the zone or starts its turn there takes 2d6 + Cha cold dmg and is slowed until the end of its turn. |
| DLY | Draconic IncarnationSorcerer Attack 25 · PHB2Std Close blast 5Arcane, Implement; VariesTgt Each creature in blast | Calling on the full power of the arcane forces that flow through you, you stand within a vortex of devastating energy. Atk Cha vs Reflex · Hit 7d6 + Cha dmg. Choose a dmg type: acid, cold, fire, lightning, poison, or thunder. The attack deals dmg of this type to each target. Miss Half dmg. · Dragon Magic Until the end of the encounter, once during each of your turns, you can slide one enemy within 3 sq of you 2 sq as a free action. |
| DLY | Force StormSorcerer Attack 25 · PHB2Std Area burst 2 within 20 squaresArcane, Force, ImplementTgt Each creature in burst | Bolts of force swirl in the area like a deadly tornado, stealing energy from each enemy to empower themselves. Atk Cha vs Reflex · Hit 3d6 + Cha force dmg. The attack deals 5 extra force dmg for each target it hits. Miss Half dmg. |
| DLY | Fury of DragothaSorcerer Attack 25 · ArPStd Close blast 5Arcane, Implement, NecroticTgt Each creature in blast | A vision of Dragotha, an undead dragon, fills your sight. You borrow a fragment of its breath weapon to unleash a rotting blast. Atk Cha vs Reflex · Hit 5d8 + Cha necrotic dmg. Miss Half dmg. · Dragon Magic Until the end of the encounter, each creature that starts its turn adjacent to you takes necrotic dmg = Str. |
| DLY | Leaping LightningSorcerer Attack 25 · ArPStd Ranged 20Arcane, Implement, Lightning | Storm bolts leap toward your enemy. A foe too close to your first victim suffers a discharging lightning blast for its trouble. 1° Tgt One creature · 1° Atk Cha vs Reflex · Hit 3d6 + Cha lightning dmg, and ongoing 10 lightning dmg (save ends). Whenever tgt takes the ongoing lightning dmg, make a secondary attack as a free action. 2° Tgt One creature within 10 sq of the primary target and in the primary target’s line of sight · 2° Atk Cha vs Reflex · Hit 3d6 + Cha lightning dmg. · Miss Half dmg. |
| DLY | Words of ChaosSorcerer Attack 25 · PHB2Std Ranged 10Arcane, Charm, Implement, PsychicTgt One creature | A wave of chaos assaults your enemy’s mind. When the enemy attacks, you bend reality to redirect the attack. 1° Atk Cha vs Will · Hit 4d12 + Cha psychic dmg. Eff When tgt makes an attack roll for a melee or a ranged attack, you can make a secondary attack against tgt if it is within 10 sq of you (save ends). Immediate Interrupt Close burst 10 2° Atk Cha vs Will · Hit Tgt must choose a different creature to target with its attack if it can. Otherwise, its attack is unaffected by this secondary attack. · Wild Magic If you rolled an even number on the secondary attack roll, you choose the creature that tgt attacks. |
| DLY | Wrathful VaporsSorcerer Attack 25 · ArPStd Area burst 2 within 20 squaresAcid, Arcane, Cold, Implement, Lightning, ThunderTgt Each creature in burst | Vapors shoot forth from your outstretched arms, freezing or swirling each enemy they hit. Atk Cha vs Fortitude or Reflex (choose one defense for each target) · Hit (Fortitude) 3d6 + Cha cold and thunder dmg, and you slide tgt a number of sq = Dex. · Hit (Reflex) 3d6 + Cha lightning dmg. Each creature adjacent to tgt takes 2d6 + Dex acid dmg. · Miss (Fortitude or Reflex) Half dmg. |
| ENC | Chaos InfusionSorcerer Attack 27 · ArPStd Area burst 2 within 20 squaresArcane, Fire, Force, Implement, Lightning, PsychicTgt Each creature in burst | You puncture the walls between the Elemental Chaos and your own plane, unleashing an elemental force that overwhelms foes. Atk Cha vs Reflex · Hit 4d6 + Cha fire, force, lightning, and psychic dmg. Wild Magic Until EONT, when you use a power that grants an additional benefit on an odd or an even die roll, gain the benefit of both the even and the odd die results. If you can’t gain both benefits, choose one. |
| ENC | Lightning EruptionSorcerer Attack 27 · PHB2Std Ranged 10Arcane, Implement, LightningTgt One creature | Lightning crackles over your victim and arcs into nearby enemies. Atk Cha vs Reflex · Hit 3d12 + Cha lightning dmg, and each enemy adjacent to tgt takes 1d12 + Cha lightning dmg. |
| ENC | Overpowering LightningSorcerer Attack 27 · ArPStd Ranged 20Arcane, Implement, LightningTgt One creature | A blast of lightning overwhelms your foe, sizzling across its flesh and rendering its senses bereft of function. Atk Cha vs Reflex · Hit 2d8 + Cha lightning dmg, and tgt is stunned until EONT. |
| ENC | Poison WardSorcerer Attack 27 · PHB2Std Ranged 10Arcane, Implement, PoisonTgt One creature | You lance a foe with poison, which coils in the foe’s heart to punish any aggression against you. Atk Cha vs Fortitude · Hit 4d10 + Cha poison dmg. If tgt moves closer to you or hits or misses you during its next turn, tgt takes 2d10 poison dmg. |
| ENC | Thunder PulseSorcerer Attack 27 · PHB2Std Close burst 3Arcane, Implement, ThunderTgt Each enemy in burst | You stomp a foot on the ground, and the resulting shock wave hurls your enemies away. Atk Cha vs Fortitude · Hit 3d6 + Cha thunder dmg, and you push tgt a number of sq = Cha and knock it prone. |
| ENC | Thunderous MightSorcerer Attack 27 · ArPStd Area burst 1 within 20 squaresArcane, Implement, ThunderTgt Each creature in burst | A forceful thundercloud smashes into your foes, bruising their flesh and sending them sliding. Atk Cha vs Fortitude · Hit 4d8 + Cha thunder dmg, and you slide tgt a number of sq = Dex. Storm Magic Tgt grants CA to the next ally of yours who attacks it before EONT. |
| ENC | Wildfire CurseSorcerer Attack 27 · PHB2Std Ranged 10Arcane, Fire, Implement | As your foe bursts into flame, a fiery mote flies at another foe nearby. 1° Tgt One creature · 1° Atk Cha vs Reflex · Hit 4d6 + Cha fire dmg. Make a secondary attack. 2° Tgt One creature within 5 sq of tgt last hit by this power · 2° Atk Cha vs Reflex · Hit 4d6 + Cha fire dmg. Repeat the secondary attack against a creature you haven’t already targeted with this power during this encounter. |
| ENC | [Name missing in source]Sorcerer Attack 27 · ArPStd Area burst 1 within 20 squaresArcane, Cold, ImplementTgt Each creature in burst | Your foes are captivated by a vision of the moon, cold and enduring. The image strikes their hearts, leaving them paralyzed. Atk Cha vs Reflex · Hit 4d6 + Cha cold dmg, and tgt is immobilized until EONT. Cosmic Magic If you use this power while you are in the phase of the moon, tgt is restrained instead of immobilized. |
| ENC | [Name missing in source]Sorcerer Attack 27 · ArPImm React Melee 1Arcane, Force, ImplementTgt The triggering enemy | A talon of force slashes at a foe that threatens you, then pushes you back to safety like a dragon matriarch protecting its young. Atk Cha vs Reflex · Hit 4d8 + Cha force dmg, and you can shift a number of sq = Cha. Trig An enemy hits or misses you with a melee attack Dragon Magic You ignore difficult terrain when you shift with this power. |
| DLY | Cosmic VengeanceSorcerer Attack 29 · ArPMinor PersArcane, Implement; Varies | Your foes become locked to the cycle of the sun, the moon, and the stars. This connection makes them suffer for attacking you. Eff Until the end of the encounter, an enemy within 5 sq of you that hits you with an attack takes cold, psychic, or radiant dmg (your choice with each hit) = Cha. If that hit was also a critical hit, the enemy also takes ongoing 5 dmg of the corresponding type (save ends). Cosmic Magic Add Str to the dmg dealt to an enemy that hits you. |
| DLY | Doom of ChaosSorcerer Attack 29 · ArPStd Ranged 20Arcane, Implement, PsychicTgt One creature | You yell a word of ancient origin. Upon hearing it, your foe succumbs to the primeval energy of chaos. Atk Cha vs Will · Hit 2d8 + Cha psychic dmg, and ongoing 5 psychic dmg (save ends). Eff Until the end of the encounter, at the start of each of tgt’s turns but before it takes any ongoing dmg, choose acid, cold, fire, lightning, or thunder. Tgt gains vulnerable 10 to that dmg type until the start of its next turn. If tgt is still taking ongoing psychic dmg from this power, it gains vulnerable 15 psychic instead. Wild Magic If you rolled an even number on the attack roll, you can apply the effect to a creature within 10 sq of tgt instead of to tgt. If you rolled an odd number on the attack roll, you can apply the effect to each creature adjacent to tgt instead of to tgt. |
| DLY | Endless AcidSorcerer Attack 29 · PHB2Std Ranged 10Acid, Arcane, ImplementTgt One creature | Acid bubbles up from inside your foe, searing its flesh and resisting attempts to scrape it off. Atk Cha vs Fortitude · Hit 1d6 + Cha acid dmg, and ongoing 15 acid dmg (save ends). After Ongoing 10 acid dmg (save ends). After Ongoing 5 acid dmg (save ends). · Miss Ongoing 15 acid dmg (save ends). |
| DLY | Entropic WhirlwindSorcerer Attack 29 · PHB2Std Close burst 5Arcane, Implement, TeleportationTgt Each enemy in burst | Chaos swirls around you, opening and sealing holes in the fabric of reality to move your foes and allies as you wish. Atk Cha vs Will · Hit 3d8 + Cha dmg, and you teleport tgt a number of sq = Dex. Tgt again takes 3d8 + Cha dmg whenever it teleports (save ends). Eff Until the end of the encounter, when any creature ends its turn within 5 sq of you, you can teleport the creature to any space within 5 sq of you as an immediate reaction. |
| DLY | Hellish FirestormSorcerer Attack 29 · ArPStd Area burst 2 within 20 squaresArcane, Fire, Implement, ThunderTgt Each creature in burst | You call up the heart of a firestorm from the Elemental Chaos and drop the devastating phenomenon upon your foes. Atk Cha vs Fortitude · Hit 3d10 + Cha thunder dmg, and ongoing 10 fire dmg (save ends). Storm Magic You can choose not to target a creature in the origin sq of the burst. · Miss Half dmg, and ongoing 5 fire dmg (save ends). |
| DLY | Prismatic StormSorcerer Attack 29 · PHB2Std Area burst 3 within 20 squaresArcane, Implement; VariesTgt Each creature in burst | The sky rains down a rainbow of destruction. Atk Cha vs Reflex · Hit 5d8 + Cha dmg. Roll a d6 for each target to determine the attack’s dmg type and effect. 1. Yellow: Radiant dmg, and tgt is blinded and takes a –2 penalty to saving throws (save ends both). 2. Red: Fire dmg, and tgt is knocked prone and takes ongoing 15 fire dmg (save ends). 3. Green: Poison dmg, and tgt takes ongoing 20 poison dmg (save ends). 4. Turquoise: Lightning dmg, and you knock tgt prone and slide it a number of sq = Dex. In addition, tgt is dazed (saved ends). 5. Blue: Cold dmg, and tgt is stunned (save ends). 6. Violet: Psychic dmg, and tgt takes a penalty to AC and Reflex = Dex (save ends). Miss 3d8 dmg. Roll a d6 for each target to determine the attack’s dmg type and effect, as above. |
| DLY | Wyrm FormSorcerer Attack 29 · ArPMinor PersArcane, Implement, Polymorph; Varies | Your heart is that of an ancient dragon, and now your body is as well. Req You must not be bloodied. Eff Until the end of the encounter or until you are bloodied, you take the form of a huge black, blue, green, red or white dragon (your choice when you use this power). You retain your statistics, HP, and defenses, but you have a speed of 8, fly 10 (hover). You can use your arcane powers while in this form, and you gain the following melee basic bite attack, breath weapon attack, and reactive attack. Melee Basic Bite Attack Standard action; reach 2; your level + 7 vs. AC; 3d10 + Cha dmg. This is not an implement attack. · Breath Weapon Attack Standard action; close blastS once per encounter; Cha vs Fortitude; 5d8 + Cha acid, lightning, poison, fire, or cold dmg (based on the form you choose). · Reactive Attack Immediate reaction, when an enemy flanks you; make a melee basic bite attack. On a hit, you also slide tgt a number of sq = Cha. · Dragon Magic You gain a +2 bonus to attack rolls on the attacks granted by this power. |
| DLY | [Name missing in source]Sorcerer Attack 29 · ArPStd Ranged 20Arcane, Charm, Implement, PsychicTgt One creature | Your foe’s mind is like the ocean, able to be influenced by cosmic forces. By wielding those forces, you can seize control of it. Atk Cha vs Will · Hit 4d8 + Cha psychic dmg, and tgt is dominated (save ends). After Tgt is dazed (save ends). · Miss Half dmg, and tgt is dazed until EONT. |
At 11th level a sorcerer may take one of these paragon paths. Each grants path features at 11th and 16th levels plus the encounter, utility, and daily spells shown.
Arcane power flows in all sorcerers, an innate part of them. For you, however, that power is like a geyser building up beneath the earth before it finally erupts with devastating and glorious force. Your connection to that power has always been easy, almost instinctual. It’s so much a part of you that it slowly transforms you, making you into a being as much of the forces you channel as of flesh and soul. As you walk the path of the arcane wellspring, you master a second damage type. You learn spells that channel both damage types or that surround you with swirling arcane energy. Ultimately, you gain the ability to transform yourself into arcane energy for a brief time. Arcane Wellspring
| ENC | Twin BoltArcane Wellspring Attack 11 · PHB2Std Ranged 10Arcane, Implement; VariesTgt One creature | Summoning internal reserves, you hurl a bolt of magic that reflects the two forces that infuse you. Atk Cha vs Reflex · Hit 3d10 + Cha dmg. The dmg is the two types you resist with your Dragon Soul or Wild Soul class feature and with your Double Resistance path feature. Spec You can choose to lose both of the resistances provided by your Dragon Soul or Wild Soul class feature and by your Double Resistance path feature for the rest of the encounter. If you do so, you can make two attacks with this power, each against a different target. Each target the attack hits takes 3d12 + Cha dmg, instead of 3d10 + Cha. |
| ENC | Sorcerous WingsArcane Wellspring Utility 12 · PHB2Minor PersArcane; Varies | Arcane power surrounds you and spreads out behind you to form wings. Eff Until EONT, you gain a fly speed of 6, and you can hover, and whenever an enemy makes an OA against you, that enemy takes 2d10 + Cha dmg. The dmg is the two types you resist with your Dragon Soul or Wild Soul class feature and with your Double Resistance path feature. |
| DLY | Sorcerous MetamorphosisArcane Wellspring Attack 20 · PHB2Std PersArcane, Implement; Varies | Your body becomes the energy that courses through you. Eff Until EONT, you become insubstantial, and you gain phasing. In addition, when any creature makes a melee attack against you or when you first enter a creature’s space on your turn, the creature takes 3d6 + Cha dmg. The dmg is the two types you resist with your Dragon Soul or Wild Soul class feature and with your Double Resistance path feature. |
“Winter freezes flesh and scours the earth with icy winds that shriek through hedgerows and mountain passes alike. I can’t think of anything more poetic.”
In the frozen wastes, and in the frost-blasted fields of winter, you feel at home. You find the cold, harsh condition hospitable, even comforting. You can pull winter storms from across the world, or even from the Elemental Chaos, and use them to ruin your enemies. When you attack, your body is covered with ice crystals, and your skin pales. Your spells fill the air around you with blowing snow or hail, and powerful winds whip up.
The blizzard is your best friend and your most ferocious servitor. With its aid, you move creatures about inside killing blasts and knock them down with freezing vortexes of driving snow and ice. Is it any wonder that your heart has grown cold too? It is up to you whether your nature grows more and more aloof like the bleak season you embody, or whether your heart yet shelters a warm hearth for those you name friend.
| ENC | Winter’s ClutchBlizzard Mage Attack 11 · ArPStd Ranged 20Arcane, Cold, ImplementTgt One creature | Your hand is coated in frost as you sweep it in front of you, encasing nearby creatures in chilling wind and sheets of ice. Atk Cha vs Reflex · Hit 3d8 + Cha cold dmg. You slide tgt 1 sq and tgt is immobilized until EONT. Also, you slide each ally within 20 sq of you 2 sq. |
| DLY | Cloak of Freezing WindBlizzard Mage Utility 12 · ArPMinor PersArcane, Cold | The icy chill of winter surrounds you as cold, whipping wind protects you from attacks. Eff Until the end of the encounter, each creature that hits you with a melee attack takes 1d8 + Cha cold dmg, and you push that creature 1d4 + 2 sq. |
| DLY | BlizzardBlizzard Mage Attack 20 · ArPStd Close burst 10Arcane, Cold, ImplementTgt Each enemy in burst | A chaotic swirl bursts out from you, buffeting everyone nearby with wind and ice. Atk Cha vs Reflex · Hit 4d10 + Cha cold dmg, and you knock tgt prone. Eff Each ally in the burst gains resist 10 cold until the end of the encounter. Until the end of the encounter, you are surrounded by freezing wind and snow. At the start of each of your turns, each enemy within 10 sq of you takes 2d6 cold dmg, and you slide it 2 sq. |
“In the sun’s golden hall I blaze with light. In the moon’s chambers, I beguile the mind. In the firmament, I am the brightest star.”
The tradition of the celestial scholar is more academic than the paths of other cosmic sorcerers and definitely more cerebral than the path of other types of sorcerers. You plot the courses of the stars and other celestial bodies, and through this knowledge you gain access to a well of power as vast as the night sky.
Blazing Sun: At the start of your turn while you are in the phase of the sun, each enemy within 2 squares of you takes fire and radiant damage equal to your Strength modifier.
Watching Moon: While you are in the phase of the moon, each enemy adjacent to you that fails a saving throw takes radiant damage equal to your Strength modifier.
Distant Stars: Whenever you are in the phase of the stars and an enemy’s attack misses you, you can teleport a number of squares equal to your Strength modifier as a free action. You can also teleport as an immediate reaction after an attack hits you.
| ENC | Celestial SigilCelestial Scholar Attack 11 · ArPStd Ranged 20Arcane, Implement; VariesTgt One creature | An arcane pattern appears briefly on your arms as you snatch power from the cosmos and hurl it toward a foe. Atk Cha vs Will · Hit 3d8 + Cha dmg Eff If you hit with this power, you gain an effect based on your current Soul of the Cosmic Cycle phase. • Phase of the Sun: Enemies within 2 sq of you take fire and radiant dmg = Str. • Phase of the Moon: Adjacent enemies take radiant dmg = Str and take a –2 penalty to saving throws until EONT. • Phase of the Stars: You teleport a number of sq = Str as a free action. |
| ENC | Celestial ResistanceCelestial Scholar Utility 12 · ArPFree PersArcane | You transform your resistance to ward against a different kind of threat. Eff You can change the resistance granted by your current Soul of the Cosmic Cycle phase to the type of a different phase (cold, psychic, or radiant), or you can increase your resistance against the current type by 5. This benefit lasts until you change your phase. |
| DLY | Celestial SealCelestial Scholar Attack 20 · ArPStd Ranged 20Arcane, Implement; VariesTgt One creature | Your foe is surrounded by celestial lights and held in place by cosmic bindings. Atk Cha vs Will · Hit 4d8 + Cha dmg. For this attack’s dmg, choose two dmg types from among cold, psychic, and radiant. Eff Tgt is immobilized (save ends). This effect has an additional benefit based on your current Soul of the Cosmic Cycle phase. • Blazing Sun: Tgt takes fire and radiant dmg = Str. • Watching Moon: Tgt takes a –2 penalty to all defenses until the end of its next turn. • Distant Stars: You teleport tgt 3 sq. Miss Half dmg. |
Each celestial scholar focuses on one of the three cosmic phases.
Arcane magic is a form of power wielded for purposes both benevolent and malevolent. There is nothing inherently good or evil about it. Its moral value depends on the purpose to which it is put. At least, that is usually the case. As a demonskin adept, you wield arcane power ripped from the depths of the Abyss, the home of demons. You incorporate the ritually treated skins of demons into your clothes and armor, and you use those skins to open conduits through which your spells are warped by the Abyss’s unutterable evil. Perhaps you believe that good ends justify evil means, but how long can you maintain your desire for good when you allow such evil to touch your soul? The power you wield is stolen, and the lords of the Abyss do not take kindly to being robbed. Although this path brings great power, it is power that comes at a sometimes terrible price. Count yourself lucky if the worst price you pay is your life.
| ENC | Demon-Soul BoltsDemonskin Adept Attack 11 · PHB2Std Ranged 10Arcane, Implement, ThunderTgt One creature | You unleash a volley of howling, demonic souls torn from the Abyss to batter your foes. Atk Cha vs Fortitude · Hit 1d8 + Cha thunder dmg, and you slide tgt 1 sq. Eff Make the attack two more times against the same target or different ones. |
| DLY | Demonic WrathDemonskin Adept Utility 12 · PHB2Minor PersArcane | Like a howling demon, you channel your pain into greater power for your spells. Req You must be bloodied. Eff Until the end of the encounter, while you’re bloodied, your arcane attacks deal 1d6 extra dmg on a hit. |
| DLY | Swords of the MarilithDemonskin Adept Attack 20 · PHB2Std Close burst 3Arcane, Implement, ZoneTgt Each enemy in burst | With a gesture, you fill the air about you with a marilith’s slashing swords. Atk Cha vs Reflex · Hit 3d6 + Cha dmg Eff The burst creates a zone of whirling blades that lasts until EONT. When the zone appears, choose its effect: ✦ Any enemy takes 3d6 + Cha dmg if it starts its turn within the zone. ✦ Any enemy takes 1d6 + Cha dmg if it starts its turn within the zone. While within the zone, you and your allies gain a +4 pwr bonus to AC. Sust Minor The zone persists, and you can change its effect. |
“The dragon’s traits are mine—its breath, its strength, and its ability to withstand harm. With such weapons, who can hope to withstand me?”
Dragons are your legacy. You embody one of the manifestations of draconic might. The sheer physical power of dragons inspires you. Your foes glimpse these truths when you demonstrate your powers.
You have studied the movements and strategies of dragons as they fight, both when you heard or read about dragons in epic stories and on a few occasions when you were menaced by one. You are drawn to dragons’ lairs or other places where dragons congregate, eager to learn more about the mighty beasts that are your personal idol.
| ENC | Guardian’s BreathDragon Guardian Attack 11 · ArPStd Close blast 3Arcane, ImplementTgt Each enemy in blast | You harm your foes by breathing on them, forcing them to succumb to your power. Atk Cha vs Reflex · Hit 1d10 + Cha dmg. Until EONT, tgt is marked and has vulnerable 5 to your attacks. Until the mark ends, if tgt makes an attack that does not include you as a target, it takes dmg equal to 2d6 + your bonus from Draconic Power after the attack is resolved. |
| DLY | Shield of Dragon MightDragon Guardian Utility 12 · ArPImm Intr PersArcane | You breathe out a shield of energy in response to an attack, and it continues to protect you. Trig You are hit by an attack · Eff Until the end of the encounter, you gain a +1 pwr bonus to all defenses, and the resistance granted by your Dragon Soul also applies to another dmg type of your choice (acid, cold, fire, lightning, poison, or thunder). |
| DLY | Lasting BreathDragon Guardian Attack 20 · ArPStd Close blast 5Arcane, Implement; VariesTgt Each enemy in blast | You exhale a blast of powerful dragonfire that scours your foes and draws their attention to you. Atk Cha vs Fortitude · Hit 1d10 + Cha dmg, and ongoing dmg equal to 10 + Str, and tgt is marked (save ends both). The dmg and the ongoing dmg are of the type associated with your Dragon Soul resistance. Until the mark ends, if tgt makes an attack that does not include you as a target, it takes dmg equal to 5d6 + your bonus from Draconic Power after the attack is resolved. Miss Half dmg. |
In the early years of the world, the mightiest sorcerers were dragons, powerful spellcasters who used the elemental magic churning in their blood to create devastating spells that cemented their hold over vast empires. Even as recently as the dragonborn empire of Arkhosia, dragons were the exemplars of the draconic sorcerer’s path. In the present age, however, few dragons practice the art that their ancestors created. Your path follows in the ancient footsteps of the greatest sorcerers the world has ever known, drawing on the traditions preserved from Arkhosia’s dragon lords and the sorcerers before them, back almost to the beginning of the world. Wielding the same power as the dragons of old, you inure yourself to the dangers of battle, making your mere presence a threat to your foes as you wreathe yourself in flames or lightning, acid or poison, cold or thunder, according to the nature of the draconic magic in your blood. The dragons of old are alive in your soul, and their power is yours to command.
| ENC | Breath of the Dragon SoulDragonsoul Heir Attack 11 · PHB2Std Close blast 5Arcane, Implement; VariesTgt Each creature in blast | You exhale a mighty blast of elemental essence. Atk Cha vs Reflex · Hit 2d8 + Cha dmg. The dmg is the type you resist with your Dragon Soul class feature. |
| DLY | Dragon’s RevengeDragonsoul Heir Utility 12 · PHB2Minor PersArcane; Varies | Elemental power surrounds you and lashes out at those who attack you. Eff Until the end of the encounter, when any enemy hits or misses you with an attack against AC, that enemy takes 1d10 + Str dmg. The dmg is the type you resist with your Dragon Soul class feature. |
| DLY | Veil of the DragonDragonsoul Heir Attack 20 · PHB2Std Close burst 3Arcane, Implement; VariesTgt Each enemy in burst | Elemental forces in the form of a dragon hover around you as you slash your foes with claws of magic. Atk Cha vs Reflex · Hit 6d6 + Cha dmg. · Atk Cha vs Reflex · Hit 4d6 + Cha dmg. Eff Until EONT, any creature that makes a melee attack against you takes 2d6 + Cha dmg. In addition, you can make the following attack, which can be used as a MBA. Standard Action Melee 1 Sust Minor The effect persists. · Spec The dmg dealt by this power is the type you resist with your Dragon Soul class feature. |
“I am arcana incarnate, and I know magic’s true form.”
Your arcane power is innate. An essential part of your being is bound to the magic you use. You are capable of transforming yourself into spell energy and warping your body into versatile forms. By learning to see inside yourself and reshape your very soul, you transcend the limits of mortality.
| ENC | Essence of Arcane BloodEssence Mage Attack 11 · ArPStd Ranged 20Arcane, Implement; VariesTgt One creature | The magic infused in your being bursts from your body, rending your foe with chaotic destruction. Atk Cha vs Reflex · Hit 3d8 + Cha dmg. Choose two dmg types from among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. The attack deals dmg of these two types. Until EONT, you gain CA against all targets of your arcane attacks. |
| ENC | Essence FormEssence Mage Utility 12 · ArPMinor PersArcane | Your body vanishes, leaving behind a miasma of rippling, sparking arcane energy. Eff You become insubstantial until EONT. If you hit with an arcane power while you are insubstantial, you gain temp HP equal to one-half your level + Cha. |
| DLY | Protective EssenceEssence Mage Attack 20 · ArPStd Close burst 2Arcane, Force, ImplementTgt Each enemy in burst | As you strike out with an explosion of magical force, your body is veiled in swirls of kaleidoscopic color that protect you from attacks. Atk Cha vs Reflex · Hit 4d6 + Cha force dmg. Eff Until the end of the encounter, you gain resist 5 to all dmg. Until the end of the encounter, each time you use an arcane power, each enemy adjacent to you takes dmg = Cha. Miss Half dmg. |
As an essence mage, you might choose to manifest a specific appearance when you use your essence form power. You can base it on a specific damage type you use often, turning your body into a flickering green fire, a dark cloud that constantly roars with thunder, or a mass of connected planes of force. Other trappings of arcane magic can make for an interesting appearance. You could become a swirl of runes from many different scripts, an aurora of multicolored light, or a watery shape that shimmers with images of hundreds of spellcasters both alive and dead.
“In my chest beats the storm’s heart, which churns with godlike power.”
Your greatest joy is the fulfillment you attain through your stormy outbursts. Laughter rumbles from your mouth like thunder when you tear into foes with blinding bolts that scar the air and scorch the earth. Your form is cloaked in a shimmering haze of electric sparks and bolts that flash out to strike enemies that threaten you.
When you defeat your foes, the fury in your blood subsides into quiescence, but it never moves too far beneath the surface. Even in your dreams as you rest, you can sense the thunderheads inside you roiling as they wait for the next storm to brew.
| ENC | Furious BoltsLightning Fury Attack 11 · ArPStd Ranged 20Arcane, Implement, Lightning | Jagged streaks of lightning fly from your hands and flash between several foes. 1° Tgt One creature · 1° Atk Cha vs Reflex · Hit 2d8 + Cha lightning dmg. Make a secondary attack. 2° Tgt One creature within 10 sq of the primary target · 2° Atk Cha vs Reflex · Hit 2d4 + Cha lightning dmg. Repeat the secondary attack against any single creature you have not yet hit with this attack. (You can continue attacking as long as you keep hitting and still have targets you haven’t attacked yet.) Eff On your next turn, you gain a bonus to your first attack roll equal to the number of creatures you hit with furious bolts. |
| DLY | Lightning in the BloodLightning Fury Utility 12 · ArPMinor PersArcane, Lightning | You feel energized as lightning arcs through your veins and flashes in your eyes. Eff Until the end of the encounter, your lightning attacks deal an additional die of dmg. (The die is the same size the attack already deals.) |
| DLY | Bolt of PowerLightning Fury Attack 20 · ArPStd Ranged 20Arcane, Implement, LightningTgt One creature | You call down a tremendous lightning bolt that crashes into a large group of foes and lays waste to them. Atk Cha vs Reflex · Hit 4d10 + Cha lightning dmg, and ongoing 10 lightning dmg (save ends). You can choose to become dazed until EONT. If you do so, each creature adjacent to tgt takes ongoing 10 lightning dmg (save ends). Miss Half dmg, and ongoing 5 lightning dmg (save ends). |
“Earth, wind, and water churn inside me, yearning to be free.”
Waves of cold, fire, lightning, and thunder surge within you like a roiling elemental contained in a shroud of skin. You dream of being swept away in a conflagration whose size will grow without bound and one day break through planar walls themselves. You’ve heard of the ancient ones, the primordials who forged the world in an elemental explosion. You feel a kinship to those entities, and as you gain more and more power you begin to suspect you are actually related to them. If your suspicion is more than just conjecture, what does that bode for your future?
Cold: Creatures hit by your attacks are slowed until the end of your next turn.
Fire: Creatures hit by your attacks take ongoing fire damage equal to your Dexterity modifier (save ends).
Lightning: Creatures hit by your attacks take a –2 penalty to attack rolls until the end of your next turn.
Thunder: Creatures hit by your attacks are deafened (save ends).
| ENC | Primordial RagePrimordial Channeler Attack 11 · ArPStd Ranged 20Arcane, Implement; VariesTgt One creature | You let loose a bolt of pure primordial chaos, and it feeds off the effects of your wild magic. Atk Cha vs Reflex · Hit 2d10 + Cha dmg. You gain an additional benefit based on the resistance currently provided by your Wild Soul. • Cold: Tgt is immobilized until EONT. • Fire: You push tgt 1 sq and knock it prone. • Lightning: Tgt is dazed until EONT. • Thunder: Each creature adjacent to tgt takes thunder dmg = Dex. • Other: Tgt takes a –2 penalty to attack rolls until EONT. |
| DLY | Primordial BoonPrimordial Channeler Utility 12 · ArPMinor PersArcane | You exude a shield of energy that protects you from attacks. Eff You gain resist 15 cold, resist 15 fire, resist 15 lightning, and resist 15 thunder until the end of the encounter. |
| DLY | Primordial RiftPrimordial Channeler Attack 20 · ArPStd Close blast 5Arcane, Cold, Fire, Implement, Lightning, ThunderTgt Each enemy in blast | A spout of matter from the Elemental Chaos emerges in front of you, blasting forth uncontrolled mayhem. Atk Cha vs Fortitude · Hit 2d8 + Cha cold, fire, lightning, and thunder dmg, and tgt is stunned until EONT. Eff Roll on the Wild Soul table. Until the end of the encounter, you gain the Wild Soul benefits of both your current Wild Soul dmg type and the new type. (If you get the same result a second time, roll again.) If a later effect changes the dmg type of your Wild Soul, you can choose to change either one. Miss Half dmg, and tgt is dazed until EONT. |
The entropy of the Elemental Chaos flows in your veins. Your spells open arcane conduits to that plane and draw energy through—whatever energy is convenient, impelled and empowered by the force of chaos itself. Your spells might be unpredictable, but their randomness gives them power.
| ENC | Tempest SurgeWild Mage Attack 11 · PHB2Std Area burst 1d4 within 20 squaresArcane, ImplementTgt Each creature in burst. Roll a d4, and you can exclude a number of targets equal to the result. | Raw energy erupts from your outstretched palm, then curls into a whirling tempest. Atk Cha vs Reflex · Hit 3d8 + Cha dmg. Spec Pick the burst’s origin sq before rolling to determine the burst’s size. |
| DLY | Torrent of PowerWild Mage Utility 12 · PHB2Minor PersArcane | You open a conduit to the Elemental Chaos. Its surging energy erupts uncontrollably. Eff Until the end of the encounter, whenever you roll the highest number on any dmg die, roll that die again and add its result to the dmg total. |
| DLY | Prismatic BoltWild Mage Attack 20 · PHB2Std Ranged 10Arcane, Implement; VariesTgt One creature | A beam of colorful light leaps from your hand to cause a debilitating effect. Atk Cha vs Reflex · Hit 5d8 + Cha dmg. Roll a d6 to determine the attack’s dmg type and effect. 1. Yellow: Radiant dmg, and your ally nearest to tgt can spend a healing surge. 2. Black: Necrotic dmg, and tgt is weakened (save ends). 3. Green: Poison dmg, and tgt takes ongoing 15 poison dmg (save ends). 4. White: Force dmg, and tgt is restrained (save ends). 5. Blue: Cold dmg, and tgt is stunned (save ends). 6. Violet: Psychic dmg, and tgt is dominated (save ends). Miss 3d8 dmg. Roll a d6 to determine the attack’s dmg type and effect, as above. |
Sorcerer (PHB2 + Arcane Power) —