Sorcerer

Sorcerers in the Threads Setting come in four varieties. The sorcerer must choose which of these four they are when taking their first level of sorcerer and may not change it afterward.

1) Elemental Infusion
2) School Emphasis
3) Versatile
4) Attuned

Elemental Infusion

Elemental Affinity
Sorcerers with an Elemental Infusion must choose one of the four following elemental affinities: Air; Earth; Fire; Water. Each elemental affinity has an associated energy type as shown below.

Elemental Affinity Associated Energy
Air Electricity
Earth Acid
Fire Fire
Water Cold

Sorcerers with an elemental affinity cast spells with their elemental descriptor, or with its associated energy type, with more strength than they cast other spells. They count as 1 caster level higher than they actually are for the purposes of overcoming spell resistance and resisting attempts to counter-spell or dispel their effects. This bonus increases by 1 at level 5 and every multiple of 5 thereafter to a maximum + 5 bonus at level 20.

Associated Skills
Starting at 1st level a Sorcerer with an Elemental Affinity gains either Athletics or Acrobatics as a class skill.

Affinity Skill
Air Acrobatics
Earth Athletics
Fire Acrobatics
Water Athletics

Furthermore, starting at 3rd level a Sorcerer with an Elemental Affinity begins to increase in prowess with their Associated Skill. Starting at 3rd level they receive a competence bonus to checks with their associated skill equal to their caster level. This increased prowess comes from their Sorcerous nature and is considered a supernatural ability. Furthermore, as is usual for competence bonuses, the bonus from this ability does not stack with bonuses of the same kind applied by magic items.

Associated Substitution
Starting at 5th level, Sorcerers with elemental affinities learn to completely substitute their associated energy type for other energy types. This functions exactly like having the Energy Substitution feat except that they may only substitute their associated energy type, and doing so does not increase the casting time of the spell.

For Example: A 6th level Water Affinity Sorcerer casts fireball. It deals 6d6 fire damage. They notice that the fire damage was ineffective against their enemy, but the cold damage was effective, so the following round they use their Associated Substitution ability to cast a fireball that deals 6d6 cold damage. Because of their Associated Substitution ability, this does not cause the casting time of the spell to be altered for applying a metamagic effect.

Associated Resistance
Starting at 8th level, the bodies of Sorcerers with elemental affinities begin to be altered by their affinity, becoming more resistant to their associated energy and weaker with respect to another energy type, as shown on the table below.

Affinity Resistance Weakness
Air Electricity Fire
Earth Acid Electricity
Fire Fire Cold
Water Cold Acid

At 8th level the sorcerer gains Resistance 5 of their resistance element, and gains Weakness 2 to their weakness element. Weakness is the exact inverse of Resistance. In any instance where Resistance would decrease damage, Weakness increases damage by the number given. As the Sorcerer continues to grow in power, their resistance and weakness grow as shown on the table below.

Level Resistance Weakness
8 5 2
12 10 4
16 15 6
20 20 8

When calculating the amount of energy damage absorbed by a spell such as Protection from Energy, use the original damage, unmodified by the Weakness of the Sorcerer.

School Emphasis

Sorcerers with a School Emphasis are particularly adept with, and attuned to, a certain school of magic. Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. There is no such thing as a sorcerer with a universal emphasis.

Emphasized Development
A Sorcerer with a School Emphasis naturally tends to develop spells from their emphasized school more easily and more quickly than other types of spells. A School Emphasized Sorcerer must choose their first spell known of any spell level from their Emphasized school.

Associated Skills
Starting at 1st level Sorcerers with a school emphasis gain access to an extra class skill based on their school emphasis.

Abjuration Warfare
Conjuration Athletics
Divination Perception
Enchantment Diplomacy
Evocation Intimidate
Illusion Disguise
Necromancy Knowledge (Religion)
Transmutation Knowledge (Architecture & Engineering)

Furthermore, a Sorcerer with a School Emphasis grows in prowess with their associated skills. They receive a competence bonus to their associated skill equal to their sorcerer level. This increased prowess comes from their Sorcerous nature and is considered a supernatural ability. Furthermore, as is usual for competence bonuses, the bonus from this ability does not stack with bonuses of the same kind applied by magic items.

Associated Saves
Starting at 5th level a Sorcerer with a school emphasis gains an enhancement bonus to one of their saving throws based on their emphasized school. The bonuses then increase at Sorcerer level 15th, all as shown on the table below.

Abjuration + 1 to all, + 2 at 15th level
Conjuration + 2 to Reflex, + 4 at 15th level
Divination + 2 to Will, + 4 at 15th level
Enchantment + 2 to Will, + 4 at 15th level
Evocation + 2 to Reflex, + 4 at 15th level
Illusion + 2 to Will, + 4 at 15th level
Necromancy + 2 to Fortitude, + 4 at 15th level
Transmutation + 2 to Fortitude, + 4 at 15th level

School Attunement
Starting at 8th level Sorcerers with a School Emphasis gain the ability to activate certain supernatural powers based on their School Emphasis. At 8th level they may activate these powers one time per day, which increases by one more time per day for four levels beyond 8th to a maximum of 4 times per day at 20th level.

Abjuration As a reflexive action gain one of the following benefits:

Armor Class: Increase your armor class against 1 attack by 10 points. This can be activated at any time before the amount of damage from the attack has been determined (including after it has been declared to hit).

Saving Throw: Increase the results of one save by 10. This may be made at any time before the impact of the save (i.e. catching a disease, taking poison damage, etc.) is resolved, including after it is declared to have failed.
Conjuration As a swift action either

Move Yourself up to 10ft per Sorcerer level. This effect functions the same way as the dimension door spell except that it does not end your turn and effects only and your equipment and held objects. If the destination is occupied, you are shunted to the nearest open space and take 1 point of damage per foot of shunting

Move an unattended object weighing less than 5 lbs per Sorcerer level which is within 10 ft of you per Sorcerer level, moved a distance of up to 10 ft per Sorcerer level. The object is effected as if by the Dimension Door spell. If the destination is occupied, the object is shunted to the nearest open space and takes 1 point of damage per foot of shunting – this damage is not reduced by hardness. Intelligent magical items count as “attended” for the purposes of this effect.
Divination As a swift action you may project your sight and hearing as per the spell Clairvoyance / Clairaudience, except that you may hear and see at the same time, the sensor may only be up to 10 feet away from you per Sorcerer level, and you may move the sensor once each round to any other point within range, and the effect lasts 1 round per Sorcerer Level, or as long as you maintain concentration, whichever is the shorter time.
Enchantment As an immediate action to counterspell any Enchantment spell or spell-like ability being cast by – or cast at – a target within 5 feet of you per Sorcerer level (including any effect that targets you). In order to use this you must have a spell per day to sacrifice of no lower level than one less that of the spell being countered. If you are incapable of countering the spell or spell-like ability because you do not have a high enough spell per day to sacrifice then you simply cannot use – and thus cannot waste – this ability. When activating this ability you automatically sacrifices a spell per day in the applicable range and counters the spell or spell-like ability in question as if you had cast the same spell as a readied counterspell.

This cannot be used on supernatural or extraordinary abilities of any kind, such as the Stunning Gaze of a nymph, or the Irresistible Dance effect created by a Grig’s Fiddle.
Evocation As a reflexive action you may do one of following.

Except Allies: You may except allies from the effects of an Evocation spell you cast. This functions as if they had unbeatable spell resistance against the spell, and thus does not stop the spell from damaging other targets or objects in their occupied space (outside of their personal equipment), and cannot protect them from spells which do not allow for spell resistance.

Momentary Immunity: You may except yourself from the effects of an Evocation spell cast by someone else. This functions as if you gain unbeatable spell resistance for the purposes of 1 spell, and thus does not stop the spell from damaging other targets or objects in your occupied space (outside of your personal equipment) and cannot protect you from spells which do not allow for spell resistance. If a spell does not allow spell resistance, the sorcerer simply cannot activate – and thus cannot waste – this ability.
Illusion As a swift action you may grant every ally within 5 feet of you per Sorcerer level an automatic save against any illusion which any other member of that group has already successfully saved against (even if you are still fooled by the illusion in question). This save is made at a bonus equal to 1/2 your Sorcerer level (rounded down).
Necromancy As a standard action you may attempt to do one of the following.

Rebuke / Command Undead This functions as the Cleric ability of the same name, except that you use your Sorcerer level instead of Cleric level, and Undead commanded in this way obey you for 1 hour per 4 Sorcerer levels, after which time they regain their freedom. This ability cannot be used in conjunction with feats that require the expenditure of Turn or Rebuke attempts, nor allows the Sorcerer to qualify for prestige classes or other abilities that require the ability to Turn or Rebuke undead.

Turn / Destroy Undead This functions as the Cleric ability of the same name, except that you use your Sorcerer level instead of Cleric level.
Transmutation As a swift action you may gain one of the following effects for a number of rounds equal to your Sorcerer level.

Flight You can fly at a speed of 60 feet with Perfect maneuverability.

Gaseous Form For the duration you may enter or exit Gaseous Form as a move action. While in Gaseous Form you are treated as if under the effects of the spell of the same name.

Blink as the spell of the same name.

Haste as the spell of the same name, except that it effects only you.

Versatile

Versatile sorcerers are the ultimate arcane improv artists, always able to twist their spells to help fit a situation. While other sorcerers must concentrate and project their will into the arcane and force into existence the magical effects they desire, Versatile sorcerers can feel the flow of magic so intimately that they can reflexively manipulate magical effects as they happen.

Feel Magic
Starting at 1st level a Versatile sorcerer can essentially feel magical energies in their immediate vicinity as easily as most people can feel their own hands and feet. They automatically sense whenever they are within 5 feet per Sorcerer level of an active magic aura and always know how many magical auras are within that area (though they don’t gain any information about strength, school, or anything more specific about location). Effects that fool detect magic, such as the Magic Aura spell, fool this ability in the same way. Furthermore, any effect which causes the Sorcerer to lose their tactile senses causes them to lose this ability at the same time. This ability cannot detect anti-magic fields as “magic auras”, nor can it detect any aura which is currently suppressed.

Shift Spell
A Versatile sorcerer can shift their spells into new forms as they cast them. Starting at 2nd level a Versatile Sorcerer gains the ability to “Shift” or alter the nature of the spells they cast. At 2nd level they gain one Shift Effect (see table below) and they gain one more shift effect every 2 levels thereafter (4, 6, 8, etc.). A sorcerer may use their shift effects a number of times per day equal to their Charisma modifier plus one for every four levels gained above level 2 (so Cha + 1 at 6, Cha + 2 at 10, etc.).

Furthermore, as the Sorcerer gains levels they gain access to higher levels of Shift Effects. At 2nd level they may only choose from the Least Shift Effect list. At 8th level and up they may choose from the Lesser Shift Effect list. At 14th level they may choose from the Greater Shift Effect list. And at 20th level the Sorcerer may choose one Ultimate Shift.

Some Shift Effects have prerequisites, including other Shift Effects. A sorcerer must meet all the prerequisites of a Shift Effect in order to take it.

Multiple Shift Effects can be applied to a single spell, but every separate Shift Effect costs an extra use of Shift Spell per day. However, Shift Effects of the same variety don’t stack. So, for example, one cannot use Increase Range twice on the same spell in order to count as 2 caster levels higher for determining range.

Shift Spell Access
Level # of Shift Effects Shift Effect Availability
2 1 Least
4 2 Least
6 3 Least
8 4 Lesser
10 5 Lesser
12 6 Lesser
14 7 Greater
16 8 Greater
18 9 Greater
20 10 Ultimate
Shift Effects
Tier Ability Prerequisites Description
Least Shift Effects Easy Metamagic Any 1 Metamagic Feat Apply the effects of a Metamagic feat you have access to without increasing the casting time of the spell
Least Range - Count as 1 caster level higher for the purposes of determining range only.
Least Variables - Count as 1 caster level higher for the purposes of determining variable numeric effects only.
Least Duration - Count as 1 caster level higher for the purposes of determining duration only.
Least Area / Targets - Count as 1 caster level higher for the purposes of determining area and number of targets only.
Lesser Shift Effects Mimic + 0 Metamagic - Apply the effects of a metamagic feat with a + 0 spell level adjustment that you do not normally have access to by using a spell / day 1 level higher than the spell’s normal level.

The effects of Easy Metamagic can be used in conjunction with this Shift.
Lesser Potency - Count as 2 caster levels higher for the purposes of overcoming spell resistance and resisting dispelling.

The effects of this Shift stack with the effects of the Spell Penetration and Greater Spell Penetration feats.
Reduce Metamagic Easy Metamagic Apply the effects of a Metamagic feat you know to a spell as if its spell level adjustment were 1 less than it really is (minimum 0).

This cannot be combined with any Mimic Metamagic Shift.
Lesser Range Least Range Count as 2 caster levels higher for the purposes of determining range only.
Lesser Variables Least Variables Count as 2 caster levels higher for the purposes of determining variable effects only.
Lesser Duration Least Duration Count as 2 Caster levels higher for the purposes of determining duration only.
Lesser Area / Targets Least Area / Targets Count as 2 caster levels higher for the purposes of determining area and number of targets only.
Greater Shift Effects Mimic + 1 Metamagic Mimic + 0 Metamagic Apply the effects of a metamagic feat with a + 1 spell levle adjustment that you do not normally have access to by using a spell / day 2 levels higher than the spell’s normal level.

The effects of Easy Metamagic can be used in conjunction with this Shift.
Geater Potency Lesser Potency Count as 4 caster levels higher for the purposes of overcoming spell resistance and resisting dispelling.

The effects of this Shift stack with the effects of the Spell Penetration and Greater Spell Penetration feats.
Improved Metamagic Reduce Metamagic;
Any 2 Metamagic Feats
Apply an improved version of the effects of a metamagic feat you know. You must still alter the level of the spell / day used as normal.

Empower Spell – increase the rolled numeric effects of the spell by 100% instead of 50%
Maximize Spell – Variable numeric effects of a spell automatically return 125% of their maximum value
Heighten Spell – Spell level is increased by 1 without increasing the level of the spell / day used. Every level increased beyond 1 still increases the level of the spell / day used in the casting.
Quicken Spell – Spell is cast as an immediate action instead of a swift action.
Widen Spell – Spell area is increased by 200%
Enlarge Spell – Close range becomes Medium, Medium becomes Long, Long becomes 1000 ft + 100 ft / level
Silent Spell – The spell creates no audible effect (spells which require sound to function fail when used with this shift)
Still Spell – The spell creates no visible effect (spells which require visibility to function fail when used with this shift)

This cannot be used in conjunction with any of the Mimic Metamagic Shifts.
Greater Range Lesser Range Count as 3 caster levels higher for the purposes of determining range only.
Greater Variables Lesser Variables Count as 3 caster levels higher for the purposes of determining variable effects only.
Greater Duration Lesser Duration Count as 3 caster levels higher for the purposes of determining duration only.
Greater Area / Targets Lesser Area / Targets Count as 3 caster levels higher for the purposes of determining area and number of targets only.
Ultimate Shifts
Ultimate Range Greater Range Count as 4 caster levels higher for the purposes of range only.

Furthermore, increase all range elements of the spell which are not modified by caster level by 50%. For example, the distance between secondary targets in chain lightning, the maximum distance between targets of scorching ray, the maximum distance a ball of flame can move from the caster, etc.
Ultimate Variables Greater Variables Count as 4 caster levels higher for the purposes of determining variable effects only.

Furthermore, when rolling variable numeric effects and using this shift, count any natural 1’s as natural 2’s instead.
Ultimate Duration Greater Duration Count as 4 caster levels higher for the purposes of determining duration only.

Futhermore, when casting a spell using this Shift you may expend one extra spell per day to increase the duration of the spell as follows:

Same level as spell cast – Doubles spell duration (does not stack with metamagics)

Spell level – 1 – Adds 50% to spell duration (does not stack with metamagics)

Spell level – 2 – Adds 25% to spell duration (does not stack with metamagics)
Ultimate Area / Targets Greater Area / Targets Count as 4 caster levels higher for the purposes of determining area and number of targets only.

Furthermore, when using this shift the sorcerer may exclude a number of squares from any area-of-effect spell they cast equal to half their charisma modifier.
Lingering Counterspell At least 2 different 9th level Abjuration Spells Known You may cast a spell as a Lingering Counterspell. For 1 hour after you cast the spell, you may use your Lingering Counterspell to counter any appropriate spell as an immediate action. For Dispel Magic and Greater Dispel Magic any spell is an appropriate spell.

You may only have one Lingering Counterspell at a time, and you must be able to perceive the spell you intend to counter. While it is active, your Lingering Counterspell creates a strong abjuration aura and can be dispelled or suppressed like any other active spell effect. If you do not use your Lingering Counterspell within 1 minute of casting it, the spell dissipates without further effect.

Using this Shift costs 2 uses of Shift Spell per use.
Animated Spell At least 2 different 9th level Conjuration Spells Known You can turn a spell into a Living Spell (as the template) under your control for 10 hours – after which time it dissipates. If it is reduced to 0 hit points before the 10 hours are up it dissipates immediately.

While it is still animated the spell obeys your mental commands, which you can communicate to it at a distance of up to 1 mile. It cannot communicate information to you beyond the normal abilities of a Living Spell. The Living Spell can travel any distance away from you (even to another plane of existence) but will only act on your most recent commands if outside of communication range. If left without instructions the Living Spell will follow you and defend you as best it can.

Using this Shift costs 1 use of Shift Spell per level of the spell.
Leach Spell At least 2 different 9th level Necromancy Spells Known To use this Shift you must be within 400 feet of another arcane spell caster from whom you wish to leach arcane energy to power your spell. The target caster may make an opposed caster level check to resist. If their check equals or exceeds your caster level check, you cast the spell normally, or if unable to cast it normally you instead waste your action attempting to cast a spell.

If your caster level check exceeds that of your leach target, they lose a prepared spell or an unused spell / day of equal level to your Leach Spell, or of the highest level they currently have available – whichever is lower. In the mean time, you get to cast your Leach Spell using a spell slot equal to the level of the Leach Spell minus the level of the spell slot or prepared spell that was stolen. A leech victim who uses prepared spells may choose which spell they lose when targeted by this shift.

For Example: Adrin the versatile sorcerer attempts to cast Fireball as a leach spell. He chooses Marna to leach his spell from. Marna and Adrin roll opposed caster level checks, and Adrin wins. Because Marna has 3rd level spells prepared, the fireball is leached from a prepared 3rd level spell of her choice, and Adrin uses a 0 level spell / day to cast his Fireball. The following round Adrin attempts to cast Dimension Door as a Leach Spell, once again selecting Marna to leach from, and he is successful in defeating her opposed caster level check.. However the highest level spell that Marna has prepared is still 3rd, meaning Adrin has to cast that Dimension Door with a 1st level spell / day slot.

If using Leach Spell reduces the level of the spell slot needed to cast the spell to a spell level that the Sorcerer does not have available, they must use a spell slot of lowest spell level they have available instead.

Using this shift costs 2 uses of Shift Spell per use.
Mimicing Spell At least 2 different 9th level Transmutation Spells Known A spell cast with this shift is whatever school of magic its caster wants it to be. For all mechanical purposes the spell is of its new school, not its old one. This can overcome immunities, apply feat bonuses to save DC’s, and even apply the benefits of school-specific class features. This shift can, of course, only be used with spells cast using sorcerer spell slots.

Using this shift costs 2 uses of Shift Spell per use.
False Spell At least 2 different 9th level Illusion Spells Known A false spell is a spell that looks like one thing, but does another. Casting a false spell adds your caster level to the DC to identify your spell as you cast it, to identify the school of magic of the spell once it is cast, and even confuses people about its effects.

A caster trying to identify a False Spell as it is being cast must make a spellcraft DC 15 points higher than normal, and a caster trying to identify the school of magic of a False Spell must make a spellcraft 10 points higher than normal. However, most insidiously, the caster of a false spell may determine what manner of visual and auditory effects it has. These effects cannot be so significantly different from their original that they are simply ludicrous (a magic missile spell cannot sound like the roar of a dragon) and they cannot make a spell that does not create a lasting visual effect appear to do so (a silence spell cannot appear to create an orb of iron), and the effects cannot persist beyond the area and duration of the spell effect. However they are otherwise entirely within the control of the caster at the time of casting.

Using this shift costs 2 uses of Shift Spell per use.
Unerring Spell At least 2 different 9th level Divination Spells Known Through appending a powerful divinatory aspect to any spell, this shift can significantly increase the chance of a spell succeeding against its intended target(s). An Unerring spell gains two benefits. First, when making an attack roll of any kind to deliver an Unerring spell the sorcerer may use their full Sorcerer levels in place of their normal Base Attack Bonus. Second the DC of a save against an Unerring Spell (if any) is 4 points higher than normal.

Using this shift costs 1 use of Shift Spell per spell level of the Unerring Spell.
Forceful Spell At least 2 different 9th level Evocation Spells Known Any damaging spell may be made into a forceful spell. Any target damaged by a forceful spell also takes 2d2 points of ability score damage based on the type of damage done by the spell.
* Cold: Strength
* Force: Dexterity
* Acid: Constitution
* Electricity: Intelligence
* Sonic: Wisdom
* Fire: Charisma

A single target can only take ability damage once from a given spell regardless of how many times they take damage from that spell. If a forceful spell deals multiple different types of damages to a target then the spell’s caster chooses which ability score is damaged. If a target does not take damage for any reason (resistance, immunity, successful saving throw, etc.) then it does not take the ability damage either.

Using this shift costs 3 uses of Shift Spell per use.
Compromising Spell At least 2 different 9th level Enchantment Spells Known A compromising spell has two effects. First its save DC (if any) is 2 points higher than normal. Second, it tears down the target’s will to resist the spell caster, giving them a – 2 penalty to the next saving throw they make against a spell cast by the caster of the Compromising Spell. This is considered mind effecting, but works against all non-immune targets effected by the Compromising Spell unless they willingly failed their save against it.

Targets who fail a saving throw because of the lingering – 2 penalty from a Compromising Spell cannot be effected by another Compromising Spell from the same source for another 24 hours.

Using this shift costs 2 uses of Shift Spell per use.

Hear Magic
Starting at 5th level a Versatile Sorcerer’s ability to feel the presence of magic near them transitions into an ability to essentially “hear” the magic resonating in the air. Within the same distance as their Feel Magic ability a Versatile Sorcerer of 3rd level or higher can determine the exact location of every magical aura near them. If the Sorcerer is deafened they cannot use this ability, and if the Sorcerer encounters a Silence spell, they would be unable to detect the Silence spell or any active spell effect inside it. Furthermore, a Sorcerer with this ability who is inside a Silence spell cannot use this ability at all until they leave the area of the Silence spell. This ability cannot detect anti-magic fields as “magic auras.”

See Magic
Starting at 15th level a Versatile Sorcerer’s ability to sense magic near them becomes essentially visual in nature. When this happens the Sorcerer can reflexively detect the location and strength of any magical aura in their range (5 ft per Sorcerer level) as accurately as if they were concentrating on a Detect Magic spell for its full duration. Furthermore, they can also reflexively roll spellcraft checks upon detecting the presence of an aura to determine its school – once again as if they had concentrated on Detect Magic for its full duration. Any effect that defeats Detect Magic defeats this ability in the same way. Furthemore, if the Sorcerer is blinded they lose the ability to use this (though it functions normally in darkness and magical darkness). This ability cannot detect anti-magic fields as “magic auras.” Casting Detect Magic or Arcane Sight in addition to this ability does not allow multiple spellcraft checks at the same time.

Attuned

These, the most common Sorcerers, are Sorcerers whose magic first manifested at a time in their life when they were undergoing extreme stress, causing them to magically attune to something meaningful or representative around them. This is most commonly a personal item such as a gift from a dead friend or family member, a weapon that narrowly allowed the sorcerer to save their life (or the lives of others), or some other item of noteworthy personal value and emotional attachment. However some Sorcerers attune to locations, pets, or even close friends, family members, or lovers – though attunements to people are incredibly rare.

Attunement
Starting at 1st level an Attuned Sorcerer has some object, place, pet, or friend on whom they have made a magical self-impression. These manifest as an Attuned Object, Attuned Location, Attuned Familiar, or Attuned Friend. Once an attunement is made, it cannot be unmade and it cannot be replaced. As a general rule, a Sorcerer with an attunement will always seek to repair, heal, make whole, rebuild, or even resurrect (if at all possible) the object of their attunement. They can, under extreme circumstances, form interim attunements to serve in the place of a lost attunement, such as when an Attuned Friend or Attuned Familiar has died, or when an Attuned Object or Attuned Location have been utterly destroyed. For more on interim attunements and related topics see the Destroyed Attunements heading below.

Attuned Object
Starting at 1st level a Sorcerer with an Attuned Object may designate one possession of their choosing (it must be an item the Sorcerer already possesses, or possesses at the time of character generation) to be their attuned object. Based on the Sorcerer’s level they and their Attuned object gain certain benefits.

Level Hardness Bonus Object Bonus HP Benefits
1 + 0 + 5 1 Extra Spell / Day / Spell Level
Concentration DC 20 + Spell Level to cast spells w/out the Attuned Object in reach (w/in 5 feet)
2 + 0 + 5
3 + 1 + 10 Can enchant the item as if you had an Crafting Technique feat of your choice
You never suffer any ill effects (other than no enchantment) if you fail an enchantment on your Attuned Object
4 + 1 + 10
5 + 2 + 15
6 + 2 + 15
7 + 3 + 20
8 + 3 + 20 May summon your attuned object to you from a distance of up to 1 mile so long as neither you nor your object are in an Anti-Magic field. This is a swift action that does not provoke attacks of opportunity. The object appears in-hand or equipped on your person (if it can be equipped).

If someone else is holding your attuned object at the time you summon it they receive a will saving throw DC 10 + 1/2 your Sorc level + Your Charisma Modifier. If their will save is successful you may not attempt to summon your object for 24 hours, or until it is out of reach (more than 5 feet) away from the person who succeeded the will save.
9 + 4 + 25
10 +4 + 25
11 + 5 + 30
12 + 5 + 30
13 + 6 + 35
14 + 6 + 35
15 + 7 + 40
16 + 7 + 40
17 + 8 + 45
18 + 8 + 45
19 + 9 + 50
20 + 9 + 50

Attuned Familiar
Starting at 1st level a Sorcerer with an Attuned Familiar may choose an animal from the standard familiar list or from the animal companion list. Regardless of the animal selected, this animal functions essentially as a familiar. However, if the animal is on the animal companion list and not the familiar list, it does not provide a skill, save, or hit point bonus as normal familiars do, it merely gains the level-dependent abilities of the familiar.

For all purposes the Attuned Familiar functions like the standard D&D 3.5 sorcerer / wizard familiars with the following additions and modifications.

1) Familiar Hit Points The familiar has 1/2 the Sorcerer’s total hit points, or its natural hit points, whichever is higher.

2) Spell Conduit A sorcerer can use their Attuned Familiar as a spell conduit one time per day plus once more per day for every 5 levels of sorcerer. To do this the Sorcerer must spend a swift action to activate the ability, and until the beginning of their next turn may target spells and spell-like abilities as if they were standing in their familiar’s location instead of in their own location. They must, however, still be able to see the target of their spell or some portion of the area they intend to cast it in.

3) The sorcerer does not suffer any constitution loss in the event of their familiar’s death. Instead they simply must go without their familiar until they can have it resurrected or find an interim familiar.

Attuned Location
Starting at 1st level a Sorcerer with an Attuned Location must choose a location (as large as a single city or as small as a single building) to designate as their attuned location. They gain bonuses to their spellcasting relating to this location and suffer penalties to their spellcasting the farther away from it they travel. Depending on the size / type of location the Sorcerer also gains some specific benefits.

General Benefits:

  • When casting spells in their attuned location a Sorcerer is considered 1 caster level higher for all variable effects, ranges, durations, areas, and targets, as well as for purposes of overcoming spell resistance and resisting attempts to dispel or counterspell their magic. This increases by + 1 for every 5 levels of Sorcerer to a maximum of + 5 at level 20.
  • When casting spells in their attuned location a Sorcerer receives a + 2 bonus to concentration checks related to successfully casting a spell or maintaining concentration on an active spell. This bonus increases by + 2 for every 5 levels of Sorcerer to a maximum of + 10 at level 20.
  • When attempting to counter spell or dispel magic while in their attuned location, the sorcerer receives a + 2 bonus to caster level checks, plus an additional 2 at level 5 and every 5 levels thereafter to a total of + 10 at level 20.
  • When attempting to teleport to their attuned location a Sorcerer never suffers a chance of failure so long as they are within range.
  • When attempting to plane shift to their attuned location a Sorcerer will always arrive within the location (though they cannot control exactly where in the location).

General Drawbacks:

  • When casting spells between 200 and 1000 miles from their attuned location the Sorcerer is considered 1 caster level lower for all variable effects, ranges, durations, areas, and targes, as well as for purposes of overcoming spell resistance and resisting attempt to dispel or counterspell their magic. This increases to – 2 between 1000 and 2500 miles, and to – 3 beyond 2500 miles. When casting spells on a different plane of existence from their attuned location the Sorcerer suffers the – 3 penalty regardless of location on that plane.
Specific Benefits and Drawbacks
Location Type Benefits and Drawbacks
Urban City or Town B – Gain a + 2 Insight bonus on all Gather Information, Knowledge (Local), Knowledge (History), and Knowledge (Nobility) checks made relating specifically to the location or its inhabitants.
D – Suffer a – 1 penalty on all handle animal and survival checks.
Rural Town or Village B – Gain a + 2 insight bonus on all Ride, Heal, Handle Animal, Survival, and Knowledge (Local) checks made in or about the location or its inhabitants.
D – Suffer a – 1 penalty on all appraise and profession checks
Guild, Tradehall, Place of Business B – Gain a + 2 Insight bonus on all Appraise, Profession, and Knowledge checks made in regards to its business or business partners, and on all Craft checks made in the location.
D – Suffer a – 1 penalty on all perception and stealth checks.
House or Home B – Gain a + 2 Insight bonus on all Stealth, Perception, Craft (Trap), Acrobatics, Craft (Structural), and Sense Motive checks made in the location or made to improve it or its defenses.
D – Suffer a – 1 penalty on all Diplomacy and Bluff checks
Wilderness Area B – Gain a + 2 Insight bonus on all Acrobatics, Athletics, Knowledge (Nature), and Survival checks made relating to the area, its inhabitants, or within its boundaries. Also a + 1 version of the above bonuses when in similar locations.
D – Suffer a – 1 Penalty on all gather information and appraise checks.

Attuned Person
Starting at 1st level a Sorcerer with an Attuned Person begins leaving magical impressions on their attunement in very beneficial ways. The Sorcerer can never actually control their attuned person, but it is almost always someone who is close to and cares for the Sorcerer, such as a close friend or partner, a beloved family member, or a spouse. This can even be a fellow adventurer, but few and far between are the sorcerers willing to put someone they care about so much that they attuned to them in harm’s way, especially because if the sorcerer’s attuned person dies (regardless of cause) not only can the sorcerer not access any of the benefits that go along with their attuned person, but they suffer a – 1 penalty to all save DC’s and caster level checks until they get an interim, a replacement, or can resurrect their attuned person. If their attuned person becomes undead of their own free will, and the sorcerer is not opposed to this transition, it does not interrupt the attunement. If however it happens against their will, or the sorcerer was not compliant, the attunement is broken in the process.

So long as the sorcerer and the attuned person stay within 100 feet of one another, they gain certain benefits from the magic tying them together. This range increases to 200 feet at level 8, and 400 feet at level 16. If they are too far apart, the benefits are simply suppressed or inaccessible until the gap is closed again. Use / day abilities and ablative benefits (such as temporary hp) are not lost or replenished by moving too far apart, but are rather replenished upon rest.

All temporary HP are lost-first temporary HP. All spell-like abilities are cast as if the by a sorcerer of the sorcerer’s level. If a spell-like ability is activated while within range of the Sorcerer, it remains in effect until it would naturally end or is otherwise dispelled or extinguished.

Sorcerer’s Level Temp HP Attuned Person’s Other Benefits Sorcerer’s Benefits
1 3 One-Way Empathic Link
(Sorcerer can now sense emotions of Attuned Person)
2 6 + 2 Morale Bonus on Saves vs. Fear
3 9 1/day, Guidance (Self Only)
4 12
5 15 Share Spells (must be w/in 5 ft)
6 18
7 21 1/day, True Strike
8 24 200 feet; Dedicated Act 1/day
9 27 Deliver Touch Spells (within full range)
10 30
11 33 1/day, Alter Self
12 36
13 39 SR 13
14 42 Dedicated Act 2/day
15 45 1/day, Haste (Self Only)
16 48 400 Feet
17 51 SR 15
18 54
19 57 1/day, Dimension Door (Self & Sorc only)
20 60 Dedicated Act 3/day
  • One-Way Empathic Link:
    This functions exactly like the Empathic Link ability of the standard Sorcerer / Wizard familiar except that the attuned person cannot sense the emotions of the Sorcerer at all.
  • Dedicated Act
    Starting at 8th level, a sorcerer who is attuned to a person may make a Dedicated Act, this is an act which is made in the name of, or for the sake of, the person to whom the sorcerer is attuned (though the sorcerer is under no obligation to tell anyone this fact). The sorcerer may choose one attack roll, skill check, saving throw, caster level check, or ability check, and add an amount equal to their Sorcerer level to that check. Doing so requires that the Sorcerer expend an immediate action for that round and one spell / day of their highest available spell level.

The sorcerer may perform one Dedicated Act per day at 8th level, and one more for every 6 levels thereafter for a total of 3 times per day at 20th level.

  • Deliver Touch Spells
    Starting at 9th level, a sorcerer’s attuned person may deliver touch spells for them. This ability functions exactly like the standard sorcerer/wizard familiar ability of the same name does except that the sorcerer and the attuned person merely have to be within the attunement range of one another when the spell is cast for the sorcerer to designate their attuned person as the toucher.

Destroyed Attunements
If an attuned sorcerer’s attunement is destroyed – and only if it is destroyed – they may seek an interim, and eventually a replacement if restoring the old attunement seems impossible. No matter where they are or what they are doing, a Sorcerer instantly knows if their attunement has been destroyed.

A minimum of 24 hours after the destruction of their original attunement an attuned sorcerer may intentionally impression themselves on a new object, animal, person, or location (it must be the same kind of attunement they originally had). Doing this requires that they spend 2 hours channeling raw magical energy into the attunement, which must be present, and in the case of living attunements also willing. This Interim Attunement will function as only a partial replacement, however.

  • Interim Objects:
    Interim Objects gain the hardness and hp benefits as if the Sorcerer were half their current level (rounded down) and prevent the sorcerer from needing to roll concentration checks to cast spells, but do not gain or grant any other benefits to the Sorcerer.
  • Interim Familiar:
    An interim familiar has all the benefits provided by / afforded to a familiar of a Sorcerer of 1/2 the socrerer’s level (rounded down) excepting that they cannot deliver touch attacks, cannot act as a spell conduit, and cannot share spells.
  • Interim Location:
    Once a sorcerer’s attuned location is destroyed, everywhere is 2400 miles or more away from their attuned location until they get an interim or a replacement. An interim location can serve as a new point of measure for the purposes of
  • Interim Person:
    When a sorcerer’s attuned person is destroyed, it begins suffering a – 1 penalty to all spell save DC’s and caster level checks. Attuning to an interim person can remove this problem, but will only restore a very small portion of the other benefits of their attunement. An interim person and an attuned sorcerer share benefits as if they were a sorcerer of 1/2 their actual level (rounded down).

An interim attunement becomes a replacement if the interim attunement remains in place for 6 months or more. At this point the sorcerer’s temporary connection has been re-enforced over time and become a true replacement for their previous attunement. If the sorcerer’s original attunement is restored before this 6 month period passes, the original attunement is automatically reinstated as the Sorcerer’s true attunement, and their interim attunement loses the benefits it previously had.

A sorcerer whose original attunement is restored in this fashion instantly knows regardless of where they are or what they are doing, however they do not necessarily know where their attunement is.

Sorcerer

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