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Sorcerer enhancements (history)

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Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome Half-Elf (& AA)
Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points
Sorcerer
Starting a...

Enhancements
Tactics
Equipment
Spells

Sorcerers have four enhancement lines available as of Update 19: Air Savant, Earth Savant, Fire Savant, and Water Savant.

Everything beyond this point is for Update 18, and is no longer relevant to the current game!


Update 18 Information:

Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.

Level Progression[edit]

LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Sorcerer Charisma I II III
Sorcerer Subtle Spellcasting I II III IV
Sorcerer Energy of the Dragonblood I II III IV
Sorcerer Spell Penetration I II III
Sorcerer Wand Heightening I II III
Sorcerer Wand and Scroll Mastery I II III IV
Sorcerer Acid Manipulation I II III IV V VI VII
Sorcerer Deadly Acid I II III IV V VI
Sorcerer Corrosive Spellcasting I II III IV V VI
Sorcerer Frost Manipulation I II III IV V VI VII
Sorcerer Deadly Ice I II III IV V VI
Sorcerer Glacial Spellcasting I II III IV V VI
Sorcerer Storm Manipulation I II III IV V VI VII
Sorcerer Deadly Shocks I II III IV V VI
Sorcerer Charged Spellcasting I II III IV V VI
Sorcerer Flame Manipulation I II III IV V VI VII
Sorcerer Deadly Flame I II III IV V VI
Sorcerer Combustive Spellcasting I II III IV V VI
Sorcerer Force Manipulation I II III IV V VI VII
Sorcerer Sorcerer Deadly Kinetics I II III IV V VI
Sorcerer Kinetic Spellcasting I II III IV V VI
Sorcerer Improved Empowering I II III
Sorcerer Improved Enlarge I II III
Sorcerer Improved Heightening I II
Sorcerer Improved Maximizing I II III
Sorcerer Improved Quickening I II III
Sorcerer Bloodline of Power I
LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Class Enhancements[edit]

Charisma Enhancement.gif
Sorcerer Charisma I: Grants a +1 increase to Charisma score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
Charisma Enhancement.gif
Sorcerer Charisma II: Grants an additional +1 to your Charisma score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Charisma I
Charisma Enhancement.gif
Sorcerer Charisma III: Grants an additional +1 to your Charisma score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Charisma II

Combat Enhancements[edit]

SorcererSubtleSpellcasting.png
Sorcerer Subtle Spellcasting I: Your damaging spells generate 10% less hate, making enemies less likely to attack you.
AP Cost: 1 Level: 4 Progression: 11 No requirements
SorcererSubtleSpellcasting.png
Sorcerer Subtle Spellcasting II: Your damaging spells generate 20% less hate, making enemies less likely to attack you.
AP Cost: 2 Level: 7 Progression: 22 Requires: Sorcerer Subtle Spellcasting I
SorcererSubtleSpellcasting.png
Sorcerer Subtle Spellcasting III: Your damaging spells generate 30% less hate, making enemies less likely to attack you.
AP Cost: 3 Level: 10 Progression: 33 Requires: Sorcerer Subtle Spellcasting II
SorcererSubtleSpellcasting.png
Sorcerer Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you.
AP Cost: 4 Level: 13 Progression: 44 Requires: Sorcerer Subtle Spellcasting III

Spell Enhancements[edit]

Energy of the Zealot.jpg
Sorcerer Energy of the Dragonblooded I: Grants an additional 30 spell points.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Energy of the Zealot.jpg
Sorcerer Energy of the Dragonblooded II: Grants an additional 40 spell points, bringing your total increase to 70 points.
AP Cost: 2 Level: 5 Progression: 14 Requires: Sorcerer Energy of the Dragonblooded I
Energy of the Zealot.jpg
Sorcerer Energy of the Dragonblooded III: Grants an additional 40 spell points, bringing your total increase to 110 points.
AP Cost: 3 Level: 9 Progression: 29 Requires: Sorcerer Energy of the Dragonblooded II
Energy of the Zealot.jpg
Sorcerer Energy of the Dragonblooded IV: Grants an additional 40 spell points, bringing your total increase to 150 points.
AP Cost: 4 Level: 13 Progression: 44 Requires: Sorcerer Energy of the Dragonblooded III
Spell Penetration.gif
Sorcerer Spell Penetration I: You add +1 to your level to overcome an enemy's SR.
AP Cost: 2 Level: 5 Progression: 14 No requirements
Spell Penetration.gif
Sorcerer Spell Penetration II: You add +2 to your level to overcome an enemy's SR.
AP Cost: 4 Level: 9 Progression: 28 Requires: Sorcerer Spell Penetration I
Spell Penetration.gif
Sorcerer Spell Penetration III: You add +3 to your level to overcome an enemy's SR.
AP Cost: 6 Level: 13 Progression: 42 Requires: Sorcerer Spell Penetration II
EnhIcon WandHeightening.png
Sorcerer Wand Heightening I: You add +1 to the DC of your offensive wands.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon WandHeightening.png
Sorcerer Wand Heightening II: You add an additional +1 to the DC of your offensive wands, bringing the total increase to 2.
AP Cost: 2 Level: 7 Progression: 22 Requires: Sorcerer Wand Heightening I
EnhIcon WandHeightening.png
Sorcerer Wand Heightening III: You add an additional +1 to the DC of your offensive wands, bringing the total increase to 3.
AP Cost: 3 Level: 11 Progression: 37 Requires: Sorcerer Wand Heightening II
Wand Scroll Mastery.gif
Sorcerer Wand and Scroll Mastery I: Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
AP Cost: 1 Level: 2 Progression: 3 No requirements
Wand Scroll Mastery.gif
Sorcerer Wand and Scroll Mastery II: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
AP Cost: 2 Level: 5 Progression: 14 Requires: Sorcerer Wand and Scroll Mastery I
Wand Scroll Mastery.gif
Sorcerer Wand and Scroll Mastery III: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
AP Cost: 3 Level: 8 Progression: 25 Requires: Sorcerer Wand and Scroll Mastery II
Wand Scroll Mastery.gif
Sorcerer Wand and Scroll Mastery IV: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 55%.
AP Cost: 4 Level: 11 Progression: 36 Requires: Sorcerer Wand and Scroll Mastery III

Acid[edit]

AcidManipulation.png
Sorcerer Acid Manipulation I: Grants a 20% increase to the damage of your acid spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
AcidManipulation.png
Sorcerer Acid Manipulation II: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Acid Manipulation I
AcidManipulation.png
Sorcerer Acid Manipulation III: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Acid Manipulation II
AcidManipulation.png
Sorcerer Acid Manipulation IV: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Acid Manipulation III
AcidManipulation.png
Sorcerer Acid Manipulation V: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Acid Manipulation IV
AcidManipulation.png
Sorcerer Acid Manipulation VI: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Acid Manipulation V
AcidManipulation.png
Sorcerer Acid Manipulation VII: Grants an additional 5% increase to the damage of your acid spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Acid Manipulation VI
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid I: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to 75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Corrosive Spellcasting I, Sorcerer Acid Manipulation I
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid II: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Acid I, Sorcerer Acid Manipulation II
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid III: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Acid II, Sorcerer Acid Manipulation III
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid IV: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Acid III, Sorcerer Acid Manipulation IV
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid V: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Acid IV, Sorcerer Acid Manipulation V
SorcererLineageOfDeadlyEnergy.png
Sorcerer Deadly Acid VI: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Acid V, Sorcerer Acid Manipulation VI
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting I: Grants a 4% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Sorcerer Acid Manipulation I
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting II: Grants a 5% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Corrosive Spellcasting I, Sorcerer Acid Manipulation II
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting III: Grants a 6% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Corrosive Spellcasting II, Sorcerer Acid Manipulation III
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting IV: Grants a 7% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Corrosive Spellcasting III, Sorcerer Acid Manipulation IV
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting V: Grants a 8% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Corrosive Spellcasting IV, Sorcerer Acid Manipulation V
SorcererLineageOfEnergy.png
Sorcerer Corrosive Spellcasting VI: Grants a 9% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Corrosive Spellcasting V, Sorcerer Acid Manipulation VI

Cold[edit]

FrostManipulation.png
Sorcerer Frost Manipulation I: Grants a 20% increase to the damage of your cold spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
FrostManipulation.png
Sorcerer Frost Manipulation II: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Frost Manipulation I
FrostManipulation.png
Sorcerer Frost Manipulation III: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Frost Manipulation II
FrostManipulation.png
Sorcerer Frost Manipulation IV: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Frost Manipulation III
FrostManipulation.png
Sorcerer Frost Manipulation V: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Frost Manipulation IV
FrostManipulation.png
Sorcerer Frost Manipulation VI: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Frost Manipulation V
FrostManipulation.png
Sorcerer Frost Manipulation VII: Grants an additional 5% increase to the damage of your cold spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Frost Manipulation VI
DeadlyIce.png
Sorcerer Deadly Ice I: Your cold spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Glacial Spellcasting I, Sorcerer Frost Manipulation I
DeadlyIce.png
Sorcerer Deadly Ice II: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Ice I, Sorcerer Frost Manipulation II
DeadlyIce.png
Sorcerer Deadly Ice III: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Ice II, Sorcerer Frost Manipulation III
DeadlyIce.png
Sorcerer Deadly Ice IV: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Ice III, Sorcerer Frost Manipulation IV
DeadlyIce.png
Sorcerer Deadly Ice V: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Ice IV, Sorcerer Frost Manipulation V
DeadlyIce.png
Sorcerer Deadly Ice VI: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Ice V, Sorcerer Frost Manipulation VI
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting I: Grants a 4% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Frost Manipulation I
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting II: Grants a 5% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Glacial Spellcasting I, Sorcerer Frost Manipulation II
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting III: Grants a 6% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Glacial Spellcasting II, Sorcerer Frost Manipulation III
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting IV: Grants a 7% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Glacial Spellcasting III, Sorcerer Frost Manipulation IV
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting V: Grants a 8% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Glacial Spellcasting IV, Sorcerer Frost Manipulation V
GlacialSpellcasting.png
Sorcerer Glacial Spellcasting VI: Grants a 9% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Glacial Spellcasting V, Sorcerer Frost Manipulation VI

Electricity[edit]

SorcererEnergyManipulation.png
Sorcerer Storm Manipulation I: Grants a 20% increase to the damage of your electric and sonic spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation II: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Storm Manipulation I
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation III: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Storm Manipulation II
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation IV: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Storm Manipulation III
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation V: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Storm Manipulation IV
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation VI: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Storm Manipulation V
SorcererEnergyManipulation.png
Sorcerer Storm Manipulation VII: Grants an additional 5% increase to the damage of your electric and sonic spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Storm Manipulation VI
DeadlyShocks.png
Sorcerer Deadly Shocks I: Your electricity spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Charged Spellcasting I, Sorcerer Storm Manipulation I
DeadlyShocks.png
Sorcerer Deadly Shocks II: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Shocks I, Sorcerer Storm Manipulation II
DeadlyShocks.png
Sorcerer Deadly Shocks III: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Shocks II, Sorcerer Storm Manipulation III
DeadlyShocks.png
Sorcerer Deadly Shocks IV: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Shocks III, Sorcerer Storm Manipulation IV
DeadlyShocks.png
Sorcerer Deadly Shocks V: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Shocks IV, Sorcerer Storm Manipulation V
DeadlyShocks.png
Sorcerer Deadly Shocks VI: Your electric and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Shocks V, Sorcerer Storm Manipulation VI
ChargedSpellcasting.png
Sorcerer Charged Spellcasting I: Grants a 4% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Storm Manipulation I
ChargedSpellcasting.png
Sorcerer Charged Spellcasting II: Grants a 5% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Charged Spellcasting I, Sorcerer Storm Manipulation II
ChargedSpellcasting.png
Sorcerer Charged Spellcasting III: Grants a 6% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Charged Spellcasting II, Sorcerer Storm Manipulation III
ChargedSpellcasting.png
Sorcerer Charged Spellcasting IV: Grants a 7% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Charged Spellcasting III, Sorcerer Storm Manipulation IV
ChargedSpellcasting.png
Sorcerer Charged Spellcasting V: Grants a 8% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Charged Spellcasting IV, Sorcerer Storm Manipulation V
ChargedSpellcasting.png
Sorcerer Charged Spellcasting VI: Grants a 9% chance for electric and sonic spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Charged Spellcasting V, Sorcerer Storm Manipulation VI

Fire[edit]

SorcererElementalManipulation.png
Sorcerer Flame Manipulation I: Grants a 20% increase to the damage of your fire spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererElementalManipulation.png
Sorcerer Flame Manipulation II: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Flame Manipulation I
SorcererElementalManipulation.png
Sorcerer Flame Manipulation III: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Flame Manipulation II
SorcererElementalManipulation.png
Sorcerer Flame Manipulation IV: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Flame Manipulation III
SorcererElementalManipulation.png
Sorcerer Flame Manipulation V: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Flame Manipulation IV
SorcererElementalManipulation.png
Sorcerer Flame Manipulation VI: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Flame Manipulation V
SorcererElementalManipulation.png
Sorcerer Flame Manipulation VII: Grants an additional 5% increase to the damage of your fire spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Flame Manipulation VI
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame I: Your fire spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Combustive Spellcasting I, Sorcerer Flame Manipulation I
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame II: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Flame I, Sorcerer Flame Manipulation II
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame III: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Flame II, Sorcerer Flame Manipulation III
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame IV: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Flame III, Sorcerer Flame Manipulation IV
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame V: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Flame IV, Sorcerer Flame Manipulation V
SorcererLineageOfDeadlyElements.png
Sorcerer Deadly Flame VI: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Flame V, Sorcerer Flame Manipulation VI
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting I: Grants a 4% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Flame Manipulation I
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting II: Grants a 5% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Combustive Spellcasting I, Sorcerer Flame Manipulation II
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting III: Grants a 6% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Combustive Spellcasting II, Sorcerer Flame Manipulation III
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting IV: Grants a 7% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Combustive Spellcasting III, Sorcerer Flame Manipulation IV
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting V: Grants a 8% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Combustive Spellcasting IV, Sorcerer Flame Manipulation V
SorcererLineageOfElements.png
Sorcerer Combustive Spellcasting VI: Grants a 9% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Combustive Spellcasting V, Sorcerer Flame Manipulation VI

Force[edit]

ForceManipulation.png
Sorcerer Force Manipulation I: Grants a 20% increase to the damage of your force spells and spells that deal untyped or physical damage.
AP Cost: 1 Level: 1 Progression: 0 No requirements
ForceManipulation.png
Sorcerer Force Manipulation II: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Force Manipulation I
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Sorcerer Force Manipulation III: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Force Manipulation II
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Sorcerer Force Manipulation IV: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Force Manipulation III
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Sorcerer Force Manipulation V: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Force Manipulation IV
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Sorcerer Force Manipulation VI: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Force Manipulation V
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Sorcerer Force Manipulation VII: Grants an additional 5% increase to the damage of your force spells and spells that deal untyped or physical damage, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Force Manipulation VI
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Sorcerer Deadly Kinetics I: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Kinetic Spellcasting I, Sorcerer Force Manipulation I
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Sorcerer Deadly Kinetics II: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Deadly Kinetics I, Sorcerer Force Manipulation II
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Sorcerer Deadly Kinetics III: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Deadly Kinetics II, Sorcerer Force Manipulation III
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Sorcerer Deadly Kinetics IV: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Deadly Kinetics III, Sorcerer Force Manipulation IV
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Sorcerer Deadly Kinetics V: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Deadly Kinetics IV, Sorcerer Force Manipulation V
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Sorcerer Deadly Kinetics VI: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Deadly Kinetics V, Sorcerer Force Manipulation VI
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Sorcerer Kinetic Spellcasting I: Grants a 4% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Force Manipulation I
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Sorcerer Kinetic Spellcasting II: Grants a 5% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Kinetic Spellcasting I, Sorcerer Force Manipulation II
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Sorcerer Kinetic Spellcasting III: Grants a 6% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Kinetic Spellcasting II, Sorcerer Force Manipulation III
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Sorcerer Kinetic Spellcasting IV: Grants a 7% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Kinetic Spellcasting III, Sorcerer Force Manipulation IV
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Sorcerer Kinetic Spellcasting V: Grants a 8% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Kinetic Spellcasting IV, Sorcerer Force Manipulation V
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Sorcerer Kinetic Spellcasting VI: Grants a 9% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Kinetic Spellcasting V, Sorcerer Force Manipulation VI

Repair[edit]

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Sorcerer Repair Manipulation I: Grants a 20% increase to the damage of your repair spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Sorcerer Repair Manipulation II: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 25%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Repair Manipulation I
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Sorcerer Repair Manipulation III: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 30%.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Repair Manipulation II
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Sorcerer Repair Manipulation IV: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 35%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Sorcerer Repair Manipulation III
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Sorcerer Repair Manipulation V: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 40%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Repair Manipulation IV
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Sorcerer Repair Manipulation VI: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 45%.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Repair Manipulation V
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Sorcerer Repair Manipulation VII: Grants an additional 5% increase to the damage of your repair spells, bringing the total increase to 50%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Sorcerer Repair Manipulation VI
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Sorcerer Mighty Reconstruction I: Your repair spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Sorcerer Reconstructive Spellcasting I, Sorcerer Repair Manipulation I
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Sorcerer Mighty Reconstruction II: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Sorcerer Mighty Reconstruction I, Sorcerer Repair Manipulation II
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Sorcerer Mighty Reconstruction III: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Sorcerer Mighty Reconstruction II, Sorcerer Repair Manipulation III
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Sorcerer Mighty Reconstruction IV: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Sorcerer Mighty Reconstruction III, Sorcerer Repair Manipulation IV
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Sorcerer Mighty Reconstruction V: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Sorcerer Mighty Reconstruction IV, Sorcerer Repair Manipulation V
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Sorcerer Mighty Reconstruction VI: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Sorcerer Mighty Reconstruction V, Sorcerer Repair Manipulation VI
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Sorcerer Reconstructive Spellcasting I: Grants a 4% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Repair Manipulation I
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Sorcerer Reconstructive Spellcasting II: Grants a 5% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Sorcerer Reconstructive Spellcasting I, Sorcerer Repair Manipulation II
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Sorcerer Reconstructive Spellcasting III: Grants a 6% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Sorcerer Reconstructive Spellcasting II, Sorcerer Repair Manipulation III
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Sorcerer Reconstructive Spellcasting IV: Grants a 7% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Sorcerer Reconstructive Spellcasting III, Sorcerer Repair Manipulation IV
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Sorcerer Reconstructive Spellcasting V: Grants a 8% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Sorcerer Reconstructive Spellcasting IV, Sorcerer Repair Manipulation V
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Sorcerer Reconstructive Spellcasting VI: Grants a 9% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Sorcerer Reconstructive Spellcasting V, Sorcerer Repair Manipulation VI


Metamagic[edit]

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Sorcerer Improved Empowering I: Using the Empower Spell feat costs you 2 fewer spell points.
AP Cost: 2 Level: 2 Progression: 2 Requires: Empower Spell
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Sorcerer Improved Empowering II: Using the Empower Spell feat costs you 4 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Improved Empowering I
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Sorcerer Improved Empowering III: Using the Empower Spell feat costs you 6 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Empowering II
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Sorcerer Improved Enlarge I: Using the Enlarge Spell feat costs you 1 less spell point.
AP Cost: 2 Level: 2 Progression: 2 Requires: Enlarge Spell
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Sorcerer Improved Enlarge II: Using the Enlarge Spell feat costs you 2 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Improved Enlarge I
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Sorcerer Improved Enlarge III: Using the Enlarge Spell feat costs you 4 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Enlarge II
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Sorcerer Improved Heightening I: Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
AP Cost: 4 Level: 6 Progression: 16 Requires: Heighten Spell
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Sorcerer Improved Heightening II: Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Heightening I
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Sorcerer Improved Maximizing I: Using the Maximize Spell feat costs you 3 fewer spell points.
AP Cost: 2 Level: 2 Progression: 2 Requires: Maximize Spell
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Sorcerer Improved Maximizing II: Using the Maximize Spell feat costs you 6 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Improved Maximizing I
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Sorcerer Improved Maximizing III: Using the Maximize Spell feat costs you 9 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Maximizing II
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Sorcerer Improved Quickening I: Using the Quicken Spell feat costs you 1 less spell point.
AP Cost: 2 Level: 2 Progression: 2 Requires: Quicken Spell
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Sorcerer Improved Quickening II: Using the Quicken Spell feat costs you 2 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Sorcerer Improved Quickening I
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Sorcerer Improved Quickening III: Using the Quicken Spell feat costs you 4 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Sorcerer Improved Quickening II

Prestige[edit]


Capstone[edit]

A character can train only in one Sorcerer Capstone at a time.

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Sorcerer Bloodline of Power: All of your damage dealing spells that are capable of being empowered deal 20% more damage.
AP Cost: 2 Level: 20 Progression: 74 No requirements

Enhancement changes Alpha Testing on Lamannia[edit]