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Sorcerer

You didn’t choose to become a spellcaster—you were born one. There’s magic in your blood, whether a divinity touched one of your ancestors, a forebear communed with a primal creature, or a powerful occult ritual influenced your line.

Self-reflection and study allow you to refine your inherent magical skills and unlock new, more powerful abilities. The power in your blood carries a risk, however, and you constantly face the choice of whether you’ll rise to become a master spellcaster or fall into destruction.

Key Ability

Charisma. At 1st level, your class gives you an ability boost to Charisma.

Hit Points

6 + your Constitution Modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Sorcerer

During combat encounters…

  • You use spells to injure your enemies, influence their minds, and hamper their movements. You might be too vulnerable to get into melee combat, or your bloodline might give you abilities that help you hold your own in a brawl. While your magic is powerful, to conserve your best spells—or when you’ve used them all up—you also rely on cantrips.

During social encounters…

  • Your natural charisma makes you good at interacting with people.

While exploring…

  • You detect the magic around you, finding treasures and warning your adventuring group of magical traps. When the group encounters mysteries or problems related to your bloodline, you try to solve them.

In downtime…

  • You craft magic items or scribe scrolls. Your bloodline might drive you to research your ancestry or associate with affiliated people or creatures.

You might…

  • Have a strong independent streak, and whether you embrace or reject your magical heritage, you long to distinguish yourself both as a spellcaster and as an individual.
  • View your lineage with fascination, fear, or something in between—anything from wholehearted acceptance to vehement rejection.
  • Rely on magic items, such as scrolls and wands, to supplement your limited selection of spells.

Others probably…

  • Marvel at your ability to create magic from thin air and view your abilities with equal parts admiration and mistrust.
  • Consider you less dedicated than studious wizards, devoted clerics, and other practitioners of magic, since power comes to you naturally.
  • Assume you’re as unpredictable as the magic you bring forth, even if your personality proves otherwise.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Trained in Perception

Saving Throws

Trained in Fortitude

Trained in Reflex

Expert in Will

Skills

Trained in one or more skills determined by your bloodline

Trained in a number of additional skills equal to 2 plus your Intelligence modifier Attacks

Attacks

Trained in simple weapons

Trained in unarmed attacks

Defenses

Untrained in all armor and unarmored defense

Spells

Trained in spell attack rolls of your spellcasting tradition, as indicated by your bloodline

Trained in spell DCs of your spellcasting tradition, as indicated by your bloodline

Table 3–16: Sorcerer Advancement
Level Class Features
1 Ancestry and background, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire
2 Skill feat, sorcerer feat
3 2nd-level spells, general feat, signature spells, skill increase
4 Skill feat, sorcerer feat
5 3rd-level spells, ability boosts, ancestry feat, magical fortitude, skill increase
6 Skill feat, sorcerer feat
7 4th-level spells, expert spellcaster, general feat, skill increase
8 Skill feat, sorcerer feat
9 5th-level spells, ancestry feat, lightning reflexes, skill increase
10 Ability boosts, skill feat, sorcerer feat
11 6th-level spells, alertness, general feat, simple weapon expertise, skill increase
12 Skill feat, sorcerer feat
13 7th-level spells, ancestry feat, defensive robes, skill increase, weapon specialization
14 Skill feat, sorcerer feat
15 8th-level spells, ability boosts, general feat, master spellcaster, skill increase
16 Skill feat, sorcerer feat
17 9th-level spells, ancestry feat, resolve, skill increase
18 Skill feat, sorcerer feat
19 Bloodline paragon, general feat, legendary spellcaster, skill increase
20 Ability boosts, skill feat, sorcerer feat

Class Features

You gain these abilities as a sorcerer. Abilities gained at higher levels list the requisite levels next to their names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Bloodline

Choose a bloodline that gives you your spellcasting talent.

This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline.

The core bloodlines are as follows.

  • Aberrant: A strange and unknowable influence gives you occult spells.
  • Angelic: Holy grace bestows divine spells upon you.
  • Demonic: A sinful corruption gives you divine spells.
  • Diabolic: A bond with devils gives you divine spells.
  • Draconic: The blood of dragons grants you arcane spells.
  • Elemental: The power of the elements manifests in you as primal spells.
  • Fey: Influence from the fey gives you primal spells.
  • Hag: The blight of a hag has given you occult spells.
  • Imperial: An ancient power grants you arcane spells.
  • Undead: The touch of death gives you divine spells.

See Bloodlines for more information.

Sorcerer Spellcasting

Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you’re a sorcerer, you can usually replace material components with somatic components, so you don’t need to use a spell component pouch.

Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a sorcerer, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3–17: Sorcerer Spells per Day.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level.

Many spells have specific improvements when they are heightened to certain levels. The signature spells class feature lets you heighten certain spells freely.

Cantrips

A cantrip is a special type of spell that doesn’t use spell slots.

You can cast a cantrip at will, any number of times per day.

A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a sorcerer. For example, as a 1st-level sorcerer, your cantrips are 1st-level spells, and as a 5th-level sorcerer, your cantrips are 3rd-level spells.

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.

You add to this spell repertoire as you increase in level.

Each time you get a spell slot (see Table 3–17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your bloodline spell, but you can choose the other spells you gain. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new bloodline spell and two other 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.

Swapping Spells in Your Repertoire

As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned.

Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can’t swap out bloodline spells. You can also swap out spells by retraining during downtime.

Table 3–17: Sorcerer Spells Per Day
Your Level Spell Level
Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 3
2 5 4
3 5 4 3
4 5 4 4
5 5 4 4 3
6 5 4 4 4
7 5 4 4 4 3
8 5 4 4 4 4
9 5 4 4 4 4 3
10 5 4 4 4 4 4
11 5 4 4 4 4 4 3
12 5 4 4 4 4 4 4
13 5 4 4 4 4 4 4 3
14 5 4 4 4 4 4 4 4
15 5 4 4 4 4 4 4 4 3
16 5 4 4 4 4 4 4 4 4
17 5 4 4 4 4 4 4 4 4 3
18 5 4 4 4 4 4 4 4 4 4
19 5 4 4 4 4 4 4 4 4 4 1*
20 5 4 4 4 4 4 4 4 4 4 1*

* The bloodline paragon class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

Sorcerer Feats 2nd

At 2nd level and every even-numbered level, you gain a sorcerer class feat.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat.

Signature Spells 3rd

You’ve learned to cast some of your spells more flexibly.

For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

The list of ancestry feats available to you can be found in your ancestry’s entry.

Magical Fortitude 5th

Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Expert Spellcaster 7th

Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to expert.

Lightning Reflexes 9th

Your reflexes are Lightning fast. Your proficiency rank for Reflex saves increases to expert.

Alertness 11th

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Simple Weapon Expertise 11th

Training and magic improved your weapon technique. Your proficiency rank for simple weapons increases to expert.

Defensive Robes 13th

The flow of magic and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.

Weapon Specialization 13th

You’ve learned to inflict grave wounds with your practiced weapons. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.

Master Spellcaster 15th

You have achieved mastery over the magic in your blood.

Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to master.

Resolve 17th

You’ve steeled you mind with resolve. Your proficiency rank for Will saves increase to master. When you roll a success at a Will save, you get a critical success instead. (source)

Bloodline Paragon 19th

You have perfected the magic in your bloodline. Add two common 10th-level spells of your tradition to your repertoire. You gain a single 10th-level spell slot you can use to cast these spells, using sorcerer spellcasting. Unlike other spell slots, you don’t gain more 10th-level spells as you level up, and they can’t be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You can take the Bloodline Perfection sorcerer feat to gain a second slot.

Legendary Spellcaster 19th

You demonstrate prodigious talent for spellcasting. Your proficiency ranks for spell attack rolls and spell DCs for spells of your bloodline’s tradition increase to legendary.

Bloodlines

Choose your bloodline, the source of your power. It has a major influence on your abilities, determining your spell list, the tradition of spells you cast, and two trained skills.

Bloodline Spells

Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity.

Unlike other characters, you don’t need to do anything specific to Refocus, as the power of the blood flowing through your veins naturally replenishes your focus pool.

Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.

Reading a Bloodline Entry

A bloodline entry contains the following information.

Spell List You use this magical tradition and spell list.

Bloodline Skills You become trained in the listed skills.

Granted Spells You automatically add the spells listed here to your spell repertoire, in addition to those you gain through sorcerer spellcasting. At 1st level, you gain a cantrip and a 1st-level spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that level.

Bloodline Spells You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline and Greater Bloodline feats.

Blood Magic Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.

Aberrant

Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien influence presses against your mind.

Spell List occult

Bloodline Skills Intimidation, Occultism

Granted Spells cantrip: daze; 1st: spider sting; 2nd: touch of idiocy; 3rd: vampiric touch; 4th: confusion; 5th: black tentacles; 6th: feeblemind; 7th: warp mind; 8th: uncontrollable dance; 9th: unfathomable song

Bloodline Spells initial: tentacular limbs; advanced: aberrant whispers; greater: unusual anatomy

Blood Magic Aberrant whispers shield one target’s mind or your own, granting a +2 status bonus to Will saving throws for 1 round.

Angelic

One of your forebears hailed from a celestial realm, or your ancestors’ devotion led to their lineage being blessed.

Spell List divine

Bloodline Skills Diplomacy, Religion

Granted Spells cantrip: Light; 1st: heal; 2nd: spiritual weapon; 3rd: searing light; 4th: divine wrath; 5th: flame strike; 6th: blade barrier; 7th: divine decree; 8th: divine aura; 9th: foresight

Bloodline Spells initial: angelic halo; advanced: angelic wings; greater: celestial brand

Blood Magic An angelic aura protects you or one target, granting a +1 status bonus to saving throws for 1 round.

Demonic

Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin.

Spell List divine

Bloodline Skills Intimidation, Religion

Granted Spells cantrip: acid splash; 1st: fear; 2nd: enlarge; 3rd: slow; 4th: divine wrath; 5th: abyssal plague; 6th: disintegrate; 7th: divine decree; 8th: divine aura; 9th: implosion

Bloodline Spells initial: glutton’s jaws; advanced: swamp of sloth; greater: Abyssal wrath

Blood Magic The corruption of sin weakens a target’s defenses or makes you more imposing. Either a target takes a –1 status penalty to AC for 1 round, or you gain a +1 status bonus to Intimidation checks for 1 round.

Diabolic

Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact.

Spell List divine

Bloodline Skills Deception, Religion

Granted Spells cantrip: produce flame; 1st: charm; 2nd: flaming sphere; 3rd: enthrall; 4th: suggestion; 5th: crushing despair; 6th: true seeing; 7th: divine decree; 8th: divine aura; 9th: meteor swarm

Bloodline Spells initial: diabolic edict; advanced: embrace the pit; greater: hellfire plume

Blood Magic Hellfire scorches a target or fills your tongue with lies. Either a target takes 1 fire damage per spell level (if the spell already deals initial fire damage, combine this with the spell’s initial damage before determining weaknesses and resistances), or you gain a +1 status bonus to Deception checks for 1 round.

Draconic

The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.

Spell List arcane

Bloodline Skills Arcana, Intimidation

Granted Spells cantrip: shield; 1st: true strike; 2nd: resist energy; 3rd: haste; 4th: spell immunity; 5th: chromatic wall; 6th: dragon form; 7th: mask of terror; 8th: prismatic wall; 9th: overwhelming presence

Bloodline Spells initial: dragon claws; advanced: dragon breath; greater: dragon wings

Blood Magic Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.

Dragon Type

At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).

Elemental

A genie ancestor or some other elemental influence has imbued your blood with primal fury, affecting how the bloodline spells and granted spells marked with an asterisk (*), as well as your blood magic, function.

Spell List primal

Bloodline Skills Intimidation, Nature

Granted Spells cantrip: produce flame*; 1st: burning hands*; 2nd: resist energy; 3rd: fireball*; 4th: freedom of movement

5th: elemental form; 6th: repulsion; 7th: energy aegis; 8th: prismatic wall; 9th: storm of vengeance

Bloodline Spells initial: elemental toss*; advanced: elemental motion; greater: elemental blast*

Blood Magic Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

Elemental Type

At 1st level, choose the type of elemental that influenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water. For fire, all marked spells deal fire damage. For other elements, they deal bludgeoning damage. You also add the trait of the element you chose.

Fey

Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the Fey World into your family’s bloodline.

Spell List primal

Bloodline Skills Deception, Nature

Granted Spells cantrip: ghost sound; 1st: charm; 2nd: hideous laughter; 3rd: enthrall; 4th: suggestion; 5th: cloak of colors; 6th: mislead; 7th: visions of danger; 8th: uncontrollable dance; 9th: resplendent mansion

Bloodline Spells initial: faerie dust; advanced: fey disappearance; greater: fey glamour

Blood Magic Colorful fey glamours dance around you or one target, causing them to be concealed for 1 round. Such obvious concealment can’t be used to Hide.

Genie

Source PRG2:APG

Through lineage, magic, or wishes made real, the blood of a noble genie flows through your veins.

Spell List arcane

Bloodline Skills Arcana, Deception

Granted Spells cantrip: detect magic; 1st: illusory disguise; 2nd: variable (see Genie

Type below); 3rd: enthrall; 4th: creation; 5th: variable (see Genie

Type below); 6th: true seeing; 7th: energy aegis; 8th: variable (see Genie

Type below); 9th: resplendent mansion

Bloodline Spells initial: genie’s veil; advanced: heart’s desire; greater: wish-twisted form

Blood Magic Your spellcasting warps reality and distracts your foes. Either you gain a +1 status bonus to Deception checks for 1 round, or a target takes a –1 status penalty to Perception for 1 round.

Genie Type

At 1st level, choose the type of genie that influenced your bloodline: janni, djinni, efreeti, marid, or shaitan. You can’t change your genie type later. This determines what granted spells you receive at 2nd, 5th, and 8th level.

Hag

A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul.

Spell List occult

Bloodline Skills Deception, Occultism

Granted Spells cantrip: daze; 1st: illusory disguise; 2nd: touch of idiocy; 3rd: blindness; 4th: outcast’s curse; 5th: mariner’s curse; 6th: baleful polymorph; 7th: warp mind; 8th: spiritual epidemic; 9th: nature’s enmity

Bloodline Spells initial: jealous hex; advanced: horrific visage; greater: you’re mine

Imperial

One of your ancestors was a mortal who mastered magic.

Such magical blood can remain latent for generations, but in you it manifested in full.

Spell List arcane

Bloodline Skills Arcana, Society

Granted Spells cantrip: detect magic; 1st: magic missile; 2nd: dispel magic; 3rd: haste; 4th: dimension door; 5th: prying eye; 6th: disintegrate; 7th: prismatic spray; 8th: maze; 9th: prismatic sphere

Bloodline Spells initial: ancestral memories; advanced: extend spell; greater: arcane countermeasure

Blood Magic A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.

Necrophage

Source Contact other Plane: Deadvoid

You were not born this way, or at least you hope not. It all started when you got close to the mysterious artifact. You started hearing voices you know telling you to do things. You began to change, slowly at first. You developed an innate capacity for magic that grew the more you listened to the voices. Why won’ t the voices stop, what is happening to you?

Spell List: Occult

Bloodline Skills: Intimidation, Occultism

Granted Spells: cantrip: message, 1st: grim tendrils, 2nd: darkness, 3rd: distracting chatter, 4th: confusion, 5th: black tentacles, 6th: dominate, 7th: warp mind, 8th: mind blank, 9th: overwhelming presence (17th)

Bloodline Spells: initial: touch of the artifact, advanced: spread the necrophage, greater artifact mind

Nymph

Source PRG2:APG

One of your ancestors was inspired by a nymph, or perhaps was a nymph themself, and now the beauty of nature lives in you.

Spell List primal

Bloodline Skills Diplomacy, Nature

Granted Spells cantrip: tanglefoot; 1st: charm; 2nd: calm emotions; 3rd: animal vision; 4th: vital beacon; 5th: crushing despair; 6th: repulsion; 7th: unfettered pack; 8th: moment of renewal; 9th: overwhelming presence

Bloodline Spells initial: nymph’s token; advanced: blinding beauty; greater: establish ward

Blood Magic Nymph grace accentuates your movements and distracts your foes, either granting you a +1 status bonus to Diplomacy checks for 1 round or imposing a –1 status penalty on one target’s Will saves for 1 round.

Psychopomp

Source PRG2:APG

For good or ill, your ancestors’ deeds drew the attention of psychopomps, or you might somehow count one in your family tree. The presence of these shepherds of souls and enemies of undeath has left an indelible mark on you.

Spell List divine

Bloodline Skills Intimidation, Religion

Granted Spells cantrip: disrupt undead; 1st: heal; 2nd: calm emotions; 3rd: searing light; 4th: dimensional anchor; 5th: death ward; 6th: spirit blast; 7th: finger of death; 8th: spirit song; 9th: massacre

Bloodline Spells initial: sepulchral mask; advanced: spirit veil; greater: shepherd of souls

Blood Magic The border between life and death becomes blurred to you. Either you gain a +2 status bonus to Fortitude saving throws for 1 round, or a target takes 1 damage per spell level. The damage is negative if the target is living or positive if the target is undead. If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.

Shadow

Source PRG2:APG

Whether due to a velstrac’s manipulations or a planar jaunt gone horribly wrong, your bloodline was infused with a vein of shadow.

Spell List occult

Bloodline Skills Occultism, Stealth

Granted Spells cantrip: chill touch; 1st: grim tendrils; 2nd: darkness; 3rd: chilling darkness; 4th: phantasmal killer; 5th: shadow siphon; 6th: collective transposition; 7th: duplicate foe; 8th: disappearance; 9th: weird

Bloodline Spells initial: dim the light; advanced: steal shadow; greater: consuming darkness

Blood Magic Shadows grow deeper around you or one target, either granting a +1 status bonus to Stealth or imposing a –1 status penalty to Perception for 1 round.

Undead

The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different.

Spell List divine

Bloodline Skills Intimidation, Religion

Granted Spells cantrip: chill touch; 1st: harm; 2nd: false life; 3rd: bind undead; 4th: talking corpse; 5th: cloudkill; 6th: vampiric exsanguination; 7th: finger of death; 8th: horrid wilting; 9th: wail of the banshee

Bloodline Spells initial: touch of undeath; advanced: drain life; greater: grasping grave

Blood Magic Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell’s level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell’s initial damage before determining weaknesses and resistances).

Sorcerer Feats

At every level at which you gain a sorcerer feat, you can select one of the following feats. You must satisfy any prerequisites before taking the feat.

If you need to look up a sorcerer feat by name instead of by level, use this table.

Feat Level
Advanced Bloodline 6
Arcane Evolution 4
Bespell Weapon 6
Bloodline Conduit 20
Bloodline Focus 12
Bloodline Perfection 20
Bloodline Resistance 8
Bloodline Wellspring 18
Cantrip Expansion 2
Counterspell 1
Crossblooded Evolution 8
Dangerous Sorcery 1
Divine Evolution 4
Effortless Concentration 16
Enhanced Familiar 2
Familiar 1
Greater Bloodline 10
Greater Crossblooded 18
Evolution
Greater Mental Evolution 16
Greater Vital Evolution 16
Interweave Dispel 14
Magic Sense 12
Metamagic Mastery 20
Occult Evolution 4
Overwhelming Energy 10
Primal Evolution 4
Quickened Casting 10
Reach Spell 1
Reflect Spell 14
Steady Spellcasting 6
Widen Spell 1

1st Level


Ancestral Blood Magic Feat 1

Source PRG2:APG

Sorcerer

The magic of your bloodline mixes with that of your ancestry. You gain your blood magic effect when you cast a non-cantrip spell you gained from a heritage or an ancestry feat, in addition to the normal circumstances that trigger your blood magic.

Counterspell [reaction] Feat 1

Abjuration Sorcerer

Trigger A creature casts a spell that you have in your repertoire.

Requirements You have an unexpended spell slot you could use to cast the triggering spell.

When a foe Casts a Spell you know and you can see its manifestations, you can use your own magic to disrupt it.

You expend one of your spell slots to counter the triggering creature’s casting of a spell that you have in your repertoire.

You lose your spell slot as if you had cast the triggering spell.

You then attempt to counteract the triggering spell.

Special This feat has the trait corresponding to the tradition of spells you cast (arcane, divine, natural, or occult).

Dangerous Sorcery Feat 1

Sorcerer

Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.

Familiar Feat 1

Sorcerer

An animal serves you and assists your spellcasting. You gain a familiar.

Reach Spell [one-action] Feat 1

Concentrate Metamagic Sorcerer

You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Widen Spell [one-action] Feat 1

Manipulate Metamagic Sorcerer

You manipulate the energy of your spell, causing it to affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

2nd Level


Anoint Ally [one-action] Feat 2

Source PRG2:APG

Manipulate Sorcerer

You forge a mystical connection with an ally using your body as a focus, allowing them to benefit from your magic.

You place a blood rune on an adjacent ally that lasts for 1 minute. When you would gain a blood magic effect, you can forgo it, granting it to your ally instead. You can anoint only one ally at a time; if you place another rune, your previous designation ends.

Cantrip Expansion Feat 2

Sorcerer

You better understand the basic power of your bloodline. Add two additional cantrips from your spell list to your repertoire.

Enhanced Familiar Feat 2

Sorcerer

Prerequisite(s) a familiar

You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

Entreat with Forebears Feat 2

Source PRG2:APG

Sorcerer

Prerequisite(s) a bloodline that corresponds with a creature trait

Something about your presence causes creatures of your bloodline to, consciously or not, recognize you as one of their own, and you become inured to their tricks. You gain a +1 circumstance bonus to Diplomacy, Deception, and Intimidation checks when interacting with creatures that have the trait corresponding to your bloodline, and you gain a +1 circumstance bonus to Perception and saving throws against such creatures. For example, an aberrant bloodline sorcerer would gain this benefit against creatures with the aberration trait. The GM is the final arbiter of which creatures match your bloodline.

4th Level


Arcane Evolution Feat 4

Arcane Sorcerer

Prerequisite(s) bloodline that grants arcane spells

Your arcane legacy grants you an exceptional aptitude for intellectual and academic pursuits. You become trained in one skill of your choice. Additionally, you keep a book of arcane spells similar to a wizard’s spellbook. You add all the spells in your spell repertoire to this book for free, and you can add additional arcane spells to the book by paying the appropriate cost and using your Arcana skill, similarly to how a wizard can Learn Spells to add those spells to his spellbook.

During your daily preparations, choose any one spell from your book of arcane spells.

If it isn’t in your spell repertoire, add it to your spell repertoire until the next time you prepare. If it’s already in your spell repertoire, add it as an additional signature spell for that day.

Bespell Weapon [free-action] Feat 4

Sorcerer

Frequency once per turn

Requirements Your most recent action was to cast a non-cantrip spell.

You siphon the residual energy from the last spell you cast into one weapon you’re wielding.

Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.

  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • Divination, Enchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
  • Necromancy negative damage

Divine Evolution Feat 4

Divine Sorcerer

Prerequisite(s) bloodline that grants divine spells

The divine might provided by your bloodline flows through you. You gain an additional spell slot of your highest level, which you can use only to cast your choice of heal or harm. You can cast either of these spells using that spell slot, even if they aren’t in your spell repertoire.

Elaborate Flourish [one-action] Feat 4

Source PRG2:APG

Concentrate Manipulate Metamagic Sorcerer

You embellish your spellcasting with entrancing flourishes and grand pronouncements, making it harder to identify or counter. If the next action you use is to Cast a Spell, creatures with the ability to Cast that Spell don’t automatically know what the spell is. In addition, creatures that witness your spellcasting take a –2 circumstance penalty to checks to identify the spell with Recall Knowledge and checks to counteract the spell during its casting (such as with Counterspell).

Occult Evolution Feat 4

Occult Sorcerer

Prerequisite(s) bloodline that grants occult spells

Glimpses of the obscure secrets of the universe loan you power. You become trained in one skill of your choice. Additionally, once per day, you can spend 1 minute to choose one mental occult spell you don’t know and add it to your spell repertoire. You lose this temporary spell the next time you make your daily preparations (though you can use this ability to add it again later).

Primal Evolution Feat 4

Primal Sorcerer

Prerequisite(s) bloodline that grants primal spells

You can call upon the creatures of the wild for aid. You gain an additional spell slot of your highest level, which you can use only to cast summon animal or summon plants and fungi. You can cast either of these spells using that spell slot, even if it they aren’t in your spell repertoire.

Split Shot [one-action] Feat 4

Source PRG2:APG

Concentrate Metamagic Sorcerer

You fragment a ranged spell into a pair of smaller shots. If your next action is to Cast a Spell without a duration that requires an attack roll against a single target and has no effect beyond dealing damage, you roll a single attack roll and compare the result to the AC of two targets within the spell’s range. The spell deals only half its usual damage to each target. This counts as one attack for your multiple attack penalty.

6th Level


Advanced Bloodline Feat 6

Sorcerer

Prerequisite(s) bloodline spell

You have studied your bloodline to learn the secrets of its magic. You gain the advanced bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.

Diverting Vortex [one-action] Feat 6

Source PRG2:APG

Sorcerer

Requirements Your most recent action was to cast a noncantrip spell.

You transfer vestiges of magical energy to the air around you, creating a vortex that deflects ranged attacks. Until the start of your next turn, you gain a +1 status bonus to AC against ranged weapon attacks and physical ranged unarmed attacks.

Energetic Resonance [reaction] Feat 6

Source PRG2:APG

Abjuration Sorcerer

Trigger You would take acid, cold, electricity, fire, or sonic damage from a spell.

Requirements You have an unexpended spell slot of a level equal to or higher than the triggering spell.

Your blood resonates with magical energy, mitigating the effects of harmful spells. Expend one of your spell slots of a level equal to or higher than that of the triggering spell. You gain resistance to one of the triggering effect’s damage types equal to twice the expended spell slot’s level.

Spell Relay [reaction] Feat 6

Source PRG2:APG

Concentrate Sorcerer

Trigger An ally Casts a Spell and you are within that spell’s range.

You open the power in your blood to your ally’s spellcasting, using your magic to boost their range. Your ally can use you as the point of origin for their spell, calculating range and cover from your space instead of their own.

Steady Spellcasting Feat 6

Sorcerer

You are confident in your spellcasting technique, and you are more easily able to retain your concentration when you Cast a Spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.

8th Level


Bloodline Resistance Feat 8

Sorcerer

Your magical blood makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.

Crossblooded Evolution Feat 8

Sorcerer

Odd interactions in your bloodline provide you with unexpected spells. You can have one spell in your spell repertoire from a tradition other than the one that matches your bloodline. You cast that spell as a spell from your bloodline’s tradition. You can swap which spell you add and from which tradition as you could any other sorcerer spell, but you can’t have more than one spell from another tradition in your spell repertoire at the same time using this feat.

Safeguarded Spell [one-action] Feat 8

Source PRG2:APG

Concentrate Metamagic Sorcerer

You bring the magical wavelengths of your spell into sync with the ones produced by your own body. If the next action you take is to Cast a Spell with an area, you aren’t affected by the spell even if you are within the area.

Soulsight Feat 8

Source PRG2:APG

Sorcerer

Prerequisite(s) bloodline that grants divine or occult spells

The spiritual essence in your blood has opened your senses to the world beyond. You gain spiritsense as an imprecise sense with a range of 60 feet. Spiritsense allows you to sense the spirits of creatures within the listed range, including living creatures, most non-mindless undead, and haunts. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can’t detect soulless bodies, constructs, or objects, and like most senses, it doesn’t penetrate through solid objects.

10th Level


Ancestral Mage Feat 10

Source PRG2:APG

Sorcerer

Prerequisite(s) Ancestral Blood Magic

The magic of your ancestry and bloodline are one and the same. Add any innate spells you have from a heritage or an ancestry feat to your spell repertoire, meaning you can cast them using your spell slots.

Energy Fusion [one-action] Feat 10

Source PRG2:APG

Concentrate Metamagic Sorcerer

You fuse two spells together, combining their energy types.

If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, select a non-cantrip spell in your spell repertoire that deals a different type of energy damage from that list, and expend an additional spell slot of the same level as this secondary spell. The spell you cast deals additional damage equal to the level of the secondary spell slot expended. The spell’s total damage is divided evenly between the energy type of the spell you cast and the energy type of the secondary spell.

Energy Ward [free-action] Feat 10

Source PRG2:APG

Abjuration Sorcerer

Frequency once per turn

Requirements Your most recent action was to cast a non?cantrip spell that dealt energy damage.

You trap energy from the last spell you cast within your body, coating your flesh in a protective ward. Until the start of your next turn, you gain resistance 5 to one type of energy damage dealt by the spell you just cast.

Greater Bloodline Feat 10

Sorcerer

Prerequisite(s) bloodline spell

Further communion with the legacy of your bloodline has uncovered greater secrets. You gain the greater bloodline spell associated with your bloodline. Increase the number of Focus Points in your focus pool by 1.

Overwhelming Energy [one-action] Feat 10

Manipulate Metamagic Sorcerer

You alter your spells to overcome resistances. If the next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance to acid, cold, electricity, fire, or Sonic damage equal to your level. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.

Quickened Casting [free-action] Feat 10

Concentrate Metamagic Sorcerer

Frequency once per day

In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action).

Signature Spell Expansion Feat 10

Source PRG2:APG

Sorcerer

Your innate connection to magic lets you cast more spells with greater freedom. You gain two additional signature spells, each of which must have a minimum level of 3rd or lower.

12th Level


Blood Component Substitution Feat 12

Source PRG2:APG

Sorcerer

You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy. When you Cast a Spell, you can replace all verbal, material, or somatic spellcasting components with a blood component. To use a blood component, you lose Hit Points equal to twice the spell’s level as the energy in your blood is depleted, and you can’t decrease the Hit Points lost in any way. As usual for altering components, this has no effect on the number of actions required to Cast the Spell, and your Cast a Spell activity gains the concentrate trait but not the manipulate trait. You can’t use blood components to replace any required part of a spell’s cost.

Bloodline Focus Feat 12

Sorcerer

Prerequisite(s) bloodline spell

Your focus recovers faster. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Greater Physical Evolution Feat 12

Source PRG2:APG

Sorcerer

Prerequisite(s) Arcane Evolution or Primal Evolution

You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned. Once per day, you can use a sorcerer spell slot to cast any common polymorph battle form spell of the spell slot’s level as if it were a signature spell in your repertoire.

If you have Arcane Evolution, you can also choose from any battle form spell in your spellbook. If you have Primal Evolution, you can Cast a Spell listed in that feat using the extra spell slot the feat grants (instead of a sorcerer spell slot).

Greater Spiritual Evolution Feat 12

Source PRG2:APG

Sorcerer

Prerequisite(s) Divine Evolution or Occult Evolution

Your magical blood is rich with spiritual essence, and this infusion within you allows your spells to be fully effective against incorporeal creatures, spirits, and creatures on the Ethereal Plane. Your spells have the effects of a ghost touch property rune. They can target or affect a creature projecting its consciousness (such as via project image) or possessing another creature, even if its body is elsewhere, though you must know about the possession or projection and choose to do so. Your spells can affect creatures on the Ethereal Plane, though this doesn’t grant you any particular ability to locate them.

Magic Sense Feat 12

Detection Divination Sorcerer

You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

14th Level


Consume Spell Feat 14

Source PRG2:APG

Sorcerer

Prerequisite(s) Counterspell

When you successfully Counterspell a spell of the tradition that matches your bloodline, you consume it, replenishing yourself with its energy. When you do, you are nourished as if you had eaten a meal and regain Hit Points equal to twice the level of the counteracted spell.

Interweave Dispel [one-action] Feat 14

Metamagic Sorcerer

Prerequisite(s) dispel magic in your spell repertoire

You weave dispelling energy into a spell, sending both effects at a foe. If your next action is to cast a single-target spell against a creature, and you either hit the foe with the spell attack roll or the foe fails its saving throw, you can cast dispel magic on the foe as a free action, expending a spell slot as normal and targeting one spell effect affecting the foe.

Reflect Spell Feat 14

Sorcerer

Prerequisite(s) Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Spell Shroud [one-action] Feat 14

Source PRG2:APG

Concentrate Metamagic Sorcerer

Your spell shrouds you in a billowing cloud. If your next action is to Cast a Spell that targets you, you surround yourself in a 15-foot emanation of dense magical mist that lasts until the start of your next turn. All creatures within the cloud become concealed, and all creatures outside the cloud are concealed to creatures within it.

16th Level


Effortless Concentration [reaction[free-action] Feat 16

Sorcerer

Trigger Your turn begins.

You maintain a spell with hardly a thought. You immediately gain the effects of the Sustain a Spell action, allowing you to extend the duration of one of your active sorcerer spells.

Greater Mental Evolution Feat 16

Arcane Sorcerer

Prerequisite(s) Arcane Evolution or Occult Evolution

Your bloodline’s deep connection to mental essence greatly enhances your spell repertoire. Add one spell to your spell repertoire for each spell level you can cast.

Greater Vital Evolution Feat 16

Divine Sorcerer

Prerequisite(s) Divine Evolution or Primal Evolution

Vital power surges through you like a font of energy. Twice per day, you can cast a spell after you’ve run out of spell slots of the appropriate spell level; the two spells you cast with this feat must be of different spell levels.

Scintillating Spell [one-action] Feat 16

Source PRG2:APG

Concentrate Light Metamagic Sorcerer

Your spells become a radiant display of light and color. If your next action is to Cast a Spell that doesn’t have the darkness trait, has no duration, and requires creatures to attempt a Reflex save, the spell explodes in a spray of scintillating lights, in addition to its other effects. Each creature that failed its Reflex save against the spell is dazzled for 1 round, and those who critically failed are instead blinded for 1 round.

Terraforming Spell [one-action] Feat 16

Source PRG2:APG

Concentrate Earth Metamagic Sorcerer Transmutation

You capture transformative fragments of magic and slam them into the ground, creating a shock wave that alters your surroundings. If your next action is to Cast a non-cantrip transmutation Spell, either each space adjacent to you becomes difficult terrain, or each space adjacent to you is no longer difficult terrain. This doesn’t have any effect on greater difficult terrain and doesn’t remove the damaging effects of hazardous terrain.

18th Level


Bloodline Wellspring Feat 18

Sorcerer

Prerequisite(s) Bloodline Focus

Your blood’s power replenishes your focus. If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

Echoing Spell [one-action] Feat 18

Source PRG2:APG

Concentrate Metamagic Sorcerer

You time the components of your spell with exacting precision, setting up a resonance that duplicates the spell’s effects. If your next action is to Cast a Spell of 4th level or lower that has no duration, the spell’s energy reverberates and echoes. You can Cast the Spell a second time before the end of your next turn without expending a spell slot.

Greater Crossblooded Evolution Feat 18

Sorcerer

Prerequisite(s) Crossblooded Evolution

Your bloodline is extraordinarily complex. You can have up to three spells from other traditions in your spell repertoire, rather than just one. These spells must each be of a different spell level, but they don’t need to be from the same tradition.

20th Level


Bloodline Conduit [one-action] Feat 20

Metamagic Sorcerer

Frequency once per minute

Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to Cast a Spell of 5th level or lower that has no duration, you don’t expend the spell’s slot when you cast it.

Bloodline Mutation Feat 20

Source PRG2:APG

Sorcerer

Prerequisite(s) a bloodline based on a specific type of creature

You permanently mutate to become more like the creatures of your bloodline. You gain the appropriate trait or traits for those types of creatures (aberration for aberrant, angel and celestial for angelic, psychopomp and monitor for psychopomp, and so on). You gain low-light vision or darkvision, if one is appropriate for creatures with those traits. Choose one of the following.

  • If the creatures associated with your bloodline have the ability to fly, you gain a fly Speed equal to your land Speed.
  • If the creatures associated with your bloodline are aquatic or amphibious, you become amphibious, able to breathe water and air equally well, and you gain a swim Speed equal to your Speed.
  • If creatures associated with your bloodline have a resistance or immunity to acid, cold, electricity, fire, negative, or sonic, choose an energy type your bloodline is immune or resistant to and gain resistance 20 against that energy type.

Bloodline Perfection Feat 20

Sorcerer

Prerequisite(s) bloodline paragon

You command the ultimate powers of your bloodline and tradition. You gain an additional 10th-level spell slot.

Metamagic Mastery Feat 20

Sorcerer

Altering your spells doesn’t take any longer than casting them normally. You can use metamagic single actions as free actions..

Sorcerer Bloodline Spells

Sorcerers can gain the following bloodline spells.

Aberrant Whispers Focus 3

Uncommon Auditory Enchantment Mental Sorcerer

Cast [one-action] to [three-actions] verbal

Area 5-foot emanation or more; Targets each foe in the area

Saving Throw Will; Duration 1 round


You utter phrases in an unknown tongue, assaulting the minds of those nearby. Each target must attempt a Will save. Regardless of the result of its save, each target is then temporarily immune for 1 minute. You can increase the number of actions it takes to Cast the Spell (to a maximum of 3 actions total). For each additional action, increase the emanation’s radius by 5 feet, to a maximum of 10 extra feet for 3 actions.

Success The target is unaffected.

Failure The target is stupefied 2.

Critical Failure The target is confused.


Heightened (+3) The initial radius increases by 5 feet.

Abyssal Wrath Focus 5

Uncommon Evocation Sorcerer

Cast [two-actions] somatic, verbal

Area 60-foot cone

Saving Throw basic Reflex


You evoke the energy of an Abyssal realm. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below.

d4 Realm Manifestation Damage Type
1 Skies Bolts of Lightning and flying debris Bludgeoning and electricity
2 Depths Acid and demonic shells Acid and slashing
3 Frozen Frigid air and ice Bludgeoning and cold
4 Volcanic Jagged volcanic rocks and magma Fire and piercing

You deal 4d6 damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).


Heightened (+1) The damage for each type increases by 1d6.

Ancestral Memories Focus 1

Uncommon Divination Sorcerer

Cast [one-action] verbal; Duration 1 minute


The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell’s duration, use the lower proficiency modifier.


Heightened (6th) You temporarily become an expert in the skill you choose.

Angelic Halo Focus 1

Uncommon Abjuration Good Sorcerer

Cast [one-action] verbal

Area 15-foot emanation; Duration 1 minute


You gain an angelic halo with an aura that increases allies’ Healing from the heal spell. Heal spells gain a +2 status bonus to Hit Points healed to your allies in the area.


Heightened (+1) The status bonus increases by 2.

Angelic Wings Focus 3

Uncommon Evocation Light Sorcerer

Cast [two-actions] somatic, verbal; Duration 3 rounds


Wings of pure Light spread out from your back, granting you a fly Speed equal to your Speed. Your wings cast bright light in a 30-foot radius. When this spell’s duration would end, if you’re still flying, you float to the ground, as feather fall.


Heightened (5th) The duration increases to 1 minute.

Arcane Countermeasure Focus 5

Uncommon Abjuration Sorcerer

Cast [reaction] somatic

Trigger A creature within range that you can see Casts a Spell.

Range 120 feet; Targets the spell cast by the triggering creature


You undermine the target spell, making it easier to defend against. You reduce the spell’s level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it.

You can’t reduce the spell’s level below its minimum. For example, a 5th-level cone of cold would remain 5th-level, but a 5th-level fireball would become 4th-level. Targets still gain all the other benefits, even if you don’t reduce the spell’s level.

Celestial Brand Focus 5

Uncommon Curse Necromancy Sorcerer

Cast [one-action] somatic

Range 30 feet; Targets 1 evil creature; Duration 1 round


A blazing symbol appears on the target, marking it for divine justice. You and your allies receive a +1 status bonus to your attack rolls and skill checks against it. Anytime a good creature damages it, the good creature deals an additional 1d4 good damage. The target is then temporarily immune for 1 minute.


Heightened (+2) The good damage increases by 1.

Diabolic Edict Focus 1

Uncommon Enchantment Sorcerer

Cast [one-action] verbal

Range 30 feet; Targets 1 willing living creature; Duration 1 round


You issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the task you proclaimed, it instead takes a –1 status penalty to all its attack rolls and skill checks.

Dragon Breath Focus 3

Uncommon Evocation Sorcerer

Cast [two-actions] somatic, verbal

Area 30-foot cone or 60-foot line originating from you; Saving Throw basic Reflex or Fortitude


You spew energy from your mouth, dealing 5d6 damage. The area, damage type, and save depend on the dragon type in your bloodline.

Dragon Type Area and Damage Type Saving Throw
Black or copper 60-foot line of acid Reflex
Blue or bronze 60-foot line of electricity Reflex
Brass 60-foot line of fire Reflex
Green 30-foot cone of poison Fortitude
Gold or red 30-foot cone of fire Reflex
Silver or white 30-foot cone of cold Reflex

Heightened (+1) The damage increases by 2d6.

Dragon Claws Focus 1

Uncommon Morph Sorcerer Transmutation

Cast [one-action] verbal; Duration 1 minute


Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline (see the table in dragon breath). Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type.


Heightened (5th) The extra damage increases to 2d6, and the resistance increases to 10.

Heightened (9th) The extra damage increases to 3d6, and the resistance increases to 15.

Dragon Wings Focus 5

Uncommon Morph Sorcerer Transmutation

Cast [two-actions] somatic, verbal; Duration 1 minute


Leathery wings sprout from your back, giving you a fly Speed of 60 feet or your Speed, whichever is faster. When this spell’s duration would end, if you’re still flying, you float to the ground, as feather fall. You can increase the Focus Point cost by 1 to gain the effects of dragon claws as long as the wings last.


Heightened (8th) The duration increases to 10 minutes.

Drain Life Focus 3

Uncommon Necromancy Negative Sorcerer

Cast [one-action] somatic

Range 30 feet; Targets 1 creature

Saving Throw basic Fortitude


You close your hand and pull life energy from another creature into yourself. This deals 3d4 negative damage; the target must attempt a basic Fortitude save. You gain temporary Hit Points equal to the damage the target takes, after resolving its save and applying your blood magic if applicable. If the target’s Hit Points were lower than the damage you dealt, you gain temporary Hit Points equal to their remaining Hit Points instead. The temporary Hit Points last for 1 minute.


Heightened (+1) The damage increases by 1d4.

Elemental Blast Focus 5

Uncommon Evocation Sorcerer

Cast [two-actions] somatic, verbal

Range 30 feet (burst only); Area 10-foot-radius burst, 30-foot cone, or 60-foot line

Saving Throw basic Reflex


You gather elemental energy and blast your foes in one of the various listed shapes of your choosing, dealing 8d6 bludgeoning damage (or fire damage if your element is fire).

This spell has your element’s trait.


Heightened (+1) The damage increases by 2d6.

Elemental Motion Focus 3

Uncommon Evocation Sorcerer

Cast [two-actions] somatic, verbal; Duration 1 minute


You call upon your element to propel you, improving your Speed depending on your element. This spell has your element’s trait.

  • Air You gain a fly Speed equal to your Speed.
  • Earth You gain a burrow Speed of 10 feet.
  • Fire You gain a fly Speed equal to your Speed.
  • Water You gain a swim Speed equal to your Speed and can breathe underwater.

Heightened (6th) You also gain a +10-foot status bonus to your Speeds.

Heightened (9th) The status bonus increases to +20 feet.

Elemental Toss Focus 1

Uncommon Attack Evocation Sorcerer

Cast [one-action] somatic

Range 30 feet; Targets 1 creature


With a flick of your wrist, you fling a chunk of your elemental matter at your foe. Make a spell attack roll, dealing 1d8 bludgeoning damage (or fire damage if your element is fire) on a success, and double damage on a critical success. This spell has your element’s trait.


Heightened (+1) The damage increases by 1d8.

Embrace The Pit Focus 3

Uncommon Evil Morph Sorcerer Transmutation

Cast [one-action] verbal; Duration 1 minute


Devil horns grow from your skull, and your skin takes on features of the devil responsible for your diabolic bloodline.

You gain resistance 5 to evil, fire, and poison, and resistance 1 to physical damage (except silver). You can take good damage, even if you aren’t evil, and you gain weakness 5 to good damage.


Heightened (+2) The resistance to evil, fire, and poison increases by 5, the resistance to physical damage (except silver) by 2, and the weakness to good damage by 5.

Extend Spell Focus 3

Uncommon Divination Metamagic Sorcerer

Cast [one-action] verbal


You call upon your blood’s knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a duration of 1 minute on a single target, and the spell isn’t of the highest spell level you can cast, the spell instead lasts 10 minutes. You can have only one active spell at a time extended in this way.

Faerie Dust Focus 1

Uncommon Enchantment Mental Sorcerer

Cast [one-action] or more (somatic, verbal)

Range 30 feet; Area 5-foot burst or more

Saving Throw Will; Duration 1 round


You sprinkle magical dust in the spell’s area, making those within easier to trick. Each creature in the area must attempt a Will save. For each additional action you use Casting the Spell, the burst’s radius increases by 5 feet.

Success The creature is unaffected.

Failure The creature can’t use reactions and takes a –2 status penalty to Perception checks and Will saves.

Critical Failure As failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute.


Heightened (+3) The initial radius increases by 5 feet.

Fey Disappearance Focus 3

Uncommon Enchantment Sorcerer

Cast [one-action] somatic; Duration until the end of your next turn


You become invisible and ignore natural difficult terrain (such as underbrush). Any hostile action you use ends this invisibility, but you still ignore natural difficult terrain.


Heightened (5th) If you use a hostile action, the invisibility doesn’t end.

Fey Glamour Focus 5

Uncommon Illusion Sorcerer

Cast [two-actions] somatic, verbal

Range 30 feet; Area 30-foot burst or Targets up to 10 creatures; Duration 10 minutes


You call upon fey glamours to cloak an area or the targets in illusion. This has the effect of either illusory scene on the area or veil on the creatures, as if heightened to a level 1 level lower than fey glamour, using fey glamour’s range and duration.

Glutton’s Jaws Focus 1

Uncommon Morph Necromancy Sorcerer

Cast [one-action] somatic, verbal; Duration 1 minute


Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 1d6 temporary Hit Points.


Heightened (+2) The temporary Hit Points increase by 1d6.

Grasping Grave Focus 5

Uncommon Necromancy Sorcerer

Cast [two-actions] somatic, verbal

Range 60 feet; Area 20-foot radius on the ground

Saving Throw Reflex


Hundreds of skeletal arms erupt from the ground in the area, clawing at creatures within and attempting to hold them in place. The skeletal arms deal 6d6 slashing damage. Each creature in the area must attempt a Reflex save.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and a –10-foot circumstance penalty to its Speeds for 1 round.

Critical Failure The creature takes double damage and is immobilized for 1 round or until it Escapes.


Heightened (+1) The damage increases by 2d6.

Hellfire Plume Focus 5

Uncommon Evil Evocation Fire Sorcerer

Cast [two-actions] somatic, verbal

Range 60 feet; Area 10-foot radius, 60-foot-tall cylinder; Saving Throw basic Reflex


You call forth a plume of hellfire that erupts from below, dealing 4d6 fire damage and 4d6 evil damage.


Heightened (+1) The fire damage increases by 1d6, and the evil damage increases by 1d6.

Horrific Visage Focus 3

Uncommon Emotion Fear Illusion Mental Sorcerer Visual

Cast [two-actions] somatic, verbal

Area 30-foot-radius emanation centered on you; Saving Throw Will


You briefly transform your features into the horrific visage of a hag, Striking fear into your enemies. Foes in the area must attempt a Will save.

Success The foe is unaffected.

Failure The foe is frightened 1.

Critical Failure The foe is frightened 2.


Heightened (5th) Foes in the area are frightened 1 on a success, frightened 2 on a failure, and frightened 3 and fleeing for 1 round on a critical failure. They are still unaffected on a critical success.

Jealous Hex Focus 1

Uncommon Curse Necromancy Sorcerer

Cast [one-action] verbal

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration up to 1 minute


You draw forth a hag’s innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained ); or

Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.

Success The target is unaffected.

Failure The condition’s value is 1.

Critical Failure The condition’s value is 2.

At the start of each of your turns, the target can attempt another Will save, ending the effect on a success.

Swamp of Sloth Focus 3

Uncommon Conjuration Sorcerer

Cast [one-action] to [three-actions] somatic, verbal

Range 120 feet; Area 5-foot burst or more

Saving Throw basic Fortitude; Duration 1 minute

Ground in the area turns swampy and fetid. The area is difficult terrain. The sludge at the bottom of the morass animates into diminutive sludge beasts that have a demonic appearance. These don’t function as normal creatures, but they swarm over creatures in the swamp and exude a noxious stench. The swamp deals 1d6 poison damage; creatures that end their turn in the area must attempt a basic Fortitude save. You can increase the number of actions it takes to Cast the Spell. For each additional action, increase the burst’s radius by 5 feet.


Heightened (+2) The damage increases by 1d6, and the initial radius increases by 5 feet.

Tentacular Limbs Focus 1

Uncommon Morph Sorcerer Transmutation

Cast [one-action] somatic; Duration 1 minute


Your arms turn into long, pliable tentacles, increasing your reach when you’re delivering touch range spells and making unarmed Strikes with your arms (such as fist and claw Strikes) to 10 feet. This doesn’t change the reach of your melee weapon attacks. During the duration, whenever you Cast a Spell, you can add an additional action to that spell’s casting to temporarily extend your reach to 20 feet to deliver that spell.


Heightened (+2) When you add an additional action to a spell to temporarily extend your reach, your reach increases by an additional 10 feet to deliver that spell.

Touch of Undeath Focus 1

Uncommon Necromancy Negative Sorcerer

Cast [one-action] somatic

Range touch; Targets 1 living creature touched; Saving Throw Will; Duration 1 minute


You instill within a creature the touch of the grave. For the duration, harm spells treat the creature as undead and heal spells treat the creature as living. In addition, harm spells gain a +2 status bonus to the Hit Points restored to the target.

If the target wishes to avoid the spell, it can attempt a Will save to reduce the effects.

Critical Success The target is unaffected.

Success The target heals half as much from heal and takes half as much damage from harm for 1 round.

Failure Effects as described in the text.


Heightened (+1) The status bonus to the Hit Points restored increases by 2.

Unusual Anatomy Focus 5

Uncommon Polymorph Sorcerer Transmutation

Cast [one-action] somatic; Duration 1 minute


You transform your flesh and organs into a bizarre amalgam of glistening skin, rough scales, tufts of hair, and tumorous protuberances. This has three effects:

  • You gain resistance 10 to precision damage and resistance 10 to extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn’t reduce the attack’s normal damage.
  • You gain darkvision.
  • Acid oozes from your skin. Any creature that hits you with an unarmed attack or with a non-reach melee weapon takes 2d6 acid damage.

Heightened (+2) The resistances increase by 5, and the acid damage increases by 1d6.

You’re Mine Focus 5

Uncommon Emotion Enchantment Incapacitation Mental Sorcerer

Cast [two-actions] somatic, verbal

Range 30 feet; Targets 1 creature

Saving Throw Will; Duration 1 round


You manipulate the target’s emotions, potentially allowing you to control it for a brief instant. The target must attempt a Will save.

Critical Success The target is unaffected.

Success The target is stunned 1.

Failure On the target’s next turn, it’s stunned 1 and you partially control it, causing it to take a single action of your choice. If it has actions left, it can act normally.

Critical Failure The target is controlled for 1 round.


Heightened (7th) On a failure, the target is controlled for 1 round. On a critical failure, the target is controlled for up to 1 minute; it receives a new Will save at the end of each of its turns, and on a success, the spell ends.

Section 15: Copyright Notice

Contact other Plane: DeadVoid, © 2023, Orphaned Bookworm Productions, LLC, Author: Connor Bates.

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

This is not the complete license attribution - see the full license for this page