Sorcerer Bloodlines
Aberrant Bloodline
There is a taint in your blood, one that is whispered about in the shadows of the night. One of your ancestors consorted with creatures from beyond the stars, and that touch of alien madness lingers in your veins. Your strange heritage manifests in unpredictable and disturbing ways.
Whenever you cast a spell with the polymorph descriptor, the duration of the spell is doubled. This does not stack with the Extend Spell metamagic feat.
Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, your reach increases by 5 feet whenever you make a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus increases to 10 feet. At 17th level, this bonus increases to 15 feet.
At 9th level, your internal anatomy shifts and changes, giving you a 25% chance to negate any critical hit or sneak attack scored against you. This ability does not affect other precision-based damage. At 13th level, this chance increases to 50%.
At 15th level, you gain spell resistance equal to your sorcerer level + 10. To affect you with a spell, a spellcaster must succeed on a caster level check (1d20 + caster level) against this DC.
At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks, and you gain blindsight 60 feet. You also gain DR 5/— and are no longer subject to flanking.
| Level | Spell |
|---|---|
| 3 | Enlarge Person |
| 5 | Touch of Idiocy |
| 7 | Tongues |
| 9 | Black Tentacles |
| 11 | Feeblemind |
| 13 | Veil |
| 15 | Plane Shift |
| 17 | Mind Blank |
| 19 | Shapechange |
Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus
Abyssal Bloodline
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
At 15th level, whenever you summon creatures using a summon monster spell, you can summon one additional creature of the same type. This creature has the same statistics as the others summoned by the spell but does not gain any special abilities from that spell.
At 20th level, the power of the Abyss flows through you. You are immune to electricity and poison. You also gain resistance 10 to acid, cold, and fire. Finally, you gain telepathy with a range of 60 feet (allowing you to communicate with any creature that has a language).
| Level | Spell |
|---|---|
| 3 | Cause Fear |
| 5 | Bull's Strength |
| 7 | Rage |
| 9 | Stoneskin |
| 11 | Dismissal |
| 13 | Transformation |
| 15 | Greater Teleport |
| 17 | Unholy Aura |
| 19 | Summon Monster IX |
Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus
Accursed Bloodline
A lingering curse stains your lineage. Whether forged by a witch, divine punishment, or an ancestral pact gone wrong, your magic carries ruin, weakness, and the chill of inevitable doom.
Whenever you cast a spell that causes a condition (such as sickened, fatigued, blinded, or frightened), increase the spell save DC by +1. If the spell already has a duration measured in rounds, increase it by 1 round.
At 1st level, your touch channels infernal spite. A limited number of times per day, you can make a melee touch attack that leaves a creature shaken and touched by hellish unease.
At 9th level, you can cause a field of grasping undead hands to burst from the ground as a standard action. This affects all creatures in a 20-foot-radius area at a range of up to 60 feet. Creatures in the area are affected as if by the entangle spell (Reflex negates, DC = 10 + 1/2 your sorcerer level + your Charisma modifier). The hands persist for a number of rounds equal to your sorcerer level. You can use this ability once per day at 9th level, and twice per day at 17th level. The hands are immune to fire damage.
At 3rd level, you gain DR 5/— against nonlethal damage and immunity to cold. At 9th level, you no longer take nonlethal damage from heat, cold, or similar sources.
At 15th level, you can become incorporeal for 1 round per sorcerer level per day. While incorporeal, you gain the incorporeal subtype. You only take half damage from corporeal sources (except for magic weapons, which deal full damage). You take full damage from other incorporeal creatures and effects. You can pass through solid objects at will, are immune to critical hits and flanking, and do not take damage from most mundane sources. These rounds need not be consecutive.
At 20th level, your connection to the undead becomes so strong that you gain many of their immunities while remaining alive. You gain immunity to cold, nonlethal damage, paralysis, and sleep effects. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You still eat, breathe, and sleep normally. Should you die, you do not automatically rise as undead — but if raised against your will, you immediately regain control of your own body.
| Level | Spell |
|---|---|
| 3 | Cause Fear |
| 5 | Blindness/Deafness |
| 7 | Vampiric Touch |
| 9 | Enervation |
| 11 | Waves of Fatigue |
| 13 | Harm |
| 15 | Waves of Exhaustion |
| 17 | Symbol of Death |
| 19 | Wail of the Banshee |
Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Skill Focus, Spell Focus, Toughness, Weapon Focus
Aquatic Bloodline
The call of the deep runs through your blood — perhaps a merfolk ancestor, a kraken's touch on your lineage, or heritage from one of the ocean's elder beings. You feel most at home in water, and the power of the tide flows through your magic.
Whenever you cast a spell with the cold or water descriptor, increase its save DC by +1. You treat your caster level as 1 higher when casting such spells. Additionally, you can hold your breath for a number of minutes equal to 10 × your Constitution modifier without making Constitution checks.
As a melee touch attack, you can drain moisture from a creature, dealing 1d6 points of nonlethal damage + 1 point per sorcerer level and leaving it fatigued for 1 round. A Fortitude save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates the fatigue but not the damage. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you can breathe water as easily as air and gain a swim speed of 30 feet. You suffer no penalties for fighting in or under water. Additionally, you gain low-light vision and a +4 racial bonus on Swim checks. You may share the ability to breathe water with one touched ally for 1 hour per sorcerer level, usable once per day.
At 9th level, you gain immunity to cold damage. You gain tremorsense with a range of 30 feet while in contact with any body of water. Additionally, your swim speed increases to 60 feet and you can use your Charisma modifier instead of your Strength modifier on Swim checks.
At 15th level, once per day as a standard action you can release a powerful surge of water that rushes outward from you in a 30-foot burst. All creatures in the area must succeed on a Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be knocked prone and pushed 1d4×5 feet away from you. Creatures that fail their save also take 1d6 points of bludgeoning damage per two sorcerer levels. Aquatic creatures and those with the water subtype are immune to this effect.
At 20th level, you become a native outsider and gain the aquatic subtype. Your swim speed increases to 90 feet and you can change shape at will into any aquatic animal of Large size or smaller as if using beast shape III. You gain DR 10/— while submerged in water, and all your spells with the cold or water descriptor are treated as if cast at +2 caster levels.
| Level | Spell |
|---|---|
| 3 | Obscuring Mist |
| 5 | Hydraulic Push |
| 7 | Water Breathing |
| 9 | Control Water |
| 11 | Beast Shape III |
| 13 | Cone of Cold |
| 15 | Elemental Body IV |
| 17 | Horrid Wilting |
| 19 | Elemental Swarm |
Athletic, Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Skill Focus, Toughness, Weapon Finesse
Arcane Bloodline
Your family line was infused with raw arcane power, whether through ancient rituals, planar influence, or a predecessor who drew too close to pure magic. Spells come to you with uncanny instinct.
Whenever you apply a metamagic feat that raises a spell by at least 1 level, reduce that increase by 1 for one spell of 1st level or higher each day. The adjusted spell level can never be lower than the spell's original level.
At 1st level, you form a bond with an object or familiar, echoing the talents of a wizard. This bond acts as a focus for your magic and can grow in significance as your power increases.
At 3rd level, you learn to shape empowered magic more fluidly. A limited number of times per day, you can apply metamagic to your spells with less disruption to your casting rhythm.
At 9th level, your innate magic broadens. You can permanently add a useful spell outside your normal list of known options, reflecting the flexibility of your arcane heritage.
At 15th level, you tap into the focused techniques of a wizard's favored school. You gain one school ability, using your sorcerer level as your effective wizard level for that power.
At 20th level, your body and magic fully align with raw arcane force. Your caster level checks to overcome spell resistance gain a substantial bonus, and metamagic you apply to your own spells becomes easier to shape in the moment.
| Level | Spell |
|---|---|
| 3 | Magic Missile |
| 5 | Invisibility |
| 7 | Dispel Magic |
| 9 | Dimension Door |
| 11 | Overland Flight |
| 13 | True Seeing |
| 15 | Greater Teleport |
| 17 | Power Word Stun |
| 19 | Wish |
Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus, Spell Focus, Still Spell
Boreal Bloodline
Your blood runs cold with the power of winter — frost giants, ancient ice elementals, or the primordial cold of the Realm of the Mammoth Lords flows through your ancestry. The bite of winter obeys your call, and your form grows large and terrible as the storms that shaped your bloodline.
Whenever you cast a spell with the cold descriptor, targets that fail their saving throws are also staggered for 1 round. Creatures without a saving throw against such spells must succeed on a Fortitude save (DC equal to the spell's DC, or DC 15 if the spell has none) or be staggered.
At 1st level, you gain resist cold 5. At 9th level, this increases to resist cold 20. At 15th level, you become immune to cold. Additionally, whenever you cast a spell with the cold descriptor, increase its save DC by +1 and treat your caster level as 1 higher for the purpose of determining damage.
At 3rd level, you can grow claws coated in frost as a free action. These claws deal 1d4 slashing damage plus 1d4 cold damage (1d6 and 1d6 if you are Large). You can use these claws for a number of rounds per day equal to 3 + your Charisma modifier. Creatures struck by your claws must succeed on a Fortitude save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be staggered for 1 round from the numbing cold.
At 9th level, you are immune to the environmental effects of cold weather and move at full speed through snow, ice, and similar cold terrain without penalty. You gain a +4 bonus on Survival checks in cold environments. As a swift action, you can create a 10-foot radius of swirling snow and ice around yourself for 1 round per sorcerer level, granting yourself concealment (20% miss chance) and causing creatures that enter or begin their turn in the area to make a Fortitude save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or become staggered for 1 round. You can use this ability once per day.
At 15th level, you radiate an aura of killing cold in a 10-foot radius. Any creature that begins its turn in this aura takes 2d6 points of cold damage (Fortitude half, DC 10 + 1/2 your sorcerer level + your Charisma modifier). Creatures that fail their save also have their movement speed halved until the beginning of their next turn. You may activate or suppress this aura as a free action.
At 20th level, you become a native outsider and gain immunity to cold. You gain DR 10/fire and fast healing 5 in cold environments or during cold weather. Creatures that strike you with natural attacks or unarmed strikes take 2d6 cold damage. Your winter aura's damage increases to 4d6 and its radius expands to 20 feet. All cold spells you cast are treated as if cast at +4 caster levels.
| Level | Spell |
|---|---|
| 3 | Enlarge Person |
| 5 | Blur |
| 7 | Sleet Storm |
| 9 | Control Winds |
| 11 | Cone of Cold |
| 13 | Transformation |
| 15 | Reverse Gravity |
| 17 | Iron Body |
| 19 | Shapechange |
Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus, Toughness
Celestial Bloodline
Your bloodline is blessed by a heavenly power, whether a celestial ancestor, divine intervention, or a long-forgotten pact with the upper planes. Calls to duty and goodness follow you throughout your life.
Whenever you cast a spell with the good descriptor, the spell is treated as if affected by the Extend Spell feat, but without using a higher-level slot.
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of the same amount. Neutral creatures are neither harmed nor healed. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistance to acid and cold each increases to 10.
At 9th level, you can grow feathered wings from your back as a standard action, giving you a fly speed of 60 feet with good maneuverability. You can use these wings for a number of minutes per day equal to your sorcerer level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
At 15th level, you can reroll any one saving throw. You must decide to use this ability before the results of the saving throw are revealed. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 20th level, you become infused with the power of the heavens. You gain DR 5/evil and immunity to acid, cold, and petrification. You gain a +4 racial bonus on saves against poison. Your eyes become pure white and you gain darkvision 60 feet (if you do not already have it). You can detect evil at will as the spell. Finally, you gain telepathy with a range of 100 feet, allowing you to communicate with any creature that has a language.
| Level | Spell |
|---|---|
| 3 | Bless |
| 5 | Resist Energy |
| 7 | Magic Circle against Evil |
| 9 | Remove Curse |
| 11 | Flame Strike |
| 13 | Greater Dispel Magic |
| 15 | Banishment |
| 17 | Sunburst |
| 19 | Gate |
Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Skill Focus, Spell Penetration, Weapon Focus
Deepearth Bloodline
The crushing stillness of the deep earth lives in your blood. Stone answers your call, your magic hardens like bedrock, and the oldest places beneath the world recognize you as kin.
Whenever you cast a spell that creates, shapes, or manipulates stone or earth, increase your caster level by +1. In addition, the hardness of objects created by your spells increases by 2.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your chosen element's energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain energy resistance 10 against your chosen element's energy type. At 9th level, your resistance increases to 20. At 15th level, you become immune to that energy type.
At 9th level, you can unleash a devastating elemental blast as a standard action. This creates a 20-foot-radius burst centered on a point within 60 feet, dealing 1d6 points of damage of your chosen element's energy type per sorcerer level. Creatures in the area may attempt a Reflex save (DC 10 + 1/2 sorcerer level + Charisma modifier) for half damage. You may use this ability once per day, plus one additional time per day at 17th level.
At 15th level, you gain a special movement ability determined by your chosen element: Air grants fly 60 ft. (good maneuverability), Earth grants burrow 30 ft., Fire grants freedom of movement through flames and immunity to fire-based difficult terrain, and Water grants swim 60 ft. and the ability to breathe water.
At 20th level, your body becomes fully infused with your chosen element. You gain immunity to that element's energy type, and any creature that strikes you with a natural attack or melee weapon takes 1d6 points of that energy damage. You also gain the corresponding elemental subtype. Once per day, you can transform into a Large elemental of your element for a number of rounds equal to your sorcerer level, as the elemental body IV spell.
| Level | Spell |
|---|---|
| 3 | Magic Stone |
| 5 | Resist Energy |
| 7 | Stone Shape |
| 9 | Soften Earth and Stone |
| 11 | Stoneskin |
| 13 | Wall of Stone |
| 15 | Spike Stones |
| 17 | Elemental Body IV |
| 19 | Earthquake |
Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus, Toughness
Destined Bloodline
Prophecy, luck, or the hand of fate has marked your bloodline for a greater purpose. Coincidences bend around you, danger slips past at the last second, and destiny seems reluctant to let you fall.
Whenever you cast a spell on yourself, it lasts 50% longer, as though affected by Extend Spell, without increasing the spell's level.
At 1st level, flashes of future certainty protect you. You gain a small luck-based defensive edge that grows stronger when danger is immediate.
At 3rd level, destiny can briefly rewrite failure. Once in a while, after making a poor roll, you can call on fate to try again and accept the better outcome.
At 9th level, the lines of fate pull targets closer to your grasp. You can occasionally stretch the reach of your touch spells without physically closing the distance.
At 15th level, fate briefly reveals the perfect instant to strike. A few times each day, you can empower a single attack so it lands with preternatural certainty and punishing force.
At 20th level, the thread of your fate hardens. You gain powerful defensive benefits, become difficult to kill through sheer destiny, and your mere presence feels like a foretold turning point.
| Level | Spell |
|---|---|
| 3 | Color Spray |
| 5 | Aid |
| 7 | Protection from Energy |
| 9 | Freedom of Movement |
| 11 | Break Enchantment |
| 13 | Mislead |
| 15 | Spell Turning |
| 17 | Moment of Prescience |
| 19 | Foresight |
Arcane Strike, Diehard, Endurance, Lightning Reflexes, Maximize Spell, Skill Focus, Weapon Focus
Draconic Bloodline
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.
| Level | Spell |
|---|---|
| 3 | Mage Armor |
| 5 | Resist Energy |
| 7 | Fly |
| 9 | Fear |
| 11 | Spell Resistance |
| 13 | Form of the Dragon I |
| 15 | Form of the Dragon II |
| 17 | Form of the Dragon III |
| 19 | Wish |
Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus, Toughness
Dreamspun Bloodline
Your heritage is woven from the stuff of dreams — perhaps a fey ancestor, a touch of night hag blood, or a soul marked by prolonged exposure to the Dimension of Dreams. The boundary between sleeping and waking blurs for you, and your magic carries an otherworldly, soporific quality that unsettles the minds of those around you.
Whenever you cast a mind-affecting spell, you may choose to have it affect only sleeping or unconscious targets. Creatures that are asleep or unconscious are treated as flat-footed for the purpose of your mind-affecting spells, and the saving throw DC of such spells increases by +2 against sleeping targets.
As a melee touch attack, you can cause a creature to fall into a magical sleep for 1 minute per sorcerer level. This functions as the sleep spell, but affects a single creature of any HD. A Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates the effect. You may use this ability once per day for every two sorcerer levels.
At 3rd level, you gain a +4 bonus on Bluff checks to deceive others. You can also use your Charisma modifier in place of your Wisdom modifier on Sense Motive checks. Additionally, you may use your Bluff skill to lie even when magically compelled to tell the truth, though you must still succeed on a Bluff check opposed by your target's Sense Motive.
At 9th level, once per day you can enter a trance-like state for 1 minute. While in this trance you project your consciousness into a dreamscape, allowing you to communicate with any sleeping creature within 1 mile as though using the dream spell. You may also gather information as though casting legend lore, though this requires you to remain in the trance for the full duration and the information gained reflects impressions and visions rather than precise facts.
At 15th level, you radiate a soporific aura in a 10-foot radius. Any creature that begins its turn in this aura must succeed on a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or become staggered for 1 round as drowsiness washes over it. Creatures that fail three consecutive saves fall asleep for 1 minute. You may activate or suppress this aura as a free action.
At 20th level, the boundary between dream and reality has little meaning to you. Once per day you can cast wish as a spell-like ability without requiring an expensive material component, provided the wish reshapes reality in a way consistent with the theme of dreams, illusion, or altered perception. Additionally, all your illusion and mind-affecting spells are treated as if cast at +2 caster levels, and you are permanently immune to sleep and fear effects.
| Level | Spell |
|---|---|
| 3 | Sleep |
| 5 | Touch of Idiocy |
| 7 | Deep Slumber |
| 9 | Wandering Star Motes |
| 11 | Dream |
| 13 | Shadow Walk |
| 15 | Vision |
| 17 | Scintillating Pattern |
| 19 | Weird |
Blind-Fight, Combat Expertise, Deceitful, Endurance, Great Fortitude, Improved Initiative, Persuasive, Silent Spell
Elemental Bloodline
The power of the elements runs through your veins. Perhaps your ancestor was a powerful elemental lord — an efreeti, a djinn, a dao, or a marid — or a mortal who made a pact with a being from one of the elemental planes. Whatever the source, elemental power flows within you, manifesting as control over your chosen element and a body growing ever closer to its nature.
Whenever you cast a spell that deals energy damage, you may change the type of damage to match your chosen element's energy type (Air: electricity, Earth: acid, Fire: fire, Water: cold). This also changes the spell's type to the corresponding subtype. This ability does not affect spells that deal multiple types of damage.
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your chosen element's energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain energy resistance 10 against your chosen element's energy type. At 9th level, your resistance increases to 20. At 15th level, you become immune to that energy type.
At 9th level, you can unleash a devastating elemental blast as a standard action. This creates a 20-foot-radius burst centered on a point within 60 feet, dealing 1d6 points of damage of your chosen element's energy type per sorcerer level. Creatures in the area may attempt a Reflex save (DC 10 + 1/2 sorcerer level + Charisma modifier) for half damage. You may use this ability once per day, plus one additional time per day at 17th level.
At 15th level, you gain a special movement ability determined by your chosen element: Air grants fly 60 ft. (good maneuverability), Earth grants burrow 30 ft., Fire grants freedom of movement through flames and immunity to fire-based difficult terrain, and Water grants swim 60 ft. and the ability to breathe water.
At 20th level, your body becomes fully infused with your chosen element. You gain immunity to that element's energy type, and any creature that strikes you with a natural attack or melee weapon takes 1d6 points of that energy damage. You also gain the corresponding elemental subtype. Once per day, you can transform into a Large elemental of your element for a number of rounds equal to your sorcerer level, as the elemental body IV spell.
| Level | Spell |
|---|---|
| 3 | Burning Hands |
| 5 | Resist Energy |
| 7 | Fireball |
| 9 | Wall of Fire |
| 11 | Fire Shield |
| 13 | Fire Seeds |
| 15 | Elemental Body IV |
| 17 | Incendiary Cloud |
| 19 | Elemental Swarm |
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus, Toughness
Fey Bloodline
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.
At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the result is revealed. You must take the second result, even if it is lower.
At 20th level, your soul becomes one with the world of the fey. You are immune to poison and do not age. Animals do not willingly attack you unless magically compelled to do so. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
| Level | Spell |
|---|---|
| 3 | Entangle |
| 5 | Hideous Laughter |
| 7 | Deep Slumber |
| 9 | Poison |
| 11 | Tree Stride |
| 13 | Mislead |
| 15 | Phase Door |
| 17 | Otto's Irresistible Dance |
| 19 | Shapechange |
Dodge, Extend Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Mobility, Point-Blank Shot, Skill Focus
Infernal Bloodline
Devils, infernal bargains, or the taint of Hell itself linger in your ancestry. You possess a commanding presence, a dangerous gift for manipulation, and a cruel spark of lawful evil power.
Whenever you cast a charm spell, increase its save DC by 2. This bonus also applies to compulsion effects that force obedience or service.
At 1st level, your touch channels infernal spite. A limited number of times per day, you can make a melee touch attack that leaves a creature shaken and touched by hellish unease.
At 3rd level, you can wreath a spell or attack in infernal flame. This fire burns with malignant purpose and is especially punishing to good creatures.
At 9th level, you gain resist fire 10 and a +4 racial bonus on saving throws against poison.
At 15th level, leathery infernal wings manifest from your heritage, granting you the power of flight and marking your bloodline openly for all to see.
At 20th level, you gain immunity to fire and poison. You also gain DR 10/good and SR equal to your sorcerer level + 10.
| Level | Spell |
|---|---|
| 3 | Charm Person |
| 5 | Scorching Ray |
| 7 | Fireball |
| 9 | Suggestion |
| 11 | Dominate Person |
| 13 | Planar Binding |
| 15 | Power Word Blind |
| 17 | Power Word Stun |
| 19 | Power Word Kill |
Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus, Spell Penetration
Karmic Bloodline
The wheel of fate turns through your lineage, balancing harm and fortune in equal measure. Your magic bends chance, returning consequences to those who would upset the scales.
Whenever a creature succeeds on a saving throw against one of your spells, you gain a +1 luck bonus on your next d20 roll made before the end of your next turn.
At 1st level, flashes of future certainty protect you. You gain a small luck-based defensive edge that grows stronger when danger is immediate.
At 15th level, you can reroll any one saving throw. You must decide to use this ability before the results of the saving throw are revealed. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, destiny can briefly rewrite failure. Once in a while, after making a poor roll, you can call on fate to try again and accept the better outcome.
At 15th level, fate briefly reveals the perfect instant to strike. A few times each day, you can empower a single attack so it lands with preternatural certainty and punishing force.
At 20th level, the thread of your fate hardens. You gain powerful defensive benefits, become difficult to kill through sheer destiny, and your mere presence feels like a foretold turning point.
| Level | Spell |
|---|---|
| 3 | Bless |
| 5 | Aid |
| 7 | Prayer |
| 9 | Divination |
| 11 | Break Enchantment |
| 13 | Freedom of Movement |
| 15 | Heal |
| 17 | Moment of Prescience |
| 19 | Foresight |
Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus, Spell Focus, Toughness
Maestro Bloodline
Your magic resonates like a conductor's baton over an invisible orchestra. Voice, rhythm, and force of personality weave together in your spells, allowing you to direct minds and emotions with supernatural precision.
Whenever you cast a charm, compulsion, or language-dependent spell, increase its save DC by +1 if the target can hear you.
As a melee touch attack, you can cause a creature to fall into a magical sleep for 1 minute per sorcerer level. This functions as the sleep spell, but affects a single creature of any HD. A Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates the effect. You may use this ability once per day for every two sorcerer levels.
Your gaze can bewitch foes. As a standard action, you can target one creature within 30 feet with a gaze attack. That creature must succeed on a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be affected as though by charm person for 1 day per sorcerer level. You can use this ability once per day for every two sorcerer levels you possess.
At 3rd level, you learn to shape empowered magic more fluidly. A limited number of times per day, you can apply metamagic to your spells with less disruption to your casting rhythm.
At 15th level, you radiate a soporific aura in a 10-foot radius. Any creature that begins its turn in this aura must succeed on a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or become staggered for 1 round as drowsiness washes over it. Creatures that fail three consecutive saves fall asleep for 1 minute. You may activate or suppress this aura as a free action.
At 20th level, the boundary between dream and reality has little meaning to you. Once per day you can cast wish as a spell-like ability without requiring an expensive material component, provided the wish reshapes reality in a way consistent with the theme of dreams, illusion, or altered perception. Additionally, all your illusion and mind-affecting spells are treated as if cast at +2 caster levels, and you are permanently immune to sleep and fear effects.
| Level | Spell |
|---|---|
| 3 | Ghost Sound |
| 5 | Charm Person |
| 7 | Heroism |
| 9 | Suggestion |
| 11 | Confusion |
| 13 | Charm Monster |
| 15 | Shout |
| 17 | Mass Suggestion |
| 19 | Weird |
Combat Casting, Deceitful, Great Fortitude, Improved Initiative, Iron Will, Persuasive, Silent Spell, Skill Focus
Martyred Bloodline
Your lineage is marked by sacrifice and steadfast faith under suffering. You endure pain so that others may stand, and your magic shields allies while turning anguish into divine resolve.
Whenever you cast a spell that restores hit points or grants a defensive bonus, the target also gains temporary hit points equal to the spell level for 1 round.
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of the same amount. Neutral creatures are neither harmed nor healed. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistance to acid and cold each increases to 10.
At 9th level, you can grow feathered wings from your back as a standard action, giving you a fly speed of 60 feet with good maneuverability. You can use these wings for a number of minutes per day equal to your sorcerer level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
At 15th level, you can reroll any one saving throw. You must decide to use this ability before the results of the saving throw are revealed. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 20th level, you become infused with the power of the heavens. You gain DR 5/evil and immunity to acid, cold, and petrification. You gain a +4 racial bonus on saves against poison. Your eyes become pure white and you gain darkvision 60 feet (if you do not already have it). You can detect evil at will as the spell. Finally, you gain telepathy with a range of 100 feet, allowing you to communicate with any creature that has a language.
| Level | Spell |
|---|---|
| 3 | Sanctuary |
| 5 | Shield Other |
| 7 | Prayer |
| 9 | Magic Circle against Evil |
| 11 | Death Ward |
| 13 | Cure Critical Wounds (mass) |
| 15 | Heal |
| 17 | Holy Word |
| 19 | Heal (mass) |
Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus, Spell Focus, Toughness
Protean Bloodline
Chaos flows through your veins. You are descended from the serpentine proteans, the embodiments of primordial chaos who dwell in the Ever-Changing Chaos of Limbo. Your form is never fully fixed, and reality itself seems to bend and warp in your presence.
Whenever you cast a spell of the polymorph subschool or a spell with the chaotic descriptor, increase the spell's DC by +1. Additionally, whenever you are subject to a polymorph effect, you may choose to alter the result as if under the effects of alter self in addition to the spell's normal effect.
At 1st level, you gain resist acid 5 and resist electricity 5. At 9th level, these resistances increase to 10 and you gain a +2 bonus on saving throws made against polymorph and transmutation effects. At 15th level, these resistances increase to 20.
At 3rd level, as a standard action you can reshape your body, sprouting claws, scales, or other minor features. You gain one of the following: a primary natural weapon dealing 1d6 damage (claw, slam, or bite), a +4 bonus on Escape Artist checks, or low-light vision. This transformation lasts 1 minute per sorcerer level. You may use this ability once per day for every 3 sorcerer levels.
At 9th level, you gain DR 5/lawful and fast healing 1 whenever you are affected by a polymorph effect or have used your morphic form ability. Additionally, you can move through difficult terrain at your normal speed, and you are immune to the entangled and prone conditions while in an altered form.
At 15th level, you can warp the fabric of reality around you as a standard action, creating a 10-foot-radius aura of spatial distortion for 1 round per sorcerer level. Creatures within this aura treat all terrain as difficult terrain and must succeed on a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) each round or become confused for 1 round. You may use this ability once per day.
At 20th level, you become a native outsider. You gain immunity to polymorph and petrification effects (though you may choose to allow beneficial polymorph effects). You also gain blindsense 60 feet, DR 10/lawful, and the ability to change shape at will as if using greater polymorph, though you may only assume forms no larger than Large size.
| Level | Spell |
|---|---|
| 3 | Entropic Shield |
| 5 | Blur |
| 7 | Gaseous Form |
| 9 | Confusion |
| 11 | Major Creation |
| 13 | Disintegrate |
| 15 | Greater Polymorph |
| 17 | Polymorph Any Object |
| 19 | Shapechange |
Dodge, Empower Spell, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus
Serpentine Bloodline
Your bloodline carries the ancient cunning of serpents and reptilian creatures of legend. You have an innate affinity for deception and poison, and your body bears subtle signs of your heritage — perhaps slit pupils, faintly scaled skin, or a forked tongue that flickers at the edge of speech.
Whenever you cast a charm or compulsion spell, increase the spell's DC by +1. Additionally, you can cast poison as a spell-like ability once per day as a sorcerer of your level by expending a spell slot of 4th level or higher.
Your gaze can bewitch foes. As a standard action, you can target one creature within 30 feet with a gaze attack. That creature must succeed on a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be affected as though by charm person for 1 day per sorcerer level. You can use this ability once per day for every two sorcerer levels you possess.
At 3rd level, you can use speak with animals at will, but only with animals of the reptile subtype. In addition, reptiles have an initial attitude of friendly toward you.
At 9th level, you gain a +2 natural armor bonus to AC, immunity to poison, and a +2 racial bonus on saving throws against poison. At 13th level, the natural armor bonus increases to +4. At 17th level, the natural armor bonus increases to +6.
At 15th level, you can summon a swarm of venomous snakes once per day. The swarm appears in any space you designate within 30 feet and lasts for 1 round per sorcerer level. This functions as summon swarm but summons a snake swarm instead. The snakes are under your control.
At 20th level, you can assume the form of a Large serpent (as beast shape III) or a naga (as monstrous physique III) at will. While in serpent form you gain a poison bite attack (Fortitude save DC 20, frequency 1/round for 6 rounds, effect 1d2 Con damage, cure 1 save). You also gain a +4 bonus on saves against mind-affecting effects.
| Level | Spell |
|---|---|
| 3 | Hypnotism |
| 5 | Delay Poison |
| 7 | Suggestion |
| 9 | Poison |
| 11 | Dominate Person |
| 13 | Mass Suggestion |
| 15 | Greater Polymorph |
| 17 | Charm Monster |
| 19 | Dominate Monster |
Blind-Fight, Combat Expertise, Deceitful, Persuasive, Silent Spell, Skill Focus, Stealthy, Weapon Finesse
Stormborn Bloodline
You trace your heritage to creatures of lightning and thunder, beings who embody the fury of the storm. The power of the storm surges through your blood, and when roused, the weather itself responds to your call.
Whenever you cast a spell with the electricity or sonic descriptor, increase the spell's DC by +1. In addition, you can cast such spells even in the midst of storms or high winds without making concentration checks due to the weather.
At 1st level, you gain a +5 competence bonus on Fly checks, and you are treated as one size category larger when determining the effects of wind on you (such as being blown away, knocked down, or checked). At 10th level, you are treated as two size categories larger for this purpose.
At 3rd level, you can touch a weapon as a standard action to give it the shock quality for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 11th level, you can confer the shocking burst quality instead, but the duration is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 9th level, whenever you cast a spell with the electricity or sonic descriptor, any affected creature that fails its saving throw is deafened for 1 round (DC 10 + the spell level + your Charisma modifier). Creatures that are immune to the spell's descriptor are immune to this deafening effect. Creatures that succeed at their saving throws are not deafened.
At 15th level, you can transform yourself into a bolt of lightning as a standard action, moving in a straight line up to 10 feet per sorcerer level. You deal 10d6 points of electricity damage (Reflex DC 10 + 1/2 your sorcerer level + your Charisma modifier for half) to all creatures within the path. You reform at the end of the bolt. You can use this ability once per day.
At 20th level, you become a true creature of the storm. You gain immunity to electricity and sonic damage and deafness. You gain a fly speed of 60 feet with perfect maneuverability. In addition, once per day as a standard action, you can call down a devastating lightning storm that deals 1d6 points of electricity damage per sorcerer level in a 30-foot radius (Reflex DC 20 for half). This storm lasts for 1 round per 5 sorcerer levels.
| Level | Spell |
|---|---|
| 3 | Obscuring Mist |
| 5 | Gust of Wind |
| 7 | Lightning Bolt |
| 9 | Shout |
| 11 | Overland Flight |
| 13 | Chain Lightning |
| 15 | Control Weather |
| 17 | Whirlwind |
| 19 | Storm of Vengeance |
Deadly Aim, Dodge, Empower Spell, Great Fortitude, Skill Focus, Toughness, Weapon Finesse
Sylvan Bloodline
Your bloodline carries the untamed magic of the natural world. A dryad's blessing, a green man's blood, or a fey ancestor's gift has woven the power of forest and field into your very soul. Beasts and plants answer your call, and the world's wild magic flows freely through your spells.
Whenever you cast a spell of the enchantment or transmutation school, increase the spell's duration by 50% (minimum 1 round). This does not stack with the Extend Spell metamagic feat. In addition, animals and plant creatures treat your caster level as 2 higher for the purpose of determining the effects of your spells.
At 1st level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed without taking damage or suffering any other impairment. Additionally, you gain a +2 bonus on Handle Animal and wild empathy checks. You can use wild empathy as a druid of your sorcerer level.
At 3rd level, you gain the service of an animal companion as a druid of your sorcerer level − 2. You can communicate with your animal companion telepathically at a range of 100 feet. In addition, you can speak with animals at will as a spell-like ability, and animals regard you as non-threatening unless you attack them.
At 9th level, you gain low-light vision and the ability to see through magical darkness as if it were dim light (darkvision 60 feet). You gain a +4 bonus on saving throws against illusions and cannot be magically put to sleep. You are immune to charm and compulsion effects from fey creatures and can detect the presence of fey creatures within 60 feet as a free action.
At 15th level, once per day as a standard action you can animate trees and vegetation within 60 feet, as if using animate plants (up to 2 HD of plants per sorcerer level). These animated plants serve you loyally for 1 hour per sorcerer level. You can also call plant creatures to your side: once per day, you can summon 1d4+1 plant creatures with a CR equal to your sorcerer level − 4 or lower, as if using summon nature's ally.
At 20th level, you become a native outsider. You gain immunity to poison and to charm and compulsion effects. You gain fast healing 5 while in a natural environment (forest, plains, hills, mountains, etc.). Animals and plant creatures will not willingly attack you unless compelled by magic. You can communicate telepathically with any animal or plant creature within 100 feet, and you can use speak with plants at will.
| Level | Spell |
|---|---|
| 3 | Entangle |
| 5 | Barkskin |
| 7 | Charm Animal |
| 9 | Speak with Plants |
| 11 | Tree Stride |
| 13 | Antilife Shell |
| 15 | Animate Plants |
| 17 | Animal Shapes |
| 19 | Shambler |
Acrobatic, Athletic, Dodge, Endurance, Great Fortitude, Improved Initiative, Skill Focus, Weapon Finesse
Undead Bloodline
The taint of the grave runs through your family. Perhaps a necromancer experimented on an ancestor, or the blood of a powerful undead creature mingles with yours. The dead have a strange fascination for you, and you have an instinctive grasp of the dark powers that animate them.
Some undead are immune to your spells, but your affinity for negative energy grants you additional power. Whenever you cast a spell that has the death descriptor, you gain a +1 bonus to your caster level. In addition, undead creatures have a +4 to the DC to resist your enchantment spells.
Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you gain DR 5/— against nonlethal damage and immunity to cold. At 9th level, you no longer take nonlethal damage from heat, cold, or similar sources.
At 9th level, you can cause a field of grasping undead hands to burst from the ground as a standard action. This affects all creatures in a 20-foot-radius area at a range of up to 60 feet. Creatures in the area are affected as if by the entangle spell (Reflex negates, DC = 10 + 1/2 your sorcerer level + your Charisma modifier). The hands persist for a number of rounds equal to your sorcerer level. You can use this ability once per day at 9th level, and twice per day at 17th level. The hands are immune to fire damage.
At 15th level, you can become incorporeal for 1 round per sorcerer level per day. While incorporeal, you gain the incorporeal subtype. You only take half damage from corporeal sources (except for magic weapons, which deal full damage). You take full damage from other incorporeal creatures and effects. You can pass through solid objects at will, are immune to critical hits and flanking, and do not take damage from most mundane sources. These rounds need not be consecutive.
At 20th level, your connection to the undead becomes so strong that you gain many of their immunities while remaining alive. You gain immunity to cold, nonlethal damage, paralysis, and sleep effects. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You still eat, breathe, and sleep normally. Should you die, you do not automatically rise as undead — but if raised against your will, you immediately regain control of your own body.
| Level | Spell |
|---|---|
| 3 | Chill Touch |
| 5 | False Life |
| 7 | Animate Dead |
| 9 | Enervation |
| 11 | Waves of Fatigue |
| 13 | Undeath to Death |
| 15 | Finger of Death |
| 17 | Horrid Wilting |
| 19 | Energy Drain |
Combat Casting, Diehard, Endurance, Iron Will, Skill Focus, Spell Focus, Toughness
Verdant Bloodline
The green world of nature infuses your bloodline with the inexorable patience and quiet strength of plant life. You are more connected to the living world of plants than other sorcerers, and your magic is tinged with the primal vitality of forests and jungles.
Whenever you cast a polymorph spell, you gain a natural armor bonus equal to 1/2 your sorcerer level (minimum 1) while the polymorph effect lasts. This bonus stacks with any natural armor bonus the assumed form already grants.
At 1st level, as a swift action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm or trip combat maneuver using your sorcerer level + your Charisma modifier as your CMB. Alternatively, you can use the vine as a whip (using your sorcerer level in place of your base attack bonus). You cannot be disarmed of this vine. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 3rd level, you can spend time in meditation to replace your need for food and water. While in an area of bright light, meditating for 10 minutes gives you the nourishment equivalent to a full meal and provides you with enough water for a day. In addition, while meditating, you gain fast healing 1 and a +2 insight bonus on saving throws against poison. At 11th level, the fast healing improves to fast healing 2.
At 9th level, as a standard action, you can touch a willing creature and it polymorphs into any Small or Medium plant creature of your choice (as plant shape I). The creature retains its Intelligence, Wisdom, and Charisma scores as well as all extraordinary special attacks (but not special qualities or supernatural or spell-like abilities). This transformation lasts for 1 minute per sorcerer level. You can use this ability once per day.
At 15th level, as a move action, you can cause roots to grow from your feet, rooting you in place. While rooted, you gain a +4 natural armor bonus, DR 5/slashing, and fast healing 1 as long as you remain in contact with earth or plants. While rooted, you cannot move but are not considered helpless. You can retract your roots as a move action. You can use this ability for a number of rounds per day equal to your sorcerer level.
At 20th level, you become a verdant sorcerer, a creature of wood and leaf. You gain immunity to paralysis, poison, polymorph, and sleep effects. You gain DR 5/slashing and fast healing 5. In addition, once per day as a standard action, you can cause all plants within 60 feet to animate and entangle your enemies as if you had cast a maximized entangle spell. Creatures of the plant type are unaffected.
| Level | Spell |
|---|---|
| 3 | Entangle |
| 5 | Barkskin |
| 7 | Speak with Plants |
| 9 | Command Plants |
| 11 | Wall of Thorns |
| 13 | Transport via Plants |
| 15 | Plant Shape I |
| 17 | Plant Shape II |
| 19 | Shambler |
Empower Spell, Great Fortitude, Improved Initiative, Iron Will, Power Attack, Skill Focus, Toughness
Vestigial Bloodline
Fragments of an ancient, twisted lineage stir in your blood. Vestigial traits surface as your power grows: elongated reach, unstable anatomy, and unnatural resilience against hostile environments.
Whenever you cast a spell that changes your size, shape, or reach, increase its caster level by 1. In addition, polymorph effects on you last 50% longer.
At 3rd level, your reach increases by 5 feet whenever you make a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus increases to 10 feet. At 17th level, this bonus increases to 15 feet.
At 9th level, the lines of fate pull targets closer to your grasp. You can occasionally stretch the reach of your touch spells without physically closing the distance.
At 9th level, your internal anatomy shifts and changes, giving you a 25% chance to negate any critical hit or sneak attack scored against you. This ability does not affect other precision-based damage. At 13th level, this chance increases to 50%.
At 15th level, you gain spell resistance equal to your sorcerer level + 10. To affect you with a spell, a spellcaster must succeed on a caster level check (1d20 + caster level) against this DC.
At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks, and you gain blindsight 60 feet. You also gain DR 5/— and are no longer subject to flanking.
| Level | Spell |
|---|---|
| 3 | Enlarge Person |
| 5 | Touch of Idiocy |
| 7 | False Life |
| 9 | Black Tentacles |
| 11 | Feeblemind |
| 13 | Displacement |
| 15 | Legend Lore |
| 17 | Mind Blank |
| 19 | Shapechange |
Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus, Toughness, Weapon Focus