Sorcerer - Class Tree
Sorcerer (Playable in Starter Set)
Born rather than trained, Sorcerers carry raw arcane power in their blood and channel it through stave and cloth into spells of extraordinary breadth, their magic growing more unstable and powerful the deeper they push their natural gift, making them capable of the most dramatic single effects in Essentia at the price of anything resembling physical resilience.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Lawful, Moral, Ambivalent and Amoral, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Sorcerer's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Drāco Blood +5, Dwarf (Red) +5, Elf (High) +5, Helf +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: None recorded.
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Arcane Ascendance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Bloodborn Surge, Once Per Day the Sorcerer unleashes raw innate magic, dealing arcane damage equal to twice their Focus SCR to one target, with the Sorcerer taking damage equal to half that amount.
Extra 1d6 + LVL arcane damage on Critical Hits.
Once per encounter, Sorcerers can Flourish their stave that lowers their target's Defense at a number equal to their Focus SCR.
Sorcerers get +5 feet their base movement speed, once per encounter.
Sorcerers get +4 plus their FOCUS SCR on Knowledge checks involving arcane lore.
Sorcerer Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Conjurer - A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side.
Alignment: Ambivalent
Observance: None. Ambivalent Paths answer to no god and no patron at all.
No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
a. Magus - A Conjurer who fuses stave and blade into a single hybrid weapon.
b. Planes Walker - A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
c. Psionic - A Conjurer who channels raw mind-power instead of any physical focus.
ii. Seer - A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Clairvoyant - A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
b. Mystic - A Seer who channels raw, intuitive insight into their spellcasting.
c. Prophet - A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
iii. Wizard - An elemental Sorcerer who wields fire and force with the discipline of formal study.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Battlecryer - A Wizard who channels magic through voice and command as much as spellcraft.
b. Fire Breather - A Wizard devoted to raw, elemental fire above all other schools.
c. Transmuter - A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Favorite Talent and Profession Trees
Talent Trees: Traveler
Professions: Enchanter, Gem Crafter, Body Artist
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Sorcerer Tier Armaments
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Armor Threshold (Tier): Delicate Grade. Armor heavier than Delicate will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).Weapon Proficiency (Tier): Variant: Telluric. Type: Magic. Hand: 2h, 1h (Main), or 1h (Off) with Arcane Orb or a free hand. Distance: Melee. Style: Blunt (Stave or Wand). Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Sorcerer Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers 3 choices, learn only ONE. See Spell Abilities individually for details, see card examples on this page. See Slots and Prerequisites, above.
Armaments reminder: Delicate Grade armor, or no armor at all for best potency; Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h (e.g., orb, crystal ball, stave, stave, or magic blade), see each Path below for its favored focus. Nature are stave-strikes and parries charged with residual arcane force, a spellblade's fighting style rather than plain weapon technique. Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Sorcerer)
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LVL 1 Sorcerer Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Sorcerer Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Sorcerer Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side. (LVL 4-20)
(see Conjurer Path and Branch Abilities Below)
Conjurer Path
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Weapon Proficiency (Culture, Conjurer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Conjurer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Riftweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Conjurer who fuses stave and blade into a single hybrid weapon.
Magus Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Magus Branch chosen at LVL 21 - see Magus above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Magus Branch chosen at LVL 21 - see Magus above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Planes Walker Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Planes Walker Branch chosen at LVL 21 - see Planes Walker above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Planes Walker Branch chosen at LVL 21 - see Planes Walker above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Conjurer who channels raw mind-power instead of any physical focus.
Psionic Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Psionic Branch chosen at LVL 21 - see Psionic above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Psionic Branch chosen at LVL 21 - see Psionic above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Conjurer Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, summoning-focused - e.g., orb, crystal ball, or magic blade)
▸ Expand Ability Tree Paths
LVL 4 Sorcerer - Conjurer Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Conjurer Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Conjurer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Conjurer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Conjurer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Sorcerer - Conjurer Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Conjurer who fuses stave and blade into a single hybrid weapon.
Branch: Magus Abilities (Conjurer Path)
(unlocks light armor and a 1h stave-blade hybrid)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Magus Branch continues this Path's progression exclusively through LVL 30. | |
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Branch: Planes Walker Abilities (Conjurer Path)
(stave; unlocks planar teleportation focus)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Planes Walker Branch continues this Path's progression exclusively through LVL 30. | |
A Conjurer who channels raw mind-power instead of any physical focus.
Branch: Psionic Abilities (Conjurer Path)
(no weapon needed; channels through raw mind power)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Psionic Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Moral
Higher Power: TBA (Moral)
A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power. (LVL 4-20)
(see Seer Path and Branch Abilities Below)
Seer Path
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Weapon Proficiency (Culture, Seer) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Seer):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Farsight Veil).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Clairvoyant Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Clairvoyant Branch chosen at LVL 21 - see Clairvoyant above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Clairvoyant Branch chosen at LVL 21 - see Clairvoyant above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Seer who channels raw, intuitive insight into their spellcasting.
Mystic Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Mystic Branch chosen at LVL 21 - see Mystic above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Mystic Branch chosen at LVL 21 - see Mystic above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Prophet Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Prophet Branch chosen at LVL 21 - see Prophet above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Prophet Branch chosen at LVL 21 - see Prophet above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Seer Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, favors perception and defense - e.g., crystal ball, orb, or stave)
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LVL 4 Sorcerer - Seer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Seer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Seer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Seer Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Seer Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Sorcerer - Seer Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Branch: Clairvoyant Abilities (Seer Path)
(stave; favors detection and ranged spellcasting)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Clairvoyant Branch continues this Path's progression exclusively through LVL 30. | |
A Seer who channels raw, intuitive insight into their spellcasting.
Branch: Mystic Abilities (Seer Path)
(stave; favors defensive and support magic)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Mystic Branch continues this Path's progression exclusively through LVL 30. | |
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Branch: Prophet Abilities (Seer Path)
(stave; favors ally-support foresight)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Prophet Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Moral
Higher Power: TBA (Moral)
An elemental Sorcerer who wields fire and force with the discipline of formal study. (LVL 4-20)
(see Wizard Path and Branch Abilities Below)
Wizard Path
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Weapon Proficiency (Culture, Wizard) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Stave). Weapon Type: Tactical for Martial, Magic for Spell. May bear a Stave Crown (Crystal, Gemstone, Dragon Heartstring, Phoenix Feather, or Unicorn Hair core, see Stave Crowns, Basic Rules pg. 4). +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Wizard):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate (Cinderweave Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Wizard who channels magic through voice and command as much as spellcraft.
Battlecryer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Battlecryer Branch chosen at LVL 21 - see Battlecryer above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Battlecryer Branch chosen at LVL 21 - see Battlecryer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Wizard devoted to raw, elemental fire above all other schools.
Fire Breather Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Fire Breather Branch chosen at LVL 21 - see Fire Breather above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Fire Breather Branch chosen at LVL 21 - see Fire Breather above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Transmuter Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Transmuter Branch chosen at LVL 21 - see Transmuter above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Transmuter Branch chosen at LVL 21 - see Transmuter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Wizard Abilities (Sorcerer Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h or 2h, favors elemental damage - e.g., stave, stave, or magic blade)
▸ Expand Ability Tree Paths
LVL 4 Sorcerer - Wizard Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Sorcerer - Wizard Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Sorcerer - Wizard Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Sorcerer - Wizard Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Sorcerer - Wizard Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Sorcerer - Wizard Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Wizard who channels magic through voice and command as much as spellcraft.
Branch: Battlecryer Abilities (Wizard Path)
(2h (Main) stave or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Battlecryer Branch continues this Path's progression exclusively through LVL 30. | |
A Wizard devoted to raw, elemental fire above all other schools.
Branch: Fire Breather Abilities (Wizard Path)
(stave; unlocks bonus fire damage)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Fire Breather Branch continues this Path's progression exclusively through LVL 30. | |
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Branch: Transmuter Abilities (Wizard Path)
(stave; unlocks chemical-type spells)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Transmuter Branch continues this Path's progression exclusively through LVL 30. | |