Sorcerer

Elemental Magic

The new Elementalist spell source is available as an alternative to the Dragon, Wild, Storm, or Cosmic Magic sources from the Player’s Handbook 2 or Arcane Power. The Elementalist source is distinct from the other sources in that it requires an additional choice of which element you specialize in.

Elemental Power

You gain a bonus to the damage rolls of arcane powers equal to your Constitution modifier. This bonus equals your Constitution modifier + 2 at 11th level and your Constitution modifier +4 at 21st level.

Elemental Resilience

While you are not wearing heavy armor, you can use your Constitution modifer in place of your Dexterity or Intelligence modifier to determine your AC.

Elemental Soul

Choose an elemental soul from air, earth, fire, and water. You gain resist 5 to a specific damage type, as defined below. The resistance increases to 10 at 11th level and 15 at 21st level. Your arcane powers ignore any target's resistance to that damage type up to the value of your resistance.

  • Soul of Air: Your resistance is against lightning damage.
  • Soul of Earth: Your resistance is against acid damage.
  • Soul of Fire: Your resistance is against fire damage.
  • Soul of Water: Your resistance is against cold damage.

Elemental Powers

At-will powers that are normally available only to elementalists are given a level and made available to all sorcerers for potential at-will options. Elemental Bolt gains build-specific benefits and is displayed in full.

Elemental Bolt

Sorcerer Attack 1

You hurl a spear of elemental energy at your foe.

At-Will

Arcane, Elemental, Implement, Varies

Standard Action

Ranged 10

Target One creature

Attack Charisma vs. Reflex

Hit: 1d12 + Charisma modifier damage.
Level 21: 2d12 + Charisma modifier damage.

Special: This power can be used as a ranged basic attack.

Soul of Air: This spell deals lightning damage, and on a hit, the target gains vulnerable 3 to your attacks until the end of your next turn.

Soul of Earth: This spell deals acid damage, and on a hit, the target is slowed until the end of your next turn.

Soul of Fire: This spell deals fire damage, and deals an additional +1d6 damage.

Soul of Water: This spell deals cold damage, and on a hit, you can slide each creature adajcent to the target 1 square.

Additional Powers

Crashing Thunder

Sorcerer Attack 1

First one foe staggers as thunder claps around his head, then another follows.

At-Will

Arcane, Implement, Thunder

Standard Action

Ranged 20

Target One creature

Attack Charisma vs. Fortitude

Hit: 1d6 + Charisma modifier thunder damage. Make a secondary attack.
Level 21: 2d6 + Charisma modifier thunder damage.

Target One creature within 10 squares of the primary target

Attack Charisma vs. Reflex

Hit: 1d6 + Charisma modifier thunder damage
Level 21: 2d6 + Charisma modifier thunder damage.

Fulminating Blast

Sorcerer Attack 1

You pour arcane energy into the most damaging blast you can muster.

At-Will

Arcane, Implement, Varies

Standard Action

Ranged 10

Target One creature

Attack Charisma vs. Reflex

Hit: 1d8 + Charisma modifier + Dexterity, Constitution or Strength modifier damage.
Level 21: 2d8 + Charisma modifier + Dexterity, Constitution or Strength modifier force damage.

Special: This damage is of a single type to which you have resistance arising from your Spell Source class feature.

Mordant Shower

Sorcerer Attack 1

You gesture, and acid begins drizzling on nearby foes, burning them more if they ignore it.

At-Will

Acid, Arcane, Implement

Standard Action

Close blast 3

Target One, two, or three creatures

Attack Charisma vs. Fortitude

Hit: 1d4 + Charisma modifier acid damage, and the target takes damage equal to your Strength modifier each time it takes a move action before the start of your next turn.
Level 21: 2d4 + Charisma modifier acid damage.

Voltaic Tracer

Sorcerer Attack 1

A strem of electric current strikes your foe, leaving behind a path of light to assist your further attacks.

At-Will

Arcane, Implement, Lightning

Standard Action

Ranged 10

Target One creature

Attack Charisma + 1 vs. Reflex

Hit: 1d8 + Charisma modifier lightning damage, and you gain a +1 bonus to your next attack roll against the target.
Level 21: 2d8 + Charisma modifier lightning damage.

Special: This power can be used as a ranged basic attack.

Feats

The following feats are available to any sorcerer.

Elemental Explosion

Prerequisites: Sorcerer, elemental magic class feature

In times of need, you are able to summon the raw power of the elements for your benefit.

Benefit: You can swap your highest-level daily attack power for the elemental escalation power. The elemental escalation power functions as a daily attack power for you, but can be triggered by attacking with either a sorcerer at-will or encounter power.