Sorcerers, as they grow, will gain confidence in their control of the arcane; obtaining mastery over spellcasting and themselves.
Innate Sorcery
At 1st level, Sorcerers naturally possess an Arcanum, thus not requiring Syntharcs or Pacts. Their natural Sorcery means that their Attunement Shards are not separated by level, being able to combine Shards to produce the same Spells. However, this Sorcerer’s lack of apparatus to control casting means they have difficulties accessing High Level Spells. Sorcerers cast most spells with Dominance, except for Healing and Buff Spells, which instead use Empathy.
Your Sorcery Level decides the level limit of your Spells.
Innate Shards are your Attunement Shards, with spell cost being Shard number rather than Level.
Attunement
Sorcery Level: 2
Innate Shards: 3
Ingrained Spell
At 1st level, All Sorcerers have a unique Null Spell, not only to their Class but as an individual. This spell can be customised by its components. The four types of Spell Components are Form, Augment, Sacrifice and Boons. In order to make a spell you at least need a Form and an Augment and at least 0 SI. Some Components cost Spell Integrity. Start with 5 SI
Forms
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These components have the most impact on the spell. Affects how the spell is delivered.
At 2nd level, This Sorcerer has learned to naturally infuse their extra arcane power into their spells. Allows for Spell Surges up to your Sorcery Level consuming 1 Innate Shard per extra level.
Arcane Synchronization
At 5th level, This Sorcerer has learned attune their natural arcanum, in order to inscribe Catalyst spells. Store 1 castable spell from a catalyst as a Synchronized Spell. You can only have 1 Synchronized Spell at at time.
Turns an enemy spell into (5+ 2 * Spell Level) Archaff
[Cooldown] 5 Turn CD
Greater Sorcery
At 11th level, This Sorcerer has learned to delve deeper within their arcane potential, taking 2 spells with them. Learn 2 spells from your Arcane Schools between 3rd and 5th Level.
Spells above your Sorcery Limit can be casted with Grand Sorceries.
Grand Sorceries: 2
Grand Sorceries are Surged or Diluted based on if its level is lesser or greater than your Sorcery Level + 1.
Spells within your Sorcery Level can also be casted with Grand Sorceries. Grand Sorceries are treated as Shard Level (Sorcery Level+ 1).
At 14th level, This sorcerer has learned to seize more spells from the Song, even from foreign Arcane Schools. Learn a Null Spell and a Level 1st-2nd spell not from the Restoration or Manifestation school.
At 15th level, this Sorcerer has enhanced their resonance within the Song through rigorous training. Learn a 0-2nd level spell not from the Restoration or Manifestation school.
At 18th level, this Sorcerer has achieved mastery of their mind and arcane potential. Fear yourself no more and invoke your will on the world.
Cast customisable ZOC: Arcane Domain. The components of this ZOC are Zone and Effect. Base Spell Level is 5th. Base SI is 15.
Zone
The attributes of the ZOC.
Size
Base Size: 2 tiles
+2 SI for -1 tile range, -1 Spell Level
-2 SI for +1 tile range
Barrier
Sealed
Entities cannot leave or enter, but the barrier can be broken through externally to stop the ZOC, Barrier Health is (3 Size Spell Level). -3 SI
Open
Entities can leave and enter. -1 Spell Level
Trap
Entities can enter but not leave, but the barrier can be broken through externally to stop the ZOC, Barrier Health is (5 Size Spell Level) . -4 SI, +1 Spell Level
Entities can leave but not enter, but the barrier can be broken through externally to stop the ZOC, Barrier Health is (3 Size Spell Level). -2 SI, +1 Spell Level