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.

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.

Augments

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The school of Arcana from your ""Arcane Schools

Boons

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Optional Spell Buffs which cost Component Points.

Sacrifices

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Optional Spell Restrictions which add Component Points

Raw Infusion

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.

Novice Sorcery

At 6th level, Learn a 2nd level spell from one of your ""Arcane Schools or the ""Manipulation school.

Natural Disruptor

At 7th level, Due to their instinctual harnessing of the Arcane they can more easily control and disrupt Spells. +2 to ""Interference.

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.

Arcanum Invasion

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.

Resonance Training

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.

Sorcerer’s Domain

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.

Effect

The effect of the ZOC. The domain's effect is usually triggered every turn.