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Ranged · Innate Caster

Sorcerer

Magic isn't studied, it's in the blood — and it comes out in torrents of fire, frost and lightning.

Sorcerer in-game sprite, male and female
  • Arcanist
  • d6 hit die
  • CHA
  • Sorcery Points

Find 4 legendary items.

Overview

Role
Ranged · Innate Caster
Archetype
Arcanist (ranged basic attack)
Hit die
d6
Hit points
18 at level 1, +12 per level (+3 per CON modifier point, every level)
Primary ability
Charisma
Armour
None
Weapons
Staves, Wands (a staff or wand is a spell focus: the basic attack is a ranged fire bolt on Charisma)
Resource
Sorcery Points: 110 + 6 per level, refills 6.5/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Draconic Bloodline or Stormborn Bloodline
Starting kit
Wand, Arcane Orb
Suggested scores
STR 8 · DEX 13 · CON 14 · INT 10 · WIS 12 · CHA 15

Class features

  1. Lv 1
    Arcane Blood Raw magic pools in your veins and hardens your body.
    • +10 Max Resource
    • +10% Max HP
  2. Lv 1
    Mage Armor A shimmering force armor you never let lapse: +3 AC.
    • +3 Armor Class
  3. Lv 2
    Font of Magic Your sorcery points return quickly, and every point you spend hardens into a shell of raw magic (up to a quarter of your health; it fades when you stop casting).
    • +20% Resource Regen
  4. Lv 3
    Metamagic You bend spells to your whim.
    • +5% Cooldown Reduction
  5. Lv 4
    Flux Casting runs you hot. Every spell adds Flux; two seconds of rest let it cool. From 40 Flux your spells grow (one more bolt or chain jump, or a little more area). From 80 every cast may be a Wild Surge, and your fire, frost and lightning react. At 100 your next cast overflows into a Wellburst around you, and you are Spent for three seconds: no Flux, and your skills hit 20% softer. Hits never add Flux.
  6. Lv 5
    Innate Power Your spells hit with the force of instinct.
    • +5% Skill Damage
  7. Lv 6
    Surging Blood Your magic crits harder.
    • +15% Crit Damage
  8. Lv 10
    Twinned Spell Your spells split and spread.
    • +8% Area Damage
  9. Lv 13
    Wellspring Your reserves run deeper still.
    • +20 Max Resource
  10. Lv 14
    Heightened Spell Foes struggle to resist your magic.
    • +1 Spell Save DC
  11. Lv 17
    Quickened Spell Your spells come quicker than thought.
    • +5% Cooldown Reduction
  12. Lv 20
    Sorcerous Restoration Your first skill cast every 10 seconds costs nothing.

Level 1–20 progression

Everything a Sorcerer gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Sorcerer level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Flux
  • Ability Score Improvement
5+3
6+3
7+3
  • Metamagic Surge
  • Elemental Affinity Draconic Bloodline
  • Heart of the Storm Stormborn Bloodline
8+3
  • Ability Score Improvement
9+4
10+4
  • Twinned Spell
11+4
12+4
  • Ability Score Improvement
13+5
14+5
15+5
  • Dragon Wings Draconic Bloodline
  • Storm's Fury Stormborn Bloodline
16+5
17+6
18+6
  • Draconic Presence Draconic Bloodline
  • Wind Soul Stormborn Bloodline
19+6
  • Ability Score Improvement
20+6
  • Sorcerous Restoration

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + CHA modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Sorcerer skills

Ray of Frost

Lv 1 Projectile cold

A frigid beam of blue-white light that numbs and slows its target.

What it does for a new Sorcerer at level 1; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 4–11 cold damage.
  • Rolls to hit against armor (+5 to hit).
  • 33% chance per hit to leave a foe Chilled for 1.6 s (slowed 40% (+7% per extra stack; bosses half). At 5 stacks the target freezes solid).
Type
Projectile
Cost
Free
Cooldown
0.9s
Damage
1d8 + CHA mod cold
Hit
Attack roll vs AC
Scales with
Charisma
Projectiles
1
Range
9 tiles
Applies
Chilled 30% · 1.5s

Damage dice by level Lv 1 1d8Lv 5 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Ray of Frost mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 100.9s—Learned
2Lv 100.9s+3%Chill chance +10% · Chilled 40% · 1.5s
3Lv 200.9s+16%Damage +10%
4Lv 400.9s+19%
5Lv 500.9s+22%Range +20%
6Lv 600.9s+25%Chills last 30% longer · Chilled 40% · 2s
7Lv 800.8s+28%Cooldown −8%
8Lv 1000.8s+31%
9Lv 1200.8s+34%Chill chance +10% · Chilled 50% · 2s
10Lv 1400.7s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · Chilled 65% · 2s

Rank 4: pick one

  • Twinned Spell +1 ray, rays −35% damage.
  • Empowered Spell Damage +20%, cooldown +10%.

Rank 8: pick one

  • Heightened Spell Foes are Frozen instead of Chilled (−35% chance).
  • Distant Spell Range +30%; rays pierce; damage −10%.

Rank 10, Mastered: Absolute Zero: status chance +15% and range +20%.

Elemental Barrage

Lv 2 Projectile fire

Hurl a fan of crackling elemental bolts. The more you master it, the more come out.

What it does for a new Sorcerer at level 2; in game the numbers follow your hero

  • Fires 3 projectiles in a 18° fan (9 tiles range), each dealing 4–9 fire damage.
  • Rolls to hit against armor (+5 to hit).
  • Leaves the foe Scorched (your payoff consumes it).
Type
Projectile
Cost
15
Cooldown
5s
Damage
1d6 + CHA mod fire
Hit
Attack roll vs AC
Scales with
Charisma
Projectiles
3 (18° spread)
Range
9 tiles

Damage dice by level Lv 2 1d6Lv 6 2d6Lv 11 3d6Lv 16 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Elemental Barrage mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1155s—Learned
2Lv 1155s+3%+1 bolt · 4 projectiles
3Lv 2154.9s+6%Range +15%
4Lv 4154.9s+9%
5Lv 5124.8s+12%Cost −15%
6Lv 6124.8s+15%+1 bolt · 5 projectiles
7Lv 8124.7s+18%Bolts set foes Burning (20%) · Burning 20% · 3s
8Lv 10124.6s+21%
9Lv 12124.6s+24%+1 bolt · 6 projectiles
10Lv 1484.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · Burning 40% · 3s

Rank 4: pick one

  • Twinned Spell +2 bolts, bolts −35% damage.
  • Piercing Spell Bolts pierce; damage −10%.

Rank 8: pick one

  • Quickened Spell Cooldown −15%.
  • Empowered Spell Damage +15%, Burning chance +20%.

Rank 10, Mastered: Torrent: range +20% and Burning chance +20%.

Forked Lightning

Lv 5 Projectile lightning

A bolt of raw lightning that forks from one foe to the next and the next.

What it does for a new Sorcerer at level 5; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 6–28 lightning damage.
  • Then leaps to 3 more foes nearby, 15% weaker each jump.
  • Foes roll a Dexterity save against your DC 14: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 38% chance per hit to leave a foe Shocked for 4.2 s (takes 6% more damage per stack (up to 3). When struck again, a spark arcs to a nearby foe).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Scorched (your payoff consumes it).
Type
Projectile
Cost
25
Cooldown
7s
Damage
3d8 + CHA mod lightning
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Projectiles
1
Range
9 tiles
Chains
3 more foes
Applies
Shocked 35% · 4s

Damage dice by level Lv 5 3d8Lv 9 4d8Lv 13 5d8Lv 17 6d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Forked Lightning mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1257s—Learned
2Lv 1256.9s+3%+1 chain · 4 chains
3Lv 2256.9s+6%Shock chance +10% · Shocked 45% · 4s
4Lv 4246.8s+9%
5Lv 5206.7s+12%Cost −15%
6Lv 6206.7s+15%+1 chain · 5 chains
7Lv 8206.6s+18%Shocks last 30% longer · Shocked 45% · 5.2s
8Lv 10206.5s+21%
9Lv 12196.4s+24%Range +20%
10Lv 14136.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 6 chains · Shocked 55% · 5.2s

Rank 4: pick one

  • Twinned Spell +1 bolt, bolts −35% damage.
  • Extended Spell +2 chains, damage −20%.

Rank 8: pick one

  • Heightened Spell Shock chance +25%.
  • Quickened Spell Cooldown −15%.

Rank 10, Mastered: Storm Conduit: +1 chain and shock chance +10%.

Metamagic Surge

Lv 7 Buff

Let the magic in your blood run wild: every spell comes faster and hits harder for a while.

What it does for a new Sorcerer at level 7; in game the numbers follow your hero

  • For 8 s, you gain +20% cooldown reduction and +12% skill damage.
Type
Buff
Cost
20
Cooldown
22s
Scales with
Charisma
Duration
8s
Grants you
+20% Cooldown Reduction, +12% Skill Damage
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Metamagic Surge mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12022s—Learned
2Lv 12021.8s+3%Duration +15% · 9.2s
3Lv 22021.6s+6%Surge strength +15% · +23% Cooldown Reduction, +13.8% Skill Damage
4Lv 41921.3s+9%
5Lv 51919.4s+12%Cooldown −8%
6Lv 61519.1s+15%Cost −20%
7Lv 81518.9s+18%Duration +10% · 10s
8Lv 101518.7s+21%
9Lv 121418.5s+24%Surge strength +10% · +25% Cooldown Reduction, +15% Skill Damage
10Lv 14918.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +28% Cooldown Reduction, +16.8% Skill Damage

Rank 4: pick one

  • Empowered Surge Surge strength +30%, duration −20%.
  • Extended Surge Duration +30%.

Rank 8: pick one

  • Quickened Surge Cooldown −15%.
  • Wild Surge You also become Hasted; cost +30%.

Rank 10, Mastered: Wild Blood: surge strength +15%.

Glacial Burst

Lv 9 Area cold

Ice explodes outward from your body, battering and numbing everything around you — and crusts over you as armor.

What it does for a new Sorcerer at level 9; in game the numbers follow your hero

  • Hits every foe within 3 tiles of you for 7–37 cold damage.
  • Foes roll a Constitution save against your DC 15: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 65% chance per hit to leave a foe Chilled for 3.2 s (slowed 40% (+7% per extra stack; bosses half). At 5 stacks the target freezes solid).
  • Its effect only lands on foes that fail the save.
  • Wraps you in a barrier that absorbs 28 damage (15% of max HP; stacks up to 30% of max HP).
  • Leaves the foe Scorched (your payoff consumes it).
Type
Area (around you)
Cost
35
Cooldown
11s
Damage
4d8 + CHA mod cold
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
3 tiles
Barrier
15% of max HP
Applies
Chilled 60% · 3s

Damage dice by level Lv 9 4d8Lv 13 5d8Lv 17 6d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Glacial Burst mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13511s—Learned
2Lv 13510.9s+3%Radius +10% · radius 3.3
3Lv 23410.8s+6% +1d+1 damage die
4Lv 43410.7s+9% +1d
5Lv 5349.7s+12% +1dCooldown −8%
6Lv 6339.6s+15% +1dChill chance +15% · Chilled 75% · 3s
7Lv 8339.5s+18% +1dRadius +10% · radius 3.6
8Lv 10339.4s+21% +1d
9Lv 12279.2s+24% +1dCost −15%
10Lv 14189.1s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.2 · Chilled 90% · 3s

Rank 4: pick one

  • Widened Spell Radius +35%, damage −10%.
  • Empowered Spell Damage +20%, cost +25%.

Rank 8: pick one

  • Heightened Spell Foes are Frozen instead of Chilled (−30% chance).
  • Quickened Spell Cooldown −15%.

Rank 10, Mastered: Glacier Heart: radius +20% and status chance +15%.

Disintegrate

Lv 13 Projectile force

A thin green ray that reduces whatever it touches — and everything behind it — to dust.

What it does for a new Sorcerer at level 13; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 14–66 force damage, piercing through every foe in its path.
  • Foes roll a Dexterity save against your DC 16: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Leaves the foe Scorched (your payoff consumes it).
Type
Projectile
Cost
40
Cooldown
12s
Damage
10d6 + CHA mod force
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Projectiles
1
Range
9 tiles
Pierces
Yes

Damage dice by level Lv 13 10d6Lv 17 11d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Disintegrate mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14012s—Learned
2Lv 14011.9s+3%Range +15%
3Lv 23311.8s+6%Cost −15%
4Lv 43311.6s+9%
5Lv 53210.6s+12%Cooldown −8%
6Lv 63210.4s+15% +1d+1 damage die
7Lv 83210.3s+18% +1dRange +15%
8Lv 103110.2s+21% +1d
9Lv 122510.1s+24% +1dCost −15%
10Lv 141410s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus)

Rank 4: pick one

  • Twinned Spell +1 ray, rays −35% damage.
  • Empowered Spell Damage +25%, cost +30%.

Rank 8: pick one

  • Quickened Spell Cooldown −15%.
  • Careful Spell Cost −40%.

Rank 10, Mastered: Unmaking: damage +10% and range +20%.

Starfall

Lv 17 Area fire

Tear a burning star out of the dark and drop it on your enemies.

What it does for a new Sorcerer at level 17; in game the numbers follow your hero

  • Hits every foe in a 4-tile radius up to 7 tiles away for 17–85 fire damage.
  • Foes roll a Dexterity save against your DC 18: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Burning for 4.2 s (takes fire damage every half second. New burns add time (up to 8s)).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Scorched (your payoff consumes it).
Type
Area
Cost
60
Cooldown
22s
Damage
12d6 + CHA mod fire
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
4 tiles
Range
7 tiles
Applies
Burning 40% · 4s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Starfall mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 16022s—Learned
2Lv 15921.8s+3%Radius +10% · radius 4.4
3Lv 25921.6s+6%Burning chance +15% · Burning 55% · 4s
4Lv 45821.3s+9%
5Lv 55819.4s+12%Cooldown −8%
6Lv 65719.1s+15% +1d+1 damage die
7Lv 85618.9s+18% +1dRadius +10% · radius 4.8
8Lv 105618.7s+21% +1d
9Lv 124618.5s+24% +1dCost −15%
10Lv 143118.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 5.6 · Burning 75% · 4s

Rank 4: pick one

  • Widened Spell Radius +35%, damage −10%.
  • Empowered Spell Damage +20%, radius −20%.

Rank 8: pick one

  • Quickened Spell Cooldown −15%.
  • Scorched Earth Burning chance +20%; burns last 60% longer.

Rank 10, Mastered: Heaven's Fury: radius +20% and Burning chance +20%.

Draconic Bloodline skills

Draconic Breath

Lv 3 Area fire Draconic Bloodline

Exhale a gout of dragonfire over the area in front of you.

What it does for a new Sorcerer at level 3; in game the numbers follow your hero

  • Hits every foe in a 2.6-tile radius up to 4 tiles away for 6–21 fire damage.
  • Foes roll a Dexterity save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Burning for 3.2 s (takes fire damage every half second. New burns add time (up to 8s)).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Scorched (your payoff consumes it).
Type
Area
Cost
20
Cooldown
9s
Damage
3d6 + CHA mod fire
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
2.6 tiles
Range
4 tiles
Applies
Burning 40% · 3s

Damage dice by level Lv 3 3d6Lv 9 4d6Lv 14 5d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Draconic Breath mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1209s—Learned
2Lv 1208.9s+3%Radius +10% · radius 2.9
3Lv 2208.8s+6% +1d+1 damage die
4Lv 4198.7s+9% +1d
5Lv 5197.9s+12% +1dCooldown −8%
6Lv 6197.8s+15% +1dBurning chance +15% · Burning 55% · 3s
7Lv 8197.7s+18% +1dRadius +10% · radius 3.1
8Lv 10197.7s+21% +1d
9Lv 12157.6s+24% +1dCost −15%
10Lv 14107.5s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.6 · Burning 75% · 3s

Rank 4: pick one

  • Wyrm's Lungs Radius +35%, damage −10%.
  • Empowered Breath Damage +20%, cost +25%.

Rank 8: pick one

  • Quickened Breath Cooldown −15%.
  • Clinging Dragonfire Burning chance +20%; burns last 60% longer.

Rank 10, Mastered: Ancient Wyrm: radius +20% and Burning chance +20%.

Stormborn Bloodline skills

Tempest Step

Lv 3 Dash lightning Stormborn Bloodline

Become lightning for an instant and crack through the enemy line, arcing into anyone nearby.

What it does for a new Sorcerer at level 3; in game the numbers follow your hero

  • Dashes 5 tiles, hitting every foe you pass through for 5–19 lightning damage.
  • Then leaps to 1 more foe nearby, 15% weaker each jump.
  • Foes roll a Dexterity save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Shocked for 3.2 s (takes 6% more damage per stack (up to 3). When struck again, a spark arcs to a nearby foe).
  • Its effect only lands on foes that fail the save.
  • You can't be hit while dashing, and it breaks roots.
  • Leaves the foe Scorched (your payoff consumes it).
Type
Dash
Cost
15
Cooldown
8s
Damage
2d8 + CHA mod lightning
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Distance
5 tiles
Chains
1 more foes
Applies
Shocked 40% · 3s

Damage dice by level Lv 3 2d8Lv 9 3d8Lv 14 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Tempest Step mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1158s—Learned
2Lv 1157.9s+3%Distance +15% · range 5.8
3Lv 2157.8s+6%+1 chain · 2 chains
4Lv 4157.8s+9%
5Lv 5117.7s+12%Cost −20%
6Lv 6117.6s+15%Shock chance +10% · Shocked 50% · 3s
7Lv 8117.5s+18%Distance +15% · range 6.5
8Lv 10117.4s+21%
9Lv 12117.4s+24%Shocks last 30% longer · Shocked 50% · 3.9s
10Lv 1477.3s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 7.5 · Shocked 65% · 3.9s

Rank 4: pick one

  • Arc Flash +2 chains, damage −30%.
  • Thunderclap Arrival Damage +25%, distance −20%.

Rank 8: pick one

  • Quickened Step Cooldown −15%.
  • Static Wake Shock chance +25%.

Rank 10, Mastered: Living Lightning: distance +20% and shock chance +15%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Draconic Bloodline

Sorcerers with a dragon somewhere in the family tree — and scales creeping over their skin to prove it.

Skills

Features

  1. Lv 3
    Draconic Resilience Scales harden your skin.
    • +15 Hit Points
    • +10% Max HP
    • +2 Armor Class
  2. Lv 7
    Elemental Affinity Your draconic element runs through your spells.
    • +3 Fire Damage
    • +25% Fire Resistance
  3. Lv 11
    Dragon Scales Your scales thicken into true armor.
    • +5% Damage Reduction
    • +1 Armor Class
  4. Lv 15
    Dragon Wings Spectral wings carry you across the battlefield.
    • +10% Move Speed
  5. Lv 18
    Draconic Presence You radiate a dragon's dread majesty.
    • +10% Damage

Stormborn Bloodline

Sorcerers born during a killing storm, who still carry its lightning in their bones.

Skills

Features

  1. Lv 3
    Storm's Blood Lightning answers you and spares you.
    • +25% Lightning Resistance
    • +25% Thunder Resistance
  2. Lv 7
    Heart of the Storm Your spells crackle with extra voltage.
    • +3 Lightning Damage
  3. Lv 11
    Tailwind The storm pushes at your back.
    • +8% Move Speed
    • +3% Dodge
  4. Lv 15
    Storm's Fury Your magic strikes like a thunderbolt.
    • +5% Crit Chance
  5. Lv 18
    Wind Soul You are the storm's heart.
    • +8% Damage
    • +5% Cooldown Reduction

Talents & roles

Sorcerers lean damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Sorcerer talents Party roles

Spellbook & mechanic

Flux

Run hot, and choose where it spills.

Casting builds heat. Stirring at 40 grows your spells, Brimming at 80 may cast a Wild Surge, and at 100 you overflow in a Wellburst and are left Spent for a moment.

Keystone: Fulgurite Mind · Chase legendary: The Crackling Crown

Sorcerers choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Sorcerer pages and variants How the Spellbook works

Sorcerer unique weapons

Wildspark Wand Starter

Wand · Weapon · drops from level 5

  • +8–24% Skill Damage
  • +2–6 Charisma
  • +2–10 Lightning Damage
  • +1 random affix

Wild Barrage. Elemental Barrage fires 5 more bolts at 195–215% damage, and every bolt seeks a foe.

“It was a perfectly ordinary wand until its owner sneezed.”

Prism of Unmaking

Runewand · Weapon · drops from level 12

  • +8–24% Skill Damage
  • +2–6 Charisma
  • +8–25% Status Effect Chance
  • +1 random affix

Spectrum. Each cast turns your element: fire, then cold, then lightning. Hits have a 60–67% chance to Burn, Chill or Shock to match.

Refraction. Skills have a 22% chance to cast twice.

“Light goes in whole. What comes out has opinions.”

Heart of the Storm-Crossed

War Staff · Weapon · drops from level 16

  • +8–24% Skill Damage
  • +2–6 Charisma
  • +2–7% Crit Chance
  • +3 random affixes

Heat. Sorcery Points become Heat: casting builds it, time cools it. +12–13.5% damage per 10% Heat. Full Heat: a 500% nova, then Silenced 1s.

“The blood of storms does not run in the veins. It runs hot, then it runs out.”

The Deepest Chart ◈ DEEP

War Staff · Weapon · drops from level 20

  • +10–28% Skill Damage
  • +3–8 Intelligence
  • +8–30 Max Resource
  • +3 random affixes

Uncharted Stars. Each cast sets a void star circling you (+2% skill damage each). At 7 they fall on foes for 175–210% weapon damage each.

Margin Notes. Kills refund 30–40% of your last skill's cost.

Here Be Monsters. Every 24 foes your skills strike, 3 void rings burst out of you: 280–320% weapon damage each, flinging foes back. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“A chart of a floor no one has reached, rolled tight around a staff. It unrolls when you aren't looking.”

Sorcerers are Arcanists: they can also wear the 9 Arcanist unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.