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Sorcerers are a class available to player characters in the Enhanced Edition game.

Description[]

Sorcerers are practitioners of magic born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they are spawn of the gods themselves, or even dragons walking in humanoid form. Regardless, the Sorcerer’s magic is intuitive rather than logical. They know fewer spells than Mages and acquire spells more slowly, but they can cast them more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way Mages do. Other than these differences, a Sorcerer is very similar to a Mage.

Class Features[]

  • May not wear any armor.
  • May only use the following weapons: dagger, quarterstaff, dart, sling.
  • May only become Proficient (one slot) in any weapon class.
  • May not place any slots in any fighting style.
  • May cast arcane spells.
  • May not scribe spells into their spellbooks as Mages do. Instead, Sorcerers learn a small number of spells at each level, which they can cast daily without memorization.
  • Hit Die: d4

Class Kits[]

Dragon Disciple[]

Dragon Disciple Breath Weapon 2

The powerful Breath Weapon of the Dragon Disciple

Dragon Disciples are powerful Sorcerers with dragons' blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful spells and exhibit dragon-like abilities.

Advantages

  • 1st level: +1 bonus to AC.
  • 3rd level: May use Breath Weapon once per day.
    • BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone.
  • 4th level: Gains 25% innate Fire Resistance.
  • 5th level: +1 bonus to AC and Constitution.
  • 6th level: Breath Weapon damage increases to 4d8.
  • 8th level: Innate Fire Resistance rises to 50%.
  • 9th level: Breath Weapon damage increases to 5d8.
  • 10th level: +1 bonus to AC.
  • 12th level: Breath Weapon damage increases to 6d8. Innate Fire Resistance rises to 75%.
  • 15th level: Breath Weapon damage increases to 7d8. +1 bonus to AC and Constitution.
  • 16th level: Innate Fire Resistance rises to 100%.
  • 18th level: Breath Weapon damage increases to 8d8.
  • 20th level: +1 bonus to AC.
  • Hit Die: d6

Disadvantages

  • May cast one fewer spell per level per day.

Source:

  • Icewind Dale: Enhanced Edition - Manual 2 - Mastering Melee & Magic

External Links[]

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