The sorcerer is a powerful class capable of harnessing the elements of fire, ice, and arcane magic. In addition, they are talented at Counterspells. Their presence (along with Psionicists) is perhaps strongest on Qalia (Khelium Ak'Zel was an infamous sorcerer in Qalia's history).
Note: These were from the older system for Sorcerers. This no longer applies.
"The four elements are fire, air, water, and earth, and the creatures that embody these elements have great power. To harness the elements means strength, but to control the very avatars that represent them? Even the greatest masters of the arcane have failed to properly do this. The result has only been death." - The Book of Lataron, Chapter IV
"Proper use of the four elements, and the techniques to weave them together, are the sign of a true sorcerer. There are unfounded legends, however, of ancient elemental magics that can take even a master spell weaver to a higher level of power. Such claims are likely false. Even if such magics existed, they have been lost in the passage of time." - The Book of Lataron, Chapter XI
CHAR - Flames engulf your opponent that deal instant damage and additional damage over time.
Char I - 120 to 132 damage and 40 to 48 damage over 4 seconds.
Char II - 229 to 246 damage and 77 to 87 damage over 4 seconds. (Level 14)
Char III - 335 to 356 damage and 114 to 125 damage over 4 seconds.
Char IV - 482 to 510 damage and 167 to 179 damage over 4 seconds.
Char V - 504 to 534 damage and 173 to 188 damage over 4 seconds. (Level 30)
Char VI - 804 to 849 damage and 279 to 298 damage over 4 seconds. (Level 46)
FIREBALL - Ball of fire that explodes in a 10 meter area and does additional damage.
Fireball I - 200 to 214 damage and an additional 25 to 32 damage.
Fireball II - 314 to 334 damage and an additional 43 to 49 damage.
Fireball III - 469 to 498 damage and an additional 63 to 70 damage.
Fireball IV - 464 to 491 damage and an additional 63 to 70 damage. (being looked at)
Fireball V - 764 to 809 damage and an additional 106 to 115 damage. (Level 44)
FLAME SPEAR - A fiery spear that grows larger as it near its target. Does maximum damage at maximum distance. This spell does instant damage and an additional damage over time.
Flame Spear I - 584 to 620 damage and 76 to 86 damage over 4 seconds.
Flame Spear II - 945 to 998 damage and 124 to 135 damage over 4 seconds.
Flame Spear III - 988 to 1042 damage and 130 to 141 damage over 4 seconds.
Flame Spear IV - 1723 to 1816 damage and 227 to 243 damage over 4 seconds. (Level 46)
INCINERATE - Flames combust on an opponent doing instant damage and additional damage. This spell can only be activated after a critical hit with fire.
Incinerate I - 872 to 922 damage and an additional 114 to 124 damage.
Incinerate II - 1227 to 1296 damage and an additional 162 to 176 damage.
Incinerate III - 1209 to 1276 damage and an additional 159 to 172 damage. (being looked at)
Incinerate IV - 1997 to 2104 damage and an additional 265 to 284 damage. (Level 44)
METEOR STORM - Calls meteors from the heavens to rain down on opponents dealing 2006 to 2113 damage in a 15 meter radius. Targets are stunned for 4 seconds while burning for 430 to 456 damage. (Level 50)
Cold Evocation
FREEZE - Encases the target in ice while dealing ice damage and making them immobile for 6 seconds.
Freeze I - 342 to 363 damage. (Level 24)
Freeze II - 458 to 487 damage. (Level 32)
Freeze III - 455 to 421 damage. (being looked at)
Freeze IV - 716 to 769 damage. (Level 48)
FROSTBITE - A chilling burst that deals instant damage and reduces movement by 70% for a set time.
Frostbite I - 38 to 45 damage (8 seconds)
Frostbite II - 85 to 95 damage. (8 seconds)
Frostbite III - 141 to 153 damage. (10 seconds)(Level 18)
Frostbite IV - 208 to 224 damage. (10 seconds)(Level 26)
Frostbite V - 276 to 294 damage. (12 seconds)(Level 34)
Frostbite VI - 347 to 370 damage. (12 seconds)(Level 42)
Frostbite VII - 424 to 450 damage. (14 seconds)(Level 50)
COLDWAVE - Annihalates all opponents in a 15 meter cone with a violent burst of ice with additional damage within a 10 meter radius.
Coldwave I - 670 to 710 damage and an additional 521 to 552 damage.
Coldwave II - 642 to 679 damage and an additional 499 to 529 damage.
Coldwave III - 1070 to 1129 damage and an additional 831 to 879 damage. (Level 46)
ICEQUAKE - The ground freezes and fractures around your target dealing damage to all opponents within 10 minutes and reducing movement by 70% for a set time.
Icequake I - 408 to 435 damage. (6 seconds)
Icequake II - 558 to 591 damage. (6 seconds)
Icequake III - 534 to 556 damage. (6 seconds)(being looked at)
Icequake IV - 892 to 942 damage. (6 seconds)(Level 46)
Arcane Evocation
TAQMIR'S BOLTS - A series of bolts that deal damage to an opponent and also creates feedback, restoring energy over time.
Taqmir's Bolts I - 60 to 68 damage and 5 to 10 energy over 6 seconds.
Taqmir's Bolts II - 132 to 145 damage and 5 to 10 energy over 6 seconds.
Taqmir's Bolts III - 235 to 252 damage and 5 to 14 energy over 6 seconds.
Taqmir's Bolts IV - 354 to 378 damage and 10 to 19 energy over 6 seconds.
Taqmir's Bolts V - 487 to 518 damage and 14 to 24 energy over 6 seconds.
TAQMIR'S BARRAGE - A barrage of bolts that deal damage to an opponent and also creates feedback, restoring energy over time.
Taqmir's Barrage I - 618 to 653 damage and 19 to 33 energy over 6 seconds.
Taqmir's Barrage II - 575 to 608 damage and 15 to 29 energy over 6 seconds.
Taqmir's Barrage III - 919 to 971 damage and 24 to 48 energy over 6 seconds. (Level 42)
Taqmir's Barrage IV - 1045 to 1104 damage and 28 to 57 energy over 6 seconds. (Level 48)
SHOCKING GRASP - Shocks an opponent at short range and also creates feedback, restoring energy over time.
Shocking Grasp I - 92 to 102 damage and 5 to 10 energy over 6 seconds.
Shocking Grasp II - 188 to 202 damage and 5 to 14 energy over 6 seconds.
Shocking Grasp III - 312 to 334 damage and 10 to 24 energy over 6 seconds.
Shocking Grasp IV - 439 to 468 damage and 14 to 33 energy over 6 seconds.
Shocking Grasp V - 435 to 460 damage and 14 to 32 energy over 6 seconds. (being looked at)
Shocking Grasp VI - 716 to 759 damage and 28 to 52 energy over 6 seconds. (Level 44)
ENERGY RIFT - Creates a rift to unleash raw energy that deals instant damage to an opponent within 10 meters. This spell generates feedback which restores energy over time.
Energy Rift I - 211 to 226 damage and 5 to 10 energy over 6 seconds.
Energy Rift II - 370 to 394 damage and 10 to 19 energy over 6 seconds.
Energy Rift III - 566 to 600 damage and 14 to 28 energy over 6 seconds.
Energy Rift IV - 761 to 804 damage and 19 to 38 energy over 6 seconds.
Energy Rift V - 707 to 747 damage and 17 to 35 energy over 6 seconds. (being looked at)
Energy Rift VI - 1190 to 1256 damage and 33 to 62 energy over 6 seconds. (Level 48)
CHAOS VOLLEY - Releases a torrent of energy at an opponent which also damages you. With each burst the torrent will grow. This spell also generates feedback which restores energy over time.
Chaos Volley I - 280 to 299 damage and 28 to 36 damage to you.
Chaos Volley II - 395 to 422 damage and 40 to 48 damage to you.
Chaos Volley III - 517 to 547 damage and 57 to 64 damage to you.
Chaos Volley IV - 646 to 684 damage and 70 to 80 damage to you. (Level 44)
Self Evocation
CHROMATIC HALO - Surrounds each group member with a shield that reflects an incoming fire, cold, physical, spiritual, mental, and arcane spell. (Level 50)
FORCE BARRIER - Creates a barrier around you for 60 minutes. The barrier increases armor class and reduces incoming damage. If an attacker hits the barrier there is a 10% chance of being stunned for 3 seconds.
Force Barrier I - Increases armor class by 68 and reduces incoming damage by 4%.
Force Barrier II - Increases armor class by 225 and reduces incoming damage by 4%.
Force Barrier III - Increases armor class by 385 and reduces incoming damage by 5%.
Force Barrier IV - Increases armor class by 556 and reduces incoming damage by 5%.
Force Barrier V - Increases armor class by 727 and reduces incoming damage by 6%.
Force Barrier VI - Increases armor class by 656 and reduces incoming damage by 6%. (being looked at)
Force Barrier VII - Increases armor class by 1026 and reduces incoming damage by 7%. (Level 48)
CHROMATIC BARRIER - Increases all resistances and reflects an incoming spell back at its caster.
Chromatic Barrier I - Increases all resistances by 80 and reflects a spell back every 120 seconds.
Chromatic Barrier II - Increases all resistances by 96 and reflects a spell back every 60 seconds.
FIRE BARRIER - The flames' embrace generates spell haste, increases energy regeneration, and has a chance to heal energy when you cast a spell.
Fire Barrier I - 10% spell haste and 10% chance to heal 60 energy.
Fire Barrier II - 15% spell haste and 15% chance to heal 255 energy.
Fire Barrier III - 20% spell haste and 20% chance to heal 260 energy. (Level 48)
ARCANE MANTLE - Increases arcane resistances.
Arcane Mantle I - Increase by 110. (Level 18)
Arcane Mantle II - Increase by 150. (Level 26)
Arcane Mantle III - Increase by 190. (Level 34)
Arcane Mantle IV - Increase by 230. (Level 42)
Arcane Mantle V - Increase by 270. (Level 50)
ELEMENTAL MANTLE - Increases fire and ice resistances.
Elemental Mantle I - Increases by 44. (Level 22)
Elemental Mantle II - Increases by 68. (Level 30)
Elemental Mantle III - Increases by 84. (Level 38)
Elemental Mantle IV - Increases by 100. (Level 46)
MIMIC - Copies and magnifies the arcane evocation spell cast previous to it. Can only be cast after a critical hit with arcane.
Mimic I - Same description.
Mimic II - Same description. (Level 18)
Mimic III - Same description. (Level 26)
Mimic IV - Same description. (Level 34)
Mimic V - Same description. (Level 42)
Mimic VI - Same description. (Level 50)
SANCTUARIES
Inner Sanctuary - (Level 48)
Natural Sanctuary - (Level 46)
Etherial Sanctuary -
Ghostly Sanctuary - (Level 50)
Glacial Sanctuary - (Level 44)
Searing Sanctuary - (Level 42)
COUNTERSPELLS
Disperse - Counters the effects of a spell by dispersing it.
Reflect - Reflects a spell being cast back at the caster, countering it. (Level 30)
Nulling Ward - A magical ward that disperses one incoming spell. (Level 26)
Mirror Ward - Same description. (Level 36)
COLOUR SPRAY
Color Spray I - A blast of color that mesmerizes opponents in a 10 meter cone for 4 seconds.
Color Spray II - A blast of color that mesmerizes opponents in a 10 meter cone for 6 seconds. (Level 24)
Color Spray III - A blast of color that mesmerizes opponents in a 10 meter cone for 8 seconds. (Level 44)
SLEEP
Sleep I - Puts an opponent to sleep for 30 seconds. The slumber will only last until hit and you may only have 1 target asleep at a time.
Sleep II - Puts an opponent to sleep for 40 seconds. The slumber will only last until hit and you may only have 1 target asleep at a time.
Sleep III - Puts an opponent to sleep for 50 seconds. The slumber will only last until hit and you may only have 1 target asleep at a time.
FORGET
Forget I - This spell makes your opponent forget a small portion of its anger toward you. (Level 14)
Forget II - This spell makes your opponent forget a moderate portion of its anger toward you. (Level 28)
Forget III - This spell makes your opponent forget a large portion of its anger toward you. (Level 42)
MISC
Disenchant - Strips one positive effect from your opponent. (Level 12)
Invisibility - You create a magical shroud that renders you invisible for 3 minutes.
Planar Gateway - Opens a planar door that leads to the nearest safe point.
Drain Energy - Drains 1046 to 1103 energy from an opponent and returns it to you.
Silence - Prevents an opponent from casting a spell for 8 seconds. (Level 20)
Amplify Destruction - The next spell you cast deals 50% more damage. (Level 44)
Amplify Acuity - The next spell you cast has a 100% chance to score a critical hit. (Level 24)
Amplify Efficiency - The next spell you cast is free. (Level 14)
Gather Energy - Gather energy from the air around you until you move or are attacked (Level 14)
CONJURATION
RINGS
Conjure Diamond Ring - Creates a diamond ring that increases intelligence and wisdom, and grants levitation. (Level 26)
Conjure Opal Ring - Creates an opal ring that increases intelligence and wisdom, and grants immunity to movement debuffs. (Level 50)
Conjure Quartz Ring - Creates a quarz ring that increases intelligence, wisdom, light radius, and grants see invisibility.
Conjure Quicksilver Ring - Creates a quicksilver ring that increases intelligence and wisdom, and grants 25% refresh haste and movement.
Conjure Aquamarine Ring - Creates a aquamarine ring that increases intelligence and wisdom, and grants underwater breathing.
ENERGY SHARDS
Conjure Minor Energy Shard - Conjures an energy shard that, when used, restores 60-90% mana over 8 seconds. (Level 18)
Conjure Energy Shard - Conjures an energy shard that, when used, restores 90-120% mana over 8 seconds.
Conjure Major Energy Shard - Conjures an energy shard that, when used, restores 120-150% mana over 8 seconds. (Level 50)
I will update the last few that I didnt put a description up for soon. Enjoy.