Surrealistik
2009-06-16, 09:08 PM
The intent of this variant is to make the Sorcerer competitive with the Wizard. All bold portions within passages of original text have been modified. Everything else not mentioned about the class is as per the SRD.
Alignment
Any.
Hit Die
d4.
BAB: Poor.
Saves: Will: High, Reflex: Low, Fortitude: Low
Skill Points at 1st Level:
(2 + Int modifier) ×4.
Skill Points at Each Additional Level:
2 + Int modifier.
Class Skills:
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
{table]Level:|BAB:|Fort:|Ref:|Will|Special
1st|+0|+0|+0|+2|Summon Familiar, Eschew Materials
2nd|+1|+0|+0|+3|Innate Arcana
3rd|+1|+1|+1|+3|Force of Personality
4th|+2|+1|+1|+4|Improved Eschew Materials
5th|+2|+1|+1|+4|Spell Surge
6th|+3|+2|+2|+5|Improved Spontaneous Metamagic
7th|+3|+2|+2|+5|Mind's Desire
8th|+4|+2|+2|+6|Contest of Wills
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|Improved Spell Surge
11th|+5|+3|+3|+7|
12th|+6/+1|+4|+4|+8|Greater Spontaneous Metamagic
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|Mind's Desire II
15th|+7/+2|+5|+5|+9|Greater Spell Surge
16th|+8/+3|+5|+5|+10|
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11|Spontaneous Metamagic Mastery
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|Ignore Material Components, Spell Surge Mastery[/table]
Class Features:
Weapon and Armor Proficiencies:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells:
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon taking a new class level, the sorcerer can choose to learn any number of new arcane spells from the sorcerer/wizard spell list in place of sorcerer spells he already knows, effectively exchanging them. All new spells learned in this way must be of the same level as the ones they replace. Furthermore, the sorcerer may exchange any number of metamagic feats he gained as a sorcerer for an equal number of new metamagic feats. The sorcerer must meet all the prerequisites of all new metamagic feats gained in this way.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Familiar:
A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Eschew Materials (Su):
As his power is self-actuated, the sorcerer needs not bother with most minor spellcasting components, instead drawing upon his own energies and willpower as regeants.
At the 1st class level, the sorcerer gains the Eschew Materials feat for free.
Innate Arcana (Ex):
The sorcerer's knowledge of the arcane is instinctual, originating not from study or research but an inherent understanding that transcends both.
Starting at the 2nd class level, the Knowledge(Arcana) and Spellcraft skills become Charisma based for the sorcerer whenever his Charisma modifier is higher than his Intelligence modifier.
Force of Personality (Ex):
Burgeoning powers give rise to the sorcerer's awareness and a capacity to leverage his prodigious strength of personality to the enactment and fortification of his will.
Starting at the 3rd class level, the sorcerer adds his Charisma instead of his Wisdom modifier as a bonus to all Will saving throws and checks if it's higher.
Improved Eschew Materials (Su):
Starting at the 4th class level, the sorcerer can cast any sorcerer spell that has a material component or focus worth 100 gp or less without needing that component or focus. If the spell requires a material component or focus that costs more than 100 gp, you must have the material component or focus at hand to cast the spell, just as normal. The value of components that the sorcerer can waive with this ability increases by 100 gp every 4 class levels beyond the first 4.
Focuses which could otherwise be waived with this ability but are required for the execution of a spell, and are not merely consumed, can be substituted with any object the sorcerer desires if that object satisfies the spell's basic requirements such as a receptacle for Soul Bind, or a reflective surface for Scrying.
Spell Surge (Su):
As the sorcerer's abilities increase, he begins to notice the full ramifications of his inherent talents, including the possibility of supplementing his arcane power with his own spiritual and physical essence. By mastering his body and mind, the sorcerer is able to exceed his normal limits by calling upon an inner reserve of latent strength, tapping it to further bolster the already considerable might of his sorceries. Despite the great potential inherent in this maneuver, it must be noted that even successful applications are not without hazard, demanding a costly toll and weighing heavily upon the user's well-being.
Starting at the 5th class level, the sorcerer may increase a sorcerer spell's effective caster level and/or DC from his spell list by an amount up to his class level plus his CHA and CON modifier by doubling its casting time, and succeeding on a Will check versus spells with a DC equal to 10, + the effective level of that spell, +2 for each caster level and DC he wishes to increase the spell's by.
Whether or not this roll is successful, he must then make a Fortitude save with the same DC versus spells. Success on this save means he is Fatigued. If the sorcerer is already Exhausted, he suffers a point of CON damage instead. Failure on this save means he is Exhausted. If the sorcerer is already Exhausted, he suffers 2 points of CON damage instead. Further, for every 5 points he fails this save, he suffers an additional point of CON damage.
Sorcerers immune to Fatigue lose their hit dice in HP (rounded up) if they would be Fatigued, or twice their hit dice in HP if they would be Exhausted from using this ability.
Sorcerers immune to Constitution damage, or that have no Constitution score lose their hit dice in HP for each point of Constitution damage they would have received from using this ability.
If the sorcerer succeeds on Spell Surge's Fortitude save by 5 or more, he suffers no penalties from it.
Improved Spontaneous Metamagic (Su):
Starting at the 6th class level, metamagic enhanced spells cast from the sorcerer's spell list no longer take additional time to cast.
Contest of Wills (Su):
His innate knowledge and expertise with the Weave continuing to blossom, the sorcerer is now able, by sheer force of will and resolve, to reform his magics into raw negating energies, capable of purging, nullifying or even subverting any undesirable expression of arcane power.
Starting at the 8th class level, as an immediate action, the sorcerer may attempt to counter or dispel any spell by succeeding on an opposed Will check between him and the caster of that spell, and expending a number of spell slots with a total spell level equal to or greater than the targeted spell's level. This opposed check features a bonus or penalty equal to the difference in caster level between the sorcerer and the opposing caster. Prior to rolling, the sorcerer may add a bonus to the check by expending any number of additional spell slots. Each spell slot expended in this way provides a cumulative bonus to the check equal to its spell level. Cantrips expended in this way count as half a spell level.
Example: Garagos as a level 10 Sorcerer wishes to counter Bob the level 11 Wizard's Dominate Person on the party rogue with Contest of Wills. Garagos rolls a 15, adding it to his Will save of 7, but subtracting the difference in caster level (1). Bob rolled 19 and has a Will save of 5. Uh oh! It's okay though, because Garagos also happened to expend 12 levels of spell slots, allowing him to win by 10.
If the sorcerer succeeds on this opposed check by 10 or more, he gains permanent control of the spell to be countered or dispelled, and may choose new targets and other properties for it as though he had cast it, and may dismiss it at his option. This spell is otherwise unaffected; it still uses the caster level and primary casting attributes of the creature who cast it, originates from that creature if applicable, and retains all modifying factors such as metamagic, and any applicable feats or abilities of its caster. If a spell hijacked in this way requires concentration to sustain, the sorcerer is now responsible for its sustenance.
Example: Continuing with the above example, because Garagos succeeded spectacularly by a difference of 10, he has gained control of Bob's Dominate Person spell. He then chooses to redirect it to Bob's pesky fighter friend Rob. Because Bob has an INT of 20, and the Spell Focus (Enchantment) feat, the spell has a DC of 21 (15 + 5 + 1), which Rob fails. Garagos then spends a move action on his next turn to instruct Rob to flatten Bob. Rob complies.
If the sorcerer attempts to use this ability on a turn other than his own, he loses a standard action on his next turn, unless he expends a readied standard action.
You may use Contest of Wills to attempt to counter a spell without identifying it via a Spellcraft check. However you will not know the nature of the spell, and consequently how many spell slots to expend. If you expend too few spell slots to counter the spell, your counterspell attempt will automatically fail.
All spell slots expended with this ability are lost regardless of success.
Greater Spell Surge (Su):
Starting at the 10th class level, spells cast with Spell Surge are no longer doubled in casting length.
Greater Spontaneous Metamagic (Su):
Starting at the 12th class level, the sorcerer may reduce the level adjustment of any sorcerer spell cast from his spell list with metamagic applied to it by expending any number of spell slots. Each spell slot expended in this way reduces that spell's metamagic level adjustment by an amount equal to its spell level. Cantrips expended in this way count as half a spell level.
Sorcerers cannot reduce a spell's metamagic level adjustment to be lower than zero in this way.
Example: Garagos Empowers a Ray of Enfeeblement, applying a level adjustment of 2. He cannot expend more than two spell levels worth of spell slots to reduce its level adjustment, as that would take its final level adjustment beneath zero.
Sorcerers must reduce a spell's level adjustment to be equal to or less than the highest level spell he can normally cast.
Example: Garagos, now a level 12 sorcerer, would like to use this ability to cast a Maximized, Split Ray Enervation; a level 10 spell post adjustment. This is fine if he can afford to expend enough total spell slots (4) to bring it down to the highest level spell he can normally cast (6th). Unfortunately he has only a single level 1 and level 2 spell remaining, rendering this impossible.
Mind's Desire (Su):
His mastery of the weave growing at a prodigious rate, its secrets and power prove infinitely malleable before the sorcerer's will, which now all but freely disjoints and transmutes arcane power as he sees fit.
Starting at the 7th class level, the sorcerer may cast any arcane spell by expending a number of spell slots with a total spell level equal to at least three times that spell's level, and succeeding at a Will roll with a DC equal to 15 + twice that spell's level. This DC may be reduced prior to rolling by expending any number of additional spell slots. Each spell slot expended in this way reduces the DC by an amount equal to its spell level. Cantrips expended in this way count as half a spell level.
Starting at the 14th class level, the sorcerer need only expand a number of spell slots with a total spell level equal to at least twice the desired spell's level.
The sorcerer cannot cast a spell of a higher spell level with Mind's Desire than the highest level spell he can cast prior to adjustment.
All spell slots expended with this ability are lost, regardless of success.
Greater Spell Surge (Su):
Starting at the 15th class level, the sorcerer may reduce the DC of Spell Surge's Will roll by voluntarily suffering any amount of Constitution damage. The DC is reduced by an amount equal to 2 times the Constitution damage accrued in this way.
Sorcerers immune to Constitution damage, or that have no Constitution score that wish to utilize this option must instead pay their hit dice in HP for each point of Constitution damage they would suffer.
Note that this does not reduce the DC of Spell Surge's Fortitude save. The Fortitude save DC remains the same as if no reduction of the Will roll's DC occurred in this way.
Spontaneous Metamagic Mastery (Su):
Starting at the 18th class level, the sorcerer may apply any number of metamagic feats, including ones he does not possess, to any sorcerer spell from his spell list by expending a number of spell slots with a total spell level equal to or greater than the total level adjustment of all metamagic applied in this way. That spell consumes a spell slot of its adjusted spell level as normal.
Note that this ability can be used in conjunction with Greater Spontaneous Metamagic.
Ignore Material Components (Su):
At the 20th class level, the sorcerer gains the feat Ignore Material Components for free, even if he does not meet the prerequisites.
Spell Surge Mastery (Su):
Starting at the 20th class level, the sorcerer may reduce the DC of Spell Surge's Will and Fortitude checks by expending any number of spell slots. The total DC is reduced by an amount equal to the total spell level of all spell slots expended in this way. Cantrips expended in this way count as half a spell level.
I know the wording is a little rough. I'll get around to fixing up the worst offenders in time.
Alignment
Any.
Hit Die
d4.
BAB: Poor.
Saves: Will: High, Reflex: Low, Fortitude: Low
Skill Points at 1st Level:
(2 + Int modifier) ×4.
Skill Points at Each Additional Level:
2 + Int modifier.
Class Skills:
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
{table]Level:|BAB:|Fort:|Ref:|Will|Special
1st|+0|+0|+0|+2|Summon Familiar, Eschew Materials
2nd|+1|+0|+0|+3|Innate Arcana
3rd|+1|+1|+1|+3|Force of Personality
4th|+2|+1|+1|+4|Improved Eschew Materials
5th|+2|+1|+1|+4|Spell Surge
6th|+3|+2|+2|+5|Improved Spontaneous Metamagic
7th|+3|+2|+2|+5|Mind's Desire
8th|+4|+2|+2|+6|Contest of Wills
9th|+4|+3|+3|+6|
10th|+5|+3|+3|+7|Improved Spell Surge
11th|+5|+3|+3|+7|
12th|+6/+1|+4|+4|+8|Greater Spontaneous Metamagic
13th|+6/+1|+4|+4|+8|
14th|+7/+2|+4|+4|+9|Mind's Desire II
15th|+7/+2|+5|+5|+9|Greater Spell Surge
16th|+8/+3|+5|+5|+10|
17th|+8/+3|+5|+5|+10|
18th|+9/+4|+6|+6|+11|Spontaneous Metamagic Mastery
19th|+9/+4|+6|+6|+11|
20th|+10/+5|+6|+6|+12|Ignore Material Components, Spell Surge Mastery[/table]
Class Features:
Weapon and Armor Proficiencies:
Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells:
A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon taking a new class level, the sorcerer can choose to learn any number of new arcane spells from the sorcerer/wizard spell list in place of sorcerer spells he already knows, effectively exchanging them. All new spells learned in this way must be of the same level as the ones they replace. Furthermore, the sorcerer may exchange any number of metamagic feats he gained as a sorcerer for an equal number of new metamagic feats. The sorcerer must meet all the prerequisites of all new metamagic feats gained in this way.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Familiar:
A sorcerer can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Eschew Materials (Su):
As his power is self-actuated, the sorcerer needs not bother with most minor spellcasting components, instead drawing upon his own energies and willpower as regeants.
At the 1st class level, the sorcerer gains the Eschew Materials feat for free.
Innate Arcana (Ex):
The sorcerer's knowledge of the arcane is instinctual, originating not from study or research but an inherent understanding that transcends both.
Starting at the 2nd class level, the Knowledge(Arcana) and Spellcraft skills become Charisma based for the sorcerer whenever his Charisma modifier is higher than his Intelligence modifier.
Force of Personality (Ex):
Burgeoning powers give rise to the sorcerer's awareness and a capacity to leverage his prodigious strength of personality to the enactment and fortification of his will.
Starting at the 3rd class level, the sorcerer adds his Charisma instead of his Wisdom modifier as a bonus to all Will saving throws and checks if it's higher.
Improved Eschew Materials (Su):
Starting at the 4th class level, the sorcerer can cast any sorcerer spell that has a material component or focus worth 100 gp or less without needing that component or focus. If the spell requires a material component or focus that costs more than 100 gp, you must have the material component or focus at hand to cast the spell, just as normal. The value of components that the sorcerer can waive with this ability increases by 100 gp every 4 class levels beyond the first 4.
Focuses which could otherwise be waived with this ability but are required for the execution of a spell, and are not merely consumed, can be substituted with any object the sorcerer desires if that object satisfies the spell's basic requirements such as a receptacle for Soul Bind, or a reflective surface for Scrying.
Spell Surge (Su):
As the sorcerer's abilities increase, he begins to notice the full ramifications of his inherent talents, including the possibility of supplementing his arcane power with his own spiritual and physical essence. By mastering his body and mind, the sorcerer is able to exceed his normal limits by calling upon an inner reserve of latent strength, tapping it to further bolster the already considerable might of his sorceries. Despite the great potential inherent in this maneuver, it must be noted that even successful applications are not without hazard, demanding a costly toll and weighing heavily upon the user's well-being.
Starting at the 5th class level, the sorcerer may increase a sorcerer spell's effective caster level and/or DC from his spell list by an amount up to his class level plus his CHA and CON modifier by doubling its casting time, and succeeding on a Will check versus spells with a DC equal to 10, + the effective level of that spell, +2 for each caster level and DC he wishes to increase the spell's by.
Whether or not this roll is successful, he must then make a Fortitude save with the same DC versus spells. Success on this save means he is Fatigued. If the sorcerer is already Exhausted, he suffers a point of CON damage instead. Failure on this save means he is Exhausted. If the sorcerer is already Exhausted, he suffers 2 points of CON damage instead. Further, for every 5 points he fails this save, he suffers an additional point of CON damage.
Sorcerers immune to Fatigue lose their hit dice in HP (rounded up) if they would be Fatigued, or twice their hit dice in HP if they would be Exhausted from using this ability.
Sorcerers immune to Constitution damage, or that have no Constitution score lose their hit dice in HP for each point of Constitution damage they would have received from using this ability.
If the sorcerer succeeds on Spell Surge's Fortitude save by 5 or more, he suffers no penalties from it.
Improved Spontaneous Metamagic (Su):
Starting at the 6th class level, metamagic enhanced spells cast from the sorcerer's spell list no longer take additional time to cast.
Contest of Wills (Su):
His innate knowledge and expertise with the Weave continuing to blossom, the sorcerer is now able, by sheer force of will and resolve, to reform his magics into raw negating energies, capable of purging, nullifying or even subverting any undesirable expression of arcane power.
Starting at the 8th class level, as an immediate action, the sorcerer may attempt to counter or dispel any spell by succeeding on an opposed Will check between him and the caster of that spell, and expending a number of spell slots with a total spell level equal to or greater than the targeted spell's level. This opposed check features a bonus or penalty equal to the difference in caster level between the sorcerer and the opposing caster. Prior to rolling, the sorcerer may add a bonus to the check by expending any number of additional spell slots. Each spell slot expended in this way provides a cumulative bonus to the check equal to its spell level. Cantrips expended in this way count as half a spell level.
Example: Garagos as a level 10 Sorcerer wishes to counter Bob the level 11 Wizard's Dominate Person on the party rogue with Contest of Wills. Garagos rolls a 15, adding it to his Will save of 7, but subtracting the difference in caster level (1). Bob rolled 19 and has a Will save of 5. Uh oh! It's okay though, because Garagos also happened to expend 12 levels of spell slots, allowing him to win by 10.
If the sorcerer succeeds on this opposed check by 10 or more, he gains permanent control of the spell to be countered or dispelled, and may choose new targets and other properties for it as though he had cast it, and may dismiss it at his option. This spell is otherwise unaffected; it still uses the caster level and primary casting attributes of the creature who cast it, originates from that creature if applicable, and retains all modifying factors such as metamagic, and any applicable feats or abilities of its caster. If a spell hijacked in this way requires concentration to sustain, the sorcerer is now responsible for its sustenance.
Example: Continuing with the above example, because Garagos succeeded spectacularly by a difference of 10, he has gained control of Bob's Dominate Person spell. He then chooses to redirect it to Bob's pesky fighter friend Rob. Because Bob has an INT of 20, and the Spell Focus (Enchantment) feat, the spell has a DC of 21 (15 + 5 + 1), which Rob fails. Garagos then spends a move action on his next turn to instruct Rob to flatten Bob. Rob complies.
If the sorcerer attempts to use this ability on a turn other than his own, he loses a standard action on his next turn, unless he expends a readied standard action.
You may use Contest of Wills to attempt to counter a spell without identifying it via a Spellcraft check. However you will not know the nature of the spell, and consequently how many spell slots to expend. If you expend too few spell slots to counter the spell, your counterspell attempt will automatically fail.
All spell slots expended with this ability are lost regardless of success.
Greater Spell Surge (Su):
Starting at the 10th class level, spells cast with Spell Surge are no longer doubled in casting length.
Greater Spontaneous Metamagic (Su):
Starting at the 12th class level, the sorcerer may reduce the level adjustment of any sorcerer spell cast from his spell list with metamagic applied to it by expending any number of spell slots. Each spell slot expended in this way reduces that spell's metamagic level adjustment by an amount equal to its spell level. Cantrips expended in this way count as half a spell level.
Sorcerers cannot reduce a spell's metamagic level adjustment to be lower than zero in this way.
Example: Garagos Empowers a Ray of Enfeeblement, applying a level adjustment of 2. He cannot expend more than two spell levels worth of spell slots to reduce its level adjustment, as that would take its final level adjustment beneath zero.
Sorcerers must reduce a spell's level adjustment to be equal to or less than the highest level spell he can normally cast.
Example: Garagos, now a level 12 sorcerer, would like to use this ability to cast a Maximized, Split Ray Enervation; a level 10 spell post adjustment. This is fine if he can afford to expend enough total spell slots (4) to bring it down to the highest level spell he can normally cast (6th). Unfortunately he has only a single level 1 and level 2 spell remaining, rendering this impossible.
Mind's Desire (Su):
His mastery of the weave growing at a prodigious rate, its secrets and power prove infinitely malleable before the sorcerer's will, which now all but freely disjoints and transmutes arcane power as he sees fit.
Starting at the 7th class level, the sorcerer may cast any arcane spell by expending a number of spell slots with a total spell level equal to at least three times that spell's level, and succeeding at a Will roll with a DC equal to 15 + twice that spell's level. This DC may be reduced prior to rolling by expending any number of additional spell slots. Each spell slot expended in this way reduces the DC by an amount equal to its spell level. Cantrips expended in this way count as half a spell level.
Starting at the 14th class level, the sorcerer need only expand a number of spell slots with a total spell level equal to at least twice the desired spell's level.
The sorcerer cannot cast a spell of a higher spell level with Mind's Desire than the highest level spell he can cast prior to adjustment.
All spell slots expended with this ability are lost, regardless of success.
Greater Spell Surge (Su):
Starting at the 15th class level, the sorcerer may reduce the DC of Spell Surge's Will roll by voluntarily suffering any amount of Constitution damage. The DC is reduced by an amount equal to 2 times the Constitution damage accrued in this way.
Sorcerers immune to Constitution damage, or that have no Constitution score that wish to utilize this option must instead pay their hit dice in HP for each point of Constitution damage they would suffer.
Note that this does not reduce the DC of Spell Surge's Fortitude save. The Fortitude save DC remains the same as if no reduction of the Will roll's DC occurred in this way.
Spontaneous Metamagic Mastery (Su):
Starting at the 18th class level, the sorcerer may apply any number of metamagic feats, including ones he does not possess, to any sorcerer spell from his spell list by expending a number of spell slots with a total spell level equal to or greater than the total level adjustment of all metamagic applied in this way. That spell consumes a spell slot of its adjusted spell level as normal.
Note that this ability can be used in conjunction with Greater Spontaneous Metamagic.
Ignore Material Components (Su):
At the 20th class level, the sorcerer gains the feat Ignore Material Components for free, even if he does not meet the prerequisites.
Spell Surge Mastery (Su):
Starting at the 20th class level, the sorcerer may reduce the DC of Spell Surge's Will and Fortitude checks by expending any number of spell slots. The total DC is reduced by an amount equal to the total spell level of all spell slots expended in this way. Cantrips expended in this way count as half a spell level.
I know the wording is a little rough. I'll get around to fixing up the worst offenders in time.