The Sorcerer

The Sorcerer has a natural grasp of arcane energy that Wizards can only envy. Any spell they learn is cast at its greatest effect. But sorcerers lack the discipline of Wizards, and the idea of writing spells down in a book is wholly alien to most of them. As such, they memorize every spell they learn, a difficult and time-consuming task. Still, a Sorcerer can usually outlast a Wizard in sheer spellpower, even as they lack the same versatility.

The Sorcerer has two versions - the Esoteric Sorcerer and the Battle Sorcerer

Sorcerer Arcane Casting
This section details how Sorcerers gain, augment, and cast spells.

Schools
Sorcerers cast spells from the arcane schools. To gain access to a school, a Sorcerer must have at least one cantrip from that school. Wizards gain cantrips through the Cantrip feat.

Augments
Sorcerers gain a natural augment to their spells equal to the modifier of their primary spellcasting ability score (Charisma, by default). This natural augment is applied to any spell the Sorcerer casts.

Learning Spells
Sorcerers must learn every spell they can cast. This means spending the skill points to learn a spell. In addition, they also know one spell per class level. Spells learned by spending skill points do not count against the Sorcerer's trick maximum, as long as they are bought on a Sorcerer level.

The Esoteric Sorcerer
The Esoteric Sorcerer variant focuses on having more skills in exchange for combat durability. Specifically, they have moderate skills in exchange for a low hit dice.

Primary Ability
Esoteric Sorcerer use Charisma as their primary ability stat.

The Battle Sorcerer
The Battle Sorcerer variant focuses durability over skillfulness. Specifically, they have a moderate hit dice in exchange for a low skill progression.

Primary Ability
Battle Sorcerer use Charisma as their primary ability stat.