Prof. Sorc. Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th · 2019. 3. 7. · Font of Magic At 2nd level,...

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PAGE 37 Sorcerer Hit Points Hit Dice: 1d6 per Sorcerer Level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Sorcerer level after 1st Proficiencies Armor: None Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows Saving Throws: Constitution, Charisma Skills: Two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment: (a) a Light Crossbow and 20 bolts or (b) any Simple Weapon (a) a Component Pouch or (b) an Arcane Focus (a) a Dungeoneer’s Pack, or (b) an Explorer’s Pack Two Daggers Spellcasting Cantrips At 1st level, you know four cantrips from the Sorcerer spell list. You learn additional cantrips as you level up, as per the Sorcerer table. Spell Slots The Sorcerer Table shows how many spell slots you have of each level. To cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all spell slots when you finish a long rest. Spells Known of 1st Level and Higher The Sorcerer Table shows how many spells you know. Each of these spells must be of a level for which you have a slot. Additionally, when you gain a level in this class, you may replace a spell you know with another from the Sorcerer spell list. Spellcasting Ability Charisma is your spellcasting ability for Sorcerer spells. Spell save DC = 8 + your Proficiency bonus + your Charisma modifier Spell attack modifier = your Proficiency bonus + your Charisma modifier Spellcasting Focus You use an arcane focus as a spellcasting focus for your Sorcerer spells. Font of Magic At 2nd level, you gain the ability to use sorcery points to create a variety of effects. Sorcery Points You have 2 sorcery points, and gain more as you reach higher Sorcerer levels, as per the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all points when you finish a long rest. Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots for more sorcery points. Creating Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. Level Prof. Bonus Sorc. Points Features 0th Spells Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Sorcerous Origin 4 2 2 2nd +2 2 Font of Magic 4 3 3 3rd +2 3 Metamagic 4 4 4 2 4th +2 4 Ability Score Increase 5 5 4 3 5th +3 5 5 6 4 3 2 6th +3 6 Sorcerous Origin feature 5 7 4 3 3 7th +3 7 5 8 4 3 3 1 8th +3 8 Ability Score Increase 5 9 4 3 3 2 9th +4 9 5 10 4 3 3 3 1 10th +4 10 Metamagic 6 11 4 3 3 3 2 11th +4 11 6 12 4 3 3 3 2 1 12th +4 12 Ability Score Increase 6 12 4 3 3 3 2 1 13th +5 13 6 13 4 3 3 3 2 1 1 14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 15th +5 15 6 14 4 3 3 3 2 1 1 1 16th +5 16 Ability Score Increase 6 14 4 3 3 3 2 1 1 1 17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1 18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1 19th +6 19 Ability Score Increase 6 15 4 3 3 3 3 2 1 1 1 20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Transcript of Prof. Sorc. Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th · 2019. 3. 7. · Font of Magic At 2nd level,...

Page 1: Prof. Sorc. Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th · 2019. 3. 7. · Font of Magic At 2nd level, you gain the ability to use sorcery points to create a variety of effects. Sorcery

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SorcererHit PointsHit Dice: 1d6 per Sorcerer LevelHit Points at 1st Level: 6 + your Constitution modifierHit Points at Higher Levels: 1d6 (or 4) + your

Constitution modifier per Sorcerer level after 1st

ProficienciesArmor: NoneWeapons: Daggers, Darts, Slings, Quarterstaffs,

Light CrossbowsSaving Throws: Constitution, CharismaSkills: Two from Arcana, Deception, Insight,

Intimidation, Persuasion, and Religion

EquipmentYou start with the following equipment:

• (a) a Light Crossbow and 20 bolts or (b) any Simple Weapon• (a) a Component Pouch or (b) an Arcane Focus• (a) a Dungeoneer’s Pack, or (b) an Explorer’s Pack• Two Daggers

SpellcastingCantripsAt 1st level, you know four cantrips from the Sorcerer spell list. You learn additional cantrips as you level up, as per the Sorcerer table.

Spell SlotsThe Sorcerer Table shows how many spell slots you have of each level. To cast one of these spells, you must expend a spell slot of the spells level or higher. You regain all spell slots when you finish a long rest.

Spells Known of 1st Level and HigherThe Sorcerer Table shows how many spells you know. Each of these spells must be of a level for which you have a slot. Additionally, when you gain a level in this class, you may replace a spell you know with another from the Sorcerer spell list.

Spellcasting AbilityCharisma is your spellcasting ability for Sorcerer spells.

Spell save DC = 8 + your Proficiency bonus + your Charisma modifier

Spell attack modifier = your Proficiency bonus + your Charisma modifier

Spellcasting FocusYou use an arcane focus as a spellcasting focus for your Sorcerer spells.

Font of MagicAt 2nd level, you gain the ability to use sorcery points to create a variety of effects.

Sorcery PointsYou have 2 sorcery points, and gain more as you reach higher Sorcerer levels, as per the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all points when you finish a long rest.

Flexible CastingYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots for more sorcery points.

Creating Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

LevelProf.

BonusSorc.

Points Features 0thSpells Knwn 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 — Spellcasting, Sorcerous Origin 4 2 2 — — — — — — — —

2nd +2 2 Font of Magic 4 3 3 — — — — — — — —

3rd +2 3 Metamagic 4 4 4 2 — — — — — — —

4th +2 4 Ability Score Increase 5 5 4 3 — — — — — — —

5th +3 5 — 5 6 4 3 2 — — — — — —

6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — —

7th +3 7 — 5 8 4 3 3 1 — — — — —

8th +3 8 Ability Score Increase 5 9 4 3 3 2 — — — — —

9th +4 9 — 5 10 4 3 3 3 1 — — — —

10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —

11th +4 11 — 6 12 4 3 3 3 2 1 — — —

12th +4 12 Ability Score Increase 6 12 4 3 3 3 2 1 — — —

13th +5 13 — 6 13 4 3 3 3 2 1 1 — —

14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — —

15th +5 15 — 6 14 4 3 3 3 2 1 1 1 —

16th +5 16 Ability Score Increase 6 14 4 3 3 3 2 1 1 1 —

17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 118th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 119th +6 19 Ability Score Increase 6 15 4 3 3 3 3 2 1 1 120th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

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Creating Spell Slots. As a bonus action on your turn, you can expend sorcery points to create a spell slot. The table below shows the cost of creating a spell slot of a given level. You cannot create a spell slot above 5th. These slots vanish when you finish a long rest

Slot Level Point Cost1st 22nd 33rd 54th 65th 7

MetamagicAt 3rd level, you gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful SpellWhen casting a spell that forces other creatures to make a saving throw, you can protect some of those creatures. Spend 1 sorcery point and choose a number of creatures up to your Charisma modifier (min 1). A chosen creature automatically succeeds on its saving throw.

Distant SpellWhen casting a spell with a range of 5 ft or greater, you can spend 1 sorcery point to double the range.

When casting a spell that has a range of touch, you can spend 1 sorcery point the make the range 30 ft.

Empowered SpellWhen rolling damage for a spell, you can spend 1 sorcery point to reroll a number of damage dice up to your Charisma modifier (min 1). You must use the new rolls.

You can use this even if you have already used another Metamagic on this spell.

Extended SpellWhen casting a spell with a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hrs.

Heightened SpellWhen casting a spell that forces a creature to make a saving throw to resist its effect, you can spend 3 sorcery points to impose disadvantage on its first saving throw against the spell.

Quickened SpellWhen casting a spell with a casting time of 1 action, you can spend 2 sorcery points to change its casting time to 1 bonus action.

Subtle SpellWhen casting a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned SpellWhen casting a spell that can only target one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 Sorcery point if its a cantrip).

Ability Score IncreaseAt 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. You can’t bring an ability score above 20 using this feature.

Sorcerous RestorationAt 20th level, you regain 4 expended sorcery points when you finish a short rest.

Sorcerous OriginChoose an origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, or Storm (SCAG). Your choice grants you features at 1st, 6th, 14th, and 18th level.

Draconic BloodlineDragon AncestorAt 1st level, choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Dragon Damage TypeBlack AcidBlue LightningBrass FireBronze LightningCopper AcidGold FireGreen PoisonRed FireSilver ColdWhite Cold

You can speak, read, and write Draconic. Additionally, when making Charisma checks to interact with Dragons, your proficiency bonus is doubled if it would apply to the check.

Draconic ResilienceAt 1st level, your hit point maximum increases by 1, and again by 1 every time you gain a level in this class.

Additionally, parts of you skin are covered by scales. When not wearing armor, your AC is 13 + your Dexterity modifier.

Elemental AffinityAt 6th level, when casting a spell that deals damage of the type associated with your ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance that that damage type for 1 hour.

Dragon WingsAt 14th level, as a bonus action on your turn, you can sprout a pair of dragon wings from your back, gaining a fly speed equal to your current speed. These last until you dismiss them as a bonus action.

You can’t manifest your wings while wearing armor unless it was made to accommodate them. Clothing may be destroyed in the process.

Draconic PresenceAt 18th level, as an action you can spend 5 sorcery points to draw on the dread presence of your draconic ancestor, exuding an aura of awe or fear (your choice) to a distance of 60 ft. For 1 minute or until you lose concentration, each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed or frightened. A creature that succeeds on this throw is immune to your aura for 24 hours.

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Wild MagicWild Magic SurgeAt 1st level, immediately after casting a Sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table.

Tides of ChaosAt 1st level, you can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before using this feature again.

Any time before regaining the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after casting a Sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend LuckAt 6th level, when another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number as a bonus or a penalty to the creatures roll. You can so do after the roll is made but before any effects occur.

Controlled ChaosAt 14th level, when you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell BombardmentAt 18th level, when you roll damage for a spell and roll the highest number possible on any number of dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Storm (scag.137)Wind SpeakerYou can speak, read, and write Primordial.

Tempestuous MagicAt 1st level, you can use a bonus action on your turn, immediately before or after you cast a spell of 1st level or higher, to fly up to 10 ft without provoking opportunity attacks.

Heart of the StormAt 6th level, you gain resistance to lightning and thunder damage.

In addition, when you start casting a spell of 1st level or higher that deals lightning or thunder damage, creatures of your choice within 10 ft of you take lightning or thunder damage (your choice) equal to half your Sorcerer level.

Storm GuideAt 6th level, you can subtly control the weather.

If its raining, you can use an action to cause the rain the stop falling in a 20 ft radius around you. You can end this as a bonus action.

If its windy, you can use a bonus action each round to choose the direction that the wind blows in a 100 ft radius around you. The wind blows in that direction until the end of your next turn. This doesn’t alter the speed of the wind.

Storm’s FuryAt 14th level, when hit by a melee attack, you can use your reaction to deal lightning damage equal to your Sorcerer level. The attacker must succeed on a Strength saving throw or be pushed in a straight line up to 20 ft away from you.

Wind SoulAt 18th level, you gain immunity to lightning and thunder damage.

You also gain a flight speed of 60 ft. As an action, you can reduce your flying speed to 30 ft for 1 hr, and choose a number of creatures within 30 ft equal to 3 + your Charisma modifier. These creatures gain a flying speed of 30 ft for 1 hr. Once you reduce your flying speed in this way, you can’t do so again until after a rest.

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Sorcerer Spells

Cantrips (0 Level)Acid Splash PHB.211Blade Ward PHB.218Booming Blade SCAG.142Chill Touch PHB.221Control Flames EE.16Create Bonfire EE.16Dancing Lights PHB.230Fire Bolt PHB.242Friends PHB.244Frostbite EE.18Gust EE.19Green-Flame Blade SCAG.143

Light PHB.255Lightning Lure SCAG.143Mage Hand PHB.256Mending PHB.259Message PHB.259Minor Illusion PHB.260Mold Earth EE.21Poison Spray PHB.266Prestidigitation PHB.267Ray of Frost PHB.271Shape Water EE.21Shocking Grasp PHB.275Sword Burst SCAG.143 Thunderclap EE.22True Strike PHB.284

1st LevelBurning Hands PHB.220Catapult EE.15Charm Person PHB.221Chromatic Orb PHB.221Color Spray PHB.222Comprehend Languages PHB.224

Detect Magic PHB.231Disguise Self PHB.233Earth Tremor EE.17Expeditious Retreat PHB.238

False Life PHB.239Feather Fall PHB.239Fog Cloud PHB.243Ice Knife EE.19Jump PHB.254Mage Armor PHB.256Magic Missile PHB.257Ray of Sickness PHB.271Shield PHB.275Silent Image PHB.276Sleep PHB.276Thunderwave PHB.282Witch Bolt PHB.289

2nd LevelAganazzar’s Scorcher EE.15

Alter Self PHB.211Blindness/Deafness PHB.219

Blur PHB.219Cloud of Daggers PHB.222Crown of Madness PHB.229

Darkness PHB.230Darkvision PHB.230Detect Thoughts PHB.231Dust Devil EE.17Earthbind EE.17Enhance Ability PHB.237Enlarge/Reduce PHB.237Gust of Wind PHB.248Hold Person PHB.251Invisibility PHB.254Knock PHB.254Levitate PHB.255Maximilian’s Earthen

Grasp EE.20Mirror Image PHB.260Misty Step PHB.260Phantasmal Force PHB.264

Pyrotechnics EE.21Scorching Ray PHB.273See Invisibility PHB.274Shatter PHB.275Snilloc’s Snowball

Swarm EE.22Spider Climb PHB.277Suggestion PHB.279Warding Wind EE.23Web PHB.287

3rd LevelBlink PHB.219Clairvoyance PHB.222Counterspell PHB.228Daylight PHB.230Dispel Magic PHB.234Erupting Earth EE.17Fear PHB.239Fireball PHB.241Flame Arrows EE.18Fly PHB.243

Gaseous Form PHB.244Haste PHB.250Hypnotic Pattern PHB.252Lightning Bolt PHB.255Major Image PHB.258Melf’s Minute Meteors EE.20

Protection from Energy PHB.270

Sleet Storm PHB.276Slow PHB.277Stinking Cloud PHB.278Tongues PHB.283Wall of Water EE.23Water Breathing PHB.287Water Walk PHB.287

4th LevelBanishment PHB.217Blight PHB.219Confusion PHB.224Dimension Door PHB.233Dominate Beast PHB.234Greater Invisibility PHB.246

Ice Storm PHB.252Polymorph PHB.266Stoneskin PHB.278Storm Sphere EE.22Vitriolic Sphere EE.23Wall of Fire PHB.285Watery Sphere EE.23

5th LevelAnimate Objects PHB.213Cloudkill PHB.222Cone of Cold PHB.224Control Winds EE.16Creation PHB.229Dominate Person PHB.235

Hold Monster PHB.251Immolation EE.19Insect Plague PHB.254Seeming PHB.274Telekinesis PHB.280Teleportation Circle PHB.282

Wall of Stone PHB.287

6th LevelArcane Gate PHB.214Chain Lightning PHB.221Circle of Death PHB.221Disintegrate PHB.233Eyebite PHB.238Globe of Invulnerability PHB.245

Investiture of Flame EE.19

Investiture of Ice EE.19Investiture of Stone EE.19

Investiture of Wind EE.20Mass Suggestion PHB.258Move Earth PHB.263Sunbeam PHB.279True Seeing PHB.284

7th LevelDelayed Blast Fireball PHB.230

Etherealness PHB.238Finger of Death PHB.241Fire Storm PHB.242Plane Shift PHB.266Prismatic Spray PHB.267Reverse Gravity PHB.272Teleport PHB.281

8th levelAbi-Dalzim’s Horrid

Wilting EE.15Dominate Monster PHB.235

Earthquake PHB.236Incendiary Cloud PHB.253Power Word Stun PHB.267

Sunburst PHB.279

9th levelGate PHB.244Meteor Swarm PHB.259Power Word Kill PHB.266Time Stop PHB.283Wish PHB.288

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Wild Magic Tabled100 Effect

01—02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03-04 For 1 minute, you can see any invisible creature if you have line of sight to it.

05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 ft of you, then disappears 1 minute later.

07-08 You cast Fireball (PHB.241) as a 3rd-level spell centered on yourself.

09-10 You cast Magic Missile (PHB.257) as a 5th-level spell.

11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13-14 You cast Confusion (PHB.224) centered on yourself.15-16 For 1 minute, you regain 5 hit points at the start

of each of your turns.17-18 You grow a long beard made of feathers that

remains until you sneeze, at which point the feathers explode out from your face.

19-20 You cast Grease (PHB.246) centered on yourself.21-22 Creatures have disadvantage on saving throws

against the next spell you cast in the next minute that involves a saving throw.

23-24 Your skin turns a vibrant shade of blue. A Remove Curse (PHB.271) spell can end this effect.

25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27-28 For 1 minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29-30 You teleport up to 60 ft to an unoccupied space of your choice that you can see.

31-32 You are transported to the Astral Plane until the end ofyour next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33-34 Maximize the damage of the next damaging spell you cast within the next minute.

35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 ft of you and are frightened of you. They vanish after 1 minute.

39-40 You regain 2d10 hit points.41-42 You turn into a potted plant until the start of your

next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43-44 For 1 minute, you can teleport up to 20 ft as a bonus action on each of your turns.

45-46 You cast Levitate (PHB.255) on yourself.

d100 Effect47-48 A unicorn controlled by the DM appears in

a space within 5 ft of you, then disappears 1 minute later.

49-50 You can’t speak for 1 minute. Whenever you try, pink bubbles float out of your mouth.

51-52 A spectral shield hovers near you for 1 minute, granting you a +2 bonus to AC and immunity to Magic Missile (PHB.257).

53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.

55-56 All of your hair falls out, but grows back within 24 hours.

57-58 For 1 minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59-60 You regain your lowest-level expended spell slot.61-62 For 1 minute, you must shout when you speak.63-64 You cast Fog Cloud (PHB.243) centered on yourself.65-66 Up to three creatures you choose within 30 ft of

you take 4d10 lightning damage.67-68 You are frightened by the nearest creature until

the end of your next turn.69-70 Each creature within 30 ft of you becomes

invisible 1 next minute. The invisibility ends on a creature when it attacks or casts a spell.

71-72 You gain resistance to all damage for 1 minute.73-74 A random creature within 60 ft of you becomes

poisoned for 1d4 hours.75-76 You glow with bright light in a 30-ft radius for 1

minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77-78 You cast Polymorph (PHB.266) on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79-80 Illusory butterflies and flower petals flutter in the air within 10 ft of you 1 next minute.

81-82 You can take one additional action immediately.83-84 Each creature within 30 ft of you takes 1d10

necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85-86 You cast Mirror Image (PHB.260).87-88 You cast Fly (PHB.243) on a random creature

within 60 ft of you.89-90 You become invisible for 1 minute. During

that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91-92 If you die within 1 minute, immediately come back to life as if by the Reincarnate (PHB.271) spell.

93-94 Your size increases by one category for 1 minute.95-96 You and all creatures within 30 ft of you gain

vulnerability to piercing damage for 1 minute.97-98 You are hear by faint, ethereal music for 1 minute.99-00 You regain all expended sorcery points.