Most High-Level Abilities available to sorcerers are 10th-level spells, which are listed here. However, this page lists the comparatively-few abilities available to high-level sorcerers which are not 10th level spells.
Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.
The character has learned the secrets of brewing a variety of useful potions. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
The character may brew the following potions:
Oil of Speed
Potion of Agility
Potion of Explosions
Potion of Fire Breath
Potion of Fortitude
Potion of Genius
Potion of Infravision
Potion of Insight
Potion of Invisibility
Potion of Master Thievery
Potion of Mind Focusing
Potion of Perception
Potion of Power
Potion of Strength
Requirements: high level Bard, high level Mage, or high level Sorcerer.
The character has learned the secrets of brewing potions that protect the drinker from various forms of mundane and magical harm. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
The character may brew the following potions:
Potion of Absorption
Potion of Cold Resistance
Potion of Defense
Potion of Fire Resistance
Potion of Insulation
Potion of Invulnerability
Potion of Magic Blocking
Potion of Magic Protection
Potion of Magic Shielding
Potion of Mirrored Eyes
Potion of Stone Form
Requirements: high level Bard, high level Mage, or high level Sorcerer.
The character has learned the secrets of brewing potions that grant warriors superhuman strength and prowess. Brewing potions requires the expenditure of gold on the raw materials (equal to the cost of buying the potion in a store) and draws slightly on the character's life force (equivalent to a loss of 1 experience point per gold piece cost).
The character may brew the following potions:
Potion of Cloud Giant Strength
Potion of Fire Giant Strength
Potion of Frost Giant Strength
Potion of Heroism
Potion of Hill Giant Strength
Potion of Stone Giant Strength
Potion of Storm Giant Strength
Requirements: high level Bard, high level Mage, or high level Sorcerer.
The time and effort powerful wizards put into the study of complex spells, magical artifacts and the very essence of magic does not happen without rewards. The wizard's studies open his/her mind to new ways of thinking and perceiving the multiverse.
his/her extensive knowledge will give him/her the answer to even the most obscure problem; the broadening of his/her mental faculties make him/her capable of learning and memorizing an even greater variety of magic.
gives the character the ability to select high-level abilities associated with a specific school of magic.
Requirements: able to cast ninth-level arcane spells.
Restrictions: not available to spellcasters who lack access to this school of magic.
Special: this ability can be taken multiple times, granting access to a new school of magic each time. Specialists in a school of magic, and sorcerers with a bloodline granting special affinity to that school, do not need to take Arcane Knowledge in that school to gain access to its High-Level Abilities.
Through perusal of forbidden texts and conversations of a questionable nature, the character has learned some of the secrets of the fiends of the lower planes, and - through dark pacts, fragments of true names, and raw power - can exercise a modicum of control over some of them. When using the mage spells Summon Fiend and Cacofiend to bring forth a fiend, the character will bind the fiend called forth to obey his/her will, instead of simply leaving it to rampage at random.
Most wizards avoid demon binding for good reason: he/she who trafficks with fiends puts his/her immortal soul at risk. Each time the character summons and binds a fiend, there is a 10% chance that his/her alignment will shift one step towards evil. If he/she is already evil, there is instead a 10% chance that his/her soul will be forfeit to the denizens of the lower planes. A character whose soul is lost in this way cannot be resurrected from the dead - once slain, he/she is forever lost.
This ability may be taken twice. When taken a second time, the character gains the ability to bind even the mighty fiends called forth by the Gate spell. When doing so, the risk of the character sliding towards evil, or of forfeiting his/her soul, increases to 25%.
Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
Requirements: able to cast ninth-level arcane spells.
Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.
Special: this ability may be selected twice. Its effects are cumulative.
A mage who has truly mastered divination magic can focus it to look past the glamers and phantasms that opponents conjure up as distractions.
This passive ability enhances castings of the divination spells Detect Invisibility, Oracle, True Sight, and Reveal. Upon casting any of these spells, for 10 rounds the caster is able to see the exact location of a creature protected by the Improved Invisibility spell or similar effects. The caster may target spells on any such creature normally.
Prerequisite: Arcane Knowledge: Divination, or Diviner.
Requirements: able to cast ninth-level arcane spells.
Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).
The Dragon Disciple's breath weapon now inflicts 12d8 damage
Requirements: high level Dragon Disciple.
Choosing this ability allows the character to cast an additional level 6 arcane spell.
Requirements: able to cast sixth-level arcane spells.
Choosing this ability allows the character to cast an additional level 7 arcane spell.
Requirements: able to cast seventh-level arcane spells.
Choosing this ability allows the character to cast an additional level 8 arcane spell.
Requirements: able to cast eighth-level arcane spells.
The energies of the Dragon Disciple's breath weapon cling to its victims. Those affected by the breath weapon who fail a save vs. breath at a -4 penalty take an additional 6d8 damage one round later.
Prerequisite: Empowered Breath Weapon.
Requirements: high level Dragon Disciple.
The character's mastery of divination magic is complete, and none may hide from his/her sight.
A character with this ability can automatically see through the protection of an Improved Invisibility spell, and may cast Detect Invisibility at will.
Prerequisite: Arcane Knowledge: Divination, or Diviner.
Requirements: able to cast ninth-level arcane spells.
Restrictions: not available to Bloodrager, Conjurer, Militant Abjurer, Militant Conjurer, or Sorcerer (Shadowed Bloodline).
As the Dragon Disciple's draconic heritage shows through more strongly, he/she can use their breath weapon repeatedly, just as a true dragon.
The character may use his/her breath weapon once every four rounds.
Prerequisite: Empowered Breath Weapon.
Requirements: high level Dragon Disciple.
The genies of the Elemental Planes are renowned for their guile, especially in the matter of the correct phrasing of wishes, but through mastery of conjuration the character has learned their ways and is now their equal in negotiation.
This passive ability grants the character the ability to cast the Limited Wish and Wish spells as if he/she had a Wisdom of 25.
Prerequisite: Arcane Knowledge: Conjuration, or Conjurer, or Sorcerer (Fiendish Bloodline), or Sorcerer (Efreeti Bloodline).
Requirements: able to cast ninth-level arcane spells.
Restrictions: not available to Bloodrager, Diviner, or Militant Invoker.