While some mages are granted cosmic power by greater forces, a soulmage learns to tap into their own spirit for fuel. Often considered an extremely dangerous and profane act, it can bridge the gap between mere men and gods.
At 9th sorcerer level, you can perform a soul burn, sacrificing 1d6 HP but gaining one of the following effects as a free action:
Cast a lvl 1 spell you know at 1st level, without expending a spell slot. The spells effect cannot heal you or allies.
When attacked, make a block check without expending block.
Gain a 1d6 bonus to a save or block check.
Gain a +1d6 damage bonus to a spell or attack you are performing.
Gain a +1d6 bonus to an athletics, acrobatics, intimidation, or performance check.
At 9th sorcerer level you gain the following:
Soul Dice - You gain a number of soul dice equal to your charisma bonus.
Spirit Dice - You gain a number of spirit dice equal to your wisdom bonus.
Magic Dice - You gain a number of magic dice equal to your intelligence bonus.
All dice are restored upon making a long rest. During a short rest, only one group of dice is restored. All such dice can be used in place of losing HP when using soul burn.
At 10th sorcerer level, choose 3 upgrades from the list below:
Greater soul - whenever you are healed, gain temporary health, or gain arcane health, increase the amount by 1. When healed for more than 6 health, you can choose to be healed for 6 less to regain a soul dice.
Soulcasting+1 - Whenever you are using soul-burn to cast a spell, you can cast it up to 1 level higher, but losing another 1d6 worth of HP. Can be taken multiple times, each time upgrading the spell to a higher level.
Will - You can sacrifice a magic dice to gain a 1d6 bonus to an arcana check.