Weapon and Armor Proficiency: A sorcerer is proficient with all simple weapons and no armor.
Madness Bloodline: Your family has a rich heritage of madness coursing through it. At every turn, one of your relatives suffers from depression or schizophrenia. You attempt to utilize your very levels of willpower to spread this madness to the world, sacrificing your own willpower to draw insight from beasts of pure madness that exist in the world around us.
Class Skill: Linguistics.
Bonus Spells: memory lapse (3rd), touch of idiocy (5th), monstrous physique I (target creature’s abilities are applied to your form) (7th), confusion (9th), feeblemind (11th), geas/quest (13th), insanity (15th), symbol of insanity (17th), interplanetary travel (19th).
Bonus Feats: Dreamed Secrets, Improved Iron Will, Iron Will, Lingering Spell, Persuasive, Skill Focus (Linguistics), Spell Focus (Enchantment), Spell Focus (Necromancy).
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Knowledge (planes) checks and are granted Aklo as a bonus language. If you ever suffer from 10 of more points of Wisdom damage, then you must roll per the Insanity Table (http://www.d20pfsrd.com/gamemastering/afflictions/madness) and save against the listed Madness.
Bloodline Powers: You reach out into the abyss of space to examine the madness of reality and attempt to bring that madness to the forefront of people’s minds.
Peer Into the Cosmos (Sp): At 1st level, you can, as a move action, use augury as a spell-like ability a number of times per day equal to 3 + your Wisdom modifier to contact the Great Old Ones. As an alternative, you can roll 1d100. With the result of 1-75, you gain +1 to the CL of the next spell of your choice. With the result of 76-100, you suffer 2 points of Wisdom damage as the connection with the Great Old Ones overpowers you. After using this ability, you can only speak in Aklo for one minute.
Reach into Minds (Su): At 3rd level, once per day you can, as a standard action, attempt to establish a link between your mind and the mind of another living creature. If the creature fails a Will Save (DC=10+½ CL+Wisdom), then your minds are permanently linked. You are able to cast spells with the range of touch on a linked individual and if you sever the connection, then the person takes 1d4+1 Wisdom damage. An affected target can spend a full-round action rebuffing your mental advances and break the link without penalty. You gain an additional use of this ability at 6th level and every three levels thereafter.