TEXT: SorCerer
  Card deCk
  SPeLLS
  CLaSS featureS *  taLentS
  SorCerer
  Card deCk
  Customizable Character Class Deck
  compatible with 13th Age™, and Th e Archmage Engine™ 
  
  Sorcerer Card deck
  Design by   Kazekami — kazekami303@gmail.com
  Version    1.2 — April 2014
  legal notiCe
  Th  is Sorcerer Card Deck uses trademarks and /or copyrights 
  owned by Fire Opal Media, which are used under the 
  Fire Opal Media, 13th Age Community Use Policy. We are 
  expressly prohibited from charging you to use or access 
  this content. Th  is Sorcerer Card Deck is not published, 
  endorsed, or specifi cally approved by Fire Opal Media.
  For more information about Fire Opal Media’s 13th Age 
  Community Use Policy, please visit:
  www.fi	reopalmedia.com/communityuse
  For more information about Fire Opal Media 
  and 13th Age products, please visit: 
  www.fi	reopalmedia.com and 
  www.pelgranepress.com
  Licensed under the Open Game License.
  
  Sorcerer Spell Level 1
  Breath of the White
  Close-quarters spell 
  Daily
  Breath weapon
  Target:	 1	d	2	nearby	enemies	in	a	group
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  3 d 6 + Charisma cold damage.
  Miss
  Half damage.
  3rd level spell 
  learneD *
  5 d 6 cold damage.
  5th level spell 
  learneD *
  4 d 10 cold damage.
  7th level spell 
  learneD *
  6 d 12 cold damage.
  9th level spell 
  learneD *
  10 d 12 cold damage.
  
  Sorcerer Spell Level 1
  Breath of the White
  spell useD
  Daily
  Breath weapon
  For the rest of the battle, roll a d 20 at the start of each 
  of your turns. On a 16 +, you can use breath of the white 
  that turn if you wish. 
  
  Sorcerer Spell Level 1
  Burning handS
  Close-quarters spell 
  at-will
  Target:	 Up	to	two	nearby	enemies	in	a	group
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  1 d 6 + Charisma fire damage.
  Miss
  — 
  see adventurer feat
  3rd level spell 
  learneD *
  1 d 8 fire damage.
  5th level spell 
  learneD *
  2 d 8 fire damage.
  7th level spell 
  learneD *
  3 d 8 fire damage.
  9th level spell 
  learneD *
  5 d 8 fire damage.
  
  Sorcerer Spell Level 1
  Burning handS
  reusaBle spell
  at-will  
  You can re-use an at-will power freely.  
   
  It never runs out.
  aDventurer Feat 
  learneD *
  When you miss with burning hands, you deal fire 
   damage to the target equal to each damage die that 
  rolled its maximum possible result.
  ChaMpion Feat 
  learneD *
  When you roll a natural 18 + with a burning hands 
  attack roll, you can choose another nearby target 
  for the spell. The new target doesn’t have to be part 
  of the original group.
  epiC Feat 
  learneD *
  You can now target each enemy engaged with you 
  with your burning hands spell in addition to any other 
  targets.
  
  Sorcerer Spell Level 1
  ChaoS BoLt
  rangeD spell 
  at-will
  Special: The first time you use chaos bolt each battle, 
  determine a random energy type. The spell 
  deals that type of damage each time you use 
  it that battle.
  Target:	 Either	a	single	nearby	enemy	or	a	single	
  far	away	enemy	with	a	−2	attack	penalty
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  1 d 8 + Charisma random energy damage, and if the 
  natural attack roll was even, you gain a chaotic benefit 
  as if you had gathered power.
  Miss
  Damage equal to your level.
  
  Sorcerer Spell Level 1
  ChaoS BoLt
  reusaBle spell
  at-will  
  You can re-use an at-will power freely.  
   
  It never runs out.
  3rd level spell 
  learneD *
  3 d 8 random energy damage.
  5th level spell 
  learneD *
  5 d 8 random energy damage.
  7th level spell 
  learneD *
  7 d 8 random energy damage.
  9th level spell 
  learneD *
  9 d 8 random energy damage.
  aDventurer Feat 
  learneD *
  You don’t take the −2 penalty for attacking a far away 
  enemy with the spell.
  ChaMpion Feat 
  learneD *
  If you are a champion-tier sorcerer, roll any chaotic 
  benefit gained with this spell on the epic chaotic benefits 
  table. If you are an epic-tier sorcerer, choose the epic 
  chaotic benefit you want instead of rolling.
  
  Sorcerer Spell Level 1
  Lightning fork
  rangeD spell 
  reCharge
  Chain spell
  Target:	 One	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  3 d 6 + Charisma lightning damage.
  Miss
  Half damage.
  3rd level spell 
  learneD *
  7 d 6 lightning damage.
  5th level spell 
  learneD *
  6 d 10 lightning damage.
  7th level spell 
  learneD *
  10 d 10 lightning damage.
  9th level spell 
  learneD *
  2 d 8 × 10 lightning damage.
  
  Sorcerer Spell Level 1
  Lightning fork
  spell useD
  reCharge 16 + aFter Battle 
  champion feat: 11 +
  aDventurer Feat 
  useD'
   learneD *
  Once per battle, you can reroll one of your  
  lightning fork attacks rolls.
  ChaMpion Feat 
  learneD *
  If you miss all targets with lightning fork,  
  you don’t expend it.
  epiC Feat 
  learneD *
  The recharge roll for lightning fork is now 11+.
  Chain spell
  Each time you make a natural even attack roll,  
  you can attack a different target with the spell.
  
  Sorcerer Spell Level 1
  reSiSt energy
  rangeD spell 
  reCharge
  Target:	 You	or	one	nearby	ally
  Attack:	 Charisma	+	Level	vs.	PD
  eFFeCt
  Until the end of the battle, the target gains  
  resist damage 12 + to the following energy type  
  of your choice: cold, fire, lightning, thunder.
  3rd level spell 
  learneD *
  Choose two types of energy the target gains  
  resistance to.
  5th level spell 
  learneD *
  Resistance is now 16+.
  7th level spell 
  learneD *
  The spell now affects two targets.
  9th level spell 
  learneD *
  Recharge roll is now 11+.
  
  Sorcerer Spell Level 1
  reSiSt energy
  spell useD
  reCharge 16 + aFter Battle 
  9th level spell: 11 +
  aDventurer Feat 
  learneD *
  You can target an additional creature with the spell.
  resistanCe
  When an attack with a damage type you are resistant  
  to targets you, the natural attack roll must equal or 
  exceed your resistance number to deal full damage. 
  If the roll is lower than your resistance, the attack  
  deals half damage.
  If you take ongoing damage of a type you resist, use  
  the original attack roll to determine whether you  
  take the full amount of ongoing damage or half the 
  amount (rounded down). 
  
  Sorcerer Spell Level 1
  SCorChing ray
  rangeD spell 
  at-will
  Target:	 One	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  1 d 6 + Charisma fire damage, and if the natural  
  attack roll is even, the target also takes 1 d 8 ongoing  
  fire damage.
  Miss
  Damage equal to your level.
  3rd level spell 
  learneD *
  3 d 6 fire damage; 2 d 4 ongoing fire damage.
  5th level spell 
  learneD *
  4 d 6 fire damage; 2 d 6 ongoing fire damage.
  7th level spell 
  learneD *
  6 d 6 fire damage; 3 d 6 ongoing fire damage.
  9th level spell 
  learneD *
  10 d 6 fire damage; 5 d 6 ongoing fire damage.
  
  Sorcerer Spell Level 1
  SCorChing ray
  reusaBle spell
  at-will  
  You can re-use an at-will power freely.  
   
  It never runs out.
  aDventurer Feat 
  learneD *
  You can now use the spell against a far away target,  
  but with a −2 attack penalty.
  ChaMpion Feat 
  learneD *
  Each time you cast the spell, you can have the attack 
  deal random energy damage instead of fire damage. 
  Replace the fire entry on the random energy table with 
  your choice of negative energy or acid.
  epiC Feat 
  learneD *
  You don’t take the −2 penalty for attacking a far away 
  enemy with the spell.
  
  Sorcerer Spell Level 3
  Breath of the green
  Close-quarters spell 
  Daily
  Breath weapon
  Target:	 1	d	4	nearby	enemies	in	a	group
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  15 + Charisma ongoing poison damage.
  Miss
  5 ongoing poison damage.
  5th level spell 
  learneD *
  25 + Charisma ongoing poison damage;  
  10 ongoing poison damage on a miss.
  7th level spell 
  learneD *
  35 + Charisma ongoing poison damage;  
  15 ongoing poison damage on a miss.
  9th level spell 
  learneD *
  50 + Charisma ongoing poison damage;  
  25 ongoing poison damage on a miss.
  
  Sorcerer Spell Level 3
  Breath of the green
  spell useD
  Daily
  Breath weapon
  For the rest of the battle, roll a d 20 at the start of each 
  of your turns. On a 16 +, you can use breath of the green 
  that turn if you wish. 
  
  Sorcerer Spell Level 3
  ChaoS PuLSe
  rangeD spell 
  at-will
  Target:	 One	random	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  3 d10 + Charisma random energy damage.
  Miss
  Even miss: Half damage.
  Odd miss: Damage equal to your level.
  5th level spell 
  learneD *
  5 d 10 damage.
  7th level spell 
  learneD *
  7 d 10 damage.
  9th level spell 
  learneD *
  9 d 10 damage.
  
  Sorcerer Spell Level 3
  ChaoS PuLSe
  reusaBle spell
  at-will  
  You can re-use an at-will power freely.  
   
  It never runs out.
  
  Sorcerer Spell Level 3
  dragon’S LeaP
  rangeD spell 
  Daily
  Breath weapon
  Quick	action	to	cast
  Target:	 You
  eFFeCt
  You can fly at the rate you normally move until the end 
  of your turn. (So if you don’t land or find someplace to 
  hang from, you’ll fall.)
  5th level spell 
  learneD *
  You can now fly until the end of your next turn.
  7th level spell 
  learneD *
  You can now fly twice as fast as you normally move 
  on the ground. You also gain a +5 bonus to disengage 
  checks.
  9th level spell 
  learneD *
  The spell is now recharge 16+ after battle instead 
  of daily.
  
  Sorcerer Spell Level 3
  dragon’S LeaP
  spell useD
  Daily 
  9th level spell: Recharge 16 +
  Breath weapon
  For the rest of the battle, roll a d 20 at the start of each 
  of your turns. On a 16 +, you can use dragon’s leap this 
  turn if you wish.
  Yeah, we know it’s not actually a breath weapon,  
  but it works as part of the draconic sorcerer package.
  
  Sorcerer Spell Level 3
  eChoing thunder
  rangeD spell 
  at-will
  Target:	 One	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  3 d 6 + Charisma thunder damage, and the first enemy 
  that hits you with a melee attack before the start of your 
  next turn takes 2 d 6 thunder damage. (An empowered 
  spell does not double this aftershock damage.)
  Miss
  Damage equal to your level.
  5th level spell 
  learneD *
  5 d 6 thunder damage;  
  2 d 6 aftershock thunder damage.
  7th level spell 
  learneD *
  7 d 6 thunder damage;  
  3 d 6 aftershock thunder damage.
  9th level spell 
  learneD *
  9 d 6 thunder damage;  
  4 d 6 aftershock thunder damage.
  
  Sorcerer Spell Level 3
  eChoing thunder
  reusaBle spell
  at-will  
  You can re-use an at-will power freely.  
   
  It never runs out.
  ChaMpion Feat 
  learneD *
  The spell’s aftershock damage is now also doubled  
  when echoing thunder is empowered.
  
  Sorcerer Spell Level 5
  Breath of the BLaCk
  Close-quarters spell 
  Daily
  Breath weapon
  Target:	 One	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  10 d 6 + Charisma acid damage,  
  and 20 ongoing acid damage.
  Miss
  10 ongoing acid damage. 
  epic feat: double damage
  7th level spell 
  learneD *
  10 d 10 acid damage, and 40 ongoing acid damage;  
  20 ongoing acid damage on a miss.
  9th level spell 
  learneD *
  2 d 6 × 10 acid damage, and 60 ongoing acid damage;  
  30 ongoing acid damage on a miss.
  
  Sorcerer Spell Level 5
  Breath of the BLaCk
  spell useD
  Daily
  epiC Feat 
  learneD *
  Double the spell’s ongoing damage on a miss.
  Breath weapon
  For the rest of the battle, roll a d 20 at the start of each 
  of your turns. On a 16 +, you can use breath of the black 
  that turn if you wish. 
  
  Sorcerer Spell Level 5
  the eLven ShadoWS
  rangeD spell 
  Daily
  Special: Once you cast this spell in a battle, you can 
  cast it at-will for the rest of that battle.
  Target:	 One	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	MD
  hit
  8 d 6 + Charisma psychic damage, and if the natural 
  attack roll is even, you can teleport to a nearby location 
  you can see.
  Miss
  Damage equal to your level.
  7th level spell 
  learneD *
  9 d10 psychic damage.
  9th level spell 
  learneD *
  10 d12 psychic damage.
  
  Sorcerer Spell Level 5
  the eLven ShadoWS
  spell useD
  Daily
  epiC Feat 
  useD'
   learneD *
  Once per battle, the teleport from a hit with the elven 
  shadows can be to a far away location you can see.
  
  Sorcerer Spell Level 5
  three doomS
  rangeD spell 
  reCharge
  Chain spell
  Target:	 One	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  2 d 4 × 10 random energy damage, and you take damage 
  of the same type equal to the unmodified dice roll  
  (2 d 4, 2 d 8, or 2 d 12). (Note that there’s no Charisma 
  bonus to damage.)
  Miss
  Half damage, and you still take random energy damage 
  equal to the unmodified dice roll.
  7th level spell 
  learneD *
  2 d 8 × 10 random energy damage.
  9th level spell 
  learneD *
  2 d 12 × 10 random energy damage.
  
  Sorcerer Spell Level 5
  three doomS
  spell useD
  reCharge 16 + aFter Battle
  Chain spell
  Each time you make a natural even attack roll,  
  you can attack a different target with the spell.
  
  Sorcerer Spell Level 5
  unearthLy gLamour
  rangeD spell 
  Daily
  Target:	 You
  eFFeCt
  You	gain	a	+5	bonus	to	all	Charisma	skill	checks	
  for	the	next	five	minutes.
  If you fail a Charisma skill check during this time, 
  however, anyone you were attempting to convince or 
  influence with the check is freaked out or disgusted 
  by the supernatural glamour attached to you and has 
  extremely negative reactions to you.
  7th level spell 
  learneD *
  The effect lasts for 1 hour.
  9th level spell 
  learneD *
  The effect lasts for 2 hours.
  
  Sorcerer Spell Level 5
  unearthLy gLamour
  spell useD
  Daily
  
  Sorcerer Spell Level 7
  Breath of the BLue
  Close-quarters spell 
  Daily
  Breath weapon
  Target:	 One	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	PD
  hit
  10 d 12 + Charisma lightning damage, and at the start 
  of the target’s next turn, 1 d 6 of its nearby allies take 
  20 lightning damage.
  Miss
  Half damage, and no damage to target’s allies.
  9th level spell 
  learneD *
  2 d 10 × 10 lightning damage;  
  25 lightning damage to nearby allies.
  
  Sorcerer Spell Level 7
  Breath of the BLue
  spell useD
  Daily
  epiC Feat 
  learneD *
  You can now target a far away enemy with the spell  
  (no attack penalty).
  Breath weapon
  For the rest of the battle, roll a d 20 at the start of each 
  of your turns. On a 16 +, you can use breath of the blue 
  that turn if you wish. 
  
  Sorcerer Spell Level 7
  StoLen faCeS
  rangeD spell 
  Daily
  Free	action	to	cast,	before	initiative	is	rolled
  Target:	 1	d	4	+	1	nearby	allies
  eFFeCt
  You steal the once-per-battle racial powers of your 
  allies this battle, but you don’t get the advantage of 
  your allies’ feats or items that improve those powers.
  Each ally you steal a racial power from can roll an 
  easy save (6 +). Success means they get to use their 
  power also this battle. Failure means they can’t; you 
  took it fully.
  You can’t steal racial powers you already possess.
  9th level spell 
  learneD *
  You get to use your allies’ powers as if you also had 
  any of their feats that improve those powers.
  
  Sorcerer Spell Level 7
  StoLen faCeS
  spell useD
  Daily
  
  Sorcerer Spell Level 7
  touCh of eviL
  Close-quarters spell 
  Daily
  Quick	action	to	cast
  Special: If you are fighting one or more demons, roll an 
  easy save (6 +) at the start of each of your turns. 
  Failure means that you are confused that turn.
  Target:	 You
  eFFeCt
  You gain a random demon-style power for the rest of 
  the battle, similar to the abilities demons possess but 
  not identical. Roll	a	d	8	to	see	which	power	you	gain:
  1	 REsisT	EnERgY	16	+	
  When an attack that deals energy damage targets you, 
  the attacker must roll a natural 16+ on the attack roll  
  or it only deals half damage.
  2	 inFERnAL	bATTERY	
  Until the end of the battle, you can use a quick action 
  once each round to make recharge rolls for your expended 
  recharge spells. Each time you do so, you take damage 
  equal to half the natural result of your recharge roll.
  3	 bACkLAsh	
  The first time you are staggered this battle, the enemy 
  who staggered you becomes confused (save ends).
  
  Sorcerer Spell Level 7
  touCh of eviL
  spell useD
  Daily
  4	 sPELL	FREnzY	
  You enter a spell frenzy (see Infernal Heritage talent).  
  If you were already in a spell frenzy, you now roll  
  3 d 20 for each attack and take damage equal to triple  
  the target’s level for each roll that misses.
  5	 FEAR	AURA	
  Enemies engaged with you that have fewer hit points 
  than double your current hit points are dazed. They 
  cannot use the escalation die.
  6	 TELEPORT	
  1 d 3 + 1 times this battle, as a move action, you can 
  teleport anywhere you can see nearby.
  7	 DEMOniC	sPEED	
  You can take an extra standard action each turn that 
  the escalation die is even. You lose 2 d10 hit points each 
  time you use the extra action.
  8	 EYE	OF	ThE	DEMOn	
  Choose any two features you want. For the rest of 
  this day, all your icon relationships disappear and are 
  replaced by an identical number of conflicted points 
  with a villainous icon (preferably one that is demonic).
  
  Sorcerer Spell Level 9
  Breath of the void
  Close-quarters spell 
  Daily
  Breath weapon
  Target:	 One	nearby	enemy
  Attack:	 Charisma	+	Level	vs.	MD
  hit
  2 d12 × 10 + Charisma negative energy damage, and  
  the target moves down 2 d 6 points in initiative order,  
  to a minimum of 1.
  Miss
  Half damage.
  
  Sorcerer Spell Level 9
  Breath of the void
  spell useD
  Daily
  Breath weapon
  For the rest of the battle, roll a d 20 at the start of each 
  of your turns. On a 16 +, you can use breath of the void 
  that turn if you wish. 
  
  Sorcerer Spell Level 9
  CaLLing the BLood
  Close-quarters spell 
  Daily
  Target:	 You
  eFFeCt
  Randomly select an icon (preferably a sorcerous one). 
  You gain some surprising or bizarre magical effect 
  associated with the power of that icon to assist you. The 
  effect is entirely up to the GM, though the immediate 
  impact of the spell should always be favorable for you. 
  The long-term consequences of randomly invoking 
  the power of an icon that may be an enemy might not 
  be favorable for you, and should be played for narrative 
  interest by the GM, particularly if the impact of the 
  spell was huge for you. 
  Since this is a daily spell, sizeable impact is fine, but 
  don’t award any extra effect for empowered casting, 
  especially since the spell can be cast effectively out 
  of combat.
  
  Sorcerer Spell Level 9
  CaLLing the BLood
  spell useD
  Daily
  epiC Feat 
  learneD *
  Randomly choose twice, then choose the single result 
  you prefer. 
  
  Sorcerer Spell Level 9
  SiLver fLame
  Close-quarters spell 
  Daily
  Quick	action	to	cast
  eFFeCt
  Roll your relationship dice that you have with a 
   sorcerous heroic icon.
  For each 6 you roll, you gain one 7th level or lower spell 
  from any spellcasting class that you can cast this battle. 
  For each 5 you roll, you gain one 5th level or lower spell 
  from any spellcasting class that you can cast this battle.
  If the escalation die is 5 +, you can swap the escalation 
  die for one or your rolls. If you get no successes, you 
  regain the spell after this battle.
  You can acquire one of the new spells the same round 
  you cast this spell. Then select and acquire any other 
  gained spells at the start of your next turn.
  You can use your Charisma as the ability score that 
  provides the acquired spells’ attack bonuses and 
  damage bonuses (if any). Other ability score references 
  remain unchanged.
  As you might expect, each 5 you roll also invokes an 
  icon-related complication or obligation in the tradition 
  of rolling 5s on relationship checks. 
  
  Sorcerer Spell Level 9
  SiLver fLame
  spell useD
  Daily
  
  Sorcerer Class features
  aCCeSS to Wizardry
  Starting at 3rd level, you can take a wizard spell in place 
  of a sorcerer spell. The wizard spell must be two levels 
  lower than the sorcerer spell.
  Breath WeaPon
  The	breath weapon	power	lasts	for	a	single	battle	only.
  Spells with the breath weapon keyword have a chance 
  to be re-used during battle. Each spell lists the chance 
  of re-using it (usually 16 +). At the start of each round 
  after you’ve cast the spell, make the re-use roll. Success 
  indicates that you may re-use that spell as a standard 
  action, for that round only. If you fail the re-use roll, 
  you don’t have the option to re-use the spell, but you 
  get another chance at the beginning of the next round.
  You can have only one breath weapon spell active at 
  a time. If you cast a different breath weapon spell, the 
  new spell cancels the earlier spell.
  Failing a death save cancels any active breath weapon spell. 
  aDventurer Feat 
   learneD *
  Failing a death save no longer cancels your breath 
  weapon spells. Keep rolling the entire battle. 
  
  Sorcerer Class features
  Chain
  When you attack with a chain spell and get a natural 
  even roll, you can roll another attack against a different 
  enemy within range. Keep on rolling attacks as long 
  as you get even rolls and don’t run out of new targets. 
  Each enemy can be targeted only once. 
  danCing LightS 
  You can cast the dancing lights spell as a standard 
  action. The spell produces a number of varicolored light 
  globes that bloom within 5 to 30 feet of the sorcerer 
  every two to five seconds. The sorcerer has very little 
  control over the exact location or illumination provided 
  by the lights, meaning that they can occasionally be 
  used for dramatic plot purposes. 
  random energy
  Some sorcerer spells deal damage of a random type. If 
  it matters for the situation, use a d 4 to determine which 
  type of damage the spell deals. 
  roll 1 D 4
  1:  Cold    2:  Fire    2:  Lightning    4:  Thunder
  
  Sorcerer Class features
  gather PoWer
  gather power
  eFFeCt
  Once initiative has been rolled and a battle is under-
  way, a sorcerer can spend a standard action to gather 
  magical power, preparing themselves for casting a 
  double-strength spell with their next standard action. 
  Gathering power is loud and very noticeable.
  Sorcerers who want to gather power before initiative 
  has been rolled can go through the motions but won’t 
  get any benefit from the act.
  gather power
  When a sorcerer gathers power, it does not count as 
  casting a spell; you can gather power without taking 
  opportunity attacks.
  In addition, because you spend your standard action to 
  gather power, you generate a small magical benefit. This 
  benefit is chaotic rather than perfectly reliable, so you 
  must make a random check to see what benefit you get. 
  Roll a d 6 and consult the appropriate table.
  If you get a benefit that deals damage to enemies, you 
  can choose the type of damage (cold, fire, lightning, 
  or thunder).
  
  Sorcerer Class features
  gather PoWer
  ChaotiC BeneFit, aDventurer tier 
  levels 1– 4
  1	–	2:  You gain a +1 bonus to AC until the start  
  of your next turn.
  3	–	4:  Deal damage equal to your level to  
  all nearby staggered enemies.
  5	–	6:  Deal damage equal to your level to  
  one nearby enemy.
  ChaotiC BeneFit, ChaMpion tier 
  levels 5 –7
  1	–	2:  You gain a +1 bonus to AC and Physical Defense 
  until the start of your next turn.
  3	–	4:  Deal damage equal to your level + your Charisma 
  modifier to all nearby staggered enemies.
  5	–	6:  Deal damage equal to your level + your Charisma 
  modifier to one nearby enemy.
  ChaotiC BeneFit, epiC tier 
  levels 8 –10
  1	–	2:  You gain a +1 bonus to all defenses  
  until the start of your next turn.
  3	–	4:  Deal damage equal to your level + twice your 
  Charisma mod. to all nearby staggered enemies.
  5	–	6:  Deal damage equal to your level + twice your 
  Charisma modifier to one nearby enemy.
  
  Sorcerer Class features
  gather PoWer
  spenDing power on eMpowereD Casting
  eFFeCt
  After	you	have	gathered	power,	you	can	use	your	next	
  standard	action	to	cast	an	empowered	sorcerer	spell.
  Empowered	sorcerer	spells	deal	double	the	damage	
  of	a	normal	sorcerer	spell.	This means that you double 
  the damage results of the hit or a miss from the single 
  spell. Non-attack spells generally don’t improve when 
  cast empowered; use empowered casting for attacks.
  If you do not or are not able to use your next standard 
  action to cast a sorcerer attack spell, you lose the power 
  you’ve gathered. You can use another standard action 
  to gather power again, but the spell you eventually cast 
  will still only do double damage.
  You can spend your move actions and quick actions any 
  way you like after you gather power and before casting 
  your next empowered spell.
  ongoing DaMage
  If you’ve gathered power for a spell that deals ongoing 
  damage, the ongoing damage is doubled the first time it 
  is dealt, but not on subsequent rounds, if any. 
  
  Sorcerer Class features
  gather PoWer
  spenDing power on eMpowereD Casting
  Breath weapon
  Breath weapon spells add an extra wrinkle. Of course 
  you can gather power the first time you cast a breath 
  weapon spell in a battle.
  Later in the fight it’s a question of whether you gathered 
  power the turn before a breath weapon spell roll goes 
  your way. You can be all ready with gathered power but 
  roll too low to use the breath weapon spell, forcing you 
  to cast a different spell with the gathered power.
  aDventurer Feat 
  useD'
   learneD *
  Once per battle, you can choose the chaotic benefit 
  you want instead of rolling for it.
  ChaMpion Feat 
  useD'
   learneD *
  Once per battle when the escalation die is 4 +,  
  you can gather power as a quick action.
  epiC Feat 
  learneD *
  When you gather power, if the escalation die is 2 +,  
  you can roll two chaotic benefits. Unlike most effects, 
  the benefits stack if you roll the same result twice.
  
  Sorcerer talent
  arCane heritage
  heritage talent
  Although magic is in the blood of every sorcerer, 
  you have a greater understanding of magic than most 
  sorcerers and even some wizards.
  eFFeCt
  You gain a +2	bonus	to	a	background	that	involves	
  or	suggests	magical	knowledge	or	talent, up to your 
  normal maximum background point limit.
  You can also use	one	of	your	sorcerer	spell	choices	
  to	choose	any	wizard	spell	of	the	same	level. You get 
  only one such equal-level wizard spell at a time; all 
  others have to be purchased using the 2-level penalty in 
  the Access to Wizardry class feature described on the 
  corresponding card.
  aDventurer Feat 
  learneD *
  Use your Charisma as the attack ability for the wizard 
  spell you choose with your Arcane Heritage talent.
  ChaMpion Feat 
  learneD *
  You can cast your wizard spells empowered as if they 
  were sorcerer powers. Generally, empowering wizard 
  spells only helps by doubling the damage.
  
  Sorcerer talent
  arCane heritage
  heritage talent
  
  Sorcerer talent
  BLood Link
  talent
  eFFeCt
  Choose	one	of	your	sorcerous	heritage	talents.		
  You	gain	1	relationship	point	with	the	icon		
  associated	with	that	heritage; you choose whether  
  the point is positive, conflicted, or negative.
  This point can add to your normal relationship  
  points but you can’t exceed the normal relationship 
  maximums with it.
  (Remember that positive relationships with  
  villainous icons are limited to 1 point.) 
  ChaMpion Feat 
  learneD *
  Gain another relationship point with an icon associated 
  with one of your heritage talents. As above, you must 
  follow the relationship maximums. 
  
  Sorcerer talent
  BLood Link
  talent
  
  Sorcerer talent
  ChromatiC deStroyer
  heritage talent
  eFFeCt
  You	can	have	multiple	breath weapon	spells	active	
  at	the	same	time.
  You don’t gain extra actions, so if you succeed with 
  multiple breath weapon spells, you’ll generally have 
  to choose which one to use.
  aDventurer Feat 
  learneD *
  You gain a +2 attack bonus with empowered 
  breath weapon spells.
  ChaMpion Feat 
  useD'
   learneD *
  Once per day, turn a failed breath weapon re-use roll 
  into a success.
  epiC Feat 
  useD'
   learneD *
  One battle per day, gain resist dragon attack 16 +  
  (all attacks made by dragons; dragons must roll a natural 
  16 + with the attack or it deals only half damage).
  
  Sorcerer talent
  ChromatiC deStroyer
  heritage talent
  
  Sorcerer talent
  fey heritage
  heritage  talent 
  Daily
  eFFeCt
  One battle per day, when you roll initiative, you can 
  choose to invoke your Fey Heritage and gain	the	racial	
  power	of	one	the	elven	races in addition to your own 
  racial power. Roll on the table below.
  If you roll your own race’s power, you gain the half-elf’s 
  surprising racial power instead.
  raCial power (roll 1 D 6)
  1	–	2:  Cruel (drow)
  3	–	4:  Highblood teleport (high elf)
  5	–	6:  Elven grace (wood elf)
  Or: 
  Surprising (half-elf)
  
  Sorcerer talent
  fey heritage
  heritage talent useD
  Daily 
  adventurer feat: two battles each day
  aDventurer Feat 
  useD'
   learneD *
  You can now invoke your Fey Heritage talent in two 
  battles each day.
  ChaMpion Feat 
  learneD *
  You gain a +2 attack bonus against elves and monsters 
  in the elven sphere of influence (including the Drider, 
  Storm Giant, and Medusa).
  epiC Feat 
  useD'
   learneD *
  Once per battle when the escalation die reaches 6 +,  
  as a free action, you can gain an elf racial power that 
  you have not already used in this battle. 
  
  Sorcerer talent
  infernaL heritage
  heritage  talent 
  Daily
  quiCk aCtion
  eFFeCt
  Once per day, as a quick action when the escalation die 
  is 1+, you can enter a spell frenzy until the end of the 
  battle.
  While in a spell frenzy, you roll	2	d	20	for	each	of	your	
  sorcerer	spell	attacks. Use the highest die as your 
  attack roll, but track whether the other die hits.
  For each die that misses, you take damage equal to 
  double the level of the target of your attack.
  
  Sorcerer talent
  infernaL heritage
  heritage talent useD
  Daily
  aDventurer Feat 
  learneD *
  You gain resist energy damage 12 + to fire and to  
  one of the following types of energy of your choice:  
  acid, cold, lightning, psychic, thunder.
  ChaMpion Feat 
  learneD *
  Increase one of your resistances to 16 +.
  epiC Feat 
  learneD *
  In addition to your normal use of spell frenzy, you 
  can also enter a spell frenzy as a free action while the 
  escalation die is 5 +.
  
  Sorcerer talent
  metaLLiC ProteCtor
  heritage talent
  eFFeCt
  Your rolls to re-use breath weapon spells during a fight 
  gain a +2 bonus.
  aDventurer Feat 
  learneD *
  As a quick action at the start of each battle, you can 
  gain resist energy 12 + to one of the following types 
  of energy of your choice: acid, cold, fire, lightning, or 
  poison.
  ChaMpion Feat 
  learneD *
  When you gather power and your chaotic benefit 
  increases your defenses, you can choose one nearby 
  ally to gain the same defense bonus.
  epiC Feat 
  useD'
   learneD *
  One battle per day, you can choose to gain resist 
  demon attack 16+ instead of resist energy 12 + from 
  your Metallic Protector Heritage talent.
  
  Sorcerer talent
  metaLLiC ProteCtor
  heritage talent
  
  Sorcerer talent
  SorCerer’S famiLiar
  naMe
  aniMal or Creature
  Choose one permanent ability (you may not choose tough). 
  Each full heal-up, randomly determine two abilities:
  agile 
  perManent *
   
  learneD *
  You gain a +2 bonus to Dexterity skill checks.
  alert / insightFul 
  perManent *
   
  learneD *
  You gain a +2 bonus to Wisdom skill checks.
  Counter-Bite 
  perManent *
   
  learneD *
  Each battle, if your familiar is close to you, it bites the first 
  enemy that hits you with a melee attack after that attack, 
  dealing 1d4 damage per level (no attack roll) to that enemy.
  Flight 
  perManent *
   
  learneD *
  Flies as well as an overly cerebral hawk, which might in fact 
  be precisely correct. It doesn’t fly that often and usually 
  sticks with you, but it can do so when its other abilities allow.
  MiMiC 
  perManent *
   
  learneD *
  One battle per day, you gain the use of the racial power 
  (without feats) of one nearby ally.
  
  Sorcerer talent
  poisonous 
  perManent *
   
  learneD *
  Once per battle, when you hit an enemy engaged with you, 
  add 5 ongoing poison damage per tier to the damage roll.
  sCout 
  perManent *
   
  learneD *
  Once per day, your familiar can separate itself from you 
  and make a reconnaissance run of an area or location, and 
  it may even manage that feat unseen (easy skill check for 
  the environment to get your familiar to scout unseen).
  tough 
  learneD *
  You gain a + 1 save bonus; tough counts as two familiar 
  abilities if you choose it.
  talkative 
  perManent *
   
  learneD *
  Your familiar can talk like a person; but note that the 
  GM speaks for the familiar more than you do.
  aDventurer Feat 
  learneD *
  Your familiar gains a third randomly changing ability.
  ChaMpion Feat 
  useD'
   learneD *
  Once per level, if your familiar is close to you, it can 
  cast one of your spells as a free action on your initiative 
  count, even if you have already expended the spell. 
  The spell functions as if you had cast it.
  epiC Feat 
  learneD *
  Your familiar gains a fourth randomly changing ability.
   
  see page 149 – 150
  
  Sorcerer talent
  SPeLL fiSt
  talent
  Your style of sorcery emphasizes close-range fighting. 
  There are two advantages and one possible drawback 
  to your style.
  eFFeCt
  You gain a +2	bonus	to	AC.
  You can use	ranged	spells	while	engaged	with	
  enemies without taking opportunity attacks.
  You use your Constitution	modifier	instead	of		
  your	Charisma	modifier to determine the damage  
  you add to all your sorcerer spells.
  
  Sorcerer talent
  SPeLL fiSt
  talent
  aDventurer Feat 
  learneD *
  When you miss with a sorcerer spell against an enemy 
  you are engaged with, add your Charisma modifier 
  to the damage you deal. At 5th level, add double your 
  Charisma modifier; at 8th level, triple it.
  ChaMpion Feat 
  useD'
   learneD *
  Once per battle, you can include one enemy engaged 
  with you as an additional target of any attack spell you 
  cast that targets other enemies.
  epiC Feat 
  useD'
   learneD *
  Once per day when you cast an empowered spell, each 
  enemy engaged with you becomes an additional target 
  of that spell if it’s not already targeted by the spell.
  
  Sorcerer talent
  undead remnant
  heritage talent
  eFFeCt
  You have resist negative energy 12+ and gain a  
  +1 attack bonus against undead. 
  You can also include negative energy damage on your 
  personal random energy damage type table, swapping 
  out an energy type you don’t want to access randomly.
  aDventurer Feat 
  learneD *
  Decrease your total recoveries by 1; you gain a +2 
  bonus to death saves.
  ChaMpion Feat 
  learneD *
  Your resist negative energy power improves to 16 +,  
  and the attack bonus against undead increases to +2.
  epiC Feat 
  learneD *
  If you put out one of your eyes and cut off one of your 
  hands, you gain a +1 bonus to all attacks.
  
  Sorcerer talent
  undead remnant
  heritage talent
  resistanCe
  When an attack with a damage type you are resistant  
  to targets you, the natural attack roll must equal or 
  exceed your resistance number to deal full damage. 
  If the roll is lower than your resistance, the attack  
  deals half damage.
  If you take ongoing damage of a type you resist, use  
  the original attack roll to determine whether you  
  take the full amount of ongoing damage or half the 
  amount (rounded down). 
  
  Sorcerer Spell Progression
  SPeLL ProgreSSion
  sorCerer
  spell level
  1st
  3rd
  5th
  7th
  9th
  Level	1
  4
  —
  —
  —
  —
  Level	2
  5
  —
  —
  —
  —
  Level	3
  3
  3
  —
  —
  —
  Level	4
  —
  6
  —
  —
  —
  Level	5
  —
  3
  4
  —
  —
  Level	6
  —
  —
  7
  —
  —
  Level	7
  —
  —
  3
  5
  —
  Level	8
  —
  —
  —
  8
  —
  Level	9
  —
  —
  —
  3
  6
  	 Level	10
  —
  —
  —
  —
  9
  
  Sorcerer Spell Progression
  SPeLL ProgreSSion
  There are five spell levels: 1, 3, 5, 7, and 9. The levels 
   correspond to the character level at which you gain access 
  to those spells for the first time.
  You know all of the spells in the rulebook for your class.
  You have a certain number of “spell slots” you can use. The 
  number of spell slots you have of each level is listed on the 
  spell progression table. These numbers are NOT cumulative. 
  You do lose your lower-level slots as you level up. You’re 
  expected to put lower-level spells in higher-level slots.
  After a full heal-up, you fill up your spell slots with spells 
  that you know. Any spell you know can be chosen (only once 
  unless stated oherwise) to fill a slot of its level or a higher level.
  A spell’s effect is based on the level of the slot you put it in. 
  The level of the slot you choose for a spell does not affect 
  your attack rolls with that spell — in other words, you always 
  add your level to your attack rolls, not the level of the spell.
  Unlike weapon attacks, spell damage does NOT improve just 
  because you level up.
  You must actually put the spell in a higher-level slot to get the 
  damage increase listed for the higher-level spell. The ability 
  score modifier added to damage does increase to double at 
  level 5 and to triple at level 8 even if you are casting a spell 
  that happens to be lower level than 5th/8th, but that’s it (not 
  including wizards). The feats you’ve taken for a spell apply to 
  the spell regardless of the spell slot you choose for it.
  •
  •
  •
  •
  •
  •
  •
  
  Sorcerer Basic attacks
  meLee attaCk
  BasiC attaCk 
  at-will
  Target:	 One	enemy
  Attack:	 strength	+	Level	vs.	AC
  hit
  Weapon + Strength damage
  Miss
  Damage equal to your level
  ranged attaCk
  BasiC attaCk 
  at-will
  Target:	 One	enemy
  Attack:	 Dexterity	+	Level	vs.	AC
  hit
  Weapon + Dexterity damage
  Miss
  —
  arMor anD aC
  Armor Type 
  None 
  Light 
  Heavy 
  Shield
  Base AC 
  10 
  10 
  11 
  +1
  Attack Penalty 
  — 
  — 
  −2 
  −2
  
  Sorcerer Weapons
  meLee WeaPonS
  one-hanDeD
  two-hanDeD
  sMall
  1 d 4 dagger
  1 d 6 staff
  light or siMple
  1 d 6 shortsword
  1 d 8 spear
  heavy or Martial
  1 d 8 (−2 attack) longsword
  1 d 10 (−2 attack) greatsword*
  ranged WeaPonS
  thrown
  CrossBow
  Bow
  sMall
  1 d 4  
  dagger
  1 d 4  
  hand crossbow
  —
  light or siMple
  1 d 6 
  javelin
  1 d 6 (−1 attack) 
  light crossbow*
  1 d 6 (−2 attack) 
  shortbow*
  heavy or Martial
  —
  1 d 8 (−3 attack) 
  heavy crossbow*
  1 d 8 (−4 attack) 
  longbow*
  * If you take a penalty for using a two-handed weapon,  
  the penalty also applies to your spells.
  
SOURCE: textdata/thevault/Deduped  Shit/Sorcerer Deck v1.2/13th Age Sorcerer Deck Single_v1.2.pdf