TEXT: Page 
  Print on card-stock paper, and cut along the black crop marks (works best with a sharp utility knife or paper/photo 
  trimmer). Fold at the grey dash line, and glue them back-to-back.
  You can also laminate the cards using laminating pouches in A7 format (card size: 74 mm × 05 mm). But then 
  please use normal paper, and don’t glue them, because this would kill your laminatior !
  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:	 1d2 nearby enemies in a group
  Attack:	 Charisma+Level vs. PD
  hit
  3 d6 + Charisma cold damage.
  Miss
  Half damage.
  3rd level spell
  learneD *
  5 d6 cold damage.
  5th level spell
  learneD *
  4 d10 cold damage.
  7th level spell
  learneD *
  6 d12 cold damage.
  9th level spell
  learneD *
  10 d12 cold damage.
  Sorcerer Spell Level 1
  Breath of the White
  spell useD
  Daily
  Breath weapon
  For the rest of the battle, roll a d20 at the start of each
  of your turns. On a 16+, you can use breath of the white
  that turn if you wish.
  
  Page 
  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 d6 + Charisma fire damage.
  Miss
  —
  see adventurer feat
  3rd level spell
  learneD *
  1 d8 fire damage.
  5th level spell
  learneD *
  2 d8 fire damage.
  7th level spell
  learneD *
  3 d8 fire damage.
  9th level spell
  learneD *
  5 d8 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
  1d8 + 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 d8 random energy damage.
  5th level spell
  learneD *
  5 d8 random energy damage.
  7th level spell
  learneD *
  7 d8 random energy damage.
  9th level spell
  learneD *
  9 d8 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.
  
  Page 
  Sorcerer Spell Level 1
  Lightning Fork
  rangeD spell
  reCharge
  Chain spell
  Target:	 One nearby enemy
  Attack:	 Charisma+Level vs. PD
  hit
  3 d6 + Charisma lightning damage.
  Miss
  Half damage.
  3rd level spell
  learneD *
  7 d6 lightning damage.
  5th level spell
  learneD *
  6 d10 lightning damage.
  7th level spell
  learneD *
  10 d10 lightning damage.
  9th level spell
  learneD *
  2 d8 ×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).
  
  Page 4
  Sorcerer Spell Level 1
  SCorChing ray
  rangeD spell
  at-Will
  Target:	 One nearby enemy
  Attack:	 Charisma+Level vs. PD
  hit
  1 d6 + Charisma fire damage, and if the natural
  attack roll is even, the target also takes 1d8 ongoing
  fire damage.
  Miss
  Damage equal to your level.
  3rd level spell
  learneD *
  3 d6 fire damage; 2 d4 ongoing fire damage.
  5th level spell
  learneD *
  4 d6 fire damage; 2 d6 ongoing fire damage.
  7th level spell
  learneD *
  6 d6 fire damage; 3 d6 ongoing fire damage.
  9th level spell
  learneD *
  10 d6 fire damage; 5 d6 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:	 1d4 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 d20 at the start of each
  of your turns. On a 16+, you can use breath of the green
  that turn if you wish.
  
  Page 5
  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 d10 damage.
  7th level spell
  learneD *
  7 d10 damage.
  9th level spell
  learneD *
  9 d10 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 d20 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.
  
  Page 
  Sorcerer Spell Level 3
  eChoing Thunder
  rangeD spell
  at-Will
  Target:	 One nearby enemy
  Attack:	 Charisma+Level vs. PD
  hit
  3 d6 + Charisma thunder damage, and the first enemy
  that hits you with a melee attack before the start of your
  next turn takes 2 d6 thunder damage. (An empowered
  spell does not double this aftershock damage.)
  Miss
  Damage equal to your level.
  5th level spell
  learneD *
  5 d6 thunder damage;
  2 d6 aftershock thunder damage.
  7th level spell
  learneD *
  7 d6 thunder damage;
  3 d6 aftershock thunder damage.
  9th level spell
  learneD *
  9 d6 thunder damage;
  4 d6 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 d6 + Charisma acid damage,
  and 20 ongoing acid damage.
  Miss
  10 ongoing acid damage.
  epic feat: double damage
  7th level spell
  learneD *
  10 d10 acid damage, and 40 ongoing acid damage;
  20 ongoing acid damage on a miss.
  9th level spell
  learneD *
  2 d6 ×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 d20 at the start of each
  of your turns. On a 16+, you can use breath of the black
  that turn if you wish.
  
  Page 7
  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 d6 + 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 d4 ×10 random energy damage, and you take damage
  of the same type equal to the unmodified dice roll
  (2 d4, 2 d8, or 2 d12). (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 d8 ×10 random energy damage.
  9th level spell
  learneD *
  2 d12 ×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.
  
  Page 
  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 d12 + Charisma lightning damage, and at the start
  of the target’s next turn, 1d 6 of its nearby allies take
  20 lightning damage.
  Miss
  Half damage, and no damage to target’s allies.
  9th level spell
  learneD *
  2 d10 ×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 d20 at the start of each
  of your turns. On a 16+, you can use breath of the blue
  that turn if you wish.
  
  Page 
  Sorcerer Spell Level 7
  StoLen FaCeS
  rangeD spell
  Daily
  Free action to cast, before initiative is rolled
  Target:	 1d4+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 d8 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 d20 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 d3 +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).
  
  Page 0
  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 d6 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 d20 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.
  
  Page 
  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 d4 to determine which
  type of damage the spell deals.
  roll 1 D 4
  1: Cold  2: Fire  2: Lightning  4: Thunder
  
  Page 
  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 d6 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.
  
  Page 
  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
  
  Page 4
  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.
  
  Page 5
  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 2d20 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
  
  Page 
  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.
  
  Page 7
  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.
  •
  •
  •
  •
  •
  •
  •
  
  Page 
  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
  1d4 dagger
  1d6 staff
  light or siMple
  1d6 shortsword
  1d8 spear
  heavy or Martial
  1d8 (−2 attack) longsword
  1d10 (−2 attack) greatsword*
  Ranged WeaPonS
  thrown
  CrossBow
  Bow
  sMall
  1d4
  dagger
  1d4
  hand crossbow
  —
  light or siMple
  1d6
  javelin
  1d6 (−1 attack)
  light crossbow*
  1d6 (−2 attack)
  shortbow*
  heavy or Martial
  —
  1d8 (−3 attack)
  heavy crossbow*
  1d8 (−4 attack)
  longbow*
  *If you take a penalty for using a two-handed weapon,
  the penalty also applies to your spells.
  
SOURCE: textdata/thevault/13th Age/3rd Party [Non-Pelgrane]/Kazekami decks/Sorcerer Deck v1.2/13th Age Sorcerer Deck A7 PDoc Fold_v1.2.pdf