13th Age Sorcerer Deck 1.1
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8/12/2019 13th Age Sorcerer Deck 1.1
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Sorcerer Deck
8/12/2019 13th Age Sorcerer Deck 1.1
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1st Level orcerer pells
Breath of the WhiteClose-quarters spell
Daily
Target: 1d2 nearby enemies in a group; breath
weapon
Attack: Charisma + Level vs. PDHit: 3d + Charisma !old damage.
Miss: "al# damage.
Slots : 3rd $d% 5th &d1'% 7th d12% 9th 1'd12
Breath Weapon: (or the rest o# the battle% roll a d2'
at the start o# ea!h o# your turns; on a 1+% you !an
use breath o# the )hite dragon that turn i# you )ish.
Burning HandsClose-quarters spell
*t-ill
Targets: ,p to t)o nearby enemies in a groupAttack: Charisma + Level vs. PD
Hit: 1d + Charisma #ire damage.
Slots : 3rd 1d% 5th 2d% 7th 3d% 9th $d
A : hen you miss )ith burning hands% you deal #ire
damage to the target equal to ea!h damage die that
rolled its maimum possible result.
C : hen you roll a natural 1+ )ith a burning hands
atta!/ roll% you !an !hoose another nearby target #or
the spell. 0he ne) target doesnt have to be part o#
the original group. : ou !an no) target ea!h enemy engaged )ith
you )ith your burning hands spell in addition to any
other targets.
Chaos Boltanged spell
*t-ill
Special: 0he #irst time you use !haos bolt ea!h battle%
determine a random energy type. 0he spell deals that
type o# damage ea!h time you use it that battle.Target: 4ne nearby enemy !" one #ar a)ay enemy
)ith a 52 atta!/ penalty
Attack: Charisma + Level vs. PD
Hit: 1d + Charisma random energy damage% and i#
the natural atta!/ roll )as e#en% you gain a !haoti!
bene#it as i# you had gathered po)er.
Miss: Damage equal to your level.
Slots : 3rd 3d% 5th $d% 7th 6d% 9th 7d
A : ou dont ta/e the 52 penalty #or atta!/ing a #ar
a)ay enemy )ith the spell.
C : 8or! lvl $-6 9 roll any !haoti! bene#it gained )ith
this spell on the epi! !haoti! bene#its table. 8or! lvl -
1'% !hoose the epi! !haoti! bene#it you )ant.
$ightning %orkanged spell
e!harge 1+ a#ter battle
Target: 4ne nearby enemy; chain spell
Attack: Charisma + Level vs. PD
Hit: 3d + Charisma lightning damage.
Miss: "al# damage.
Slots : 3rd 6d% 5th d1'% 7th 1'd1'% 9th 2d1'A : 4n!e per battle% you !an re-roll one o# your
lightning #or/ atta!/s rolls.
C : :# you miss all targets )ith lightning #or/% you dont
epend it.
: 0he re!harge roll #or lightning #or/ is no) 11+.
Chain Spell: Each time you make a natural even attack
roll, you can attack a different target with the spell.
"esist nerg&anged spell
e!harge 1+ a#ter battle
Target: ou or one nearby ally
ffect: ,ntil the end o# the battle% the target gains
resist damage 12+ to the #ollo)ing energy type o#your !hoi!e9 !old% #ire% lightning% thunder.
3rd l#l slot Choose t)o types o# energy the target
gains resistan!e to.
5th l#l slot esistan!e is no) 1+.
7th l#l slot 0he spell no) a##e!ts t)o targets.
9th l#l slot e!harge roll is no) 11+.
A : ou !an target an additional !reature )ith the
spell.
Scorching "a&
anged spell
*t-illTarget: 4ne nearby enemy
Attack: Charisma + Level vs. PD
Hit: 1d + Charisma #ire damage% and i# the natural
atta!/ roll is e#en% the target also ta/es 1d ongoing
#ire damage.
Miss: Damage equal to your level.
Slots : 3rd 3d% 2d& ong ; 5th &d% 2d ong ; 7th d%
3d ong ; 9th 1'd1'% $d ong
A : ou !an no) use the spell against a #ar a)ay
target% but )ith a 52 atta!/ penalty.C : a!h time you !ast the spell% you !an have the
atta!/ deal random energy damage instead o# #ire
damage. epla!e the #ire entry on the random
energy table )ith your !hoi!e o# negative energy or
a!id.
: ou dont ta/e the 52 penalty #or atta!/ing a #ar
a)ay enemy )ith the spell.
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3rd Level orcerer pells
Breath of the 'reenClose-quarters spell
Daily
Target: 1d& nearby enemies in a group; breath
weapon
Attack: Charisma + Level vs. PDHit: 1$ + Charisma ongoing poison damage.
Miss: $ ongoing poison damage.
Slots : 5th 2$+Cha ong% 1' on miss; 7th 3$+Cha
ong% 1$ on miss ; 9th $'+Cha ong% 2$ on miss
Breath Weapon: (or the rest o# the battle% roll a
d2' at the start o# ea!h o# your turns; on a 1+%
you !an use breath o# the green that turn i# you
)ish.
Chaos (ulseanged spell
*t-ill
Target: 4ne random nearby enemy
Attack: Charisma + Level vs. PD
Hit: 3d1' + Charisma random energy damage.
#en Miss: "al# damage.
!dd Miss: Damage equal to your level.
Slots : 5th $d1'; 7th 6d1' ; 9th 7d1'
)ragon*s $eapanged spell
Daily
Quick action to cast
Target: ou; breath )eapon
##e!t9 ou !an #ly at the rate you normally moveuntil the end o# your turn. <8o i# you dont land
or #ind somepla!e to hang #rom% youll #all.=
5th l#l slot ou !an no) #ly until the end o# your
net turn.
7th l#l slot ou !an no) #ly t)i!e as #ast as you
normally move on the ground. ou also gain a +$
bonus to disengage !he!/s.
9th l#l slot 0he spell is no) re!harge 1+ a#ter
battle instead o# daily.Breath Weapon: (or the rest o# the battle% roll a
d2' at the start o# ea!h o# your turns; on a 1+%
you !an use dragons leap this turn i# you )ish.
<eah% )e /no) its not a!tually a breath
)eapon% but it )or/s as part o# the dra!oni!
sor!erer pa!/age.=
choing Thunderanged spell
*t-ill
Target: 4ne nearby enemy
Attack: Charisma + Level vs. PD
Hit: 3d + Charisma thunder damage% and the#irst enemy that hits you )ith a melee atta!/
be#ore the start o# your net turn ta/es 2d
thunder damage. <*n empo)ered spell does not
double this a#tersho!/ damage.=
Miss: Damage equal to your level.
Slots : 5th $d% 2d a#tersho!/; 7th 6d% 3d
a#tersho!/; 9th 7d% &d a#tersho!/;
C : 0he spells a#tersho!/ damage is no) also
doubled )hen e!hoing thunder is empo)ered.
R andom Energy Type Table oll d&
+: Cold
,: (ire
3: Lightning
-: 0hunder
C haotic Benefits vervie! Table "d#$Ad#enturer Tier .le#els +/-0
+/,: +1 to *C until the start o# your net turn.
3/-: <Lvl= dam to all nearby staggered enemies.
5/1: <Lvl= dam to one nearby enemy.
Cha2pion Tier .le#els 5/70
+/,: +1 to *C and PD -> the start o# your net turn.
3/-: <Lvl= + Cha dam to all nrby staggered enemies.
5/1: <Lvl= + Cha dam to one nearby enemy.
pic Tier .le#els /+40
+/,: +1 to all de# -> the start o# your net turn.
3/-: <Lvl= + Cha 2 dam to all nrby stag?d enemies.
5/1: <Lvl= + Cha 2 dam to one nearby enemy.
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%th Level orcerer pells
Breath of the BlackClose-quarters spell
Daily
Target: 4ne nearby enemy; breath )eapon
Attack: Charisma + Level vs. @D
Hit: 1'd + Charisma a!id damage% and 2' ongoing a!id damage.Miss: 1' ongoing a!id damage.
Slots : 7th 1'd1'% &' ong% 2' ong on miss; 9th 2d1'% ' ong% 3' ong on
miss;
: Double the spells ongoing damage on a miss.
Breath Weapon: (or the rest o# the battle% roll a d2' at the start o# ea!h
o# your turns; on a 1+% you !an use breath o# the bla!/ that turn i# you
)ish.
The ueen*s Shado6 anged spellDaily
Special: Once you cast this spell in a battle, you can cast it at- will for the
rest of that battle.
Target: 4ne nearby enemy
Attack: Charisma + Level vs. @D
Hit: d + Charisma psy!hi! damage% and i# the natural atta!/ roll is even%
you !an teleport to a nearby lo!ation you !an see.
Miss: Damage equal to your level.
Slots : 7
th
7d1'; 9
th
1'd12 : 4n!e per battle% the teleport #rom a hit )ith the queens shado)s !an
be to a #ar a)ay lo!ation you !an see.
Three )oo2sanged spell
e!harge 1+ a#ter battle
Target: 4ne nearby enemy; chain spell
Attack: Charisma + Level vs. PD
Hit: 2d& 1' random energy damage% and you ta/e damage o# the sametype equal to the unmodi#ied di!e roll <2d&% 2d or 2d12=.
Note : o !harisma bonus to damage.
Miss: "al# damage% and you still ta/e random energy damage equal to the
unmodi#ied di!e roll.
Slots : 7th 2d1'; 9th 2d121'
Chain Spell: Each time you make a natural even attack roll, you can
attack a different target with the spell.
nearthl& 'la2our anged spellDaily
ffect: ou gain a +$ bonus to all Charisma s/ill !he!/s #or the ne8t fi#e
2inutes. :# you #ail a Charisma s/ill !he!/ during this time% ho)ever%
anyone you )ere attempting to !onvin!e or in#luen!e )ith the !he!/ is
#rea/ed out or disgusted by the supernatural glamour atta!hed to you
and has etremely negative rea!tions to you.
Slots : 7th 1 hr duration; 9th 2 hr duration
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&th Level orcerer pells
Breath of the BlueClose-quarters spell
Daily
Target: 4ne nearby enemy; breath spell
Attack: Charisma + Level vs. PD
Hit: 1'd12 + Charisma lightning damage% and at the start o# the targetsnet turn% 1d o# its nearby allies ta/e 2' lightning damage.
Miss: "al# damage% and no damage to targets allies.
9th l#l slot 2d1' 1' damage 2$ lightning damage to nearby allies.
: ou !an no) target a #ar a)ay enemy )ith the spell <no atta!/
penalty=.
Breath Spell: (or the rest o# the battle% roll a d2' at the start o# ea!h o#
your turns; on a 1+% you !an use breath o# the blue this turn i# you )ish.
Stolen %acesanged spell
Daily
"ree action to cast, before initiati#e is rolled
Targets: 1d& + 1 nearby allies
ffect: ou steal the on!e-per-battle ra!ial po)ers o# your allies this
battle% but you dont get the advantage o# your allies #eats or items that
improve those po)ers. e say you AstealB the po)er be!ause you arent
as/ing permission. a!h ally you steal a ra!ial po)er #rom !an roll an easy
save <+=. 8u!!ess means they get to use their po)er also this battle.(ailure means they !ant; you too/ it #ully. ou !ant steal ra!ial po)ers
you already possess. Diversity pays.
9th l#l slot ou get to use your allies po)ers as i# you also had any o# their
#eats that improve those po)ers.
Touch of #ilClose-quarters spell
Daily
Quick action to cast
Special: $sing this spell when you%re actually fighting demons could be unwise.
&f you are fighting one or more demons, roll an easy sa#e '(+) at the start ofeach of your turns. "ailure means that you are confused that turn.
Target: ou
ffect: ou gain a random demon-style po)er #or the rest o# the battle%
similar to the abilities demons possess but not identi!al.
oll a d to see )hi!h po)er you gain9
1: *esist energy 1(+hen an atta!/ that deals energy damage targets you% the
atta!/er must roll a natural 1+ on the atta!/ roll or it only deals hal# damage.
2: &nfernal battery ,ntil the end o# the battle% you !an use a qui!/ a!tion on!e
ea!h round to ma/e re!harge rolls #or your epended re!harge spells. a!h time
you do so% you ta/e damage equal to hal# the natural result o# your re!harge roll.
3: acklash0he #irst time you are staggered this battle% the enemy )ho
staggered you be!omes !on#used <save ends=.
4: pell freny ou enter a spell #reny <see :n#ernal "eritage talent=. :# you )ere
already in a spell #reny% you no) roll 3d2' #or ea!h atta!/ and ta/e damage equal
to triple the targets level #or ea!h roll that misses.
5: "ear auranemies engaged )ith you that have #e)er hit points than double
your !urrent hit points are daed. :n the unli/ely event that they !ould normally
use the es!alation die% )ell% they !ant.
6: eleport 1d/ + 1 times this battle*s a move a!tion% you !an teleport any)hereyou !an see nearby.
7: 0emonic speed ou !an ta/e an etra standard a!tion ea!h turn that the
es!alation die is even. ou lose 2d1' hit points ea!h time you use the etra a!tion.
8: Eye of the 0iabolist Choose any t)o #eatures you )antE eahE nFoy. (or the
rest o# this day% all your i!on relationships disappear and are repla!ed by an
identi!al number o# !on#li!ted points )ith the Diabolist. Consider this a love letter
to the G@.
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'th Level orcerer pells
Breath of the oidClose-quarters spell
Daily
Target: 4ne nearby enemy; breath spell
Attack: Charisma + Level vs. @D
Hit: 2d12 1' + Charisma negative energydamage% and the target moves do)n 2d points
in initiative order% to a minimum o# 1.
Miss: "al# damage.
Breath Spell: (or the rest o# the battle% roll a d2'
at the start o# ea!h o# your turns; on a 1+% you
!an use breath o# the void this turn i# you )ish.
Calling the BloodClose-quarters spell
Dailyffect: oll a d to randomly sele!t one o# the
si sor!erous heritage i!ons9
1 2 3 & $
ou gain some surprising or biarre magi!al
e##e!t asso!iated )ith the po)er o# that i!on to
assist you. 0he e##e!t is entirely up to the G@%
though the immediate impa!t o# the spell
should al)ays be #avorable #or you. 0he long-
term !onsequen!es o# randomly invo/ing the
po)er o# an i!on that may be an enemy might
not be #avorable #or you% and should be played
#or narrative interest by the G@% parti!ularly i#the impa!t o# the spell )as huge #or you. 8in!e
this is a daily spell% siable impa!t is # ine% but
dont a)ard any etra e##e!t #or empo)ered
!asting% espe!ially sin!e the spell !an be !ast
e##e!tively out o# !ombat.
: oll t)o ds #or this spell% then !hoose the d
result you pre#er.
Sil#er %la2eClose-quarters spell
DailyQuick action to cast
ffect: oll your relationship di!e )ith the
*r!hmage; i# you have none% avoid this spell.
(or ea!h 1 you roll% you gain one 7th level or
lo)er spell #rom any spell!asting !lass that you
!an !ast this battle.
(or ea!h 5 you roll% you gain one 5th level or
lo)er spell #rom any spell!asting !lass that you
!an !ast this battle.
:# the es!alation die is 5% you !an s)ap the
es!alation die #or one or your rolls.
:# you get no su!!esses% you regain the spell
a#ter this battle.
ou !an a!quire one o# the ne) spells the sameround you !ast this spell. 0hen sele!t and
a!quire any other gained spells at the start o#
your net turn% so i# you havent already #igured
out )hat you )ill ta/e% get to )or/. :# you
havent #igured it out by your net turn% the G@
should move play on )ithout your de!ision and
!onsider letting you tri!/le in the spells as you
#igure it out.
ou !an use your Charisma as the ability s!orethat provides the a!quired spells atta!/ bonuses
and damage bonuses <i# any=. 4ther ability s!ore
re#eren!es remain un!hanged. *s you might
epe!t% ea!h $ you roll also invo/es an
*r!hmage-related !ompli!ation or obligation in
the tradition o# rolling $s on relationship !he!/s.
0he G@ should have as mu!h #un )ith you as
possible.
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