13th Age Sorcerer Deck 1.1

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Sorcerer Deck 

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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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