Sorcerer

13th Age, p.132

13 Vaults currently only has information for 13th Age first edition only. Information on 13 Vaults may not reflect newer editions of the game.

A wielder of arcane magic who taps into the raw power of the universe to shape reality, cast spells, and unleash chaotic magics.

Ability Scores

Sorcerers gain a +2 class bonus to Charisma or Constitution, as long as it isn’t the same ability you increase with your +2 racial bonus.

Backgrounds

Possible backgrounds include: tribal shaman, pirate captain, spell-arena gladiator, failed wizard, sahuagin hunter.

Gear

At 1st level, a sorcerer usually has a simple melee weapon, a few changes of clothing, a wand or staff, and other paraphernalia suggested by their backgrounds.

Gold Pieces

Sorcerers may start with either 25 gp or 1d6 x 10 gp.

Armor

Armor TypeBase ACAtk Penalty
None10
Light10
Heavy11–2
Shield+1-2

Melee Weapons

One-HandedTwo-Handed
Small1d4 dagger1d6 staff
Light or Simple1d6 shortsword1d8 spear
Heavy or Martial1d8 (-2 atk) longsword1d10 (-2 atk) greatsword*

Ranged Weapons

ThrownCrossbowBow
Small1d4 dagger1d4 hand crossbow
Light or Simple1d6 javelin1d6 (–1 atk) light crossbow*1d6 (-2 atk) shortbow*
Heavy or Martial1d8 (–3 atk) heavy crossbow*1d8 (-4 atk) longbow*

* A sorcerer needs one free hand to cast spells. As such, they suffer a penalty for using a two-handed weapon. (The penalty applies to spells also.)

Level Progression

Sorcerer LevelTotal Hit PointsTotal Feats1st level spell3rd level spell5th level spell7th level spell9th level spellLevel-up Ability BonusesDamage Bonus From Ability Score
Level 1(6 + CON mod) x 31 adventurer4ability modifier
Level 2(6 + CON mod) x 42 adventurer5ability modifier
Level 3(6 + CON mod) x 53 adventurer33ability modifier
Level 4(6 + CON mod) x 64 adventurer;6+1 to 3 abilitiesability modifier
Level 5(6 + CON mod) x 84 adventurer; 1 champion342 x ability modifier
Level 6(6 + CON mod) x 104 adventurer; 2 champion72 x ability modifier
Level 7(6 + CON mod) x 124 adventurer; 3 champion35+1 to 3 abilities2 x ability modifier
Level 8(6 + CON mod) x 164 adventurer; 3 champion; 1 epic83 x ability modifier
Level 9(6 + CON mod) x 204 adventurer; 3 champion; 2 epic363 x ability modifier
Level 10(6 + CON mod) x 244 adventurer; 3 champion; 3 epic9+1 to 3 abilities3 x ability modifier

Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

StatValue
Ability Bonus+2 Charisma or Constitution (different from racial bonus)
InitiativeDex mod + Level
Armor Class (light armor)10 + middle mod of Con/Dex/Wis + Level
Physical Defense11 + middle mod of Str/Con/Dex + Level
Mental Defense10 + middle mod of Int/Wis/Cha + Level
Hit Points(6 + Con mod) x Level modifier (see level progression chart)
Recoveries8
Recovery Dice(1d6 x Level) + Con mod
Backgrounds8 points, max 5 in any one background
Icon Relationships3 points
Talents3
Feats1 per Level

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:

Class Features

Access to Wizardry

Class Feature

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

Class Feature

Spells with the breath weapon keyword have a chance to be re-used during battle. Each breath weapon spell lists the chance of re-using it (usually 16+). At the start of each round after you’ve cast the breath weapon spell, make the re-use roll. Success indicates that you may re-use that spell as a standard action, but 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.

The breath weapon power lasts for a single battle only.

You can have only one breath weapon spell active at a time. If you cast a different breath weapon spell when you have an earlier spell active, the new spell cancels the earlier spell. (See the Chromatic Destroyer Heritage talent for the path to multiple breath weapon spells.)

Failing a death save cancels any breath weapon spells you have active.

  • Adventurer Feat:

    Failing a death save no longer cancels your breath weapon spells. Keep rolling the entire battle.

Chain

Class Feature

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

Class Feature

All sorcerers can cast the dancing lights spell as a standard action. Unlike the wizard’s light cantrip, the sorcerer’s dancing lights 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.

Gather Power

Class Feature

Once initiative has been rolled and a battle is underway, 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.

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. Like many of your powers, 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 below.

If you get a benefit that deals damage to enemies, you can choose the type of damage (cold, fire, lightning, or thunder).

Chaotic Benefit, Adventurer Tier (levels 1–4)

Roll (d6)Effect
1-2You gain a +1 bonus to AC until the start of your next turn.
3-4Deal damage equal to your level to all nearby staggered enemies.
5-6Deal damage equal to your level to one nearby enemy.

Chaotic Benefit, Champion Tier (levels 5–7)

Roll (d6)Effect
1-2You gain a +1 bonus to AC and Physical Defense until the start of your next turn.
3-4Deal damage equal to your level + your Charisma modifier to all nearby staggered enemies.
5-6Deal damage equal to your level + your Charisma modifier to one nearby enemy.

Chaotic Benefit, Epic Tier (levels 8–10)

Roll (d6)Effect
1-2You gain a +1 bonus to all defenses until the start of your next turn.
3-4Deal damage equal to your level + twice your Charisma modifier to all nearby staggered enemies.
5-6Deal damage equal to your level + twice your Charisma modifier to one nearby enemy.

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. Yes, once a battle has started it’s possible to perform the magical firefight trick of gathering power while hiding to the side of the cave entrance, then jumping into the cave opening on your next turn and blasting with the empowered spell.

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.

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.

  • Adventurer Feat:

    Once per battle, you can choose the chaotic benefit you want instead of rolling for it.

  • Champion Feat:

    Once per battle when the escalation die is 4+, you can gather power as a quick action.

  • Epic Feat:

    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.

Random Energy

Class Feature

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 (d4)Energy Type
1Cold
2Fire
3Lightning
4Thunder

Class Talents

About Heritage Talents

Sorcerers possess innate talent for magic that is impulsive and chaotic where wizardry is measured and studied. Most sorcerers have strong magical links to one of the icons.

Arcane 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.

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 above.

  • Adventurer Feat:

    Use your Charisma as the attack ability for the wizard spell you choose with your Arcane Heritage talent.

  • Champion Feat:

    You can cast your wizard spells empowered as if they were sorcerer powers. Generally, empowering wizard spells only helps by doubling the damage.

Blood Link

Talent

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:

    Gain another relationship point with an icon associated with one of your heritage talents. As above, you must follow the relationship maximums.

Chromatic Destroyer Heritage

Talent

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:

    You gain a +2 attack bonus with empowered breath weapon spells.

  • Champion Feat:

    Once per day, turn a failed breath weapon re-use roll into a success.

  • Epic Feat:

    One battle per day, gain resist dragon attack 16+ (all attacks made by dragons; dragon must roll natural 16+ with the attack or it deals only half damage).

Fey Heritage

Talent

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.

Roll (d6)Racial Power
1-2Cruel (drow)
3-4Highblood teleport (high elf)
5-6Elven grace (wood elf)
  • Adventurer Feat:

    You can now invoke your Fey Heritage talent in two battles each day.

  • Champion Feat:

    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:

    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.

Infernal Heritage

Talent

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.

  • Adventurer Feat:

    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:

    Increase one of your resistances to 16+.

  • Epic Feat:

    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+.

Metallic Protector Heritage

Talent

Your rolls to re-use breath weapon spells during a fight gain a +2 bonus.

  • Adventurer Feat:

    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:

    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:

    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's Familiar

Talent

You have a familiar much like a wizard’s familiar, but more changeable. Unlike the wizard, you don’t choose two abilities for your familiar. Instead you choose one permanent ability that suits your familiar’s nature; the only limitation is that you can’t choose tough as the permanent ability. Each time you get a full heal-up, randomly determine two other abilities your familiar will possess until your next full heal-up.

  • Adventurer Feat:

    Your familiar gains another randomly changing ability.

  • Champion Feat:

    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:

    Your familiar gains another randomly changing ability.

Spell Fist

Talent

Your style of sorcery emphasizes close-range fighting. There are two advantages and one possible drawback to your style.

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.

  • Adventurer Feat:

    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:

    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:

    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.

Undead Remnant Heritage

Talent

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:

    Decrease your total recoveries by 1; you gain a +2 bonus to death saves.

  • Champion Feat:

    Your resist negative energy power improves to 16+, and the attack bonus against undead increases to +2.

  • Epic Feat:

    If you put out one of your eyes and cut off one of your hands, you gain a +1 bonus to all attacks.

1st Level Spells

Breath of the White

Spell 1

Range: Close-quarters spell

Daily


Target: 1d2 nearby enemies in a group; breath weapon

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma cold damage.

Miss: Half damage.

3rd level spell: 5d6 damage.

5th level spell: 4d10 damage.

7th level spell: 6d12 damage.

9th level spell: 10d12 damage.

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 dragon that turn if you wish.

Burning Hands

Spell 1

Range: Close-quarters spell

At-Will


Targets: Up to two nearby enemies in a group

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma fire damage.

3rd level spell: 1d8 damage.

5th level spell: 2d8 damage.

7th level spell: 3d8 damage.

9th level spell: 5d8 damage.

  • Adventurer Feat:

    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:

    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:

    You can now target each enemy engaged with you with your burning hands spell in addition to any other targets.

Chaos Bolt

Spell 1

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.

3rd level spell: 3d8 damage.

5th level spell: 5d8 damage.

7th level spell: 7d8 damage.

9th level spell: 9d8 damage.

  • Adventurer Feat:

    You don’t take the –2 penalty for attacking a far away enemy with the spell.

  • Champion Feat:

    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.

Lightning Fork

Spell 1

Ranged spell; Recharge 16+ after battle


Target: One nearby enemy; chain spell

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma lightning damage.

Miss: Half damage.

3rd level spell: 7d6 damage.

5th level spell: 6d10 damage.

7th level spell: 10d10 damage.

9th level spell: 2d8 x 10 damage.

Chain Spell: Each time you make a natural even attack roll, you can attack a different target with the spell.

  • Adventurer Feat:

    Once per battle, you can reroll one of your lightning fork attacks rolls.

  • Champion Feat:

    If you miss all targets with lightning fork, you don’t expend it.

  • Epic Feat:

    The recharge roll for lightning fork is now 11+.

Resist Energy

Spell 1

Ranged spell; Recharge 16+ after battle


Target: You or one nearby ally

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: Choose two types of energy the target gains resistance to.

5th level spell: Resistance is now 16+.

7th level spell: The spell now affects two targets.

9th level spell: Recharge roll is now 11+.

  • Adventurer Feat:

    You can target an additional creature with the spell.

Scorching Ray

Spell 1

Ranged spell; At-Will


Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d6 + 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: 3d6 damage; 2d4 ongoing.

5th level spell: 4d6 damage; 2d6 ongoing.

7th level spell: 6d6 damage; 3d6 ongoing.

9th level spell: 10d6 damage; 5d6 ongoing.

  • Adventurer Feat:

    You can now use the spell against a far away target, but with a –2 attack penalty.

  • Champion Feat:

    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:

    You don’t take the –2 penalty for attacking a far away enemy with the spell.

3rd Level Spells

Breath of the Green

Spell 3

Range: Close-quarters spell

Daily


Target: 1d4 nearby enemies in a group; breath weapon

Attack: Charisma + Level vs. PD

Hit: 15 + Charisma ongoing poison damage.

Miss: 5 ongoing poison damage.

5th level spell: 25 + Charisma ongoing poison damage; 10 ongoing on a miss.

7th level spell: 35 + Charisma ongoing poison damage; 15 ongoing on a miss.

9th level spell: 50 + Charisma ongoing poison damage; 25 ongoing 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 green that turn if you wish.

Chaos Pulse

Spell 3

Ranged spell; At-Will


Target: One random nearby enemy

Attack: Charisma + Level vs. PD

Hit: 3d10 + Charisma random energy damage.

Even Miss: Half damage.

Odd Miss: Damage equal to your level.

5th level spell: 5d10 damage.

7th level spell: 7d10 damage.

9th level spell: 9d10 damage.

Dragon's Leap

Spell 3

Ranged spell; Daily

Quick action to cast


Target: You; breath weapon

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: You can now fly until the end of your next turn.

7th level spell: 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: The spell is now recharge 16+ after battle instead of 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 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.)

Echoing Thunder

Spell 3

Ranged spell; At-Will

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 3d6 + Charisma thunder damage, and the first enemy that hits you with a melee attack before the start of your next turn takes 2d6 thunder damage. (An empowered spell does not double this aftershock damage.)

Miss: Damage equal to your level.

5th level spell: 5d6 damage; 2d6 aftershock damage.

7th level spell: 7d6 damage; 3d6 aftershock damage.

9th level spell: 9d6 damage; 4d6 aftershock damage.

  • Champion Feat:

    The spell’s aftershock damage is now also doubled when echoing thunder is empowered.

5th Level Spells

Breath of the Black

Spell 5

Range: Close-quarters spell

Daily

Target: One nearby enemy; breath weapon

Attack: Charisma + Level vs. MD

Hit: 10d6 + Charisma acid damage, and 20 ongoing acid damage.

Miss: 10 ongoing acid damage.

7th level spell: 10d10 damage, and 40 ongoing damage; 20 ongoing on a miss.

9th level spell: 2d6 x 10 damage, and 60 ongoing damage; 30 ongoing 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.

  • Epic Feat:

    Double the spell’s ongoing damage on a miss.

The Elven Shadows

Spell 5

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: 8d6 + 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: 9d10 damage.

9th level spell: 10d12 damage.

  • Epic Feat:

    Once per battle, the teleport from a hit with the elven shadows can be to a far away location you can see.

Three Dooms

Spell 5

Ranged spell; Recharge 16+ after battle


Target: One nearby enemy; chain spell

Attack: Charisma + Level vs. PD

Hit: 2d4 x 10 random energy damage, and you take damage of the same type equal to the unmodified dice roll (2d4, 2d8, or 2d12). (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: 2d8 x 10 damage.

9th level spell: 2d12 x 10 damage.

Chain Spell: Each time you make a natural even attack roll, you can attack a different target with the spell.

Unearthly Glamour

Spell 5

Ranged spell; Daily


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: The effect lasts for 1 hour.

9th level spell: The effect lasts for 2 hours.

7th Level Spells

Breath of the Blue

Spell 7

Range: Close-quarters spell

Daily


Target: One nearby enemy; breath spell

Attack: Charisma + Level vs. PD

Hit: 10d12 + Charisma lightning damage, and at the start of the target’s next turn, 1d6 of its nearby allies take 20 lightning damage.

Miss: Half damage, and no damage to target’s allies.

9th level spell: 2d10 x 10 damage; 25 lightning damage to nearby allies.

Breath Spell: 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 this turn if you wish.

  • Epic Feat:

    You can now target a far away enemy with the spell (no attack penalty).

Stolen Faces

Spell 7

Ranged spell; Daily

Free action to cast, before initiative is rolled


Targets: 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: You get to use your allies’ powers as if you also had any of their feats that improve those powers.

Touch of Evil

Spell 7

Range: 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:

Roll (d8)PowerDescription
1Resist 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.
2Infernal batteryUntil 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.
3BacklashThe first time you are staggered this battle, the enemy who staggered you becomes confused (save ends).
4Spell frenzyYou enter a spell frenzy (see Infernal Heritage talent). If you were already in a spell frenzy, you now roll 3d20 for each attack and take damage equal to triple the target’s level for each roll that misses.
5Fear auraEnemies engaged with you that have fewer hit points than double your current hit points are dazed. They cannot use the escalation die.
6Teleport 1d3 + 1 times this battleAs a move action, you can teleport anywhere you can see nearby.
7Demonic speedYou can take an extra standard action each turn that the escalation die is even. You lose 2d10 hit points each time you use the extra action.
8Eye of the demonChoose 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).

9th Level Spells

Breath of the Void

Spell 9

Range: Close-quarters spell

Daily


Target: One nearby enemy; breath spell

Attack: Charisma + Level vs. MD

Hit: 2d12 x 10 + Charisma negative energy damage, and the target moves down 2d6 points in initiative order, to a minimum of 1.

Miss: Half damage.

Breath Spell: 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 this turn if you wish.

Calling the Blood

Spell 9

Range: Close-quarters spell

Daily


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.

  • Epic Feat:

    Randomly choose twice, then choose the single result you prefer.

Silver Flame

Spell 9

Range: 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.