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The Sorcerer Revised

The document outlines the characteristics and abilities of the Sorcerer class in a role-playing game, emphasizing their innate magical powers derived from ancestry or chaotic forces. It details the mechanics of sorcerous spellcasting, including the use of sorcery points, cantrips, spell slots, and various class features that enhance their magical capabilities. Additionally, it introduces options for Metamagic, allowing sorcerers to modify their spells, and describes the progression of abilities as they level up.

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0% found this document useful (0 votes)
50 views8 pages

The Sorcerer Revised

The document outlines the characteristics and abilities of the Sorcerer class in a role-playing game, emphasizing their innate magical powers derived from ancestry or chaotic forces. It details the mechanics of sorcerous spellcasting, including the use of sorcery points, cantrips, spell slots, and various class features that enhance their magical capabilities. Additionally, it introduces options for Metamagic, allowing sorcerers to modify their spells, and describes the progression of abilities as they level up.

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skylar07
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Sorcerer

M
agic is a part of every sorcerer, Sorcerous Spellcasting
suffusing body, mind, and spirit with a
latent power that waits to be tapped. An event in your past, or in the life of a parent or ancestor, left
Some sorcerers wield magic that an indelible mark on you, infusing you with arcane magic.
springs from an ancient bloodline This wellspring of magic, whatever its origin, allows you to
infused with the magic of dragons. cast spells in a unique way. Your power is represented by a
Others carry a raw, uncontrolled magic pool of sorcery points, which you use to fuel your spellcasting
within them, a chaotic storm that surges and manifests in and create a variety of other magical effects.
unexpected ways.
The appearance of sorcerous powers is wildly Cantrips
unpredictable. Some sorcerers can't name the origin of their At 1st level, you know four cantrips of your choice from the
power, while others trace it to strange events in their own sorcerer spell list. You learn additional sorcerer cantrips of
lives. The touch of a demon, the blessing of a dryad at a your choice at higher levels, as shown in the Cantrips Known
baby's birth, or a taste of the water from a mysterious spring column of the Sorcerer table.
might spark the gift of sorcery. So too might the gift of a deity
of magic, exposure to the elemental forces of the Inner Sorcery Points
Planes or the maddening chaos of Limbo, or a glimpse into You have a pool of sorcery points, which increases as you
the inner workings of reality. reach higher levels in this class as shown in the Sorcery
This revision emulates the distinctive magic of sorcerers by Points column of the Sorcerer table.
reworking their spellcasting methodology. Sorcerers are by You can never have more sorcery points than shown on the
their nature infinitely flexible. The magic within their bodies table for your level. You can't reduce your sorcery point total
does not follow the strict rules of other casters, allowing to less than 0, and you regain all expended sorcery points
them to twist and shape their magic in ways that wizards or when you finish a long rest.
warlocks can only dream of, though sometimes this can be to
the sorcerer's peril. Spell Slots
To cast a sorcerer spell of 1st-level or higher (or use a feature
Quick Build which requires you to spend a spell slot), you must expend a
You can make a sorcerer quickly by following these number of sorcery points to create a spell slot and then use
suggestions. First, Charisma should be your highest ability that slot to cast the spell. Doing so requires no action, and is
score, followed by Constitution. Second, choose the hermit done as part of the casting of the spell. Cantrips don't require
background. Third, choose the light, prestidigitation, ray of slots and therefore don't require sorcery points to be cast.
frost, and shocking grasp cantrips, along with the 1st-level The cost of creating a spell slot is equal to the level of the
spells shield and magic missile. spell slot you are creating. Your sorcerer level determines the
maximum-level spell slot you can create, as shown in the Slot
Level column of the Sorcerer table. You cannot create a spell
Class Features slot above this maximum, even though you might have
As a sorcerer, you gain the following class features. enough points to do so.
For example, if you know the 1st-level spell burning hands
Hit Points and are high enough level to create 2nd-level spell slots, you
Hit Dice: 1d6 per sorcerer level can cast burning hands by expending 1 sorcery point to cast
Hit Points at 1st Level: 6 + your Constitution modifier it at 1st-level, or 2 sorcery points to cast it at 2nd-level.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Spells of 6th level and higher are particularly taxing to cast.
modifier per sorcerer level after 1st You can use sorcery points to create one spell slot of each
level of 6th or higher, but you can't create another slot of the
Proficiencies same level until you finish a long rest.
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light Spells Known of 1st Level and Higher
crossbows You know two 1st-level spells of your choice from the
Tools: None sorcerer spell list.
The Spells Known column of the Sorcerer table shows
Saving Throws: Constitution, Charisma when you learn more sorcerer spells of your choice. Each of
Skills: Choose two from Arcana, Deception, Insight, these spells must be of a level for which you can create spell
Intimidation, Persuasion, and Religion slots through your sorcery points. For instance, when you
Equipment reach 3rd level in this c1ass, you can create spell slots of 1st
You start with the following equipment, in addition to the or 2nd level, so you can learn a new 1st or 2nd level spell.
equipment granted by your background: Additionally, when you gain a level in this c1ass, you can
choose one of the sorcerer spells you know and replace it
(a) a light crossbow and 20 bolts or (b) any simple weapon with another spell from the sorcerer spell list, which also
(a) a component pouch or (b) an arcane focus must be of a level for which you can create spell slots.
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
Sorcerer v1.1
1 The Arcane Athenaeum
The Sorcerer
Proficiency Sorcery Cantrips Spells Slot
Level Bonus Points Features Known Known Level
1st +2 2 Sorcerous Spellcasting, Sorcerous 4 2 1st
Origin
2nd +2 5 Font of Magic 4 3 1st
3rd +2 9 Metamagic 4 4 2nd
4th +2 14 Ability Score Improvement 5 5 2nd
5th +3 18 — 5 6 3rd
6th +3 23 Sorcerous Origin feature 5 7 3rd
7th +3 27 — 5 8 4th
8th +3 32 Ability Score Improvement 5 9 4th
9th +4 36 — 5 10 5th
10th +4 41 Metamagic 6 11 5th
11th +4 45 — 6 12 6th
12th +4 50 Ability Score Improvement 6 12 6th
13th +5 54 — 6 13 7th
14th +5 59 Sorcerous Origin feature 6 13 7th
15th +5 63 — 6 14 8th
16th +5 68 Ability Score Improvement 6 14 8th
17th +6 72 Metamagic 6 15 9th
18th +6 73 Sorcerous Origin feature 6 15 9th
19th +6 74 Ability Score Improvement 6 15 9th
20th +6 75 Unbound Power 6 15 9th

Spellcasting Ability Font of Magic


Charisma is your spellcasting ability for your sorcerer spells, Beginning at 2nd level, you've learned how to recover some of
since your magic relies on your ability to project your will into your expended power. Once per day when you finish a short
the world. You use your Charisma whenever a spell refers to rest, you can regain a number of expended sorcery points up
your spellcasting ability. In addition, you use your Charisma to half your sorcerer level (rounded up).
modifier when setting the saving throw DC for a sorcerer
spell you cast and when making an attack roll with one. Metamagic
Spell save DC = 8 + your proficiency bonus + At 3rd level, you gain the ability to twist your spells to suit
your Charisma modifier. your needs. You gain two of the following Metamagic options
of your choice. You gain another one at 10th and 17th level.
Spell attack modifier = your proficiency bonus + You can use only one Metamagic option on a spell when
your Charisma modifier. you cast it, unless otherwise noted.
Spellcasting Focus Careful Spell
Your innate magic allows you to cast spells without a focus if When you cast a spell that forces other creatures to make a
the material component of the spell does not have a gold cost saving throw, you can protect some of those creatures from
and is not consumed when the spell is cast. However, you can the spell's full force. To do so, you spend 1 sorcery point and
also use an arcane focus as a spellcasting focus for your choose a number of those creatures up to your Charisma
sorcerer spells. modifier (minimum of one creature). A chosen creature
automatically succeeds on its saving throw against the spell.
Sorcerous Origin
Choose a sorcerous origin, which describes the source of Distant Spell
your innate magical power: Draconic Bloodline or Wild When you cast a spell that has a range of 5 feet or greater,
Magic, both detailed at the end of the c1ass description. you can spend 1 sorcery point to double the spell's range.
Your choice grants you features when you choose it at 1st When you cast a spell that has a range of touch, you can
level and again at 6th, 14th, and 18th level. spend 1 sorcery point to make the range of the spell 30 feet.
2
Empowered Spell create the spell slot. If you cast another 6th-level spell, you
When you roll damage for a spell, you can spend 1 sorcery must spend 12 sorcery points to create the spell slot and you
point to reroll a number of the dice up to your Charisma gain a level of exhaustion. If you cast a third 6th-level spell,
modifier (minimum of 1). You must use the new rolls. you must spend 18 sorcery points to create the spell slot and
You can use Empowered Spell even if you already used a you gain a second level of exhaustion. If you then cast your
different Metamagic option during the casting of the spell. first 7th-level spell, it costs 7 sorcery points as normal to
create the spell slot; each spell slot level of 6th or higher is
Extend Spell counted independently of the others.
When you cast a spell lhat has a duration of 1 minute or Once you complete a long rest, the number of slots you
longer. you can spend 1 sorcery point to double its duration, have created of each level resets to zero.
to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving Optional Class Features
throw to resist its effects, you can spend 3 sorcery points to
give one target of the spell disadvantage on its first saving If your DM allows players to use Optional Class Features
throw made against the spell. from Tasha's Cauldron of Everything, the Sorcerer also gains
You can give additional targets of the spell disadvantage on the following optional features:
their first saving throw, spending 3 sorcery points per target
you wish to affect, up to your Charisma modifier. Metamagic Options
3rd-level sorcerer feature
Quickened Spell When you choose Metamagic options, you have access to
When you cast a spell that has a casting time of 1 action, you the following additional options.
can spend 2 sorcery points to change the casting time to 1
bonus action for this casting. Seeking Spell
After casting the spell in this way, you are not limited to If you make an attack roll for a spell and miss, you can spend
casting only a cantrip with a casting time of 1 action in the 2 sorcery points to reroll the d20, and you must use the new
same turn. roll, potentially turning the miss into a hit.
You can use Seeking Spell even if you have already used a
Subtle Spell different Metamagic option during the casting of the spell.
When you cast a spell, you can spend 1 sorcery point to cast it
without any somatic ar verbal components. Transmuted Spell
When you cast a spell that deals a type of damage from the
Twinned Spell following list, you can spend 1 sorcery point to change that
When you cast a spell that targets only one creature and damage type to one of the other listed types: acid, cold, fire,
doesn't have a range of self, you can spend a number of lightning, poison, thunder.
sorcery points equal to the spell's level to target a second
creature in range with the same spell (1 sorcery point if the Sorcerous Versatility
spell is a cantrip).
4th-level sorcerer feature
Ability Score Improvement Whenever you reach a level in this class that grants the
Ability Score Improvement feature, you can do one of the
When you reach 4th level, and again at 8th, 12th, 16th, and following, representing the magic within you flowing in new
19th level, you can increase one ability score of your choice ways:
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20 Replace one of the options you chose for the Metamagic
using this feature. feature with a different Metamagic option available to you.
Replace one cantrip you learned from this class'
Unbound Power Sorcerous Spellcasting feature with another cantrip from
When you reach 20th level, the wellspring of magic within the sorcerer spell list.
you overflows with barely-restrained power, allowing you to Magical Guidance
cast a greater number of potent spells.
You are no longer limited in the number of spell slots you 5th-level sorcerer feature
can create between long rests, regardless of the slot level, so You can tap into your inner wellspring of magic to try to
long as you have enough sorcery points needed to create the conjure success from failure. When you make an ability
spell slot. However, the number of sorcery points you must check that fails, you can spend 1 sorcery point to reroll the
spend to create a spell slot of 6th-level or higher is multipled d20, and you must use the new roll, potentially turning the
by the number of spell slots of that level you have created failure into a success.
since your last long rest. In addition, you gain a level of
exhaustion for every spell slot you create after the first.
For example, if you cast your first 6th-level spell after
finishing a long rest, it costs 6 sorcery points as normal to
Sorcerer v1.1
3 The Arcane Athenaeum
Draconic Resilience
Sorcerous Origins As magic flows through your body, it causes physical traits of
Different sorcerers claim different origins for their innate your dragon ancestors to emerge. At 1st level, your hit point
magic. Although many variations exist, most of these origins maximum increases by 1 and increases by 1 again whenever
fall into two categories: a draconic bloodline and wild magic. you gain a level in this class.
Other origins can be found in supplementary material such Additionally, parts of your skin are covered by a thin sheen
as Xanathar's Guide to Everything or Tasha's Cauldron of of dragon-like scales. When you aren't wearing armor, your
Everything. AC equals 13 + your Dexterity modifier.
Draconic Bloodline Elemental Affinity
At 6th level, when you deal damage of the type associated
Your innate magic comes from draconic magic that was with your draconic ancestry, add your Charisma modifier to
mingled with your blood or that of your ancestors. Most often, the damage. At the same time, you can spend 1 sorcery point
sorcerers with this origin trace their descent back to a mighty to gain resistance to that damage type for 1 hour.
sorcerer of ancient times who made a bargain with a dragon
or who might even have claimed a dragon parent. Some of Dragon Wings
these bloodlines are well established in the world, but most At 14th level, you can use a bonus action on your turn to
are obscure. Any given sorcerer could be the first of a new sprout a pair of dragon wings from your back, gaining a flying
bloodline, as a result of a pact or some other exceptional speed equal to your current speed. They last until you use
circumstance. another bonus action on your turn to dismiss them.
You can't manifest your wings while wearing armor unless
Draconic Magic the armor is made to accommodate them, and clothing not
Starting at 1st level, you learn an additional spell when you made to accommodate your wings might be destroyed when
reach certain levels in this class, as shown in the Draconic you manifest them.
Bloodline Spells table. The spell counts as a sorcerer spell
for you, but it doesn’t count against the number of sorcerer Draconic Presence
spells you know. Beginning at 18th level, you can channel the dread presence
Draconic Bloodline Spells
of your dragon ancestor, causing those around you to become
awestruck or frightened. As an action, you can spend 5
Sorcerer Level Spell sorcery points to draw on this power and exude an aura of
1st absorb elements, cause fear awe or fear (your choice) to a distance of 60 feet. For 1
3rd dragon's breath, see invisibility
minute or until you lose your concentration (as if
concentration on a spell), each hostile creature that starts its
5th elemental weapon, fly turn in this aura must succeed on a Wisdom saving throw or
7th charm monster, elemental bane be charmed (if you chose awe) or frightened (if you chose
fear) until the aura ends. A creature that succeeds on this
9th legend lore, skill empowerment saving throw is immune to your aura for 24 hours.
Dragon Ancestor
At 1st level, you choose one type of dragon as your ancestor. Wild Magic
The damage type associated with each dragon is used by
features you gain later. Your power comes from the wild forces of chaos that underlie
the order of creation. You might have endured exposure to
Dragon Ancestry raw magic, perhaps through a planar portal leading to Limbo,
Dragon Damage type the touched by a powerful fey creature or a demon. Or your
Black Acid
magic could be a fluke of your birth. However it came to be,
this chaotic magic churns within you, waiting for any outlet.
Blue Lightning
Brass Fire Chaotic Magic
1st-level Wild Magic feature
Bronze Lightning Starting at 1st level, you learn an additional spell when you
Copper Acid reach certain levels in this class, as shown in the Wild Magic
Gold Fire
Spells table. The spell counts as a sorcerer spell for you, but
doesn’t count against the number of sorcerer spells you know.
Green Poison
Wild Magic Spells
Red Fire
Sorcerer Level Spell
Silver Cold
1st chaos bolt, faerie fire
White Cold
3rd enlarge/reduce, mirror image
You can also speak, read, and write Draconic. Additionally, 5th blink, hypnotic pattern
your proficiency bonus is doubled whenever you make a 7th confusion, polymorph
Charisma check when interacting with dragons. 9th mislead, synaptic static
Sorcerer v1.1
The Arcane Athenaeum 4
Wild Magic Surge Additional Origin Spells
Starting when you choose this origin at 1st level, your The sorcerous origins found in Xanathar's Guide to
spellcasting can unleash surges of untamed magic. Everything each gain an additional feature.
Immediately after you cast a spell of 1st level or higher, roll a
d20. If you roll a 1, roll on the Wild Magic Surge table in the Divine Soul Magic
Player's Handbook to create a random magical effect. 1st-level Divine Soul feature
Each time you cast a spell of 1st-level or higher without Starting at 1st level, you learn an additional spell when you
triggering a wild magic surge this number increases. After reach certain levels in this class, as shown in the Divine Soul
casting two spells you trigger a wild magic surge on a roll of 2 Spells table. The spell counts as a sorcerer spell for you, but
or less, after casting three spells you trigger a wild magic it doesn’t count against the number of sorcerer spells you
surge on a roll of 3 or less, etc. Once you trigger a wild magic know.
surge this number resets to 1.
Divine Soul Spells
Tides of Chaos Sorcerer
Starting at 1st level, you can manipulate the forces of chance Level Spell
and chaos to gain advantage on one attack roll, ability check, 1st detect evil and good, divine favor,
or saving throw. Once you do so, you must finish a long rest thaumaturgy
before you can use this feature again.
Any time you cast a spell of 1st-level or higher before you 3rd augury, lesser restoration
regain the use of this feature, roll a d20. If the result is an odd 5th revivify, water walk
number, you must roll on the Wild Magic Surge table 7th divination, guardian of faith
immediately after you finish casting the spell. You then regain
the use of this feature. 9th dispel evil and good, hallow

Bend Luck
Starting at 6th level, you have the ability to twist fate using Shadow Magic
your wild magic. When another creature you can see makes 1st-level Shadow Magic feature
an attack roll, an ability check, or a saving throw, you can use Starting at 1st level, you learn an additional spell when you
your reaction and spend 2 sorcery points to roll 1d4 and reach certain levels in this class, as shown in the Shadow
apply the number rolled as a bonus or penalty (your choice) Magic Spells table. The spell counts as a sorcerer spell for
to the creature's roll. You can do so after the creature rolls but you, but it doesn’t count against the number of sorcerer spells
before any effects of the roll occur. you know.
Shadow Magic Spells
Controlled Chaos
At 14th level, you gain a modicum of control over the surges Sorcerer Level Spell
of your wild magic. Whenever you roll on the Wild Magic 1st false life, hex
Surge table, you can roll twice and use either number. 3rd pass without trace, shadow blade
Spell Bombardment 5th summon shadowspawn, vampiric touch
Beginning at 18th level, the harmful energy of your spells 7th greater invisibility, shadow of moil
intensifies. When you roll damage for a spell and roll the
highest number possible on any of the dice, roll each of those 9th enervation, negative energy flood
dice again and add those rolls to the damage. You can use
this feature only once per turn.
Storm Magic
1st-level Storm Sorcery feature
Starting at 1st level, you learn an additional spell when you
Multiclassing Notes reach certain levels in this class, as shown in the Storm
Like a warlock, if you multiclass and gain the Sorcery Spells table. The spell counts as a sorcerer spell for
Spellcasting feature, your levels in sorcerer do not you, but it doesn’t count against the number of sorcerer spells
count toward determining how many spell slots you know.
you have. You determine what spell slots you have
based on your other classes as described in Storm Sorcery Spells
Chapter 6 of the Player's Handbook. Sorcerer Level Spell
When you use your sorcery points to create a
spell slot with the Sorcerous Spellcasting feature, 1st fog cloud, thunderwave
you can use that spell slot to cast spells you know 3rd skywrite, warding wind
or have prepared from classes with the Spellcasting
class feature or Pact Magic feature. Likewise, you 5th call lightning, wind wall
can use the spell slots you gain from classes with 7th storm sphere, summon elemental (air only)
the Spellcasting class feature or Pact Magic feature
to cast sorcerer spells you know. You can use your 9th control winds, conjure elemental (air only)
sorcery points to create a spell slot of any level that
you have in your other classes, though you still
cannot create more than one spell slot of 6th level
or higher.
Sorcerer v1.1
5 The Arcane Athenaeum
Sorcerer Spells
Cantrips (0 Level) Thunderwave Gaseous Form Wall of Stone
Acid Splash Witch Bolt Haste
Blade Ward Hypnotic Pattern 6th Level
Booming Blade 2nd Level Intellect Fortress Arcane Gate
Chill Touch Aganazzar's Scorcher Lightning Bolt Chain Lightning
Control Flames Alter Self Melf's Minute Meteors Circle of Death
Create Bonfire Blindness/Deafness Major Image Disintegrate
Dancing Lights Blur Protection from Energy Eyebite
Green-Flame Blade Cloud of Daggers Sleet Storm Flesh to Stone
Fire Bolt Crown of Madness Slow Globe of Invulnerability
Friends Darkness Stinking Cloud Investiture of Flame
Frostbite Darkvision Thunderstep Investiture of Ice
Gust Detect Thoughts Tidal Wave Investiture of Stone
Infestation Dragon's Breath Tongues Investiture of Wind
Light Dust Devil Vampiric Touch Otiluke's Freezing Sphere
Lightning Lure Earthbind Wall of Water Mass Suggestion
Mage Hand Enhance Ability Water Breathing Mental Prison
Mending Enlarge/Reduce Water Walk Move Earth
Message Flame Blade Scatter
Mind Sliver Flaming Sphere 4th Level Sunbeam
Minor Illusion Gust of Wind Banishment Tasha's Otherworldly Guise
Mold Earth Hold Person Blight True Seeing
Poison Spray Invisibility Charm Monster
Prestidigitation Knock Confusion 7th Level
Ray of Frost Levitate Dimension Door Crown of Stars
Shape Water Magic Weapon Dominate Beast Delayed Blast Fireball
Shocking Grasp Maximilian's Earthen Grasp Fire Shield Dream of the Blue Veil
Sword Burst Mind Spike Greater Invisibility Etherealness
Thunderclap Mirror Image Ice Storm Finger of Death
True Strike Misty Step Polymorph Fire Storm
Phantasmal Force Sickening Radiance Plane Shift
1st Level Pyrotechnics Stoneskin Power Word Pain
Absorb Elements Scorching Ray Storm Sphere Prismatic Spray
Burning Hands See Invisibility Vitriolic Sphere Reverse Gravity
Catapult Shadow Blade Wall of Fire Teleport
Chaos Bolt Shatter Watery Sphere Whirlwind
Chromatic Orb Snilloc's Snowball Swarm
Color Spray Spider Climb 5th Level 8th Level
Comprehend Languages Suggestion Animate Objects Abi-Dalzim's Horrid Wilting
Detect Magic Tasha's Mind Whip Bigby's Hand Demiplane
Disguise Self Warding Wind Cloudkill Dominate Monster
Earth Tremor Web Cone of Cold Earthquake
Expeditious Retreat Control Winds Incendiary Cloud
False Life 3rd Level Creation Power Word Stun
Feather Fall Blink Dominate Person Sunburst
Fog Cloud Catnap Enervation
Grease Clairvoyance Far Step 9th Level
Ice Knife Counterspell Hold Monster Blade of Disaster
Jump Daylight Immolation Gate
Mage Armor Dispel Magic Insect Plague Mass Polymorph
Magic Missile Enemies Abound Seeming Meteor Swarm
Ray of Sickness Erupting Earth Skill Empowerment Power Word Kil
Shield Fear Synaptic Static Psychic Scream
Silent Image Fireball Telekinesis Time Stop
Sleep Flame Arrows Teleportation Circle Wish
Tasha's Caustic Brew Fly Wall of Light
6
In light of recent statements made by certain individuals, the Athenæum would
like to make it clear that a sorcerer is not just a wizard without a hat.

This work is part of the collections of the Arcane Athenæum.


Visit thearcaneathenaum.org for similar works.

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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat
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Sorcerer v1.1
7 The Arcane Athenaeum

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