Divine Heritage (The Priestess)
You have access to cleric spells instead of wizard spells with your Access to Wizardry class feature.
Choose one of the domains listed in the cleric's class talent list. You gain all the domain's advantages, including the ability to use the domain's invocation once per day. You can also spend your feats on the domain if you wish.
Adventurer feat: You can use Charisma instead of Wisdom with your cleric spells.
Champion feat: You can cast the cleric class feature Heal spell once per day.
Epic feat: You can choose one cleric spell at your full level instead of a -2 penalty.
You have a befriended a small elemental who acts as your helper and even fights alongside you in battle. Choose between a water, fire, earth or air elemental.
In battle, the elemental acts on your initiative, either before or after you. It gets a standard, move, and (if applicable) quick action. The elemental can't heal. If it is brought to 0 hp, it temporarily loses shape, but you can revive it during the next quick rest. It does not count as a summoned creature, so summoning rules do not apply. It does not benefit from the escalation die.
Air Elemental: Your companion can fly. It deals lightning and thunder damage. It gains resist non-elemental damage 16+.
Earth Elemental: Your companion gains a +2 bonus to AC and PD.
Fire Elemental: Your companion deals fire damage. Increase all damage dice by two steps to d10/d12.
Water Elemental: Your companion gains resist weapon damage 16+. On an even hit, it hampers its target until the start of your next turn.
Adventurer feat: When you revive your companion, you can choose any of the 4 elements.
Adventurer feat: Your companion benefits from the escalation die.
Adventurer feat: Your companion gains extra hit points equal to twice your level.
Champion feat: As a standard action, your companion can merge with its element to heal 2 hit points per level. At the start of your next turn, it reappears anywhere near in its element.
Epic feat: Your companion gains a +2 bonus to all defenses.
You can choose a daily spell from the druid's Elemental Caster talent as one of your sorcerer spell choices. You can choose additional spells through your Access to Wizardry class feature, with the standard -2 penalty. You treat these spells as a Sorcerer spell.
In addition, you have access to all feats of the Elemental Caster talent.
Forge Heritage (Dwarf King)
When you Gather Power, you can forego the chaotic benefit and gain a +2 bonus to all defenses until the end of your next turn instead.
Adventurer feat: While you have both feet on solid ground, the bonus lasts until the end of combat, but multiple uses do not stack. Count any outdoors terrain, the basement floor of a building, any below-ground structure and the bottom of the ocean as solid ground. You lose the advantage of solid ground if you cast levitation and flight spells.
Champion feat: Increase your recovery dice to d8 while you are on solid ground.
Epic feat: Once per battle, when you gather power while your feet are on solid ground, you can spend a recovery to heal.
Horde Heritage (Orc Lord)
When you cast a double-strength spell with Gather Power, increase your critical threat range by 2.
Adventurer feat: Once per day, reroll an attack roll with a spell boosted by Gather Power.
Champion feat: Your double-strength spell gains a bonus to the critical threat range equal to the chaotic benefit d6 roll instead.
Epic feat: Gain the attack reroll once per battle instead.
Imperial Heritage (The Emperor)
Rumors persist that the Emperor could only defeat the Wizard King because he was a powerful Sorcerer himself. Others attribute his powers to a divine gift or the forces of destiny.
You gain the counter-magic ability as described in the Wizard's High Arcana talent (Core book p. 149).
Adventurer feat: When you Gather Power, you gain resist magic 18+ until the end of your next turn.
You draw your magic melody and song, as a bard would. What you lack in inspirational talent and flashy performance skill, you more than make up in raw arcane power.
You gain a +2 bonus to a background that involves musical talent, up to your normal maximum background point limit.
You access bard spells and songs (but not battle cries) with your Access to Wizardry class feature instead of wizard spells. You can gain one such spell at your class level, without the -2 penalty.
Adventurer Feat: Increase the background bonus to +5.
Champion Feat: You can also choose battle cries.
Epic feat: The full level bard spell you choose with this talent does not count against your daily limit of sorcerer spells.
During a short rest, you can spend one recovery to regain one daily or recharge spell, without requiring a recharge roll.
In the same way, when you run out of recoveries, you can expend a spell instead. You lose the ability to cast the spell until the end of the day, even if it was a recharge, once per battle or at-will spell.
Adventurer feat: If you spend a recovery to heal when you have gathered power, you can expend it to heal twice the amount.
Champion feat: Add your Charisma to the hit points regained with a recovery. Double the bonus at 5th level, triple it at 8th.
Epic feat: After you rally, add your Constitution to the next attack roll with a spell.
When you cast a daily spell, your damage dice are exploding dice. This means you can reroll any die that comes up as the natural maximum and add the result. If that reroll is the maximum again, keep rolling!
On a 3-4 and 5-6 chaotic benefit roll with Gather Power, deal an exploding d6 extra damage.
Adventurer feat: You can use this talent with any spell when you have gathered power.
Champion feat: Increase the chaotic benefit bonus damage to 2d6. You can use this talent with all spells except at-will spells.
Epic feat: Increase the chaotic benefit bonus damage to 3d6. You can use this talent with all spells.
Necropolitan Heritage (Lich King)
You can use one of your sorcerer spell choices to choose any Necromancer spell of the same level. You get only one such equal-level wizard spell at a time; you can choose more using your Access to Wizardry class feature with its 2-level penalty.
Adventurer feat: Use your Charisma as the attack ability for the necromancer spells you choose.
Champion feat: You can boost your necromancer spells using Gather Power. This doubles the damage of these spells, but you can work out other effects with your GM such as doubling bonus temporary hit points or summoning additional creatures.
Epic feat: When you Gather Power to cast a daily necromancer spell, you gain a temporary icon relationship die with the Lich King.
Shadow Heritage (Shadow Prince)
When you Gather Power, roll a d8 for the chaotic benefit. On a 7 or 8, enemy attacks against you are an automatic miss if the natural attack roll is odd until the end of your next turn.
Adventurer feat: Once per battle, roll twice for the chaotic benefit and choose the result.
Champion feat: Roll a d10 for the chaotic benefit. On a 9 or 10, you disappear from the map and reappear in a location of your choice at the start of your next turn.
Epic feat: Roll a d12 for the chaotic benefit. On a 11 or 12, weaken one nearby enemy until the end of your next turn.
The core of dark elf battle tactics is to end the battle before the enemy has a chance to strike. They have infused this philosophy in their arcane art, and they are able to sling off spells at the blink of an eye. Other arcane traditions have similar techniques, but the drow are most well-known for it.
Once per battle, you can cast one of your at-will spells as an immediate interrupt when you are attacked by an enemy. The spell resolves before the attack and does not provoke attacks of opportunity.
Adventurer feat: Increase your critical threat range with the attack by +2.
Champion feat: You can use this ability with any spell that targets either yourself or one enemy only, not only at-will spells.
Epic feat: If you hit the attacker with the spell, he loses his attack action.
You possess an avatar, the source of your arcane abilities, a separate personality connected to your soul. During your waking hours, it acts as an inner voice, guidance, and occassionally nagging guilt. When your body is weakened, the avatar can separate and manifest as a spell wraith, to guard the host and avenge it after death.
Once per battle, if you are unconscious and at or below zero hit points at the start of your turn, and you still have at least one daily or recharge spell left, you can manifest your spell wraith.
The spell wraith has your stats, but half your maximum hit points. It is insubstantial and can't interact with the physical world except through the mage hand cantrip, which it can use at-will. It can't wield weapons or items. It gains resist physical attacks 18+ (claws, bites, weapons, projectiles and the like).
Your spell wraith can cast your sorcerer spells, but only daily and recharge spells. Once you have cast your last daily or recharge spell, your spellwraith fades. The spell wraith also fades if you spend a recovery or heal otherwise. It does not fade if your physical body dies after failing a third death save. Some sorcerers were trapped in this form for centuries, unwilling to sever the last thread that connected them to the mortal realm.
Adventurer feat: Your spell wraith gains resist all 18+.
Champion feat: Your spell wraith can use all of your sorcerer spells, including at-will spells.
Epic feat: If you are healed and your spell wraith disappears, you can recall it later during the battle, with the same current hit points.
Triumphant Heritage (Crusader)
You suffer no penalty for wearing heavy armor or wielding heavy weapons and a shield. Your Sorcerer side now also counts as a "skillful warrior" for multiclassing. You would not have survived the Crusader's training otherwise.
Adventurer feat: Once per day, after you have hit an opponent with a melee attack, you can Gather Power as a free action.
Champion feat: You gain a +1 bonus to PD.
Epic feat: You can Gather Power after a melee attack once per battle instead.
Wild Wood Heritage (The High Druid)
You have access to druid daily spells from the Terrain Caster talent instead of wizard spells with your Access to Sorcery class feature. Like a druid, you only have access to the spells of the terrain you are currently in.
When you Gather Power, roll a d8 instead of a d6. On a 7 or 8, you summon a friendly standard-strength beast of your level or lower (giant scorpion and wolf are available at first level). The beast is called according to the summoning rules (13TW page 11).
Adventurer feat: You gain the ability to speak with animals (as per the Druid class feature).
Champion feat: Roll a d10 for the chaotic benefit, and call a beast on a result of 7 to 10.
Epic feat: You can choose a large beast instead, of up to two levels lower than your own.