Cast
From AF wiki
You have magical energy and the ability to control it. Normally even if you gain scrolls or rituals you can't actually produce the effect yourself.
- Cast: You may use spells, and you gain the Empowered Magic stunt. You can spend 1 focus to do a project in 1 action or affect something you can see as if you could touch it.
- Evolutions
- Arcane Knowledge: You can perceive magic (when you look for it), and on a successful sense check recognize magic items, spell, or supernatural properties.
- Mana Reserves: You may keep a surge until you use it, and so you start all encounters with a surge.
- Magical Wealth: You gain an extra 3 tier 1 assets with the magic or spell keywords, and you automatically generate a profit during a respite.
- Alchemy Magic: You gain a tier 2 potion and two tier 1 potions. You may use a project to replace a missing potion. Your check suffers a penalty without a forge, a penalty for each tier, but a bonus if you've found materials.
- Fire Magic: You are immune to cold climates. You may use a snap to start a prepared fire or absorb up to 5 burn from existing flames in your zone. If you absorb all 5 you gain a surge. You gain the Fireball spell.
- Earth Magic: Any armor value you have increases +1. You may use a snap to bond with the ground, gaining a bonus on strength checks and counting adjacent areas as part of your size against stagger. You gain the Stoneskin spell.
- Wizard Magic: You gain two tier 1 spells and two tier 2 spells. Interference while casting causes you to forget the spell until you rest and study it again.
- Empowered Magic: You gain a surge.
See Also
Version 2.5.1
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