Cast

From AF wiki
Jump to: navigation, search

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.

See Also


Version 2.5.1
©2014 Frameworks Games

This is outdated content. Update Needed!