Casting Styles

Caster Trappings Spells
Arcane Trickster Acid, Air, cold, Darkness, Divination, Earth, Energy, Fire, Force, Illusion, Lightning, Magma, Physical, Poison, Shadow, Water Animate, Armor, Bolt, Blast, Blind, Burst, Cloaking, Concealment, Conjure Weapon, Detection, Disguise, Divination, Enhanced Vision, Environmental Protection, Farsight, Flight, Groundswell, Haste, Incorporeal, Knockdown, Light/Darkness, Movement, Perk, Phantasm, Possession, Read Object, Shape Change, Shield, Silence, Size Change, Smite, Speed, Stun, Summon, Telekinesis, Teleporter, Tongues, Wall
Bard Emotion, Force, Illusion, Language Dependent, Magicka, Mind Effecting, Shadow, Sonic Armor, Bolt, Blast, Blind, Burst, Cloaking, Concealment, Counterspell, Confusion, Conjure Weapon, Detection, Disguise, Dispel, Enhanced Vision, Environmental Protection, Farsight, Fear, Haste, Incorporeal, Knockdown, Light/Darkness, Mind Link, Mind Reading, Movement, Perk, Phantasm, Possession, Read Object, Shield, Silence, Smite, Speed, Stun, Swarm, Summon, Telekinesis, Teleporter, Tongues
Cleric Darkness, Death, Disease, Divination, Emotion, Evil/Chaos, Good/Law, Life, Light, Mind Effecting, Pain, Shadow Animate, Armor, Bolt, Blast, Burst, Blind, Concealment, Counterspell, Confusion, Conjure Weapon, Cure, Detection, Dispel, Divination, Environmental Protection, Farsight, Fear, Heal, Incorporeal, Knockdown, Light/Darkness, Movement, Perk, Possession, Read Object, Shield, Silence, Smite, Stun, Succor, Summon, Teleporter, Tongues
Druid Animal, Air, Cold, Darkness, Disease, Earth, Fire, Light, Lightning, Magma, Plant, Poison, Water Animate, Armor, Bolt, Blast, Burst, Conjure Weapon, Cure, Damage Field, Enhanced Vision, Environmental Protection, Farsight, Flight, Groundswell, Heal, Knockdown, Light/Darkness, Movement, Shape Change, Shield, Size Change, Smite, Stun, Succor, Swarm, Summon, Teleporter, Wall
Mad Science Acid, Air, Cold, Darkness, Animal, Death, Disease, Earth, Fire, Emotion, Force, Illusion, Life, Light, Lightning, Magma, Mind Affecting, Pain, Magma, Physical, Plant, Poison, Shadow, Sonic, Water All Spells are available.
Paladin Divination, Emotion, Fire, Good/Law, Life, Light Armor, Conjure Weapon, Cure, Damage Field, Detection,, Dispel, Divination, Heal, Light/Darkness (Light Only), Perk, Read Object,
Shield, Size Change, Smite, Succor, Tongues
Physical Adept Armor (x2), Concealment (x2), Conjure Weapon (unarmed Only) (x2), Deflection (x2), Detection (x3), Enhanced Vision (x3), Environmental Protection (x3), Haste (x3), Movement (x2), Perk (x3), Smite (x4), Speed (x2), Tongues (x3)
Psion Divination, Emotion, Magicka, Force, Illusion, Mind Affecting, Pain, Physical Animate, Armor, Bolt, Blast, Blind, Burst, Cloaking, Concealment, Counterspell, Confusion, Conjure Weapon, Cure, Damage Field, Detection, Disguise, Dispel, Divination, Enhanced Vision, Environmental Protection, Farsight, Fear, Flight, Groundswell, Haste, Heal, Incorporeal, Knockdown, Light/Darkness, Mind Link, Mind Reading, Movement, Perk, Phantasm, Possession, Read Object, Shape Change, Shield, Silence, Size Change, Smite, Speed, Stun, Succor, Swarm, Summon, Telekinesis, Teleporter, Tongues, Wall??All?
Sorcerer/Wizard Acid, Air, Cold, Darkness, Death, Disease, Divination, Earth, Emotion, Energy, Fire, Force, Illusion, language dependent, Light, Lightning, Magma, Mind Affecting, Pain, Physical, Poison, Shadow, Sonic, Water Animate, Armor, Bolt, Blast, Blind, Burst, Cloaking, Concealment, Counterspell, Confusion, Conjure Weapon, Damage Field, Detection, Disguise, Dispel, Divination, Enhanced Vision, Environmental Protection, Farsight, Fear, Flight, Groundswell, Haste, Incorporeal, Knockdown, Light/Darkness, Mind Link, Mind Reading, Movement, Perk, Phantasm, Possession, Read Object, Shape Change, Shield, Silence, Size Change, Smite, Speed, Stun, Swarm, Summon, Telekinesis, Teleporter, Tongues, Wall
Spellsword/Spell Slinger Acid, Air, Cold, Darkness, Death, Disease, Earth, Emotion, Energy, Fire, Force, Illusion, Light, Lightning, Magma, Mind Affecting, Pain, Physical, Poison, Shadow, Sonic, Water Bolt, Blast, Blind, Burst, Counterspell, Confusion, Conjure Weapon, Damage Field, Dispel, Fear, Groundswell, Haste, Knockdown, Light/Darkness, Movement, Perk, Silence, Smite, Speed, Stun, Swarm, Summon, Wall
Super Powers All All

Arcane Trickster (Agility & Intelligence)

Rank Powers Learned Description
1 2 Ranged Legerdemain – can perform sleight of hand and security at a distance of 5 hexes, though you take a -3 penalty while doing so.
2 1 Sneaky Spell-By expending 1 additional PP, you may cast any of your arcane Trickster powers without having to invoke a component.
3 2 When casting cloaking you gain 1 PP of augment for free.
4 1 You can cast cloaking as a free action
5 2 You no longer take a penalty when using ranged legerdmaine. You may expend 1 use of smarts to automatically make your next attack a sneak attack, as long as it hits.

Cleric: (Intelligence & Charisma) -

Rank Powers Learned Description
1 2 You may choose to use charisma to determine your spellcasting and medic skills if desired.
2 3 Choose one power. You reduce the cost to cast that power by 1 PP.
3 2 Reduce the augment cost to channel energy in a 10 hex radius by 2, to 3 PP.
4 3 You may maintain a second power without incurring the penalty to dice pools. You still take a cumulative -2 to dice pools for all powers maintained over 2.
5 2

Druid: (Intelligence & ) -

Rank Powers Learned Description
1 2 When you Shape Change into an animal you automatically gain 1 PP of free augment without expending any PP.
2 2 When you Shape Change into an animal you automatically gain 2 PP of free augment without expending any PP. You may now cast spells while shape changed.
3 2 When you Shape Change into an animal or plant you automatically gain 3 PP of free augments without expending any PP.
4 2 When you Shape Change into an animal or plant you automatically gain 4 PP of free augment without expending any PP. You may now speak while shapechanged regardless of the form.
5 2 When you Shape Change into an animal, plant or elemental you automatically gain 5 PP of free augment without expending any PP.

Mad Science: (Intelligence & Savvy) - Mad Science functions differently from other types of casting. Instead of casting powers you create devices. A device has half the power points as their makers maximum power points. When the maker imbues his device, his maximum PP is reduced by 15% per device (rounded up, to a maximum of 90% with 6 devices). A device always take a standard action to activate, despite the action type it would normally take. Devices only have one configuration, and must always be used in that configuration each time it is activated. For instance, if you have bolt you could have it created to fire a single fire bolt, or 2 Acid bolts, but not both. Duration abilities can be set to run for a certain amount of time, or until deactivated. Deactivating a device is an immediate action, and as many devices can be deactivated as the user has running. Only one concentration spell may be maintained. If you activate a different device with a duration of concentration the first device automatically ends, even if it would usually linger for a few rounds.

A mad scientists spell components are always considered components.

When picking bonus spell a Mad Scientist can only gain one spell, he cannot learn two spells of a type he already knows.

Rank Powers Learned Description
1 1
2 1 You may add a 2nd configuration to a device, but it must still be the same power, just a variation. Switching between the configuration is a free action.
3 1 If the power a device emulates has a casting Time less than a standard action, the device can now be activated for that casting time if desired.
4 1 You may now add a third configuration to each device. It still takes a free action to change the configuration each time.
5 1 You may have a 2nd device with a duration of concentration active. If you activate a third device you must choose one device to instantly turn off, even if it would normally linger for a few rounds.

Paladin: (Body & Charisma) -

Rank Powers Learned Description
1 2 May substitute charisma for intelligence when making medic checks while spellcasting only.
2 1 Can cast heal on self as a free action.
3 1 Immunity to fear
4 1 You reduce the cost of casting heal and cure by 1 PP.
5 1 Reduce the augment cost to channel energy in a 10 hex radius by 6, to 4 PP.

Physical Adept (Body & Strength)

A physical Adept powers are always on. They reduce the total PP’S availabe to the Adept by the casting amount xs the multiplier listed with the spell. Once per day the Adept can turn on and off any number of Adept powers. He does not recover his maximum PP’S until the next day. A physical Adept never needs to maintain concentration.

When picking bonus spell a Physical Adept can only gain one spell, he cannot learn two spells of a type he already knows.

Rank Powers Learned Description
1 1
2 1
3 1
4 1
5 1

Psionic (Body & Intelligence) - For psions, several powers only affect the Psionic himself, as listed in their spell selection.

Rank Powers Learned Description
1 2 You can manipulate powers without using a component of any type, you use your mind!
2 2
3 2
4 2
5 2

Shaman (Intelligence & 1 Other) A Shaman may cast any spells allowed by his trappings. At each tier you gain a bonus based on your totem.

Rank Powers Learned Description
1 2 Choose your Totem
2 2 Totem Bonus 1
3 2 Totem Bonus 2
4 2 Totem Bonus 3
5 2 Totem Bonus 4

Sorcerer (Body & Charisma) -

Rank Powers Learned Description
1 1 A sorcerer uses their force of will or personality to cast powers. Choose one at the time of taking this perk. 1) Replace all instances of intelligence with charisma for the purpose of spells and apellcasting. 2) Replace all instances of intelligence with body and willpower with Grit for the purpose of spells and spell casting.
2 1 You reduce the cost to cast one spell by 1 PP.
3 1 You reduce the cost to cast one spell by 1 PP.
4 1 You reduce the cost to cast one spell by 1 PP.
5 1 You reduce the cost to cast all spells by 1 PP.

Spell Slinger (Agility & Intelligence)

Chose a ranged weapon to bond with. You may switch your bonded weapon with 24 hours with a new weapon. You may cast spells through your bonded weapon. When you use the weapons range rather than the spells range. You use agility + Weapon accuracy rather than int + agility accuracy for the spell. On a direct hit the target hit cannot attempt to dodge if an area effect and takes +1 DV and -1 AP.

Rank Powers Learned Description
1 1
2 1 Gain +1 DV with bonded weapon and spells cast through the bonded weapon
3 1 Gain +1 accuracy with bonded weapon
4 1 Bonded weapon is immune to disarm
5 1

Spellsword (Agility & Intelligence)

Rank Powers Learned Description
1 1 As a standard and free action you can combine a single melee attack with a single target spell. You start by casting the spell into your weapon, then you make your attack as normal. If you hit you deal your normal damage and the spell goes off on the target delivering whatever effect it normally would. You may only make a single attack and casting the spell can provoke as normal.
2 1 Using Spell Combat no longer provokes attacks of opportunity
3 1 You may now cast a spell into your weapon and hold it there. ?Hold multiple charges?
4 1 You may now use spell combat with an area of effect spell. The target of your attack must be in the radius but you can send it out from there.
5 1

Super Powers: (Body & Savvy) - Super powers function similar to other spell casting but take a little more work to calculate. Super powers also work great for ki like martial arts powers or people more infused with magic than casters of magic.

First you must choose the power, all of its add-ons and trappings. These cannot be changed.

2nd you calculate the total PP cost. If an instantaneous power this quite simple. If the cost with all Trappings and powers is 4, the cost is 4.

If the spell requires maintenance you add 1 to the powers cost.

Third, reduce the cost of the spell by 1. If the power is instantaneous the power works relatively the same way. If the cost is reduced to 0 the power can be cast for free. If the power is a concentration power it does instill the concentration penalty if more than one power is concentrated at once. If this reduces the cost to 0 then the power can be considered to be always on and no longer instills the concentration penalty.

Each time you rank up you may evolve power. Generally this is making the power a more advanced form. For instance adding an additional bolt to the bolt power. Generally Trappings should remain the same unless there is some reason as to why you change. For instance, if your a fire guy with fire bolts but get buried in acid, perhaps your trappings change to acid. Your powers can also evolve at the GMS discretion when some kind of major event happens to the character.

When picking bonus spell a Super can only gain one spell, he cannot learn two spells of a type he already knows.

Rank Powers Learned Description
1 1 You use that attribute that you purchased super powers through to determine your spellcasting score.
2 1 reduce the cost of 1 power by an additional PP
3 1 reduce the cost of 1 power by an additional PP
4 1 reduce the cost of 1 power by an additional PP
5 1 reduce the cost of 2 different powers by an additional PP

Wizard (Intelligence & Savvy) -

Rank Powers Learned Description
1 3
2 3 You may maintain a second power without incurring the penalty to dice pools. You still take a cumulative -2 to dice pools for all powers maintained over 2.
3 3 Choose one spell. You reduce the cost to cast a that spell by 1 PP.
4 3 You may chose one spell from any category and with any trappings and add it to your spells known. This does not count against your normal 3 spells learned per tier.
5 3 You reduce the cost to cast all spells by 1.

Casting Styles

BASICS 2.0 underableedingsun