Power Source

If you are a spellcaster, you have a power source which determines the physical requirements that you must meet to cast a spell. Choose one of the following power sources for your hero. Alternatively, you can determine your power source at random by rolling a D6:

  1. Alchemical: Your power source is the natural world. When you cast a spell, you must chew on a plant, smash a brittle stone, or sprinkle a pinch of chemical powder. You can use a free hand to retrieve these materials from an alchemy bag and manipulate them in this fashion as a part of the casting.

  2. Ceremonial: Your power comes from a higher being. When you cast a spell, you must hold a rod, scepter, staff, or wand. Alternatively, you can hold an object emblematic of your patron.

  3. Intrinsic: Your power source is your spirit. When you cast a spell, it simply takes effect (there are no physical requirements). However, you are unable to cast spells when you have 0 spirit points. You can't choose this power source if your spirit point maximum is 0.

  4. Somatic: You create power by plucking threads of arcane energy. When you cast a spell, you must gesticulate with a free hand. These gestures are too dramatic to conceal from a creature that can see you (subdued or restrained motions are insufficient).

  5. Verbal: Your power source is your voice. When you cast a spell, you must chant, sing, or recite magic words; possibly from a spellbook. These utterances are too loud to conceal from a creature that can hear you (muffled or whispered speech is insufficient).

  6. Unique: You invent a new power source, using the options above as models (examples include inspirations as diverse as "music," "runes," and "grog"). Work with your GM to establish the specifics.