Gifted

Those with the Gifted Archetype are born with the Capacity to work magic. This potential can be latent, discovered only later in life, or it can be pronounced and defining from a early age. The Gifted archetype allows characters to take arcane careers such as Arcane Mechanik, Arcanist, Gun Mage, Priest, Sorcerer and Warcaster.
A Gifted Character starts the game with a tradition, either Focuser (Warcasters Only) or Will-weaver.
Being Gifted is the only way to get an ARC stat. Focusers start the game with ARC 2. Will-weavers start the game with ARC 3.

Additionally, a Gifted Character begins the game with one of the following benefits, and gain additional benefits as they accumulate experience points.

  • Additional Study – The character delves into the mysteries of the arcane and is rewarded with a spell from one of his career spell lists. This benefit can be taken multiple times, but a character still cannot exceed twice his INT in spells known.
  • Combat Caster – When this character makes a magic attack roll, he gains an additional die. Discard the lowest die of each roll.
  • Fast Caster – The character gains one extra quick action each activation that can be used only to cast a spell.
  • Feat: Dominator – The character can spend 1 feat point during his turn to double his control area for one round.
  • Feat: Powerful Caster – The character can spend 1 feat point when he casts a spell to increase the range(RNG) of the spell by twelve feet. spells with a range of CTRL or SP are not affected.
  • Feat: Quick Cast – The character can spend 1 feat point to immediately cast one upkeep spell at the start of combat before the first round. When casting a spell as a result of this benefit, the character is not required to pay the COST of the spell.
  • Feat: Strength of Will – After failing a fatigue roll, the character can spend 1 feat point to instead automatically succeed on the roll. This benefit can be taken only by characters with the Will-weaver tradition.
  • Magic Sensitivity – The character can automatically sense when another character casts a spell within fifty feet for each point of his ARC stat. Such characters can tune out this detection as background noise but are aware of particularly powerful magic. Additionally, a character with the Focuser tradition can sense other focusers within their detection range.
  • Rune Reader – The character can identify any spell cast in his line of sight by reading the accompanying spell runes. He can also learn the type of magic cast and the tradition of the character casting the spell.
  • Warding Circle – The character can spend fifteen minutes to create a circle of warding runes around a small room or campsite. The names of the characters he intends to keep safe within the circle are incorporated into the runes. When any other character enters the circle, all named characters are alerted. While in the circle, non-named characters lose incorporeal, and non-named undead and infernal characters suffer -2 on attack rolls.

Gifted

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