Background Wizard Abilities

Background abilities are named such because they are purchased at character creation, representing one’s past. Generally, they are not purchasable once play has started as they take a considerable time, or they are a product of the character’s birth.  

Basic

Astral touched (15 ExPts)

Add +2 astral to your magic pool and all astral spells are cast as if you are 1 cl higher

Corrupted Soul (15 ExPts)

Req: cannot have entered the light or sanctified soul

Add +4 Abyss to your magic pool and all umbra spells are cast as if you are 2 cl higher

You now have a 1d6 vulnerability to ethereal, and take double damage from celestial.

Entered the light(15 ExPts)

Req: cannot be grave touched

Add +2 ethereal to your magic pool and all ethereal spells are cast as if you are 1 cl higher

Fegh Souled (15 ExPts)

                Add +2 Fea to your magic pool and all fey spells are cast as if you are 1 cl higher

Gifted Spell Caster (30 ExPt)

                +2 caster level

Grave Touched(15 ExPts)

Req: cannot have entered the light

Add +2 umbra to your magic pool and all umbra spells are cast as if you are 1 cl higher

Intense Apprenticeship (35 expt)

                You were mentored by a wizard, or other teacher that did not let you slack in your training. You practiced your cantrips, even when you were up all night with chores. You did your daily practice even when you were sick. Because of this you can cast them today with ease.

                All cantrips are cast with 2 less (min 1) AP, all other spells take 1 less (Min 1) AP to cast. In addition, you gain +1 CL with all spells.

Liquid soul(15 ExPts)

Req: cannot have soul lighting

Add +2 water to your magic pool and all water fey spells are cast as if you are 1 cl higher

Rock Hard Soul(15 ExPts)

Add +2 earth to your magic pool and all earth spells are cast as if you are 1 cl higher

Sanctified Soul (15 ExPts)

Req: cannot be grave touched or corrupted soul

Add +4 celestial to your magic pool and all ethereal spells are cast as if you are 2 cl higher. You must also uphold the well-ordered rules and customs of the Celest as given by the god who blessed you. If you willfully violate that morality, or take any corruption, even unwillingly, you loose this ability and cannot regain it without atoneing to your master.

Soul lightning(15 ExPts)

Req: cannot have liquid soul.

Add +2 Air to your magic pool and all air spells are cast as if you are 1 cl higher

Soul on fire(15 ExPts)

                Add +2 Fire to your magic pool and all fire spells are cast as if you are 1 cl higher