Path of the Aethermancer

The Path of the Aethermancer trains you to weave natural, fickle aether into powerful spells.

**Requirements:** Spell Hand I (Magus), Base Course Set

**Path Completion Bonus**: +6 max MP

## Core Abilities

**Draw Aether**

**Prerequisite**: Spirit of 3 or higher

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Rest

*You attune yourself with the surrounding magic.*

You prepare a number of spells between your SPI and twice your SPI. Each spell must be unique. Write these spells on pieces of paper or represent them with cards in a way that you can shuffle them and draw one randomly. At the start of every Encounter, shuffle your deck of prepared spells. At the start of each of your turns, draw a spell: this turn, you gain +4 to casting rolls for this spell and -2 to casting rolls for all other spells. Then set this spell card aside. If you have set all of your spell cards aside, shuffle them together again to form a new deck. At the next Rest, all spells are removed from your prepared list and you may prepare new spells. When there is no time pressure in an Encounter, you may consider a spell drawn once every 1d6 minutes.

**Trust the Aether**

**Prerequisite**: **Draw Aether**

**Cost**: 500 XP

**Expedited for**: Magic

**Activation**: Passive

When you draw a spell from **Draw Aether**, you gain +6 to casting rolls for this spell and -3 to casting rolls for all other spells, instead of +4 and -2 respectively.

**Breath of Mana**

**Prerequisite**: **Draw Aether**

**Cost**: 500 XP

**Expedited for**: Magic

**Activation**: Passive

Once per turn, when you successfully cast a spell you have drawn using **Draw Aether** and you spent at least 2 MP, regain 1 MP.

**The Flow of Wild Magic**

**Prerequisite**: **Trust the Aether**

**Cost**: 600 XP

**Expedited for**: Magic

**Activation**: Passive

You may prepare a number of spells (using **Draw Aether**) up to three times your SPI. When your number of prepared spells is at least 7, gain an additional +1 to casting rolls for spells you draw. When your number of prepared spells is at least 12, instead gain an additional +2 to casting rolls for spells you draw.

**Aetheric Mastery**

**Prerequisite**: **The Flow of Wild Magic**

**Cost**: 700 XP

**Expedited for**: Magic

**Activation**: Passive

You may not cast spells you haven't prepared with **Draw Aether**, but drawing a spell from **Draw Aether** no longer gives a penalty to casting rolls for other spells.

## Additional Attunements

**Hear the Winds of Aether**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **Trust the Aether**

**Cost**: 600 XP

**Expedited for**: Magic

**Activation**: Passive

When you draw a spell (**using Draw Aether**) during a Tactical Scene, roll 1d6:

* 1 - If your last roll was also a 1, treat all other spells as drawn and this spell as not drawn. Otherwise this has no effect.
* 2 - Draw two more spells this turn. Non-drawn spells take an additional -6 casting roll penalty (ignoring **Aetheric Mastery**).
* 3 - This spell costs no MP to half-cast, but can only be half-cast.
* 4 - This spell costs half the normal MP cost but can only be normal-cast.
* 5 - This spell costs half the normal MP cost but can only be twice-cast.
* 6 - Gain an additional +8 to casting rolls for this spell but you cannot cast other spells until a new card is drawn.