Automatic Abilities
- Spell Power
 
Dmg Dice and Crit refer to your base spellcasting power, without any implements:
| Level | Mana | Dmg Dice | Crit | Level | Mana | Dmg Dice | Crit | 
|---|---|---|---|---|---|---|---|
| 
 1  | 
 +0  | 
 1d6  | 
 +0  | 
 10  | 
 +5  | 
 2d8  | 
 +2  | 
| 
 2  | 
 +1  | 
 1d6  | 
 +0  | 
 11  | 
 +5  | 
 2d10  | 
 +2  | 
| 
 3  | 
 +1  | 
 1d8  | 
 +0  | 
 12  | 
 +6  | 
 2d10  | 
 +2  | 
| 
 4  | 
 +2  | 
 1d8  | 
 +0  | 
 13  | 
 +6  | 
 3d8  | 
 +2  | 
| 
 5  | 
 +2  | 
 1d10  | 
 +1  | 
 14  | 
 +7  | 
 3d8  | 
 +2  | 
| 
 6  | 
 +3  | 
 1d10  | 
 +1  | 
 15  | 
 +7  | 
 3d10  | 
 +3  | 
| 
 7  | 
 +3  | 
 2d6  | 
 +1  | 
 16  | 
 +8  | 
 3d10  | 
 +3  | 
| 
 8  | 
 +4  | 
 2d6  | 
 +1  | 
 17  | 
 +8  | 
 4d8  | 
 +3  | 
| 
 9  | 
 +4  | 
 2d8  | 
 +1  | 
 18  | 
 +9  | 
 4d8  | 
 +3  | 
Feats
- Rank 1
 
-  Spellfire: At-will, free; you produce a silvery flame from your hand. It does not burn, but it does shed light like a torch. While active, you may use the following abilities:
- Burn Magic: At-will, swift, touch; touched magical effect, or one spell active on touched subject, is subject to dispelling. Roll opposed Willpower. On success, you dispel the spell; it "ignites" with Spellfire, burning away.
 -  Spellfire Shield: Passive. By reserving a hand, you may wield spellfire as a shield. Using the normal rules for Block, you may attempt to Burn Magic on any incoming targeted spells; if successful, the spells do not harm you.
- Double Shield: by reserving two hands for total defense, you can absorb magic--on a successful Burn Magic, you gain temporary Mana equal to the Mana cost of the offending spell.
 
 - Spellfire Blast: At-will, std, medium range; you hurl a bolt of spellfire at an enemy, inflicting nominal arcane damage. Costs 1 Mana, can empower.
 
 
- Rank 2
 
- Ignite: Your whole body is covered with Spellfire. You can passively burn magic, and even absorb it. TBD.
 - Spellfire Blast also dispels, caused ongoing dispel.
 - Wall of Spellfire?
 - etc...