Although most acquire their spellcasting abilities through study and study alone, you have a knack which has been bestowed upon you by your heritage.
Prerequisite(s): Sorcerer only
The following Talent must be selected first
Bloodline: The blood coursing through your veins holds great power which influences your magic. Choose one of the following types of spellcasting: Spells, Divine, Elementalism, Martial, Naturalism, Preternaturalism, Rituals, or Runes. Decrease the mana cost for spells cast of the type chosen by 2 (minimum of 1 MP) and reduce the Stamina cost by half (minimum of 1 Stamina).
Malleable Creation: You have a spell slot available which is constantly in flux, able to be modified on a whim. Create a spell (as per the Spell creation rules), and upon doing so this spell can be cast like any other. However at any time you can choose to modify its effects to your hearts content. Doing this however requires you to spend MP equal to the current MP cost of the spell to alter its effects.
Familial Resistance: Choose an element, you have Energy Resistance 25 + (Primary Attribute * Secondary Attribute) against that damage type. Elements include fire, water, earth, ice, and so on but doesn't include physical damage types like slashing, bludgeoning, or piercing.
Natural Static: You possess Mind Static out to a radius of 4 squares. Mind Static's description is as follows:
A unique form of psychic manifestation, creatures with Mind Static cause others around them to suffer mentally. Those within the creature's radius for Mind Static take a -5 penalty on Spellcasting checks to cast spells which deal psychokinetic damage or to cast Preternaturalism spells. In addition to this, creatures who possess natural mind reading abilities (such as from Thought Sense) take 2d4 points of Sanity damage per round while within this radius.
Imprisoning Spell: This is a special effect which can be applied to a spell being cast, adding +1 to the MP cost of the spell. This spell must be a damage dealing spell, and the spell's damage is nonlethal. If the spell brings an opponent to 0 Hit Points they are locked in mystical chains which to break out of requires a Contortion check at a DC 5 + Spellcasting skill rank + Primary and Secondary Attributes.
Absorb Spell: If you are hit with a Spellcasting attack and take damage, you can expend a number of Stamina points equal to the MP cost of the spell cast against you. When you absorb the spell you acquire the MP the spell costs to cast, and before the end of your next turn you are capable of using the same ability or spell, using your spellcasting attributes in place of the other spellcaster's attributes.