Special Abilities:
Spells X MP(Counter)
Restrictions: Nerd casting has a peculiar restriction due to the nature of the casting. Nerds have access to a full library of spells and summons, but may only cast spells of an opposite element from the spell that was most recently cast, and then only if a spell has been cast in the general vicinity of the nerd in the last five minutes. These spells do not count their own spells, either. Nerd casting works on the principle that when spells of a certain element are cast, they pull one element out of the environment, leaving an imbalance in the opposite element which makes it easier to channel. When a nerd casts a spell, the balance is restored and they cannot cast again until someone has cast another spell. In a similar manner, nerds may not summon unless another summoning has been performed in the general area in the last five minutes, and then they may only summon a creature that has an elemental attunement opposite the elemental attunement of the last summoned creature. If the last spell or summoning has more than one elemental attunement, the nerd may choose which element he wishes to balance, or if he has a spell or summon available with both opposing elements (but not any others!), he may use that spell or summon. However, if the last spell or summon cast had no elemental attunement, the nerd is out of luck and cannot cast.
Casting Cost: Nerd spells don't cost a thing to cast, as they take advantage of the magical balance of the environment to easily pull residual magic from the surrounding area.
Spell Alterations: Nerd spells that deal damage have the dice types of the damage dealt randomized. For each die type listed in the damage section of the spell, roll 1d6. On a 1, those damage dice become d4s. On a 2, they become d6es. On a 3, they become d8s. On a 4, they become d10s. On a 5, they become d12s. On a 6 or higher, they become the Nerd's Intelligence die type. A nerd may increase the spellcasting difficulty of a spell by 4 to add +1 to this d6 roll. They may do so multiple times per spell.
Casting Actions/Stat/Skill: Nerd spells take a single speak action to cast, and use the Math skill with their choice in Accuracy or Intelligence to make the casting roll.
Learning spells: Nerds may use a spellbook to reference spells, but may also attempt to pull a spell out of memory or invent a way to work the spell they desire. To accomplish this, they must make their choice of an Accuracy or Intelligence roll, with a difficulty equal to the MP cost of the spell divided by 10(round up to the nearest whole number). If they fail this roll, they draw a blank for the round and may attempt again next round.
Hobby: Every nerd is an authority on some obscure subject or another. When this facet is taken, you must choose a hobby for your nerd to have. You may also wish to take the "obsession" disadvantage to go with this. These hobbies must be narrow in focus, like comic books, video games, celebrities, or a specific field of science. You may choose multiple hobbies, and split your bonus between these hobbies as you gain points in it. You apply the hobby bonus when making rolls pertaining specifically to this hobby. These rolls should generally be noncombat, though the GM may make exceptions in specific circumstances. (In other words, you can take hobby with weapons, but this won't give you bonus to using your swords in combat)
Hobby bonuses do have a special effect for nerds, however. When a nerd wears a cosplay outfit, which is a special outfit that interacts with nerd magics, the nerd's hobby bonus is converted into superior quality enhancements for that outfit, at a rate of +1 in superior quality enhancements for every +2 in their hobbies the nerd has. These bonuses are decided by the nerd the first time they use that outfit or gain hobby bonus, and bonus may be saved up to get more valuable enhancements. The enhancements should be themed toward the character the nerd is cosplaying as. If the cosplay outfit has its own superior quality enhancements, similar enhancements chosen with this ability do not stack, instead the largest of the matching bonuses is chosen. Many nerds have multiple cosplay outfits, each one with its own set of different bonuses for different situations.
Anti-Magic X: X times per encounter, a nerd may attempt to forcibly cancel out the casting of a magic spell. To do so requires a speak action, a hand action, and MP expenditure equal to half the MP cost of the spell they are attempting to cancel. They must declare that they are attempting to cancel the spell before oppose checks are made. After they do so and spend the needed actions and MP, they make a Math/Personality roll. Effects, abilities, and advantages that give the Nerd a bonus to their Nerd spellcasting also grant that bonus to the nerd's Anti-Magic rolls. If the roll is equal to or greater than the spell's oppose check, the ability functions. If the nerd is within 30' of the spell's source, they may cause the spell to have no effect, though it still used up any costs that it normally would have. A nerd may instead choose to let the spell go off as normal, but can render any targets within 30' of themselves immune to any of the spell's effects, or may block the spell from functioning where they choose within that 30' radius.