Alteration Focus (Cantrip) You learn one rank 0 spell from the Alteration tradition and gain the Swift Alteration talent.
Swift Alteration On your turn, you can use a triggered action to cast an Alteration spell you have learned. You can cast Alteration spells in this way a number of times per day equal to 1 + your Power score. You regain expended uses when you complete a rest.
Alter Self (Sense Magic) You can use an action to tap into your knowledge of Alteration magic to make subtle changes to your appearance. You can use this talent a number of times equal to your Power score + 1, regaining expended uses when you complete a rest. When you use this talent, choose one of the following effects, which lasts until you complete a rest.
- You change the color of your skin, eyes, or hair.
- You increase or decrease your height by 1d6 inches.
- You increase or decrease your weight by 2d20 pounds.
- You hide or gain a distinctive cosmetic feature. Examples include scars, tattoos, moles, freckles, and the like.
- You remove some or all of your body hair or gain body hair.
- You change your gender.
Altered Physiology (Spell Recovery or Improved Spell Recovery) You can use an action to heal damage equal to your healing rate and then remove one affliction from yourself. Once you use this talent, you must complete a rest before you can use it again.
Reactive Resistance (Counterspell) When you would take damage from a source other than a weapon, you can use a triggered action to make a Will challenge roll. On a success, you take half the damage. If the total of your roll is 0 or less, you cannot use this talent again until you complete a rest.
Improved Altered Physiology (Spell Recovery or Improved Spell Recovery) When you use Altered Physiology, you heal damage equal to twice your healing rate.