Magic Feats

To have access to any of these Feats (except Adept) a character must have the Magic Skill at Rank 1 or higher. The only two ways to acquire the Magic Skill are with the "Caster" Advantage and the "Adept" Magic Feat (below). 

Adept (Magic Feat, Arcana, Runelore) Gives you access to a limited version of the Magic Skill at Rank 1 which is enough to allow you to buy a Discipline Feat (see below). It may never be raised so you can never have access to more than one Discipline and you can never have access to the Greater version of whatever Discipline you choose. You will still need to choose (or define) a Tradition but is Hedge Mage unless there is very good reason.

Disciplines

You may only take Feats that make sense given your character's chosen Tradition.

IMPORTANT: You can only learn a number of Disciplines equal to half your Magic Skill Rank, rounded down (so a character with Magic 3 can acquire 2 Disciplines).  

Each of these Feats gives you access to the Lesser version of one of the Disciplines. Learning the Greater version requires the Mastered Magic Feat. Most caster characters can only Master one Discipline (Adepts can't Master any) but those who achieve the Wizard Paragon Class can Master two. 

Alchemy (Magic Feat, Magic Skill) Grants access to the Lesser version of the Alchemy Discipline.

Attack (Magic Feat, Magic Skill) Grants access to the Lesser version of the Attack Discipline.

Conjure (Magic Feat, Magic Skill) Grants access to the Lesser version of the Conjure Discipline.  

Defend (Magic Feat, Magic Skill) Grants access to the Lesser version of the Defend Discipline.  

Distract (Magic Feat, Magic Skill) Grants access to the Lesser version of the Distract Discipline.

Divination (Magic Feat, Magic Skill) Grants access to the Lesser version of the Divination Discipline.

Enchanting (Magic Feat, Magic Skill) Grants access to the Lesser version of the Enchanting Discipline.

Enhance (Magic Feat, Magic Skill) Grants access to the Lesser version of the Enhance Discipline.

Heal (Magic Feat, Magic Skill) Grants access to the Lesser version of the Heal Discipline.  

Protect (Magic Feat, Magic Skill) Grants access to the Lesser version of the Protect Discipline.

Summoning (Magic Feat, Magic Skill) Grants access to the Lesser version of the Summoning Discipline.

Refinements

Cantrips (Magic Feat, Magic Skill, Elf or Hellspawn with Perception 2 and Resolve 2 or Human with Arcana) A character with the Magic Skill may learn a number of Cantrips equal to half their Magic Skill Rank (round up). A character without the Magic Skill may take 2 Cantrips. Refer to the Cantrip section for details. 

Elder (Magic Feat, Magic 5, Mastered Magic) Magic sustains you. Your life span in no longer limited by your heritage and is often two to ten times what it otherwise would have been. The effects of aging are also greatly reduced.   

Mastered Magic (Magic Feat, Magic 5, 1 or more Disciplines) Grants access to the Greater version of one of the Forms for which you already have access to the Lesser version. You can't buy this Feat more than once so are limited to only having access to the Greater version of one Discipline. The only exception is the Wizard Paragon Class, which gives access to the Greater version of a second Discipline.  

Prestidigitation (Magic Feat, Cantrips) You may use improvised Cantrips (see the Cantrip section for details). 

Thaumaturgy (Magic Feat, Prestidigitation) You are adept in the use of Cantrips in battle. When you do a Maneuver Action and use Cantrips to distract and confound the enemy you make a Magic test against a Difficulty of 6. If you score at least once you add an extra Advantage Chit to the Reserve (over and above adding 1 chit for each die that scores). 

Enchancements (by Discipline)

Conjurer (Magic Feat, Conjure, Magic 4, Resolve 2) You may use the lesser form of Conjure to manifest small items at will without a skill test. This can even be done in the Live Action areas (but not those protected by Wards) but you will either have to do a magic trick to produce the desired items or throw the horns and describe out loud that it is what you have done ("I gesture and a wine glass appears in my hand"). 

Diviner (Magic Feat, Divination, Magic 3, Perception 2) When using the lesser form to obtain Portents if you obtain at least 1 you receive 1 extra. In addition, you may use a Portent to reroll any Skill Roll you make.

Enhancer (Enhance, Magic 4, Resolve 2, Expedition Only) Once per session you may Enhance a character (or with the greater form your party) without having to test for Manna Burn. In addition, the spell bestows 5 rerolls instead of the usual 3.

Healer (Magic Feat, Heal, Magic 4, Resolve 3) Once per session you may lay on hands. This heals all wounds and maladies but does not require a test and can be done anywhere (it is not prevented by Wards). On Expedition, this can even be done in combat and only requires an Action. 

Illusionist (Magic Feat, Greater Distract, Magic 4, Expeditions Only) When using the Greater form of Distract to create an illusion you only need to pay 1 Advantage Chit, a Backfire only inflicts 1 Wound (instead of the usual 2) and if you score at least 1 success the affected opponents lose an extra turn. 

Portable Lab (Magic Feat, Alchemy) Normally, you have to go on an Expedition to the Grendilmir Workshop to create potions during a session but with a Portable Lab you may do this on any Expedition (during which it will take about an hour) or even in an unwarded area of the Live Action space (where you should act it out for about ten minutes). Knowing you may do this you should consider having some props available. 

Portable Workshop (Magic Feat, Enchanting) Normally, you have to go on an Expedition to the Grendilmir Workshop to create charms during a session but with a Portable Workshop you may do this on any Expedition (during which it will take about an hour) or even in an unwarded area of the Live Action space (where you should act it out for about ten minutes). Knowing you may do this you should consider having some props available. 

Protector (Protect, Magic 4, Resolve 2, Expedition Only) Once per session you may Protect a character (or with the Greater version your party) without having to test for Manna Burn. In addition, the spell will Protect by reducing damage by 1 five times instead of the usual three.

Enhancements (by Tradition)

Hedge Magic doesn’t have any associated Feats.

Cleric Tradition

Blessed (Magic Feat, Cleric, Religion, Magic 3) Pantheists only. The blessing depends on the god your cleric serves. If they serve the whole pantheon rather than a specific patron, you should choose whichever they relate most closely to. This Feat can only be taken once.

  • Followers of Aledan - At the start of each battle speak a quick prayer for victory (please actually do this - roleplaying is fun!) and add 2 Advantage Chits to the Reserve. In addition, every time you would add 1 Advantage Chit to the reserve because of an Edge opportunity add 2 instead (onward to victory!).

  • Followers of Arveth - Once per session in the Ritual Room (on Expedition or other unwarded area) in the presence of the event’s host you may ask a simple yes or no question of no more than seven words. The response will be a single word and sadly all too often it is “Unsure” or “Unknown”. Whoever acts as Moderator should keep in mind that the question will be answered invisibly through the power of one of the messengers of the god of knowledge so there will be significant but limited insight. If you expended 5 gold worth of materials in the process (don’t worry about buying anything - just spend the money), you may invoke the blessing a second time should you need to.

  • Followers of Bishi - Once per Expedition, your party may automatically pass one Pathfinder test without rolling. You must declare your intention to invoke this blessing before a roll is made. If after doing this, you offer thanks to Bishi (in a timely fashion) and lead a prayer (roleplay this please) expending 5 gold worth of materials in the process (don’t worry about buying anything - just spend the money), you may invoke the blessing a second time should you need to.

  • Followers of Elmiri - You never take more than 1 damage from any fire based attack. Any fire damage directed toward your companions is reduced by 1. One per battle after making a successful melee attack that inflicts at least 1 wound you may spend 2 Advantage Chits to add 2 fire damage.

  • Followers of Fane - Once per Expedition, your party may automatically pass one Influence/Decieve or Stealth test without rolling. You must declare your intention to invoke this blessing before a roll is made. If after doing this, you offer thanks to Fane (in a timely fashion) and lead a prayer expending 5 gold worth of materials in the process, you may invoke the blessing a second time should you need to.

  • Followers of Hophestra - Once per session, when an Adventurer returns from an Expedition and is Dying from a Mortal Wound, you may perform a ritual in the Ritual Room during which you expend 10 gold worth of materials in the process to remove the Dying condition by praying for them (roleplay this please). They will survive but will become ravenously hungry (more roleplay!).

  • Followers of Maldestria - Twice per session you may communicate with a party on Expedition from the Ritual Room. Tell the Gatekeeper what you are doing then go out of character to wherever the party is playing. Narratively your characters body slumps over and it is your spectral form that does the traveling. You may speak with them for up to 5 minutes before returning. If they are in a battle there is a time out while you interact.

  • Followers of Ophar - Once per session you may remove the Shadow from a character who has suffered a Mortal Wound. This requires a ten minute ritual performed in the Ritual Room and 20 gold worth of materials expended in the process (roleplay this if possible - candles are good - keep it respectful and only moderately creepy).

  • Followers of Rahlkur - You may breathe water for up to 1 hour at a time. Any ship or boat you are aboard will not sink unless it is destroyed. You never take more than 1 damage from any lightning based attack. Any lightning damage directed toward your companions is reduced by 1.

  • Followers of Zaphira - Once per Battle, you may protect another party member (but not yourself) from all of the damage cause by a single attack from any Demon or Undead opponent or from all but 1 from any other source. You must declare your intention to invoke this blessing before a defend roll is made.

Defy (Magic Feat, Cleric, Faith) Once per Battle, when you are fighting an undead or demonic opponent you may use an action to test Resolve against their Magic Defense. If you Succeed, they lose their next action. An Exceptional Success means they lose their next action and take a wound. Partial Success means they resist and nothing happens but Failure indicates a backfire and you take a wound.

Favored (Magic Feat, Cleric, Religion, Magic 3) Old Gods only. Once per session, you may invoke this Feat to grant a reroll for you or any ally you can see and who you are aware could use the reroll. On Expedition, if the reroll is used during a battle you also add 1 Advantage Chit to the Reserve. If after doing this, you offer thanks to the Gods (in a timely fashion) and lead a prayer expending 5 gold worth of materials in the process, you may invoke the Feat a second time should you need to.

Sanctuary (Magic Feat, Cleric, Magic 3) Once per Battle, you may declare that you have invoked Sanctuary. This does’t have to be on your turn, but can’t be while an action is being resolved. While you are affected by Sanctuary, you cannot be the target of an opponents attack unless there are no other options. In addition, any time one of your Significators comes up it is treated as an Edge card (this means you can’t take any actions while protected by Sanctuary). You may cancel Sanctuary after any party member completes their turn but before a new card is drawn.

Druid Tradition

Beastmaster (Magic Feat, Druid, Beastmastery, Magic 4) You can command any natural animal. They will understand and obey (but cannot speak). They should only be exposed to danger if there is no other choice. If commanded to fight, any Edge card can be used to make a “inspired animal attack” that automatically inflicts 1 damage against a Defense of 9 or less for small animals or 2 damage for larger beasts. An animal that draws attention to itself can be targeted by attacks. It can defend as if it had Combat 4 but small animals only have a Wound Capacity of 1 (larger beast have 2).

Goodberry (Magic Feat, Druid, Medicine, Magic 2) You keep a supply of enchanted berries on hand at all times. Eating one can be done on Expedition (but not in combat) or in a Live Action area (not protected by wards) to heal 1 wound. Each person may only benefit from 1 Goodberry a day (even if they have access to berries from more than one caster).

Speak With Animals (Magic Feat, Druid, Beastmastery, Magic 3) You may speak to birds, beasts and amphibians reptiles but not reptiles, insects or fish. Only you will understand what they say. This Feat does not impart intelligence or insight so a squirrel won’t know what a guard tower is (for example).

Wildshape (Magic Feat, Druid, Beastmastery, Magic 5) While on Expedition you may take a wound to change into the animal (bird, beast or amphibion) of your choice no larger than your mass or smaller than half. You may remain in that form as long as you like and may change back at any time (in Battle it must be during your turn). If the chosen shape has natural weapons you may attack with your a Combat Skill Rank but can’t inflict more than 1 damage if you assumed a small form (or 2 for larger forms). If you take a number of Wounds equal to your Wound Capacity while in animal form you don’t have make a Death Save - you turn back and regain 1 Wound. You can’t speak in animal form unless you also have the Speak with Animals Feat.

  • Agile Beast (Magic Feat, Druid, Wildshape) When you Wildshape into a forms that is naturally agile, you get a reroll on any Defend test. In addition, when an Edge card comes up, instead of adding an Advantage Chit to the Reserve you may take a turn instead.

  • Big Beast (Magic Feat, Druid, Wildshape) You may Wildshape into beast forms up to three times your size. In one of these forms any time you take damage reduce the number of wounds you take by 1. There is also no limit to how much damage you can do. You can’t be Agile or Tiny and Big at the same time.

  • Perceptive Beast (Magic Feat, Druid, Wildshape) In animal form you have the Notice and Tracking Feats.

  • Savage Beast (Magic Feat, Druid, Wildshape, Combat 3) When in the form of a creature that is a particularly dangerous combatant you may add 1 to any damage you inflict.

  • Tiny Beast (Magic Feat, Druid, Wildshape) You may assume a form much smaller than usual - no smaller than your thumb or bigger than your forearm (mouse, cat). In such a form, you are unassuming. It can be easier to get around - you get a reroll on any Stealth test. Tiny Beasts cant be Big or Savage but are often Agile and/or perceptive. They only have a Wound Capacity of 1 and can’t make attacks but are perfect for Maneuvers.

Mage Tradition

Familiar (Magic Feat, Mage, Magic 2) Your character has an animal familiar of a type chosen when this Feat is taken. Familiars are helpful when spell casting. When you would normally experience a Backfire, make a Paper/Rock/Scissors test. If you win, you don't take the damage. Normally the Familiar only joins you on Expedition but if you have a puppet you may have it in the Live Action Areas. On Expedition a familiar that draws attention to itself can be targeted by attacks. It can defend as if it had Combat 4 but only has a Wound Capacity of 1. Familiars speak telepathically but only to the caster bound to them. If a familiar is killed a new one can be found between sessions. 

  • Arcane Familiar (Magic Feat, Mage, Familiar, Arcane, Magic 3) You may grant your familiar the use of two Cantrips it can perform on Expedition (or if you have a puppet in Live Action areas that aren't protected by Wards). In the Live Action space throw the horns and describe the effect of any Cantrip it uses aloud. 

  • Familiar Scout (Magic Feat, Mage, Familiar, Magic 4, Perception 3) On Expedition you may see through the eyes of your familiar. This is a noncombat ability and while you are doing it (you enter a trance and are blind to your actual surroundings). You can maintain this connection up to a mile away.  

  • Fighting Familiar (Magic Feat, Mage, Familiar, Combat 2, Magic 2, Resolve 2) Your familiar has a Wound Capacity of 2 and if you use an Edge Card opportunity it may make an attack against the opponent of your choice with a Combat Skill of 4 but can't do more than 2 damage. 

  • Skilled Familiar (Magic Feat, Mage, Familiar, Magic 4) Grants a Skill of your choice to your Familiar at Rank 2. While it is in physical contact with you it confers that Skill to you. 

  • Undying Familiar (Magic Feat, Mage, Familiar, Magic 3, Resolve 3) If your familiar is killed it vanishes and may be resummoned by spending 10 minutes noncombat on Expedition or in the Live Action space in the Ritual Room (or anywhere not protected by Wards).   

Focus (Magic Feat, Mage, Attack, Magic 3) Requires a tool, usually a wand (but can be whatever works best with your tradition). While using your Focus with the lesser form of your Attack Discipline if you inflict at least 1 damage you may spend an Advantage Chit to inflict +1 damage. 

Ward (Magic Feat, Mage, Defend, Magic 3) Requires a tool, usually a ring or talisman (but can be whatever works best with your tradition). While using your Focus with your Defend Discipline if you reduce incoming damage by at least 1 you may spend an Advantage Chit to reduce it by another point. 

Sorcery Tradition

Disorient (Magic Feat, Sorcerer, Attack, Magic 4) You may reduce the damage you inflict, adding 1 Advantage Chit to the reserve for every point (Red Tom blasts for 3 but uses Disorient to reduce the damage he inflicts by 2 so he only inflicts 1 but adds 2 Advantage Chits to the reserve. Flashy!).

Divert (Magic Feat, Sorcerer, Defend, Magic 4) When you are the target of a ranged attack, you may use your Magic Skill to Defend but after taking whatever damage gets through, you may inflict whatever damage you defended against on them (Red Tom is attacked by some Goblin Archers an attack that does 3 damage, with a Difficulty 6 Defense. He tests his Magic Skill and scores twice so he only takes 1 damage but is able to Divert those other 2 points into a blast against them - no further tests are needed - the goblins just take 2 damage).

Precision (Magic Feat, Sorcerer, Attack, Magic 5, Resolve 3) Once per battle you may spent 2 Advantage Chits to score an Exceptional Success when making a Magic Attack (yes, this works with the Greater version of Attack and can be devastating, especially when combined with Push).

Push (Magic Feat, Sorcerer, Attack, Magic 3, Endurance 2, Resolve 2) When making a Magic Attack you may choose to push, putting more of your own vital energy into the attack. The decision to do this must be made before you test. Take a Wound. When pushing, a Partial Success (only 1 die scores) is a miss but a Success and Exceptional Success both inflict 2 extra damage.

Redirect (Magic Feat, Sorcerer, Defend, Magic 4) When another member of your party is the target of a ranged attack, you may spend 2 Advantage Chits from the Reserve to make yourself the target instead.

Stun (Magic Feat, Sorcerer, Attack, Magic 4) When you score an Exceptional Success when making a Magic Attack the opponent misses their next turn.

Spellsinger Tradition

Antagonize (Magic Feat, Spellsinger, Magic 3) Once per Battle against a humanoid opponent that can understand you, you may spend an Edge opportunity to hurl weaponized insults against them that allow you to add 3 Advantage Chits to the pool (instead of the usual 1). When you do this you will be the target of their next attack (if possible) but when defending against it you get an extra re-roll (because pissed off opponents are clumsy)

Cutting Words (Magic Feat, Spellsinger, Magic 4, Antagonize, Intimidate) When using the Antagonize Feat, in addition to the extra Advantage Chits, you may make an attack against the targets Magic Defense using Influence/Intimidate. Words hurt y’all. If the target survives they still make you the target of their next attack.

Enthrall (Magic Feat, Spellsinger, Magic 4) Once per Battle against a humanoid opponent that can understand you may attempt a Perform test against its Magic Defense. If you Succeed, it loses its next action and you add 2 Advantage Chits to the Reserve. If you score an Exceptional Success, you may either take add the 2 Advantage Chits or cause it to lose a second action. 

Phantasmagoria (Magic Feat, Spellsinger, Busk, Prestidigitation) When you perform you may incorporate cantrips to add special effects that greatly enhance the experience. This is incredibly impressive and will give you an automatic Exceptional Success with Perform with all but the most jaded and hostile of audiences. When done as part of a Busking Performance on the Ram's Head your "tip is raised to 5 gold (instead of the usual 1) or 10 if you also have Charisma. You are still limited to 3 performances per session. If you know you can do this you may want to consider finding ways to use lights and/or recordings to simulate the effect (but you don't have to - you may simply throw the horns and describe what happens). 

Tame (Magic Feat, Spellsinger, Beastmastery, Magic 3) Once per Battle against a natural (or giant) beast (but not a monster like an Owlbear) you may attempt a Perform test against its Magic Defense. If you Succeed, it loses its next action. If you score an Exceptional Success, you may spend 1 Advantage Chit to cause it to lose a second action or 3 Advantage chits to end the battle (the beast is calmed and wanders away confused). Note that if the point of the Expedition was to kill the creature, having it wander away may not help the situation.