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Ars Magica for d20
Hermetic Mage Writeup
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Most of these feats are conversions of ArM virtues. See Note 7 and Note 14.

A parenthetical entry after the feat name (see Deft Art, for example) means that you must choose some parameter for that feat when you purchase it (for example, the Form or Technique to which Deft Art applies).

Name

Type

Prerequisites

Description

Special

Adept Student

Hermetic

 

+12 to lab totals.

 

Aura Sense Hermetic Wis 13+ Make Wis check at DC 25, using Vim ÷ 5 as a bonus to feel and identify the type of aura. Roll DC 30 to identify rough strength. -4 to all saves and magical resistance rolls against all spell-like abilities (Sp) and magic. From The Wizard's Grimoire
Bane Maker Hedge Magic Wis 13+ Allows construction of banes. May purchase Craft (bane). From Hedge Magic

Cautious Sorcerer

Hermetic

Wis 13+

One less botch dice (min. 1).

 

Charm Maker Hedge Magic Wis 13+ Allows construction of charms. Allows purchase of skill Craft (charm). From Hedge Magic
Chosen by Familiar Hermetic Cha  of 13 + 1 point per size level above medium + 1 per 10 points in magic might)   From The Wizard's Grimoire

Cyclic Magic (cycle)

Hermetic

 

+6 to spell rolls at peak of a cycle.

Can take multiple times.

Deft Art (art)

Hermetic

 

½ penalties for using chosen Art with non-standard voicings/gestures or in other unusual circumstances

 

Díedne Druidic Magic Hermetic   +8 to Creo, Muto, Rego techniques, +4 to Animál, and Mentem. Spell totals for spontaneous magic divided by two even if no fatigue spent. To case formulaic spells, magus must spend experience to master spell, but gains no benefits of mastery. Cannot cast group rituals or combine magic with others. From The Wizard's Grimoire

Elementalist

Hermetic

 

Gain new skill: Affinity (elements). Adds to spell rolls with any elemental Form. Casting totals for Vim-based spells are halved. Subtract affinity skill ranks from non-elemental formulaic spells. Can't cast non-elemental rituals.

Cannot take other Magical Affinity feats.

Enduring Magic

Hermetic

Spellcaster level 3+

Duration is longer than normal.

 

Extra Arts

Hermetic

 

10 extra skill points to buy Arts.

Can take multiple times.

Extra Spells

Hermetic

 

20 extra levels of spells to start.

Can take multiple times.

Faerie Magic

Hermetic

Member House Merinita

Gain a new skill: Faerie Magic. Adds to faerie spell roll totals, and to resist faerie magic.

 

Faerie Raised Merinita Hermetic Cha 13+, Member House Merinita. Only available at character start. Reduce starting skill points and points for purchasing learned spells by 33% in all cases. May not master spells. Receives one extra botch die. Always divide spontaneous casting totals by 2 without taking fatigue. From The Wizard's Grimoire
Faerie Sight General Wis 13+ Gain new skill: Faerie Sight. Allows character to better perceive all thing fey. From Hedge Magic and Faeries.

Fast Caster

Hermetic

 

+6 to initiative when first action is to cast spells.

 

Flawless Magic Hermetic Int 17+, Wis 13+   From The Wizard's Grimoire

Follower of Bjornaer, lesser

Hermetic

Member House Bjornaer

Lesser heart-beast. Gain the skill Will over Form.

 

Follower of Bjornaer, greater

Hermetic

Member House Bjornaer, Con 13+

Heart-beast is battle-worthy. Gain the skill Will over Form.

 

Free Study

Hermetic

 

+2 to study rolls from raw vis.

 

Gentle Gift

Special

Gift, The

Don’t suffer penalties to rolls when interacting with others. See The Gift

 

Gift, Minor Special   Typically taken by hedge wizards such as cunning-folk. Minor Gift is not detectable by others, even with those with Sense for the Gift. May take Knowledge (folk magic) skill.  

Gift, The

Special

 

May buy Hermetic Arts (Techniques or Forms) or Magic Might. Rolls to make a good impression or inspire trust with mundanes or animals are at -6. May take Folk Magic skill.

 

Greater Herbalism Hedge Magic Profession (herbalist) 3+, Knowledge (folk magic) 1+ Allows the construction of potions and minor potions (q.v.).  From Hedge Magic
Harnessed Magic Hermetic Cha 15+ Can cancel a spell as a standard action. From The Wizard's Grimoire

Hermetic Prestige

Hermetic

 

Reputation within the order is enhanced. +6 to relevant die rolls.

 

Inventive Genius

Hermetic

 

+6 to lab totals for inventing spells, items, and potions. +12 when experimenting.

 

Life Boost Hermetic Con 15+ For every extra 1d6 fatigue subdual damage per magnitude taken, caster can add 20 to casting total. Instead of taking subdual, the caster can choose to take 3d6 normal damage. From The Wizard's Grimoire

Life-Linked Spontaneous Magic

Hermetic

Con 13+

Take d6 hit points per spell magnitude per 10 points spell roll misses by.

 

Mage-Smith Hermetic Craft skill (ranks and/or Int bonus) at 5+ Can add Craft ranks to lab totals. From The Wizard's Grimoire

Magical Affinity—narrow

Hermetic

 

Gain a new skill: Affinity (subject). Can buy up as with other skills. Adds to spell roll totals. Useful for exceeding skill rank level limits.

Can take multiple times.

Magical Affinity—common

Hermetic

Cha 13+

Can take multiple times.

Magical Affinity—Form Hermetic Cha 15+ Can take multiple times.
Magical Affinity—Technique Hermetic Cha 13+, Int 13+ Can take multiple times.
Magical Memory Hermetic Int 15+ +6 bonus to spontaneous casting totals. Must make Int checks at DC 10 to remember mundane facts. From The Wizard's Grimoire
Mandrake Magus Hermetic House Ex Miscellanea Taught by a mandrake. Limits to skills. Treat as hedge wizard. Lack of respect and distrust within order: take -6 on appropriate rolls. From The Wizard's Grimoire

Mastered Spells

Hermetic

 

Choose 100 levels of spells to master.

Can take multiple times.

Mercurian Magic Hermetic   +20% bonus to Perdo, Aquam, Auram, Corpus, Ignem, Terram, and Vim when casting ritual spells. Must always cast spontaneous spells by expending fatique and always divide by five. Also cast group spells together. From The Wizard's Grimoire

Method Caster

Hermetic

 

+2 with formulaic spells.

Can take multiple times.

Outsider Trained in the Order Hermetic Member House Ex Miscellanea May not start with ranks in Certámen, Knowledge (Order of Hermes), or Parma Magica. Treat as hedge wizard. Lack of respect and distrust within order: take -6 on appropriate rolls. From The Wizard's Grimoire
Promised Apprentice Hermetic     From The Wizard's Grimoire

Quaesitor

Hermetic

 

You hold a position as judge within the order. +6 to relevant die rolls.

 

Quick Mastery Hermetic Int 13+ Exceeding a spell roll by 20 points grants 100 XP toward mastering that spell.  From The Wizard's Grimoire

Quiet Magic

Hermetic

 

No penalty for using a soft voice, -10 for using no voicings. No benefit from using a booming voice.

 

Redcap

General

Member House Mercere

 

 

Secret Vis Source

Hermetic

 

Gain one pawn per season.

 

Sense for the Gift Hermetic   Make a Wis check at DC 10 to recognize those with Subtle Gift. From The Wizard's Grimoire

Side Effect

Hermetic

Cha 13+

Useful side effects to spells. Guideline is to use +2 bonus to some skill or attribute check.

 

Silent Magic

Hermetic

Quiet Magic, Dex 13+

No penalties for lowered vocalizations.

 

Special Circumstances (situation)

Hermetic

 

+6 to cast or resist spells under some uncommon situation (chosen at purchase time).

 

Strong Writer

Hermetic

 

Better quality when writing various books.

 

Student of Faerie

Hermetic

Cha 13+

Bonus to +6 to Knowledge (faerie lore) skill rolls, know better how to deal with faeries.

 

Study Bonus Hermetic   Improves studying from raw vis. From The Wizard's Grimoire

Subtle Magic

Hermetic

Dex 13+

No penalties for no gestures.

 
Visions General Wis 13+ Gain new skill: Visions.