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. |
|